This is an outdated guide, kept for historical purposes and to allow people who started using it to continue to do so if they so choose. If you're new, do not use this guide!
Guide Last Updated December 2018 (Betrayal League, Patch 3.5)
This build uses Sunder, which fires a linear wave of damage in front of you, causing explosions each time it hits an enemy. This is just about as generic a build as is possible: it gets the life to survive, runs a decent clear-speed skill, and gains immunity to a number of disrupting effects like Slows. Efficient clear and well-rounded ability to do most content make this a very solid choice if you want a consistent general-purpose attacker.
This build is a Melee Attacker that can hit from moderate range.
Juggernaut is one of the Marauder Ascendancy classes. When you create your character, you will make a Marauder; you choose to be a Juggernaut later on.
If you want to explore this build's stats, links, and Passive Tree interactively, head over to the Links page and download Path of Building. Then, in Path of Building, select Import/Export Build -> Import from Pastebin, and enter this link: https://pastebin.com/jaMJTKR4
Main Skill Basics
Sunder slams the ground with your weapon, producing a shockwave that travels in a straight line, dealing damage to any enemies within it. Whenever the wave strikes an enemy, it will emit a secondary circular pulse that deals damage to enemies close to the one struck. An enemy can be hit by multiple pulses, including the main shockwave.
Sunder is an Attack, and therefore uses your weapon's damage as a base. Any modifiers to specific damage types (like Physical or Lightning) are applied to the appropriate damage from your weapon: for example, Lightning damage on your weapon is boosted by Increased Lightning Damage. This build focuses mostly on Physical weapon damage.
In addition to damage-type-specific modifiers, Sunder also benefits from Melee, Attack, and Area damage modifiers. Despite dealing damage at range, Sunder is a Melee attack in game mechanics terms. The shockwave is not a Projectile, and Projectile modifiers do not apply to Sunder in any way.
Sunder can only be used with Maces, Axes, or Staves.
This section is meant to accompany the main "Act 1" section of the guide.
Early Act 1
You won't start with Sunder, which won't be available until near the end of Act 1. You'll have to make do with other skills until then.
From Enemy at the Gate, pick up Ground Slam. It's mechanically similar to Sunder and a good choice for clearing out Act 1. The Ruthless Support you may have picked up in the first area will work just fine as a support gem for it.
With your first few passive points, work your way towards the following tree:
Once you finish Mercy Mission, you'll be offered a few support gems. Onslaught Support is the best of them for now. Note that if you're using Ground Slam, you cannot use Ancestral Call, because it can only support single-target melee attacks.
From Breaking Some Eggs, pick up Ancestral Protector. Not only does this totem do some decent damage in its own right, it also provides you a large bonus to your Attack Speed while it's active. You'll use it on bosses throughout the game.
Once you enter the Prison (The Caged Brute), you can pick up Added Fire Damage Support, which will be a good support both for Ground Slam and for Sunder until you get some of the ones available in Act 2.
Brutus (The Caged Brute) shouldn't be too too difficult. Ground Slam deals extra damage when you're close to him, so if you can't avoid being hit either way you're best off getting in his face and knocking him around.
Once you've defeated Brutus, you can pick up Leap Slam, this build's main Movement skill. We'll discuss movement skills much later in the guide, but you can start using it now if you like.
Late Act 1
As you go, you'll want to look for a few specific sorts of item:
- 3- and 4-linked items with primarily red sockets.
- Two-handed weapons, ideally maces, with high Physical damage. The importance of the damage being physical and of the weapon being a mace increases as you pick up more of your damage nodes on the passive tree.
- Gear with Life and Resistances. Gear with Armour is most likely to have the red sockets you want.
- Jewellery with Life, Resistances, and "Adds X Physical Damage to Attacks"
As you continue to gain more Passive Skill Points, work your way towards the following tree. You'll have enough points for all the Passives shown here sometime around Act 3 or 4, at which point you can move on to the full Passive Tree (listed in the "Full Build" section of this guide below).
Once you enter the Cavern of Wrath (The Siren's Cadence), Nessa will finally offer you your main Sunder gem, which you should start using immediately. Sunder performs really well in this section of the game thanks to its linear corridors.
Because Sunder works from range, you can stay at a distance and shoot shockwaves during dangerous fights. To clear quickly, try to aim your Sunders so that monsters near the edge of the pack are just barely killed by the shockwaves. Keeping rare monsters and bosses near smaller enemies can help improve your damage by hitting them with secondary shockwaves.
This section is meant to accompany the main "Act 2" section of the guide.
Early Act 2
For the Deal with the Bandits quest, we kill all the bandits. Helping Oak (for extra defenses) or Kraityn (for extra movement speed) are reasonable options, too.
From Intruders in Black, pick up Herald of Ash. We don't care about the secondary Burn effect for the most part, but it adds a portion of our Physical damage as extra Fire, so it's a worthwhile damage boost throughout the game. Herald of Ash requires a small amount of Intelligence to level up, which you may be short on at times. This is okay and doesn't affect whether you should use it.
From Sharp and Cruel, pick up Melee Physical Damage Support. Along with Maim and Ruthless, these will be your main supports for Sunder throughout the game.
Late Act 2
If you haven't already begun to transition to using two-handed Maces with mostly Physical damage, now is the time to start doing that, as you should be picking up a fair number of damage nodes by this point.
This section is meant to accompany the main "Act 3" section of the guide.
Early Act 3
Once you've completed Lost in Love, you'll be rewarded with a choice of a few Curses. Punishment is by far the best offensive choice of these. You'll also be able to pick up Hatred, which you should start using now and will use throughout the game. You may occasionally be short some Attributes for Hatred, but it doesn't scale very strongly with level, so it's not a big deal if it has to sit un-levelled for a little bit.
