Skills (Gems)
Breakpoints by level/act. Roles: [C]=clear, [ST]=single-target, [B]=buff/aura/herald, [M]=mobility, [U]=utility/debuff.
Level 2 (Act 1, after Bloated Miller)
- Bow ShotS [ST] — secondary single-target ability.
- Lightning ArrowS [C] MAIN — primary clear ability.
- Lightning RodS [ST] — primary single-target; combo: shoot Lightning ArrowS into the Rods to trigger AoE explosions.
Clearfell (Act 1)
- Frost BombS [C]/[ST] Amplifier — exposure + secondary clear.
Mud Burrow (Act 1)
- Chain+ I [support] — linked to Lightning ArrowS (first big clear upgrade).
Grelwood (Act 1)
- Elemental Armament+ I [support] — linked to Lightning RodS (after Areagne).
Level 6 (Act 1)
- Freezing SalvoS [U] — extra single-target + freeze; linked Hourglass+. Fire at 10 missile stacks for the most damage.
Ogham Village (Act 1)
- Socket Lesser Storm RuneI (+ optional second elemental rune) into your best bow (ideally a Warden BowI) using an Artificer's Orb.
Freythorn (Act 1, Gembloom Skull)
- Herald of ThunderS [B] — big clear-speed boost; explodes packs when Lightning ArrowS/Rod procs it.
Level 14 (Act 1)
- BarrageS [U] — single-target buff; linked Rapid Casting+ I. Use before Lightning ArrowS on bosses.
Level 22 (Act 2)
- Voltaic MarkS [U] — single-target debuff; linked Lightning Attunement+ + Prolonged Duration+ I.
Level 31 (Act 3, optional)
- Tame BeastS [U] — linked Meat Shield+; grab a Beast with Haste Aura if available (skips Wind DancerS).
Azak Bog (Act 3, Gemrot Skull)
- Wind DancerS [B] — linked Blind+ I.
Level 41 (Act 4)
- Tornado ShotS [ST] — linked Overabundance+ I + Maim+; projectile-copying single-target burst.
End of Act 1 links
Rotation / Playstyle
- Clear: Lightning ArrowS (+ Chain+) for pack-to-pack; Freezing SalvoS secondary; after Herald of ThunderS, packs explode via chain reactions.
- Basic single target (L2–13): spam Lightning RodS, then shoot into it with Lightning ArrowS — keep the enemy inside the Rod AoE explosions.
- Advanced single target: Frost BombS before engaging (exposure) → Freezing SalvoS at 10 stacks (L6+) → BarrageS before Lightning ArrowS (L14+) → Voltaic MarkS on spawn (L22+) → Tornado ShotS as boss becomes targetable (L41+).
- Playstyle: kill-or-be-killed; freeze/stun bosses to keep them inside Lightning RodS radius; don't dodge-roll into packs.
Weapon & Base Breakpoints
- Level 2 Crude BowI (start).
- Level 5 ShortbowI (optional).
- Level 11 Warden BowI — Magic/Rare with Inc. Physical or Flat Elemental; socket 1–2 Lesser Elemental Runes.
- Level 28 Dualstring BowI — craft a Magic/Rare; "Bow Attacks fire an Additional Arrow" from here on is top priority; Whetstones to 20% quality.
- Level 54 Twin BowI — 2 Elemental/Greater Elemental Runes.
- Level 78 Gemini BowI — 2 Greater Elemental Runes; ilvl 81+ for flat attack tiers.
- Rule of thumb: equip the bow with the most DPS; quality + runes + flat damage scale hardest.
- Flat Elemental to Attacks priority: Bow > Quiver > Rings > Gloves.
Gear Priorities
- Artificer's Orbs & Salvage Bench: unlock Salvage Bench in Act 1 (Renly's Smithing Tools). Salvage socketed gear → Artificer's Shards; salvage quality items → Blacksmith's Whetstones. Elemental runes early (Storm/Glacial/Desert), Iron runes later as base phys rises.
- Quivers: second-largest flat-damage source; grab Increased Projectile Speed (synergy with Master FletchingP).
- Crafting: Regal 1–2-mod magic bows (Regal Shards from disenchanting Rares → Potion Seller); Exalt good Regals or save for trade; Reforging Bench after Mektul.
