Path of exile 3.1 Duelist Gladiator builds With Blade Flurry, Cleave, Crash, Molten Strike and Sunder

The Gladiator functions nicely with dual wielding or one-handed weapon (like wands) and shield combinations. The tree supplies opportunities to develop about applying bleed and improving the player’s blocking. Within this post, PoeCurrencybuy list Path of exile 3.1 Duelist Gladiator builds kind of Blade Flurry, Cleave, Crash, Molten Strike and Sunder attack for you.

[Poe 3.1 Blade Flurry Build] PANZER TANK Gladiator Max Block 78/78 Crit Varunastra Aegis 2 Curse, UberAtziri/Shaper/Chayula

Only modify was the leach rate for Vaal pact, build is still wholly viable just there is no much more face tank, all content even entirely sustainable just dodge the one-shots as per usual and give yourself much more time for the leech to top up.
100% endgame completion.
Build Achievements: Uber Atziri (dual cursing myself with vuln/enfeeble), Shaper, All Guardians with corrupted maps, Vaal Temple, and Chayula.

There is undoubtedly an Abyssus as well as the nation-Abyssus version with all the DPS ranging as much as 1 million+ additional together with the OP legacy version at the helm, four.13m MAP MOB DPS (no mirrored gear) with it. I choose to work with my crafted helm though.


[Poe 3.1 Cleave Build] The INVINCIBLE Sunder/Cleave Glad: Safe/Cheap (~10c), do all content, and map quick. HC Viable

Fortunately, it looks like absolutely nothing within the patch notes touched this build at all as far as nerfs are concerned so this build is just about the same as the final patch which suggests it is equally as viable.
Some minor buffs were applied to the shield nodes according to patch notes, and VP was moved closer for the tree, but VP isn’t necessary nor very good for this build because merely losing your regen is terrible and you currently nearly never get hit on account of the block possibility from the build.


-EXTREMELY tanky with 74-78% spell/attack block. 35k with one jade flask of reflexes or granite flask of iron skin.

-Excellent league starter/Poe currency farmer for maps/lab.

-Very safe/forgiving build in which you rarely uncover oneself feeling close to death

-The extremely low-priced build makes use of Bringer of Rain so no will need for chest armor. (Beginning gear is ~10c)

-90% Phy’s mitigation fully flashed, ~80% operating only basalt or granite flask. Laugh at something that does physical harm.

-Insane damage reduction (Enfeeble to decrease enemy damage by 21-25%, Fortify to further reduce by a different 20%, and 5-6 endurance charges for an additional 20-24% Phy’s mitigation stacking on prime of armor + basalt + pantheon + arctic armor).

-Five endurance charges (six in case you determine to buy a corrupted belt).

-Very quickly map clear (Not as speedy as Vaal power siphon, but not restricted by map layouts like VPS and WAY tanker).

-Easy lab farmer

-Hardcore viable


-Slow boss killer, substantially decreases ceiling for DPS when compared with some other builds, but quite safe.

-Not fantastic for shaper or uber Atziri. I’d say shaper is suicide since the reduced DPS cannot save Zana in the adds/bullet hell till you get some expensive gear to raise DPS, and uber Atziri is doable but a massive challenge to your mechanics.

-Low chaos resistance. I ran my character using every little thing with -60 Poe chaos orb resistance. This Build is not as significant of a deal as you could think so long as you’re mindful and never stand in caustic clouds and read/ID strongboxes.

-Cannot tank major elemental hits due to low eHP (Stuff like phoenix’s explosion or dominus’ donkey punch).

-Need to become a lot more cautious on Phy’s map bosses rolled with double ELE mods, i.e., further harm as lightning + added damage as fire.


[Poe 3.1 Cleave Build] A Very simple Cleaver (Newbie friendly, SSF-viable, A lot of Explanation)

This build made to clear everything, Facetank everything or kill everything using the press of a button at light speed.
It indeed is a build that’s swift to begin, quick to level and gets slightly more complicated because the game advances.
It might play endgame if you find out to play a bit and not take risks you do not have to produce.
Another function is that it is accessible to gear. This build played this game SSF (Solo Self Identified = No trading, no partying) until I hit yellow maps or about level mid-70s.
This build produced it up to level 90 and am playing red maps comfortably. This build will likely under no circumstances take down the highest and most challenging endgame bosses in the game, but that’s not the aim of this build.
So, if you’re new and want to delete anything, appear elsewhere. If you choose to study an issue or two, stay an even though an listen.
1. This build is HC-viable (in line with someone attempting it out)
2. This build for 3.0, but none of its mechanics changed for 3.1, so it needs to be still as viable as in 3.1 as in 3.0.