Late Act 3
Sever the Right Hand offers nothing we care about.
A Fixture of Fate rewards Fortify Support, a good choice to link to your movement skills in order to keep the substantial damage-reduction buff up during boss fights.
You now have access to most of the vendor-specific gems. You should consider picking up Charged Dash, an alternative movement skill to the Leap Slam you may have been using since back in Act 1. Leap Slap gets you out of the way more quickly, but Charged Dash allows you to teleport directly past a dangerous area.
This section is meant to accompany the main "Act 4" section of the guide.
Early Act 4
Your available movement skills are Leap Slam and Charged Dash. Both are useful in their own ways, and they're worth using together: Leap Slam gets you quickly out of the way of an incoming attack, while Charged Dash lets you bypass hazards on the ground. It's a good idea to use both for now and see if you can make use of them. Charged Dash is of particular value in the upcoming Labyrinth.
We don't care about anything from Breaking the Seal.
We also don't care about much from The Eternal Nightmare. Note that despite the fact that we're mostly scaling Physical damage, we don't want to use Brutality Support (because we're adding a bunch of non-physical damage based on our physical). In fact, Brutality barely gains us any damage at all relative to the bonus damage from Herald of Ash and Hatred.
By this point you've probably completed the Passive Tree shown above. Here's the full tree, which you should work towards from here on out, adjusting how much damage or life you pursue as you feel your damage or survivability is in need of more help.
The Labyrinth is a good chance to practice controlling incoming damage. If you just stand in front of Izaro and eat all his hits, you've got a good chance of dying, but Sunder provides you the ability to chip away at him from a distance when you're taking too much damage.
Once you've completed the Labyrinth, pick up Undeniable as your first Ascendancy passive. There's nothing special you need to do to use it - it's just a big pile of bonus stats that will make your damage much higher and much more reliable.
Late Act 4
There's nothing to note for this build in particular in late Act 4.
This section is meant to accompany the main "Act 5" section of the guide.
The only major build-specific note for Act 5 is the choice of Unique Jewel from Death to Purity. This build doesn't need any of these jewels, so you can either not take the reward (and come back for it later when you want to try another build) or you can take one to sell to another player for an Orb of Alchemy or so.
Part II (Acts 6-10)
Once you complete your second Labyrinth, around the end of Act 7 or the beginning of Act 8, pick up Unstoppable as your next Ascendancy passive. This well-named passive simply makes you immune to - or minimally affected by - all sorts of things that might interfere with your core goal of hitting things in the head with a big hammer.
Note that "You cannot be slowed below base speed" and "Movement speed cannot be slowed below base value" are not the same effect - they are, in fact, entirely separate. "Speed", unqualified, refers to action speed in PoE's language, and affects attack speed, cast speed, and so on. Movement Speed is separate from [Action] Speed.
Epilogue & Maps
Once you complete your third Labyrinth, sometime early into Maps, pick up Unflinching. Free Endurance Charges are always nice, and this passive produces so many that you can use Immortal Call without worrying about charge consumption. Together, the two will make you outright immune to Physical damage a very large amount of the time.
Like most builds that deal damage themselves, this build has to worry about damage-reflect mods on maps. Most of your damage is Physical, so "Monsters Reflect X% of Physical Damage" is the one you need to be concerned with. However, because your damage is split, this mod is a little bit less deadly than it might otherwise be, and you can run these maps as long as you're cautious. Make sure to use the Pantheon power that reduces reflected damage and, ideally, go shopping for a Sibyl's Lament ring (which reduces reflected damage) as well.
Once you complete your final Labyrinth, late in the endgame, pick up Unbreakable. The other two options require you to keep Endurance Charges up for mediocre benefits; it's better to just let your Immortal Call consume them a lot of the time and Unbreakable provides great defensive bonuses anyhow.
The Full Build
Main Skill Links
Sunder - Melee Physical Damage - Ruthless - Maim. In a 5- or 6-link, add in Added Fire Damage and a Multistrike. If you somehow get a huge amount of Intelligence from your equipment, you can alternately use Concentrated Effect (for bosses) and Increased Area of Effect (for trash) in place of your Added Fire Damage. All but these last two are red, so as long as you're using a an Armour-based chestpiece (or 6-linking your weapon), these colors should not be hard to come by.
(Beyond the standard ones listed as part of the Act 4 Guide)
Ancestral Protector - Melee Physical Damage - Ruthless - Maim is a nice damage boost on bosses, dealing almost as much raw dps as you do on a single target and boosting your attack speed to boot. In a 5- or 6-link, add in Added Fire Damage and Faster Attacks. (You should 6-link your Sunder first, but you can get two 6-links thanks to your use of a 2-handed weapon.)
Leap Slam - Fortify - Faster Attacks for movement and easy uptime on the damage-reducing Fortify buff.
Herald of Ash and Hatred, unlinked.
Punishment is the clear offensive choice and Enfeeble the clear defensive one.
Your weapon should be the highest Physical damage two-handed Mace you can find. Not much more to it than that.
Your armour should emphasize Resistances (to cap), Life, and Armour amount, in that order. You can use Armour/Evasion items if you want, but you get mostly armour-based scaling from your passives anyhow.
Your jewellery can be a mix of Resistances, Life, Added Physical Damage, and Elemental Damage with Attacks. Attack Speed, Critical Strike Chance, and Critical Strike Multiplier are okay as well.
Notable uniques include:
- Marohi Erqi (a mace with extremely high damage that also supports socketed gems with a free Increased Area of Effect Support, which is valuable for this low-Intelligence build)
- Panquetzaliztli (a mace that causes slain enemies to explode for extra damage)
- Abyssus (a helm that adds a huge amount of damage at the cost of making you take extra physical damage - this is a more dangerous choice and should be swapped in only for safe content)