[3.23] Tectonic Slam of Cataclysm Juggernaut | Giga Slam | Hit Hard, Hit Once

POB (3.23):
https://pobb.in/92oMWjro7Smu

Video Guide:
https://youtu.be/lKTbFDMmnIg

Showcase playlist:
https://www.youtube.com/playlist?list=PLn4lVg3-kDCvfBMrH-78UToxrs-TbrOhC

Not ticked in POB- :
-Vaal Ancestral Warchief (may not have enough vaal souls to activate)


Pros & Cons:
Pros
+ Very tanky
+ Instantenous damage
+ Huge AOE & clear
+ GIGA SLAM PLAYSTYLE!!

Cons
- DPS uptime inconsistent, can't stand and slam continuously (can feel bad if your hits misses / didn't crit.)
- Alot of character power locked behind late game items, 2 being Ashes of the Stars & Forbidden Flame/Flesh (abit of struggle to play early, but still doable)
- Momentary loss of endurance charge post-slam can be dangerous defensively
- Slam playstyle may not fit your taste


Offensive layers:
1. Tectonic Slam of Cataclysm + Endurance Charge Generation & Stacking + Herald of Ash & Infernal Cry (clear)
Trans Tectonic Slam gives huge more damage & AOE multiplier, so the build stacks as many endurance charge & generation method as possible.
Mostly solved using Juggernaut's Unflinching Ascendancy

That's all, seriously.

To elaborate:
Max endurance charge source:
3 from tree (Duelist, Marauder & Templar tree)
1 from Juggernaut Unflinching Ascendancy
1 from Death's Door boots
1 from boots corruption (late game)

Total of 9

Endurance charge generation:
Juggernaut's Unfliching gives us the most important effect (build usable once spec into this node), which is:
25% if you would gain end. charges, gain up to maximum instead
Above allows us for 1/4 chance to instantly refill our charge to maximum

Source of gain:
Unflinching - 30% to gain endurance charge when you are hit
Unflinching - Gain endurance change every second if hit recently (1 / s, up to 4)
!!!Echoes of Creation allows us to self-hit to trigger above effects!!!
Endurance Charge on melee stun - Gain charge on enemy stun (massive single hit allows this effect to almost always proc)
!!!note charge on stun only gain single charge per attack, regardless of no. of enemies hit!!!
Warning Call - Chance to gain end charge per power (some extra benefit occasionally when used to gain power & frenzy charge)


Defensive layers:

1. Armor + Unbreakable node + >75% res + Stun Immunity + Fortify
%Armor
Armor from gear, Determination, Molten Shell, flasks.
!!!High molten shell uptime due to cooldown reduction + buff duration from skill tree & Ashes of the Stars quality!!!

Unbreakable allows a portion of armor to mitigate elemental damage.

>75% res from Tree

Stun Immunity from Unstoppable

Fortification from Eater of World body armor implict / charms

2. Chill & Freeze immune, Slow immune
From Unstoppable ascendancy (technically not immune, but prevents you from getting slowed below base value)

3. Huge life regen + Bleed Immune
From Untiring Ascendancy + passive tree nodes + Consecrated ground on Bottled Faith
Bleed immune from Death's Door boots


Mastery, Ascendancy, Bandits & Pantheon

Important Mastery :
1. Fire mastery (Phys converted to Fire)
2. Armor mastery (All max res)
3. Mana mastery (Reservation Efficiency)
4. Warcry Mastery (Can't exert travel nodes)
5. Warcry Mastery (Recover life on warcry)

Ascendancy :
1. Unflinching (End. charge mechanics, pick this if you want to play the skill straight away)
2. Unstoppable (MS + stun & slow immune)
3. Unbreakable (Tank node)
4. Untiring (Tank node)

Bandits :
Alira (Crit multi + res + mana regen, otherwise difficult to cap resists & have some chaos res)

Pantheon :
Soul of Lunaris / Arakaali (if chaos res not capped) Lunaris for general tankyness, Arakaali if chaos res not capped
Soul of Ryslatha / Yugul / Garukhan (life flasks, or Yugul for reduced curse effectiveness during cursed maps, reduced shock effect)


Gem setup:
Main Skill (Tectonic Slam of Cataclysm):
Tectonic Slam of Cataclysm + End. charge on Stun + Pulverise + Elem. damage with Attacks + Melee Phys Dmage + Fire Pen
Main skill, high single hit damage allows for stunning hit even without reduced enemy stun threshold.

Warcries
Intimidating Cry + Seismic Cry + Infernal Cry + Urgent Orders
Intimidating Cry for double damage, Seismic for AOE, Infernal for Cover in Ash & clear.
!!!Slot into helmet for +1 use!!!
!!!Seismic & Infernal lasts for many exerted attacks, so you mostly need to pay attention on Intimidating Cry!!!


