GhazzyTV's Dominating Blow Champion Ascendancy, Bandits & Pantheon Powers (PoE Secrets of the Atlas)
Ascendancy
The most optimal way to play this build leaves very little choices when it comes to the Ascendancy nodes, which I will cover in this section of the guide.
The ascendancy nodes are listed in order of importance (and tied to the way you need to travel to access them).
- Worthy Foe
- Inspirational
- Worthy Causes (new banner node)
- Fortitude
The PoB will be updated to reflect this once it’s possible.
Worthy Foe
The freshly changed Worthy Foe does a lot for us. It gives us a 100% chance to taunt on hit. It makes it so things we have taunted cannot evade attacks, and it makes things we have taunted take extra damage.
Since warcries taunt on activation, we have near-permanent uptime on this.
Inspirational
This is the builds bread and butter Ascendancy. It allows us to recoup a significant amount of the value of banners when we leave their area, allowing us a very consistent uptime.
Worthy Causes
This effectively serves the same key purpose Perfidy used to serve in the build, banners no longer prevent valour gain while you are inside their area effect.
Fortitude
This was turbo buffed! Instead of just setting us to 15 stacks of fortify, it now sets us to our maximum stacks. At all times. And it shares it with nearby allies.
This now scales with increased maximum fortify and it shares with our minions. Absolutely amazing defensive node.
Bandits
On leaguestart you will help Alira for the 15% all resistance. Once your gear covers that resistance without Alira’s bonus, you undo your bandit choice and swap to kill all for +1 passive point.
Pantheon
Just like any other build we’re looking to solve with Pantheons what we otherwise cannot. A lot of the traditional choices are less important for us, as we solve elemental ailments with Purity of Elements
Soul of Lunaris This provides us with 1% Physical Mitigations and 1% Movement Speed per nearby enemy. It also comes with a chance to avoid projectiles and prevents chained projectiles from hitting us.
As for minors, there’s a choice between Gruthkul and Abberath
Gruthkul would provide us with some physical damage mitigation, and Abberath would make us immune to burning ground. Which of these you prefer is up to you, but I feel the regen the build has makes burning ground less of a problem.