Overview
This build is a Warrior ballista-totem setup that drops crossbow grenade totems and lets them do the work while the character kites in circles. It is the creator’s recurring league starter — a build they have brought back across 0.3, 0.4 and 0.5 and plan to replay in 0.6 — and the whole pitch is reliability over flash: an affordable, one-button core that can already clear every piece of content in the game.
The damage engine is Cluster Grenade fired through Ballista totems, with physical converted to fire and scaled by stacked Rage. The 0.5 patch lets the build run two ballista totems instead of one, so you place a pair of turrets, move to stay alive, and watch packs and bosses melt. There is no mana to manage and no targeting to do, which is why the creator aims it squarely at new players and casuals.
The video is framed as a “day 3-to-5 summary”: a gameplay showcase of the normal version followed by a mini-guide on transitioning to an expensive maxed version. The normal version runs around four to five Divines and handles all content; the max version layers in crafted gear, premium jewels and a bespoke crossbow for players who want to push the ceiling.
Pros & Cons
Pros
- True one-button playstyle — drop totems, no aiming, no mana management
- Extremely tanky: armour-stacked toward ~90% physical reduction, totems soak a share of incoming damage, plus a Jade Heritage shield for emergencies
- Cheap, complete normal version (~4–5 Divines) that clears all content, including Trial of Sekhema and pinnacle bosses
- Replayable, well-understood league starter the creator has refined across multiple patches
- No loot filter needed — the creator runs fully juiced maps regardless of mods
Cons
- The maxed version gets very expensive (60-Divine cluster-grenade jewels, a crafted endgame crossbow, plus-five fire amulet)
- Totem playstyle means damage is indirect — not for players who want hands-on combat
- Endgame crossbow relies on a deterministic but costly craft the creator covers in a separate video
- Rune/anoint placement matters (e.g. Rigwald’s-style weapon on the correct slot) or you lose damage
Key Skills
- Cluster Grenade — main damage skill, fired through totems; pushed to gem level 21 for the max setup
- Ballista Totem — the delivery system; 0.5 allows two totems at once for a big damage jump
- Eternal Rage — keeps Rage permanently maxed to scale damage (needs 30+ Spirit on the body armour)
- Time of Need — paired with Eternal Rage for sustain and ailment clearing
- Jade Heritage — on-demand shield skill used when surrounded or facing big hits
Gear & Anointments
The weapon is a physical crossbow; the affordable version is a deterministic, cheap craft from the build guide, while the max crossbow stacks projectile/totem levels and high physical DPS. Defence comes from armour-stacking: an Ornate Plate body with ~2,000 armour and 30+ Spirit (mandatory for Eternal Rage + Time of Need), a 1,000+ armour helmet, and the Heart of the Well jewel that converts equipped-body-armour into both damage and defence. Grenadier is taken on the amulet anoint (dropped from the tree on the max version to free up points for maximum-Rage nodes). Rage runes such as Tamoto’s Soul Core of Ferocity add maximum Rage, and a gloves jewel socket (via a Kigan’s-type currency) opens room for a Prism cluster-grenade jewel.
Endgame Notes
The creator demonstrates the build clearing Arbiter of Divinity (the 0.5 pinnacle boss), full-party Trial of Sekhema carries, Simulacrum, and all standard league mechanics — expedition, breach, abyss, ritual — emphasising that the build’s main selling point is doing everything without dying. Defensive layers like Spirit of the Bear (20% increased max life, 20% reduced damage taken) are recommended for Simulacrum and tougher content.
Credits & Source
Build credited to Poeguy007. See the source video for the full build’s gameplay footage + voice commentary: BUILD COMPLETE! Shredding everything. // Showcase + mini-guide: How to switch to the MAXED version..
