A Boneshatter Titan build can be one of the most fun builds in Path of Exile 2. Because it's basically an entirely melee-focused build, it's a difficult one, as well. Building a character with this focus in mind is going to be a tightrope walk between focusing on survivability and damage, and both are going to be important as you level up.

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But built well, a Boneshatter Titan can wipe out hordes of enemies in a couple of swift moves. It might cause some growing pains while leveling up because certain things that are integral won't be there right away, but we'll cover how to manage the road there.

Act One

Act One is going to be where you're beginning to establish your build. For a bit of this act, you aren't going to have the tools or skills necessary to make your build function. At the same time, you're also going to be building muscle memory to go through your rotation.

Early Equipment

In the early going, you're going to want to grab a mace; a mace combined with a shield is going to prove fruitful because this build is going to lack defensive capabilities, at least for a while.

If you'd prefer a two-handed mace that will also function with it.

With either variation of this weapon, you'll have access to both Mace Strike and Rolling Slam . Mace Strike will be your Basic Attack and will build up Stun, which will be pivotal to the build. Rolling Slam will be replaced by another skill down the line but it is going to be useful for now.

Skills In Act One

In Act One, you'll be grabbing many of the skills you'll need for many of the minion enemies but will be lacking a bit in single-target damage.

This entire build does focus heavily on group damage, but that problem does lessen the further you go, as Perfect Strike gets upgraded.

With your skill gems, you'll want to pick up:

  • Boneshatter
  • Earthquake
  • Shockwave Totem
  • Infernal Cry
  • Perfect Strike

You'll want to grab these in this order, and they'll come very quickly in Act One. The purpose of it will be to build up a Stun effect on enemies, which will result in a ball of light appearing over them. Once that happens, you'll want to use Boneshatter, which will damage them and nearby enemies.

Earthquake and Shockwave Totem are often used in tandem; an earthquake creates a Jagged Ground, and a Shockwave Totem erupts that Jagged Ground every time it detonates.

Infernal Cry will also essentially create a status on enemiesinside the radius when you activate it; when those enemies die, they'll explode.

Skill Rotation

All of this combines for a ton of area-of-effect (AoE) damage. In the beginning, the rotation is usually going to go Rolling Slam > Boneshatter, and if enemies are still standing, Infernal Cry > Earthquake > Shockwave Totem.

You'll be activating Boneshatter at any point here when the glowing light appears on an enemy, and it shouldn't take long before the entire group is dead.

If you have a shield with you, you can Raise Shield after you've activated the Shockwave Totem in your rotation. This will keep you from taking as much damage, and the Shockwave Totem/Earthquake combo will continue damaging and stunning enemies, allowing you to use Boneshatter when prudent.

Support Gems

These Support Gems are going to essentially become modifiers that you slot into your Skills. They'll add meaningful extra effects and, sometimes, change the way that a skill works. This part of the build can be experimented with a bit more, but slotting the wrong thing in can also effectively kill a build.

Thankfully, these are not permanent changes, and you can slot these in and out at will, giving you the freedom to try things out.

We'll mention Support Gems that are helpful to the build, and if you're just starting out, it's highly recommended you stick with the gems that we mention. That's not to say that other gems couldn't add value to the build in a different way, andif you want to try something else, feel free.

Support Gem

Skill Modified

Effect

Impact Shockwave

Boneshatter

This one is quite important and contributes to a lot of AoE damage when Boneshatter is used. Without this, your damage to groups of enemies is going to be much lower.

Magnified Effect

Boneshatter

This is a flat area increase to the AoE effect of Boneshatter.

Overpower

Mace Strike

This is going to cause your Mace Strike to inflict extra Stun. This will primarily be a concern for Boss enemies because most other enemies are going to go down in one rotation.

Against a Boss, this will make a tremendous difference in how often you get to use Boneshatter.

Ruthless

Mace Strike

This one is similar to Overpower, but more hyper-focused on Bosses. Every fifth strike is going to deal significantly increased Stun; against smaller enemies, you won't often go to a fifth strike before they're dead.

Martial Tempo

Shockwave Totem

This is going to decrease the time between shockwaves, making the totem deal more damage in a smaller amount of time.

Fire Infusion

Shockwave Totem

This is going to cause your Shockwave Totem to deal a small amount of fire damage.

Jagged Ground

Shockwave Totem

Alternatively, you can grab Jagged Ground for the Shockwave Totem instead of one of the above. This gives the totem a chance to spawn extra instances of Jagged Ground itself on top of the ones created by Earthquake.

Window of Opportunity

Perfect Strike

This makes the window for Perfect Strike smaller but causes it to deal more damage when the window is hit. If you're confident in hitting the window, this is basically a flat damage buff.