[Poe 3.1 Ice Crash Build] IceCrash Facebreaker Tank (400k+ DPS) – Uber Atziri/Shaper/Guardians/Uber Izaro viable

– Changed gem setup considering that reflect no longer an issue: about 20% more DPS (just steer clear of elemental reflect maps)
– You could aim for Physical flat harm on abyssal jewels to improve the DPS
This build can do any boss on any Map, here is how I handle Key bosses :
– Typical Atziri: Facetank, never even move out from the AOEs. Get rid of your Reckoning, or you can OS your self around the Reflect Atziri when she splits
– Usual Atziri trio: Use Rumi, Facetank and remove bleed stacks if any.
– Uber Atziri: Split phase is often a bit difficult, the repeated spears can kill us having a negative combo (3 hits no blocked for example). Remove your Reckoning, or you could OS your self around the Reflect Atziri when she splits
– Uber Atziri trio: Kill the titty girl very first, be careful with her projectile rain. When she is dead, Facetank the other two.
– Shaper: Always stick on sides of your arena, never around the center. Shield charge into the volatile vortex to stack them and anything needs to be okay.
– Guardians: Absolutely nothing special, Facetank them, just avoid Hydra’s loaded bow shoot and Phoenix one particular shot AOE
– Uber Izaro: Facetank him, even his slams
On all these bosses, make sure to preserve six endurance charges + Fortify All of the TIME.

Pros :

+ Can be viable quick with inexpensive items

+ 75% block & Spell block with Rumi’s concoction while in fight (51/63 in hideout)

+ High regen (Currently as much as 1000+ HP/sec under several conditions in battle, mainly 700+ HP/sec)

+ High physical mitigation (Fortify improved from tree + Arctic armor + six Enduring charges + 10% reduced from “Outmatch and outlast” in Ascendancy + Pantheon nodes although stationary)

+ Can Facetank practically almost everything

+ Can do practically every map mod (Except elementally reflects, unless you switch to a cyclone setup)

+ Can AFK in Maps without problems (nonetheless, don’t AFK in front of a boss :D)

+ Can do Hall of Grandmaster (well, there’s one guy I nevertheless can’t kill, but 100% of the time I get three chests, and 25% from the time this guy doesn’t show up so I can clear it)

Cons :

– Evident speed just isn’t superior when compared with rapid builds, but it’s okay

– Can’t-do elementally reflects

– A single elemental reflect mob will take away like 60% of your life with one hit (you have a slow attack speed + high block, so it is not a problem for those who are cautious, use Rumi on those)

– Abyssus (adverse effect countered well with each of the physical mitigation + block)


[Poe 3.1 Molten Strike Build] Max block molten strike gladiator, League starter, All content material viable

“In today’s manifesto, we have highlighted and explained most with the significant nerfs in 3.1.0. Of course, there are plenty of buffs in 3.1.0 as well, but we’ll leave those as pleasant surprises in tomorrow’s full patch notes.”
“We have a decent list of buffs to go with it, which will be posted tomorrow in the full patch notes!”
3.1 Patch rambling:
After Vaal Pact nerf only three strong defensive mechanics left: block on gladiator or necromancer, dodge/spell dodge, and MoM.
MoM location makes it useful mostly for spellcasters;
Necromancer is mainly for summoners;
Dodge/spell dodge can be quite really hard to max out(Raider is probably the best right here);

Pros :

+ Quite tanky, looks HC viable

+ potential for 78% possibility to block with sound shield and Anvil amulet,

+ 1-h weapon and shield melee build that does harm

Cons :
– the molten strike can still be subpar for clearing, even with Ancestral Call

– a block is unreliable; it is possible to often die of one-shot spike damage

– Elemental resistance penetration sucks 75% fire damage 76% cold

– threshold jewels could be expensive at the start off in the league

– no space for new Abyss jewels

– some int rolls on gear are required


[Poe 3.1 Sunder Build] HC RT Sunder Gladiator League Starter

Ever due to the fact the AoE nerfs to Earthquake, there seems to become a lack of reliable and straightforward melee league starter build guides here on the forums. That is why This Build have decided on making a guide on what I used as a starter in Breach HC and Legacy HC.

Pros :

– Efficiently deals with all content leveling up until yellow maps on a 4-link

– Easy to gear out

– Tanky, as we are stacking life on the tree and gear as well as various forms of free mitigation, making this build hard to die.

– reliable

– foolproof

Cons :

– It is not very flashy, and there will be no shattering enemies.

– Although it might do high tier maps and other endgame content material, provided you invest into proper gear, you happen to be possibly better off just beginning your 2nd character and spending your accumulated wealth on that instead.