- Vendor regex:
"ts: S|\d+% i.+mov|d Ph|ds .+Da|ll P|k Sp"(sockets, movement speed, increased phys, flat phys/elem, +projectile skills, attack speed). - Farm a zone for levels + Uncut gems if a boss blocks you (e.g. Dreadnought → ~L28–31 for Jamanra).
Passive Tree
- There are two campaign variants: Damage First (early game burst) or Movement Speed Early (recommended for experienced twinks — faster zone travel at the cost of slower boss fights; needs a bow upgrade between Warden L11 and Dualstring L28).
- Damage-first: Harness the ElementsP, CatalysisP, Maiming StrikeP; then Escape VelocityP + AccelerationP for speed.
- Attribute nodes (STR/DEX/INT) only as gear demands.
Act Progression
- Act 1: Bow ShotS + Lightning ArrowS + Lightning RodS at L2 (after Bloated Miller); Clearfell: Frost BombS (Abandoned Camp) + Beira → +10% Cold Res; Mud Burrow: Devourer → Chain+ I; Grelwood: Areagne → Elemental Armament+ I (on Lightning RodS); optional Brambleghast → Uncut L2; Rust King → Uncut L3; optional Ervig → Uncut Support L1; L6: Freezing SalvoS + Hourglass+; ancient ruin → ring; Asinia + Draven; Lachlann; Crowbell → 2 points; Una's Lute → 2 points; L10: Greater Flasks (+ optional Warden BowI); Ogham Village: Smithing Tools → Salvage Bench + Lesser Storm RuneI; Executioner; Leitis → Uncut L5; Freythorn: 3 rituals → King in the Mists → Gembloom Skull → Herald of ThunderS; Finn → Sapphire or Ruby CharmI; L14: BarrageS + Rapid Casting+ I; Candlemass → +20 Life; Count Geonor (Sapphire CharmI).
- Act 2: Mawdun Quarry: optional Faridun War Cache; Rudja (Ruby CharmI); L16: Grand Flasks; Traitor's Passage: Balbala → Djinn Barya (ascend now or L27+); L22: Voltaic MarkS + Lightning Attunement+ + Prolonged Duration+ I; Mastodon Badlands: Runes of Aldur → Lesser Jeweller's Orb; Bone Pits: Sun Clan Relic; Keth: Kabala → 2 points + Kabala Clan Relic; Buried Shrines: optional Elemental ring; Valley of the Titans: relics → 30% Charm Charges Gained / 30% Charm Effect Duration +1 slot; L28: craft Dualstring BowI; Titan Grotto: optional Titan's Sword rune (note: Zalmarath has a bugged hitbox — use Bow ShotS; Deshar: Fallen Dekhara → 2 points; Spires: Sisters of Garukhan → +10% Lightning Res; Trial of Sekhemas → first 2 Ascendancy points; Dreadnought: optional farm + upgraded bow, Topaz CharmI, Jamanra.
- Act 3: Sandswept Marsh: Orok Campfire → Lesser Jeweller's Orb (Lightning RodS → add Concentrated Area+); L30: Colossal Flasks; L31 optional: Tame BeastS + Meat Shield+; Jungle Ruins: Silverfist → 2 points; Venom Crypts: Corpse-snake Venom → Servi → Artificer's Orb + permanent buff (RECOMMENDED 25% Stun Threshold); Jiquani's Machinarium: Blackjaw → +10% Fire Res; Matlan Waterways: Ravaged Corpse → rare Belt; Azak Bog: Ignagduk → Gemrot Skull → Wind DancerS; Molten Vault: Mektul optional (Reforging Bench); Utzaal: Viper Napuatzi (farm first); Aggorat: Sacrificial Heart → 2 points; Black Chambers: Doryani.
