Help with weapon set passive points

Hello everyone, and happy New Year!

I’m looking for some advice from the community regarding weapon set passive points, as I’m currently not utilising them at all and would like to understand how I could get more value from them.

I’m playing a Poison / Bleed Titan Warrior, and overall I’m very happy with how the build performs. My main concern isn’t the core functionality of the build, but rather whether I’m missing obvious or clever ways to leverage weapon set passives to further optimise it.

Build overview

Main skill: Resonating Shield

Resonating shield has two uses - Firstly it's the main mapping skill by triggering the Herald of Blood and Herald of Plague chain. Second, it's for breaking the armour of a single target/boss.

Support gems: Uruk's Smelting, Steadfast II, Bleed III, Poison III, Bursting Plague.

Secondary skill: Shield Wall

This is the main single target/boss melter. Deals large damage and is broken by either Infernal Cry or Fortifying Cry.

Support gems: Atalui's Bloodletting, Heft, Rageforged II, Bleed III, Poison III.

The build feels solid mechanically, but since I’m only running a single functional weapon setup, my weapon set passive points are essentially unused, and I’m unsure what direction makes the most sense for them.

My question

Are there any recommended ways to:

- Set up an alternative weapon configuration purely to benefit from weapon set passives? Even if it does just share the same Mace and Shield across both weapon sets.

- Use weapon set passives defensively, offensively, or utility-based for a build like this?

- Gain conditional bonuses that synergise with poison/bleed gameplay?

I’d really appreciate any ideas, examples, or explanations — especially from players who’ve found creative uses for weapon set passives.

Passive tree

Here’s my current skill tree for reference:

https://poe.ninja/poe2/passive-skill-tree/Ban6e1Zj3VUDjRYsfjQVYy484YfPnReJPzDF7UntTb5cQEoqBUnN2pCq3ND6ZEa2ccapagv5eQj9USDB7WbftVfJ1Uh8XrdrrNdBy7fxJ6CztkHVEo4FFjgv9BC6NKWHwH7vvb6yDuV53QeP9vpZyPQWk3Y4seDsUjCy7CGrDxfzoNc6fc3YjfU2aW2ngyowS9uz5Lpb65qpc1jnUdo9vGLYPBrLZR6CShrwomNoUHbCfuhj2g7o2iCm753hrBKwpnRAhrKjocU5adU6HjkeragrkuxKk79Lm8ivDV57LRtXfaafSBwuJprKdZbHHb9HF9aRUyCKSqX3bz3DDmkUd2ZQiBnzyH8wKq2rGMsP9PHfk1TjroYbGqrvswjp4QNUfRjK2XRfiJtvPkLvEKMLGjCcZD8rWEKTHEyfCwShLTL6whd9xkpnbo3ntrA8cVdqGo2RmwHepm4vK7owA6DwcUgjQGqE9Ws1xuN9LuvmvbdshbozoM8gDBSa9XvvZPCxh3Vn6n6pt4fyeoZ?search=hefty&locked=

Thanks in advance to anyone who takes the time to respond.
Last edited by WILDEPOINT#3069 on Jan 3, 2026, 5:58:42 PM
Last bumped on Jan 4, 2026, 2:00:38 AM
A well know tech for Shield Wall build is using a Nebuloch (Unique 1H Mace - it's dirt cheap and the stat on it doesn't matter at all) to abuse its "Attacks consume an Endurance Charge to Critically Hit" modifier. Basically you set up in weapon set 2 with a bunch of Crit. Damage from the tree and trigger huge critical hit. You can easily find a guide for it on google if it interest you.

But generally, weapon set setup have two variant depending of yours skills:

- If you only have one skill for clearing and bossing/single target: One is for the main skill and the others is used for the utility skill (Curse, Mark, Exposure, etc...) with thing like duration, AoE or Magnitude.

- If you have one skill for clearing and one for bossing/single target (like in your case): One will be more focus on making clearing the fastest and/or safest (movement speed, reduc. movement speed penalty, Attack/Cast/Skill speed, etc...) and the other will purely focus on pure damage to make your bossing skill hit the hardest possible (and OS most of them).




Last edited by Djirane#4170 on Jan 3, 2026, 7:14:21 PM
Basically you want to lock your weapon set then set your 2 attack skills to different weapon sets.
All jewel slots must be in the combined skill tree and everything else is free to swap.

Here is my build.
https://poe.ninja/poe2/profile/Fyrel-3118/character/Dasosse

I am using gas grenade as my main attack and have that weapon set for grabbing all the poison magnitude and extra poison applications.

I am using high velocity rounds on my second weapon set to apply bleeding for some extra damage against bosses but mostly for the riven armour, 5% of the physical damage is added to my gas grenade poison damage which is then multiplied by my magnitude of poison.
On this skill tree I am grabbing some bleeding magnitude, extra effect of fully broken armour and some extra damage.

The bleeding in my build is really falling off compared to the poison and I have considered changing things around.
I have poison immunity on my gas grenade skills and am considering grabbing ignite and bleeding immunity for my other set so I can cancel those effect just by using the high velocity round.

Since you have 48 rage I really feel you should be using Tacati's Ire 96% faster poison damage is a pretty huge buff.

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