This guide focuses on the Smith of Kitava Ascendancy for the Warrior, covering their Unique Skills and Skill Interactions.
This guide is up-to-date for Path of Exile 2 Update 0.3.0
Smith of Kitava Overview
Smiths of Kitava are skilled in their craft, able to forge powerful weapons and Armour to use in combat. Their experience with the flames of the forge leaves them highly resistant to Fire.
Smiths of Kitava can turn Normal Body Armour into a work of their creation with the Smith’s Masterwork passive. Allowing them to forge a piece of Armour to suit their needs, at the cost of their Acendancy points.
Smiths of Kitavs are also able to masterfully manipulate their weapons as well, tempering them to empower them, or even manifesting them to do their bidding.
Heat of the Forge
Heat of the Forge grants the Fire Spell on Hit Meta Skill, as its name implies this allows our Attacks to cast Fire Spells as Energy allows.
How effective this Meta Skill will be depends entirely on how easily the energy builds for it. If it is balanced well, it could be great for the early game for some extra damage output here and there, while becoming a powerhouse later on if built around.
Being listed to Fire Spells also doesn’t leave much room for interesting options, with the primary options being likely to gravitate towards Fireball. Maybe in specific setups, Firestorm or Flammability could be used too.
Against the Anvil
Against the Anvil grants the Temper Weapon Skill, causes Attacks to deal Fire Damage and create Fire Damage Explosions on hit..
Temper Weapon is a nice addition for both early leveling as well as some endgame builds. Having access to consistent AoE and clearing power in general will help Melee to not struggle nearly as much in the endgame.
So long as it doesn’t have a short duration or a long cooldown attached to it, it’s sure to find its way into multiple builds for the easy AoE.
Living Weapon
Living Weapon grants the Manifest Weapon Skill, which summons a temporary copy of our weapon to deal damage and fight alongside us.
It goes without saying that the stronger our weapon is, the better this skill is for damage. But that’s just the most basic use of this skill. Assuming that the Manifested weapon doesn’t disappear on weapon swap, we can always have something more interesting in our second Weapon Set to use with this skill.
While there aren’t many super interesting options currently available, the upcoming Hammer of Faith would be an interesting option. Paired with the new Embitter Support, we could have a minion that’s constantly buffing itself with tons of Cold Damage and Freezing enemies, on top of the other Shrine effects.
As of Updates 0.3.0 Minions no longer require Accuracy, as such the Accuracy bonus from Dexterity has been replaced with Attack Speed.
Coal Stoker
Coal Stoker grants modifiers to Fire Resistance to Cold and Lightning Resistance at 50% of their original value.
Coal Stoker essentially makes it so we only need to directly worry about Fire and Chaos Resistances. While it will take 270% Total Fire Resistance to keep our non-Chaos Resistance capped at their baseline of 75% after the scaling penalties, this isn’t that hard to achieve.
If we eventually want to cap all of our resistances out at their maximum of 90%, this will only require us to reach 300% Fire Resistance. It’s not a huge ask, even though it may seem like it, though it may mean we favor Ruby Rings over other rings for a while.
Smith’s Masterwork can also goes a long way in alleviating the pressure on our gear to do this alone by offering a whopping +75% Fire Reistance.
Forged in Flame
Forged in Flame allows modifiers to Maximum Fire Resistance to also apply to Maximum Cold and Maximum Lightning Resistance.
Unlike Coal Stoker, this effect isn’t halved because Maximum Resistance is harder to get, often only coming 1-2% at a time. However, to cap it out, we only need 15% extra Fire Resistance to cap all of our resistances.
The easiest way we can do this also plays into Coal Stoker as well, and that the Unnatural Resilience Notable, found not too far from the Warrior Start area. This grants us 2% Maximum Fire Resistance for every 40% total Fire Resistance.
This means that at the 300% Fire Resistance required to completely cap our resistances through Coal Stoker, we’ll hit +14% Maximum Elemental Resistances. There’s even a 1% node before this to makes it a clean 15% without any further hassle.
Smith’s Masterwork
Smith’s Masterwork is a passive that is free to allocate at any point; however, we’re restricted to only a Normal Body Armour, and its stats will only be influenced by the effects we can give it from the list below.
These effects will only apply with a Normal Body Armour equipped, regardless of its base item type.
Passive | Effect |
---|---|
Dedication to Kitava | Armour applis to Chaos Damage |
Heavy Bracing | 100% increased Stun Threshold |
Padded Plates | +75% Cold Resistance |
Heatproofing | Unaffected by Ignite |
Tantalum Alloy | +75% Fire Resistance |
Kitavan Engraving | 15% increased Maximum Life |
Support Straps | 20% increased Strength |
Lead Lining | +75% Lightning Resistance |
Leather Bindings | Regenerate 3% of Maximum Life per second |
Internal Layer | Hits against you deal 50% reduced Critical Strike Damage |
Molten Symbol | 25% of Physical Damage taken as Fire Damage |
Flowing Metal | 50% of Armour applies to Elemental Damage from Hits. |
A lot of these effects are very powerful, but paired alongside Coal Stoker and Forged in Flame, Tantalum Alloy is a huge standout here, offering far more Fire Resistance any any Body Armour could normally provide. Combined with Kitavan Engraving, Support Straps, and Molten Symbol as the three remaining options, we’ll become incredibly bulky.
If capping Coal Stoker and Forged in Flame by way of Unnatural Resilience, this combination massively boosts our Maximum Life, caps all our resistance to 90%, and even makes us take 22.5% less Physical Damage by converting it to Fire Damage.
Outside of the endgame, we could even use this to bolster our Resistances in the early game by taking the three Resistance passives and the phys to fire, allowing our other gear a break from absolutely having to stack a ton of Resistances. The only downside of doing this while leveling means that we’re not taking advantage of passive abilities like Against the Anvil and Heat of the Forge to reach the endgame faster.
With the changes in 0.3.0, the Smith of Kitava can allow Armour to apply to all damage types by allocating Dedicated to Kitava and Flowing Metal. However, getting enough Armour with a Normal Body Armour is tough, often relying on the Heavy Armour Notable to make up the difference.
Another option that may be worth considering for this interaction is Iron Reflexes, as this opens up more choices of Body Armours, specifically the Armour and Evasion bases that offer additional Maximum Life or Resistance with little to no loss of total Armour. With 0.3.0, this may even open this up to possibly using Deflection, depending on how the interaction plays out.