- Act 4: L40: Gargantuan Flasks; L41: Tornado ShotS + Overabundance+ I + Maim+; Isle of Kin: Delving Site secret → Lesser Jeweller's Orb; Blind+ Beast → Blank Greater Rune; Journey's End: Omniphobia → 2 points; Abandoned Prison: Chapel → 30% Life or Mana Recovery; Whakapanu: Great White One → Shark Fin → Kaom's or Rakiata's Lesson (permanent); Singing Caverns: Diamora → Eye of Hinekora; Eye: Silent Hall → +5% Max Mana; Halls of the Dead: 3 Tests → Ancestral Tattoo (+5 Attribute or +5% Res) + Yama → Navali → 2 points; Arastas: bells → 3 Regal + 3 Exalted; Ngakanu: optional chests.
- Interlude 1: L50: Transcendent Flasks; Holten: Ferryman → Greater Runes; Wolvenhold: Oswin → 2 points.
- Interlude 2: L54: craft Twin BowI; Khari Crossing: Molten One's Gift → +5% Max Life; Akthi & Anundr → 2 points; Sel Khari Sanctuary: Baryas → rare Ring/Amulet/Jewel; Qima: Orbala's Pillar → RECOMMENDED 3% Movement Speed or 15% Global Defences; Qimah Reservoir: Azmadi.
- Interlude 3: Kriar Village: Lythara → +40 Spirit; Howling Caves: Yeti → 2 points; Kriar Peaks: Elder Madox → free Unique.
- Endgame: all 3 Interludes → 2 Weapon Set Passive points.
Recommended Campaign Buffs (from FAQ)
- Act 2 Relic: 30% increased Charm Charges Gained
- Act 3 Venom Drought: 25% increased Stun Threshold (Permanent)
- Act 4 Chapel: 30% increased Life Recovery from Flasks
- Act 4 Tattoos: 5% Resistance (Permanent)
- Interlude 2 Orbala's Boon: 3% increased Movement Speed
- Note: reference your endgame build before permanent picks.
Tips
- Bow upgrade is your #1 damage lever: Warden (11) → Dualstring (28) → Twin (54). Quality + elemental runes multiply it.
- Quiver = second damage slot; then Gloves and Rings with flat damage to attacks.
- "Movement Speed Early" tree variant is the twink fast-clear option.
- Freeze/stun bosses so they stay inside the Lightning RodS explosion radius.
- Don't get hit: aggressive ranged play; roll away from packs, not into them.
- Relevant Charms: Resist/Sapphire/Ruby/Topaz (elemental), Amethyst (chaos), Stone (stun), Thawing (freeze).
Link-Index · alle Begriffe dieser Seite
Jeder Eintrag verlinkt auf poe2db.tw (Datenbank) und die offizielle poe2wiki.net. Badges im Fließtext: S=Skill, + =Support, I=Item, U=Unique, P=Passive, A=Ascendancy, B=Buff, C=Charm, R=Rune.
Skills
Support-Gems
Passives/Notables
Items/Bases
- Amethyst Charm wiki
- Artificers Orb wiki
- Artificers Shard wiki
- Blacksmiths Whetstone wiki
- Crude Bow wiki
- Desert Rune wiki
- Dualstring Bow wiki
- Gemini Bow wiki
- Glacial Rune wiki
- Greater Storm Rune wiki
- Lesser Jewellers Orb wiki
- Lesser Storm Rune wiki
- Ruby Charm wiki
- Sapphire Charm wiki
- Shortbow wiki
- Stone Charm wiki
- Storm Rune wiki
- Thawing Charm wiki
- Topaz Charm wiki
- Twin Bow wiki
- Warden Bow wiki
Querverweise · andere Klassen-Guides
Ranger teilt sich die Explosive/Gas-Grenaden-Route mit Mercenary und Huntress. Mit Widowhail + gutem Rare-Quiver wird der Ranger-Twink sogar noch schneller als mit Rare-Bows.
| Klasse | Build | Archetyp |
|---|---|---|
| Warrior | Boneshatter / Warcries | Melee · Slam-Kombo |
| Huntress | Spear / Bleed (Rake) | Melee/Ranged · Bleed |
| Sorceress | Arc / Spark (Stormweaver) | Spell · Lightning |
| Mercenary | Explosive/Gas Grenade | Ranged · Crossbow |
| Monk | Storm Wave / Glacial Cascade | Melee · Cold |
| Druid | Shapeshift (Bear/Wolf) | Melee/Spell · Fire |
| Witch | Essence Drain / Contagion | Spell · DoT |