Assasin's Mark
Assasin's Mark + Mark On Hit
Highest DPS for crit based curse

Leap Slam
Leap slam + Faster Attacks
Standard leap slam setup.

CWDT
CWDT + Molten Shell
Standard guard skill setup

Aura
Determination + Precision + Herald of Ash + Blood & Sand + Enlighten
Aura setup. Good to have quality on Herald of Ash for higher explosion from overkill damage
Enlighten not really necessary, but nice to have since build do not have mana leech. Level 2 is good enough

Utility (Slot whereever free)
Vaal Ancestral Warchief + Combustion, Blood rage
Blood rage on LMB click. Vaal Ancestral warchief / normal ver. whenever you need.


My Gear + Explanation:



High phys 2-handed Mace
High PDPS phys weapon w. high base crit chance w. low attack speed. Important stat is the base damage number up top .
Assuming same PDPS, high attack speed means lower base damage. Usually 2handed Mace is the best.


Helmet:
Rares > Echoes of Creation
Echoes of Creation is BIS because it gives more attack damage / warcry, allows for self-hit for end. charge generation & gives +1 use to socketed warcry.
!!!!Aim for 15% rolls of more damage!!!!

Body Armour:
5L rare > 6L Rare > 6L Searing Exarch&Eater implicit
Get resistances & as high armor roll as you can. Craft phys taken as elem. if possible
!!!Best implicits: !!!
Eater = Melee hits fortify / Determination aura effect (if can get fortify elsewhere)
Exarch = Inc. effect of non-curse aura / flasks gain charge / max res / whatever


Gloves:
Rares > Rares with Sear Ex. & Eater implicit
Life, attack speed, resists.
Implict : Fire exposure & intimidate on hit

Boots:
Rares > Death's Door > Corrupted Death's Door (+1 end charge)
Death's Door give us +1 max endurance charge, MS,some ele resists & bleed immunity.

Belt:
Rares > Rare Stygian Vise
Life + Resists. Hunter influenced Stygian for endgame. Use abyss jewel with life + accuracy.

Rings:
Double Rares
Life + resistances (and some intelligence for Assasin's Mark). Craft -mana cost on atleast one of them.

Amulet:
Carnage Heart > Ashes of the Stars
Early game use Carnage Heart for massive attributes & ele. resists. Endgame use Ashes w. high quality rolls for damage.
Best anoint: Blacksmith Clout if using mace / Heart of Flame for general purpose

Jewels:
- Large cluster with Martial Prowess + Life leech node.
- 2 Medium cluster jewel with following notable : Warning Call (armor), Mob Mentality (charge generation), Lead by Example (Onslaught)
- Lethal Pride at Duelist jewel location is MASSIVE for dex stats^7, aim for 1 Alchemist Genius and DPS for the rest.
- Watchers Eye w. Determination (+armor / phys reduction) + Precision (DPS)
- Forbidden Flame & Flesh for War Bringer for massive damage.
- Jewel with %life, crit multi & reduced curse / shock effects in remaining slots
- Abyss jewel (if stygian belt) with life + accuracy

Flasks:
1.Bleed life flask
2.Granite Flask (curse effect)
3.Basalt Flask (armor)
4.Diamond Flask (crit chance)
5.-Flexible- (Amethyst Flask / Lion's Roar / Bottled Faith for endgame)
My Youtube channel guide:
https://www.youtube.com/channel/UCuOAAZyUPDtInV9UDiH4BBw
Last edited by mantol456 on Dec 30, 2023, 3:13:29 AM
Last bumped on Mar 22, 2024, 10:13:49 AM
-reserved for future post-
My Youtube channel guide:
https://www.youtube.com/channel/UCuOAAZyUPDtInV9UDiH4BBw
Any way to post an atlas prog according to level? Nice build tho
I'm playing this build too now.
I'm at lvl 91, damage is good, but it struggles om the very tough monsters due to inconsistent damage.
Considering an alternative to ruthlessness
Good Build!
Last edited by PleaseMasterMakeMeScream on Feb 11, 2024, 12:43:29 AM
I played my own Version of this Build last League. I used Tidebreaker and so had another Support Gem. Any reason why i shouldnt do that?
"
Sir_Niclas wrote:
I played my own Version of this Build last League. I used Tidebreaker and so had another Support Gem. Any reason why i shouldnt do that?


Rare weapons can roll significantly DPS and it's more difficult to 6L a unique weapon. Otherwise it works too if that's all you have. Also Tidebreaker have low base weapon crit chance, so your slams are gonna be more inconsistent when the build already have consistency issues.
My Youtube channel guide:
https://www.youtube.com/channel/UCuOAAZyUPDtInV9UDiH4BBw

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