The Juggernaut class revolves around defenses, giving physical damage reduction by way of armor and endurance charges, life regeneration, and protection against slows and stuns. The tree also presents some offensive bonuses like accuracy and stun bonuses. In this Post, U4GM Will share the starter Path of Exile 3.3 Marauder Juggernaut Builds for you.
NO.1 [PoE 3.3 Build] Can Red Maps and Farm the Uber League Starter Sunder Juggernaut Build
This build can be a solid league starter. It indeed is in a position to progress into red maps and farm the Uber (Eternal) Labyrinth on a tight price range. Below could be the setup that I am running for farming Uber Lab and Guardians. Rather than Atziri's Disfavour, you may use any two-handed Axe. However, it is usually a massive upgrade when it comes to damage.
Poe 3.3 changes:
- The base delay between the initial attack and the aftershock is now 1 second (down from 1.5 seconds).
- The aftershock now deals more damage as the gem levels, dealing 69% more damage at gem level 20 (up from 50%).
Added a new Strength gem - Vaal Earthquake: Smash the ground, dealing damage in an area and cracking the earth. The crack will erupt in a powerful aftershock after a short delay. Your steps will deal damage around you for a duration, breaking the ground if the previous fissures have erupted.
Vaal Skill Changes
- Vaal skill gems now also grant the base version of the skill at the same level and quality as the Vaal gem. For example, a Vaal Burning Arrow skill gem now allows both the Vaal Burning Arrow and the Burning Arrow skills.
- Using a Vaal skill now prevents you from gaining souls for all Vaal skills for a short period after the Skill is used. The duration of this effect varies from Skill to Skill.
- Whereas previously the cost of Vaal skills would increase in areas after Act 5, and again after Act 10, the price of all Vaal skills is now consistent throughout the game. That is worth keeping in mind when looking at the following changes, as although many Vaal skill costs have been raised when compared to their base cost previously, they are typically now lower than the price you would have paid in higher-level areas.
- Damaging rare enemies now generates 1 Vaal soul per 2% life it loses, with a 1-second cooldown.
- Damaging unique enemies now makes 3 Vaal souls per 2% growth it fails, with a 1-second cooldown.
Ground Slam can be used with axes.
Bandits: Help Oak
Farming maps: Gruthkul, Lunaris
Farming guardians: Tukohama, Solaris
PoB Link: https://pastebin.com/pWDri5AP
Skill Tree: http://www.poeurl.com/bVQ5
Example Link: https://www.pathofexile.com/forum/view-thread/1965844
NO.2 [PoE 3.3 Build] Earthquake Starter Juggernaut Build
Earthquake received a significant buff in patch 3.3 minimizing the duration for the aftershock to 1 second in addition to an increase in its damage!. This buff in conjunction with the addition of Vaal Earthquake will be the critical explanation you chose EQ to become my league starter. I program on carrying out a 24 hr stream on league launch so feel free of charge to drop by with queries
Level as Ground Slam! It might be overpowering to carry you to level 12 then
Level as Sunder till you get less duration gem or till you find a four-link and then swap EQ
Bandits: Kill all
Soul of Solaris - Major
Soul of Shakari - Minor
PoB Link: https://pastebin.com/jEDjSeU2
Example Link: https://www.pathofexile.com/forum/view-thread/2150312
NO.3 [PoE 3.3 Build] Decent AOE EQ JUGG Earthquake Juggernaut Build
PoE EQ JUGG is one of the most Iconic builds in Path of Exile history. Arrived in 2016 and still powerful ever considering that. The nerfs hit the damage and AOE also tricky of the cause, nevertheless, it continues to be end-game viable. Your straight harm scales off BASE damage. Base harm = your weapon damage. The higher = the much better. Ancestral Warchief scales precisely the same way. The skill itself has two phases: the initial hit along with the aftershock. Aftershock takes place immediately after a delay and does 150% of initial hit harm with more massive AOE. So it is a substantial portion of the damage, each for mapping and bossing. So the build itself is not about ATTACK SPEED, unlike sunder, blade flurry, and frost blades. It is about hitting when and hitting hard.
