Warrior · Shaman

[PoE 2] - POEGUY's AWT Shaman - Video Build Guide - // Excellent for Simulacrums and Sekhema carries

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Patch0.5Last updated2026-06-18
Source videoOpen on YouTube

This page summarizes the video above. Full credit and detail belong to the creator. — [PoE 2] - POEGUY's AWT Shaman - Video Build Guide - // Excellent for Simulacrums and Sekhema carries(Jun 18, 2026)

Ratings

League Start2/5
Bossing4/5
Mapping4/5
Budget Friendly3/5
Endgame5/5
Complexity2/5

Overview

This build turns the Warrior’s Shaman ascendancy into an Ancestral Warrior Totem powerhouse that lets a small army of totems do the fighting while the character stacks rage and armour. The core loop is built around endurance charges: a Red Flare Conduit body armour grants a power charge every second, the Resonance keystone (taken from a jewel) converts those power charges into endurance charges, and each Ancestral Warrior Totem summon spends an endurance charge — so charge generation directly fuels totem uptime, scaling up to eight totems at once.

What makes the Shaman ideal is its synergy with rage. The ascendancy grants large amounts of maximum rage and lets mana regeneration feed rage generation, so a Clarity gem alone keeps rage near cap without dedicated sustain. Rage then scales both damage and armour. Layered on top is Adaptation, which mitigates elemental damage by type, plus a heavily-armoured shield setup that reaches 85% physical damage reduction through “increased armour from equipped shield” notables and jewels.

The creator positions this as a farming workhorse for Simulacrum and Trial of Sekhema carries — content where survivability and sustained damage matter more than burst — while remaining capable across the rest of the endgame.

Pros & Cons

Pros

  • Extremely tanky: ~85% physical reduction from a high-armour shield, rage-to-armour scaling, and Adaptation elemental mitigation
  • Strong self-sustain — summoning a totem recovers life via endurance-charge nodes, acting as a constant heal
  • Totems do the work, so the playstyle is simple and forgiving for less experienced players
  • Excels at Simulacrum and Trial of Sekhema, making it a reliable carry/farm build
  • Flexible gearing — a rare belt is fine; Mageblood or Headhunter are optional luxuries

Cons

  • Not a league starter — relies on the Red Flare Conduit and a Resonance jewel to even function
  • Giant’s Blood for a two-handed mace wants ~level 80–85 and heavy strength stacking before it comes online
  • Charge-generation dependency means the build feels weak until the core items and keystones are assembled
  • Rage and charge upkeep adds a layer of maintenance compared to a pure one-button build

Key Skills

  • Ancestral Warrior Totem — the main damage dealer (with Sandstorm), socketed with Brutality, Heavy Swing, Urgent Totems and Bloodletting so totems cost life instead of mana and ramp damage as they’re summoned
  • Shockwave Totem — utility totem for Armour Break + Urok’s Smelting and Astral Projection, applying boss debuffs and letting totems attack anywhere on screen
  • Berserk — bossing button that converts rage into extra damage for hard pinnacle fights
  • Time of Need / Magma Barrier — mapping survivability, curse cleanse and block chance
  • Clarity — feeds mana regen into rage generation to keep rage near cap

Gear & Anointments

Weapon is a two-handed mace with as much physical DPS and gem levels (ideally +5) as possible, enabled by the Giant’s Blood keystone and heavy strength stacking; a one-handed mace with +3 gems is the campaign/early stand-in. The body armour must be a Red Flare Conduit with the “gain a power charge every second” modifier, paired with a Resonance keystone jewel. A high-armour shield with additional physical damage reduction carries most of the defences. Gloves want +2 melee skills, the amulet +3 (or +4) melee skills, and a Lavanga’s Spirit unique mana flask keeps utility skills fueled. Mageblood, Headhunter and a Megalomaniac jewel are optional end-game upgrades, not requirements.

Endgame Notes

Designed around Simulacrum and Trial of Sekhema carry runs, where the heal-on-summon and high physical mitigation shine. Trial of Chaos is also comfortable, and the build clears general T15–16 mapping with Astral Projection enabling off-screen totem clear.

Credits & Source

Build credited to Poeguy007. See the source video for the full build’s gameplay footage and voice commentary: [PoE 2] - POEGUY’s AWT Shaman - Video Build Guide.

Credits & Source

Original build by: Poeguy007

This page is a summary written in our own words. For full context, voice commentary, and gameplay footage, please watch the original video.