[0.4] [4k] Pyro Ward: Iron Ward Ignite Bomber Blood Mage - Path of Exile 2
Автор: Baumi's Magical World
Загружено: 2026-01-17
Просмотров: 3667
Описание:
↓---- TIMESTAMPS ----↓
0:00 Showcase
0:57 Intro
1:01 Narration
9:25 Outro
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T3 Xesht: • [0.4] [4k] (Bonus Content) Pyro Ward: T3 X...
PoB template (updated*): https://poe.ninja/poe2/pob/1880b
(*) Better Passive Tree optimization after more testing
(*) Fixed missing Life Remnant support gems
(*) Added missing Charms and flasks
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I'd like to thank these artists for allowing me to use their music for free. Videos such as this would otherwise not be possible for me to make. Thank you so much! Absolutely awesome stuff!
https://pixabay.com/users/vasilyatsev...
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This level 92 Blood Mage builds up stacks of Iron Ward and then ignites enemies to trigger a chain reaction with Living Bomb via Cast on Elemental Ailment. This creates a fascinating firework of explosions that can clear several screens at once.
All of this is achieved by using a feedback loop with Ignited Ground, enabled by Birth of Fury and Fireflower paired with The Rat Cage to turn Fire Damage taken when igniting enemies into Physical Damage taken to fuel the Iron Ward. Once full stacks are reached, you press the button and the screen of monsters evaporates.
Damage taken is prevented via Blood Mage and its Grasping Wounds passive, paired with the Amanamu's Sacrifice of Flesh keystone, all of which is then sustained via Life Recoup and Recoup Speed, Life Leech from Vitality Siphon, Life Remnants from Sanguimancy, and damage mitigation from The Hollowed Mask and other sources of flat Physical Damage Reduction and Armour.
Avatar of Fire is used to convert the Physical base damage into Fire. Some of the damage is lost here and you can't make use of Blood Mage's strong Sanguine Tides passive, but I could not find another way of making this work reliably.
Blackflame is used to make enemies take Chaos Damage from Ignite instead, bypassing a lot of annoying Elemental map mods and resistances. To amplify the Chaos Damage they take, I use Withering Presence to apply stacks of Wither. The Despair curse is also used to debuff them further, which is then made even stronger with the Blood Mage's Whispers of the Flesh passive.
Wildfire is used to make the Ignites spread while I'm still charging, which also has the extremely positive effect of automatically refilling my Iron Ward stacks very quickly as new enemies spawn or get reignited. Very neat interaction I found.
I also did not swap in the next best damage support gem in this video because I was too lazy to do so. So, yeah, the actual damage can be a lot higher than shown, as I'm also still using a level 18 Spirit Gem in this video.
Stacking Ignite duration is of importance to make them last long enough for Wildfire to spread, and because it can take some time when fighting bosses to reach full Iron Ward charges again.
I reflect the Ignites back on myself via the Self Immolation passive, which grants me increased Armour and Fire Damage via the Molten Carapace passive. It also enables the use of the Commiserate support gem, for more ailment damage. Coupled with a nice Megalomaniac I aquired, I can gain more or less practical immunity to Bleed and Poison as long as I keep myself ignited.
Blood Magic is used to convert the Mana Cost, and because I was getting fed up when fighting enemies that had the Mana Siphon aura. I initially tried a version with Damage taken from Mana before Life paired with some passives and Midnight Braid, but it wasn't enough to deal with that annoying aura.
Thunderstorm is used with Shock Conduction II to apply Shock, and it can then vacuum enemies together via the Electromagnetism support gem.
For some reason, I was getting stunlocked a lot and I'm not even sure why, so I invested heavily into Stun prevention/mitigation, and it sometimes still doesn't feel enough. Those Abyss rares can get really annoying, just FYI. I believe that self-inflicted damage might be bugged this patch and may drain your invisible (light) stun bar constantly, which is what might be causing the constant stuns. Still, investing into it proved overall worth it because I'm at least no longer getting stunlocked to death.
That said, I ran some pretty rippy endgame maps with this build, even Less Recovery ones, and I survived just fine. Did have a couple deaths, obviously, but most of them occurred when I was still figuring things out. In general, I try to avoid extra Fire and Less Recovery map mods, so I advise you do the same. Absolute no-go is any form of Armour Break. If you get your armour broken, you will die. You have been warned.
Let me know your thoughts! I hope you enjoy this build.
Thanks for watching!
#pathofexile2 #ignitebuild #bloodmage #pyroward #oppenheimer
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