+ Decent AOE
+ High effective HP: can be over 7000+
+ Stupid amount of Physical Damage mitigation. Over 90% of Phys damage reduction
+ You chill in traps and walk through lab like it's nothing, thanx to high regen
- Not a boss killer.
- AOE could be better
- Evident speed is not like Duelists with dual wields
- The shaper is hard and a lot of practice
- Resistances are pretty low due to several uniques (still over 100+ with Endurance Charges up)
Bandits: Kill All
Minor: Tukohama for maps, Ryslatha for dangerous bosses, Shakari for Chimera and poison stuff
Get Sunder at level 12. Then use any axes with high Phys and attack speed.
Rare axes with high physical DPS will also work well.
You can also play with Maces before you start speccing into AXE damage.
At 28 get Earthquake and use it with Melee Phys + Ruthless and then Inc. AOE, Maim / Damage on Full Life / Faster Attacks
For Ancestral Warchief: Anc.Warchief-Melee Phys-Faster Attacks-Maim/Conc.Effect
Get mana leech on a ring/amulet or gloves AS EARLY AS POSSIBLE, cause we don't go to mana leech on a tree.
Then start stacking life leech.
PoB Link: https://pastebin.com/JpBqn5P4
Skill Tree: https://tinyurl.com/y9qs7g85
Example Link: https://www.pathofexile.com/forum/view-thread/2149501
NO.4 [PoE 3.3 Build] Uber Lab Farmer Ahn's Might League Starter Juggernaut Build
Utterly nothing has genuinely been nerfed or buffed together with the build and Expect this will play exactly like it did in 3.2. The build had expected to become just as viable as it has been because Abyss league but as a warning anticipate the prices of some of the uniques in this build to become higher for the very first week or so with the new league.
This build that makes use of Ahn's May well as a price effective means of performing damage. You began with this build in Abyss League and was able to complete the Uber Lab by day 3. As of now, this build has been able to do any Izaro modifiers inside the Uber Lab as well as being capable of carrying individuals by way of the uber lab also around the price range setup. With some investment, this build has been capable of tackling the end game content material including the guardians and Shaper. The ideal aspect will be the build you use to farm this gear might be the same a single that you apply to map and take end game.
This build is often a far more balanced strategy to uber lab farming that enables us to have a character which will map correctly. We Utilize fortify and endurance charges over standard flat Armour scaling to have our defenses for Izaro. The Juggernaut ascendancy gives us bonuses to endurance charges as well as has the option of providing us rewards to fortify too. That signifies that we will not be able to face roll through traps, but we nevertheless have a lot of defense for Izaro without sacrificing as well tricky on the damage side of the build.
The strengths of Ahn's May using the Juggernaut ascendancy indicates that we're capable of obtaining around the low attack speed base by allowing us to scale accuracy to help with attack speed (which Ahn's could deliver). Ahn's May also gives area to assist out with Cleave's ordinarily poor area of effect to assist with mapping and speed clearing. Lastly, we get about the low crit base of Ahn's May well by using all of the bonuses to crit for dual wielding in the Marauder and Duelist sides on the skill tree and later the sword nodes inside the Ranger section. Lastly, the high flat physical damage the swords give means that our most effective suggests of scaling harm is using % bonuses to harm and crit multi at the same time as making use of sources of other physical damage as elements.
The build makes use of cleave as our Major skill. That can be resulting from Cleave making use of both hands on attacks (as opposed to other Skills that alternate between main hand and offhand) and obtaining a high base for harm. Cleave also provides us fortify on hit using the threshold jewel too as AOE to help with clearing.
Brine King by default unless you have a source of stun immunity in which case you could go with Solaris. For minor ability you take Ryslatha for running uber lab otherwise Tukohama and Yugi are good as well.