Execute

Perfect Strike

This causes Perfect Strike to deal increased damage to enemies under 35% health. With this equipped, you're going to start to really melt bosses once they get low on health.

You likely are not going to fill all of these in Act One. In general, if you grab Impact Shockwave, Magnified Effect, Martial Tempo, and Overpower and/or Ruthless, you'll be in good shape. Grab the others as you see fit.

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Act Two

By Act Two, you'll have ahandle on the basics of how this all works together and when you should use each skill. This is good because Act Two begins to ramp up the difficulty significantly, particularly in the back half.

Equipment Choices

For the most part, you can freely switch between one-handed and two-handed maces. In general, it's going to be a damage vs. defense debate. With a one-handed mace, you'll be able to survive significantly longer, but with a two-handed one, you'll be able to deal more damage.

We had more luck with a one-handed weapon and a shield, particularly against groups of enemies. But, certain Bosses are going to be easier with one or the other, and it cannot hurt to have both options available in your inventory.

Skills In Act Two

There is only one skill that we'll be investing in in Act Two: Leap Slam. This is going to replace Rolling Slam as an essentially more impactful form of it. For the most part, anytime that you would have used Rolling Slam, use Leap Slam instead.

Leap Slam is going to open up many enemies to Boneshatter immediately. Leap into battle with Leap Slam > Boneshatter, and then hit the rest of your rotation.

Support Gems

Because Act Two doesn't have much to add regarding skills, there isn't much to talk about when it comes to Support Gems. Many of the gems you get here are going to be spent getting the ones mentioned above in the last act.

That said, Lacerate can be a good choice for Leap Slam or as a variant to use on Mace Strike. While this skill might not be integral to the build and might be replaced later on, the bleeding effect that Lacerate causes can create a nice damage-over-time (DoT) effect on enemies, which is especially helpful against those with higher health.

Act Two is where things start getting tougher. It might be prudent, if you're having trouble with a particular fight, to grind through earlier levels again to level up, earn gold, and get new gear. Check the characters in your hub to see if they're selling anything helpful, and come back to the difficult fight once you've progressed a bit.

Act Three

In Act Three, we'll unlock access to support skills that make us more active in terms of fleshing out our build again. It's going to provide the foundation for perfecting this build as you progress further through the game, post-Act Three, and into the hardest content in the game.

Equipment Choices

There are not many changes here when it comes to our equipment choices. One thing that is useful throughout the campaign and a good habit to start with is collecting gear of a similar quality to what you're already wearing, which has different resistances. That way, if you come up on an enemy that deals a heavy amount of a certain damage type, you can head to your stash and swap your gear.

Skills In Act Three

With the skill gems that you get in Act Three, you'll want to continue upgrading the skills that you already have to the level of these higher-value gems. There isn't anything new we'll be getting here, but those upgrades are going to be meaningful, as are the Support Gems we're about to go over.

Later on, once you're through leveling in the main campaign, keep an eye out for the Hammer of the Gods skill. There are other skills to experiment with later on alongside this, but that one is an integral one to this build, in the later content of the game.

Support Gems

In Act Three, you're going to start gaining access to Support Gems that allow you to choose skills from the next row down. One of these, in particular, is going to be crucial: Brink.

Brink is going to go on your Leap Slam ability, which is what you're using that causes the most consistent Stun, at least to groups of enemies. Sometimes, you will be causing too much Stun and won't be able to use Boneshatter.

With Brink equipped, you won't have to worry about that and will be able to make much better use of Boneshatter from there on out.

Passive Skills And Ascendancy

Passive Skills are something that you'll be applying every time you level up, and can respec at The Hooded One for gold. There are a lot of Passive Skills available, and it's the part of the build that's the easiest to tinker around with because it only requires gold to try new things out.

Ascendancy is achieved by completing Trials, the first of which is the Trial of the Sekhemas in Act Two. These act as more passives, essentially, and will help to support your build. This is where you pick your class; for this build, we'll choose Titan.

Passive Skill Choices

Our focuswill, for the most part, be on increasing melee damage, armor, and Strength. Other things that we can do along the way will be helpful, such as increasing area-of-effect range and attack speed.

Ascendancy Choices

Over time, you're going to get eight Ascendancy Points. The only thing that you cannot get with this build is Crushing Blows, which will essentially make this build useless because it will nearly remove our ability to Boneshatter enemies.

Apart from that, the top and bottom branches of the tree focus on defensive capabilities; if you're looking to increase your armor, go with the top. If you're looking to increase your health and health regen, go with the bottom.

The best bet, in that case, is to stack with the one that your gear is more focused on. If you've already stacked a lot of gear with your armor, that percentage increase will be higher. If you haven't, the health regen might suit you better.

The most notable one after this is Earthbreaker, which will give our Slam skills a chance to cause Aftershocks, essentially boosting out AoE damage further.

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