Build Video
Build Overview
The return of the Monk in patch 0.5 « Return of the Ancients » comes with a brand new ascendancy, the Martial Artist, and it’s the perfect opportunity to dust off one of the most reliable league starters in Path of Exile 2: the
Whirling Slash +
Twister combo. Travic has been playing it for several leagues and the verdict is clear: it’s a league start that blasts through the campaign and early endgame with ease, regardless of your chosen ascendancy.
The concept is simple but deadly. We cast
Whirling Slash to build up power, then unleash our Twisters which spiral across the entire screen. The more we maintain Whirling Slash, the harder the Twisters hit — without it, they are almost completely inert. The scaling layer then comes from Frenzy Charges: combined with
Barrage, they unleash a massive swarm of additional Twisters, turning every damage spike into a storm of projectiles.
Where this build truly excels is in its self-sustaining engine: Ice-Tipped Arrows infuses the Twisters with cold for a few attacks,
Herald of Ice chains freeze propagation, and
Combat Frenzy regenerates Frenzy Charges endlessly from those freezes. The result is an elemental damage cycle that sustains itself from Act 1 onwards. One important note though: despite looking like a melee skill,
Whirling Slash is a ranged skill — it deals no melee damage, you must play it like a tornado caster.
Strengths / Weaknesses
✅ Strengths
- Ultra-reliable league starter : blasts through the campaign and early endgame regardless of ascendancy
- Exceptional clear speed : Twisters cover the entire screen and instantly wipe packs
- Self-sustaining engine :
Herald of Ice +
Combat Frenzy = infinite Frenzy Charges with zero micro-management - Flexible scaling : many levers to empower Twisters (frenzy, cold, duration, area)
- Low entry budget : starts with a simple spear and a few flat damage runes
- Full endgame capable : viable through pinnacle bosses while staying on this setup
❌ Weaknesses
- Martial Artist ascendancy is experimental : new in 0.5, node choices still need real-world validation
- Awkward Act 1 : generating frozen ground is tedious before you have the right gear (
Frost Bomb +
Ice Nova or
Wake of Destruction) - Relies on constant spear upgrades : weapons become outdated quickly during the campaign and need replacing every act
- High mental load : you need to keep
Whirling Slash going non-stop for Twisters to keep hitting
Skill Gem Setup by Step
This build offers 6 progression steps from leveling to the final build. Select a step to view the corresponding skill gem setup.
79-92 Full Crit
9 skills • 33 gemmes62-79 Weapon Transition Setup
9 skills • 33 gemmesActe 4 – Interludes
9 skills • 25 gemmesAct 3
9 skills • 20 gemmesAct 2
8 skills • 18 gemmesAct 1
6 skills • 10 gemmesRecommended Equipment
This build’s gear rests on two absolute priorities throughout progression: flat damage on as many slots as possible, and a spear that you upgrade relentlessly. Here are the key pieces to aim for.
- Weapon (weapon set 1) : Sky Sliver, the fastest spear in the game — ideal for keeping
Whirling Slash going with attack speed and movement speed - Weapon (weapon set 2) : Tangle Tongue, the hardest-hitting spear for burst damage on bosses (the author’s favourite)
- Off-hand : a sceptre that grants Spirit to stack auras — the « malice » version is favoured as it also provides critical strike chance
- Boots : Wake of Destruction (Level 16, base secured leggings) — create ground that solves the terrain effect problem and provide flat damage ; worth chancing right at league start
- Rings : flat damage mandatory — the difference is enormous in-game, upgrade them constantly
- Gloves : flat damage as well, or « gain damage » via the Way of the Stone Fist ascendancy node
- Runes : lightning damage runes in the spear — the new league distributes them in every zone through the league mechanic
Gameplay Tips
- Always maintain Whirling Slash: cast it 2-3 times before releasing your Twisters — without it, Twisters do almost nothing
- Play at range:
Whirling Slash deals no damage in melee range, stay back like a caster - Pre-cast your Twisters: anticipate incoming packs by keeping
Whirling Slash ready to stack damage in advance - Manage your Frenzy Charges: spend them with
Barrage right after a
Whirling Slash to explode the number of Twisters - Ice-Tipped Arrows for cold: press it to infuse your Twisters with frost for 4 attacks, then chain into
Barrage for a swarm of ice tornadoes - Snipers Mark on bosses: apply the mark to generate charges faster against single targets
- Use weapon sets early: the campaign distributes weapon set points, take advantage of them to configure both weapons from the start
The Whirling Slash + Twisters combo explained
The entire build rests on a loop that’s simple to understand but demanding to maintain.
Whirling Slash is your priming skill: every cast stacks power onto your Twisters. If you trigger the Twisters without having cast
Whirling Slash beforehand, they are completely inert and deal virtually no damage. A single
Whirling Slash begins to empower them, two already make them noticeably more dangerous, and keeping the skill going continuously holds your tornadoes at peak power.
In practice, while mapping, you keep
Whirling Slash ready and release the Twisters on contact with packs. The centerpiece of the burst is
Barrage: combined with frenzy charges, it unleashes a massive wave of additional Twisters. On a boss, you can literally shotgun the target by chaining charged
Barrage into the Twisters.
Generating infinite frenzy charges
Frenzy charges are the build’s fuel: they power
Barrage and multiply the number of Twisters. The key is generating them automatically. From the campaign onwards, we combine freezing enemies with
Combat Frenzy to continuously produce charges, and
Herald of Ice chains frost explosions as soon as a frozen enemy dies.
The Ice-Tipped Arrows tech completes the engine: one press infuses your Twisters with cold for the next four attacks. Combined with
Barrage, you unleash a swarm of ice tornadoes that freeze everything, which re-triggers
Herald of Ice and
Combat Frenzy: the cycle sustains itself. Against bosses,
Snipers Mark allows you to accelerate charge generation where packs are scarce.
Surviving Act 1 without Parry
Act 1 is the build’s most awkward stretch: generating frozen ground there is tedious. The game suggests a setup based on Parry, but the author isn’t a fan. His solution: use
Frost Bomb, which applies exposure and leaves an ice infusion behind with each cast. We stack these cold infusions while bosses do their RP, then instead of pressing Parry, we trigger
Ice Nova to generate frozen ground.
The real lasting solution arrives at level 16 with the
Wake of Destruction boots: they automatically create the ground needed for terrain effects and provide very welcome flat damage. They will likely be expensive early in the league (everyone is playing
Whirling Slash Twisters), but you can chance them fairly easily given their common base.
The Martial Artist ascendancy: experimental plan
The Martial Artist is entirely new in 0.5 and everything remains experimental — play at your own risk. The author’s plan starts with Way of the Stone Fist, which makes your gloves extremely powerful: with flat damage on rings and the spear, plus « gain damage » on gloves, the goal is a solid damage foundation.
For the second choice, two options: Way of the Mountain, a damage multiplier paired with defenses that is easy to maintain since we are constantly immobilizing enemies (freezing and shocking), or Runic Meridian if the league mechanic distributes runes powerful enough to justify it. Further down the line, an intriguing synergy takes shape around the bell: since the spear counts as both a melee AND ranged weapon, we could generate combos via Martial Master and ring multiple bells on a boss for devastating burst. All of this remains theory until the ascendancy is tested under real conditions.
Skill Tree
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