Alira is probably the best choice here. The resistances help with gearing and the bonus to crit multi will be your best damage option as well out of the three bandits (as well as the 2 point option). You can alternatively take Oak here for some Phy's defense or go for the two skill points.
PoB Link: https://pastebin.com/BW4WSbZ0
Skill Tree: http://www.poeurl.com/bNbC
Example Link: https://www.pathofexile.com/forum/view-thread/2048886
NO.5 [PoE 3.3 Build] Shield Charge and Life Righteous Fire Juggernaut
Righteous Fire is a damage skill that engulfs you in a fire that rapidly burns you and nearby enemies for a percentage of the maximum life. Considering that it utilizes your maximum life to scale its damage, it is essential to stack a great deal of it. Rising Maximum Fire Resistance mitigates a lot of the burning damage performed to self, the rest is sustained with Life Regeneration.
Shield Charge: Mobility skill. Employed to trigger Fortify, Elemental Equilibrium, and Elemental Overlord.
Orb of Storms: Totem like the spell that auto-attacks nearby enemies. Utilized to trigger Elemental Equilibrium and Elemental Overlord on bosses.
Scorching Ray: Channelling spell. Applied to deal further harm, and lower enemy's fire resistance. It about doubles your single target harm at full stacks.
Enduring Cry: Warcry. Generates endurance charges.
Vitality and Purity of Fire: Auras. Regenerate life, and boost fire and maximum fire resistance.
Stone Golem: Minion. Grants life regeneration.
Righteous Fire is your principal harm dealer. Turn it on once you enter a map, then Shield Charge into packs, burning them to ash. Make sure to Shield Charge regularly, to boost EE and EO procs.
Summon Orb of Storms when fighting bosses or difficult rares, it will trigger EE and EO automatically for you. Then channel Scorching Ray, while an enemy is standing inside your Righteous Fire.
Changes in PoE 3.3
1. Dyadus axes no longer buff burning damage. So, dual wielding dyads axes, and dyads AG is no longer viable.
2. Vaal Righteous Fire can be used to boost your damage. If you socket it in place of RF, it will give you two skills: regular RF, and Vaal RF. When you accumulate the required number of souls, you will be able to activate Vaal RF and have it active along regular RF, for four seconds. I'm not yet sure how useful it's going to be in practice.
Soul of Arakaali (Major God)
Soul of Abberath (Minor God)
Soul of Solaris (Major God) - worth unlocking secondary powers
Soul of Tukohama (Minor God) - make sure to open secondary power
Bandits: Oak or Kill All.
Oak - 1% life regenerated, 2% Phys damage reduction
Kill All - 2 passive points
Recommend starting with Oak. When your gear is right, and if you feel like you have enough regeneration, you can switch to Kill All.
Leveling with RF requires a set of particular uniqueness. That's not going to be possible when starting in a new league, or if you have no Poe currency. If that's your situation, you can level with other skills and switch to RF when you can meet the requirements.
Sunder (level 12) is a solid skill. You can quickly get the too late 60s with it, and by that point, you should have enough Poe currency to switch into RF. Use a two-handed ax or mace. Sunder will work with the regular RF tree path, but you should still grab a few damage nodes that are on the way, like Destroyer, Born to Fight, Butchery, Splitting Strikes.
PoB Link: https://pastebin.com/dpjAd60m
Skill Tree: http://www.poeurl.com/bVvF
Example Link: https://www.pathofexile.com/forum/view-thread/1985355
This build is a lot of fun. If your PC can't handle partying with other players then you probably can't play this build, even with dynamic resolution. It's a little wacky to gear since it's mostly uniques but the uniques are inexpensive for the most part plus using 5 links keeps costs low overall.
The Juggernaut class revolves around defenses, giving physical damage reduction by way of armor and endurance charges, life regeneration, and protection against slows and stuns.
The Hierophant offers a mixture of non-conventional sources of damage, defenses, and overall utility aimed towards spell and totem users.