[Poe 3.1 Sunder Build] The INVINCIBLE Sunder/Cleave Glad: Safe/Cheap (~10c), do all content material, and map quick. HC Viable.

Fortunately, it looks like practically nothing in the patch notes touched this build at all as far as nerfs are concerned so this build is just about the identical as the final patch which implies it’s equally as viable.
Some minor buffs had been applied towards the shield nodes in line with patch notes, and VP was moved closer for the tree, but VP isn’t required nor fantastic for this build since losing your regen is terrible and you currently just about never get hit because of the block possibility on the build.

Pros :

+ tanky with 74-78% spell/attack block. 35k with a single jade flask of reflexes or granite flask of iron skin.

+ Good league starter/currency farmer for maps/lab.

+ safe/forgiving build in which you hardly ever find yourself feeling close to death

+ Incredibly cheap build, uses Bringer of Rain so no need to have for chest armor. (Starting gear is ~10 Poe Chaos orb)

+ 90% Phy’s mitigation completely flashed, ~80% operating only basalt or granite flask. Laugh at something that does physical harm.

+ Insane damage reduction (Enfeeble to cut down enemy harm by 21-25%, Fortify to additional lower by a different 20%, and 5-6 endurance charges for another 20-24% Phy’s mitigation stacking on best of armor + basalt + pantheon + arctic armor).

+ 5 endurance charges (six should you decide to get a corrupted belt).

+ Quite quickly map clear (Not as speedy as Vaal energy siphon, but not restricted by map layouts like VPS and WAY tanker).

+ Uncomplicated lab farmer

+ Hardcore viable

Cons :

-Slow boss killer, much decrease ceiling for DPS in comparison with some other builds, but incredibly safe.

-Not great for shaper or uber Atziri. I’d say shaper is suicide since the reduced DPS cannot save Zana in the adds/bullet hell until you get some high priced gear to raise DPS, and uber Atziri is doable but a considerable challenge for your mechanics.

-Low chaos resistance. I ran my character via everything with -60 chaos resistance. This Build just isn’t as large of a deal as you may believe provided that you happen to be mindful and do not stand in caustic clouds and read/ID strongboxes.

-Cannot tank huge elemental hits because of low eHP (Stuff like phoenix’s explosion or dominus’ donkey punch).

-Need to become a lot more careful on Phy’s map bosses rolled with double ELE mods, i.e., further harm as lightning + further harm as fire.


[Poe 3.1 Sunder Build] MoM`s bloody Gladiator: when bleed does the job

In general, we have these first changes:
-Former Vulnerability gem split into two gems (Vulnerability and Despair)

The 1st transform is slight nerf for this build (3 % reduction in DoT taken by cursed enemies), but it gives us more reliable maim (80 % from previous 60 % likelihood to disable. These changes are quite minor, and I believe they will help slightly in boss fights due to far more reliable maim.
On the other hand, Witchfire brew is useless for us now (40 % increased DoT is probably not worth it) unless we manage to put the second curse in the setup. Which way will be much more viable I can not say yet, but my guess would be corrupted Atziri`s foible, as six skill point investment seems too massive. This way we got the significant boost with our second curse-Despair.

The second change will cause us to lose some mana buffer, as counter we can redirect part of our skill points from HP to mana in dependence on our gear. All in all, it will be quite a minor transform, costing us about 200 eHP.

Pros :

+ low-cost to begin

+ great survivability (MoM, block+spellblock, fortify, high mobility)

+ great clear speed

+ can do all content solo-Shaper deathless, Guardians basic, UberLab very simple, UberAtziri killed

+ bleed is primary source of DPS

+ can do ANY COMBINATION of map mods by itself

Cons :

– not god-tier single target dmg

– does not get a lot from group auras

– I try hard to discover a further minus



Usually, they’re not worth the problems for causes which might be sufficient in the lengthy run. While they may be valuable for players who could know practically nothing about the game. For probably the most aspect, they’re studying tools for newcomers to ease them into the game. For additional Path of exile 3.1 Builds, you can visit Just a reminder: you can get 5% coupon code at no cost from the reps in case you Buy Poe Currency order from this short article.

POE:Build Curse Self-Cast Flameblast

Hello, Exiles! That is a Tri-curse self-cast Flameblast Glass Cannon Witch a.k.a Self-made Pizza. So, without having further ado, let’s get it started!

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-one-shots the majority of monster packs (even blue ones on t15 maps with debilitating mods with only 3L setup)
-can do any map mods even some deadly combinations like all reflect + -max res + Hexproof
-can do endgame
-blows up a whole screen having beautiful explosions
-currently a little hipster
-probably a superb starter
-you are usually not Web Explorer of clear speed

-a bit fragile
-you need to swap 2 gems if you’d like this build to be optimized for each and every encounter
-you will not be Usain Bolt of clear speed

Build theory and mechanics (offense)
We use Flameblast as a key skill. It’s a higher DPS channeling fire ability which blows whole packs of monsters within a big explosion. The majority of the builds today are oriented about attack/cast speed when we hit once but hard.

Orb of Storms
Casting this ability ahead of Flameblast increases our harm by a variety of strategies. Monsters hit by OoS are dual cursed by Flammability and Elemental Weakness which lowers their resistances by 88% at lvl 20/q20%. OoS triggers Elemental Equilibrium which adds 50% to it. Mastermind Of Discord adds an additional 25% resulting in -163% lowered fire resistance on monsters hit by OoS. Beyond that, it triggers Elemental Overload resulting in 40% Additional harm and Arcane surge which grants you (10-19)% improved cast speed and (10-20)% much more spell harm based on gem level. I’ve it on lvl4 so it gives me 12% Much more spell dmg, 11% enhanced cast speed and 0.5% mana regen per second. Finally, it includes a likelihood to shock enemies and raise harm they take but given that OoS bargains significant harm that boost is not significant.

Fire golem grants enhanced harm and Lightning golem guards increased cast speed. With Liege From the Primordial, we’re in a position to have two golems summoned at the exact same time at the same time as they’re immune to elemental harm and buffs they grant have 100% enhanced impact.

Scorching Ray
Linked with Spell Totem might be made use of simultaneously with a flame blast. It offers sufficient damage to kill only weak enemies for you. Its much more vital function is lowering enemy resistances by up to 24% which benefits in good harm boost on bosses.

Vaal Lightning Trap
It creates shocked ground under the monster who triggered it causing him to take 20% increased damage.

Vaal Haste
Grants (24-31)% enhanced cast speed depending on gem level.

Build theory and mechanics (defense)
This build is focused much more on offense than defense so the most beneficial defense is just kiting enemy attacks. But if you fail with it a little or make a decision to facetank some shit listed below are some defense mechanics to help you out:

Warlord’s Mark
Grants 2% of damage leeched as life too as Endurance charges (+4% to physical harm reduction per each)

Vaal Pact
Causes life to become leeched quickly

Devouring Totem
It may leech life and mana from corpses for you without need to have of wasting flask charges. Its really helpful on no regen maps, Labirynth runs and even for the duration of particular boss fights.

Commandment Of Winter
It can get rid off some danger after every ten seconds when you are hit by something, killing monsters and leeching some life back to you.

Protection against reflect
Without any protection, it could be an instant RIP just about every time you land an even tiny hit on a reflect monster. Sybil’s lament, Ash, Frost and Storm, Soul of Yugul and Paragon Of Calamity collectively tends to make you immune to reflected harm. I tested it on -max res reflects maps and I did not obtain any reflected harm even from reflect uncommon monsters till a number of that bastards applied a shock to me.

Lightning Warp
Teleports you out of danger too as tends to make your traveling faster.

Vaal Clarity
Causes your abilities price no mana through talent effect.

Gem links
Flameblast + Concentrated Impact + Controlled Destruction + Elemental Concentrate + Likelihood to Ignite + Added Cold Damage
This setup above may be the max DPS setup for bosses; for mapping swap Conc Impact for Enhanced Area of Effect and Chance to Ignite for More quickly Casting in the event you can sustain mana cost. If you’re fantastic with your damage you can also swap Ele Focus for Item Rarity.
It is possible to use Immolate as opposed to Added Cold Damage nevertheless it has an impact only against burning enemies so you need to depend on Scorching Ray Totem for those who do so. If SR Totem is applying burning stacks on the enemy it is going to lead to 12% More dmg against (only) that enemy in comparison to Added Cold. But if your totem dies or the enemy moves out of its variety it would lead to 30% Much less damage dealt with that enemy. It wouldn’t be dependable for bosses which include Hydra or Minotaur for the reason that totems die a whole lot through these fights.
Orb of Storms + Arcane Surge + Curse on Hit + Flammability + Elemental Weakness
Blasphemy + Warlord’s Mark + Arctic Armour + Enlighten
Lightning Warp + Much less Duration + Swift Affliction
Spell Totem + Scorching Ray (for longer boss fights)
Flame Golem
Lightning Golem
Vaal Lightning Trap (for longer boss fights)
Vaal Haste + Vaal Clarity + Enhanced Duration (for standard mapping and bosses)
(On secondary weapon slot) Devouring Totem + Desecrate + Quicker Casting

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