Skills (Gems)
Ordered by acquisition/leveling progression. Roles: [C]=clear, [ST]=single-target, [B]=buff/aura/herald, [M]=mobility, [U]=utility/debuff.
- Spear StabS — [ST] basic spear attack, used from the start of Act 1 for single-target chip damage until RakeS arrives.
- Supports: Pursuit+ (from the Uncut Support dropped by The Rotten Druid in The Grim Tangle, Act 1).
- Whirling SlashS — [C] Early Act 1. Area damage + Blind+ on larger groups; pairs with DisengageS to trigger its explosion. The burning ground in Clearfell empowers it.
- Supports: (none explicitly named).
- Explosive SpearS — [C] Early Act 1. Thrown spear that explodes; boosted heavily by a Frenzy Charge; "empowered" Explosive Spears are the early boss tool.
- Supports: Overabundance+ (use your first Uncut Support gem on it — lets you place two Explosive Spears at once); DisengageS triggers its explosion early.
- ParryS (shield skill from the BucklerI) — [U] Act 1. ParryS + DisengageS follow-up generates Frenzy Charges (Zombies/NPC monsters farmable before boss fights; Charge-up to 3). Beira's icicle attacks and Weresolo wolves are easy parties.
- Supports: (none named).
- DisengageS — [M]/[U] Act 1 (cut with the Uncut Skill Gem from the Abandoned Stash at the Mysterious Campsite in Clearfell if Explosive SpearS was already cut). Backdash/leap: triggers Whirling SlashS/Explosive SpearS detonation, creates distance for max-range RakeS, evades, moves over packs, travels by targeting behind you.
- Supports: Holy Descent+ (Act 4+: Life recovery + Curse mitigation via Consecrated Ground).
- RakeS — [ST]/[C] Act 1, acquired when you get your first Level 3 Uncut Skill Gem (around character level 6). Main Bleed+ skill — "significant increase in damage when used from max range". Only swap to it if you have a Spear with added/increased Physical Damage. Keep reapplying max-range bleeds to refresh the bigger dots.
- Supports: none explicitly fixed in the guide; socket it first with a Lesser Jeweller's Orb. (With Horns of ByndenI you can shift Rage+ supports off SpearfieldS and use Martial Tempo+ or Incision+ elsewhere.)
- PounceS — [M] Act 1, at Uncut Gem Level 3 (the same L3 cut as RakeS). Requires a TalismanI equipped in Weapon Set 2. Jumps over obstacles, Marks enemies on hit, enabling Mark of SiphoningS for Mana Leech.
- Supports: (none named).
- Cull The WeakS — [U] Act 1 ("Once you get Cull The WeakS you can finish off enemies to gain Frenzy charges much easier"). Listed by the guide as a pickup, treated here as a passive — see Link-Index. (Exact source not specified on the page.)
- SpearfieldS — [U]/[ST] Act 1 (acquired within Act 1; Rage+ I linked near end of Act 1). Summons a field of spears that damage + Maim+ (slow) walkers; huge damage vs big bosses (many spears hit); pre-place 1-3 before bosses/tanky packs; later usable as an endgame mapping primary skill.
- Supports: Rage+ (Rage+ I→III; Rage+ stacks = big damage boost), Incision+ (default; stacks Incision+ for Thousand CutsP & bleed application), Bleed+ IV (swap for Incision+ in the ideal single-target boss setup), Concentrated Area+ (bossing: concentrates spears for more hits). Endgame mapping: keep Incision+, add Staggering WoundsP (amulet) knockback, Thousand CutsP + Inevitable RuptureP passives.
- Herald of BloodS — [B] Act 1 (Freythorn quest reward; activate it in the skill menu). Enemies that suffered Blood Loss explode on death dealing physical damage scaled by Blood Loss; the core pack-clearing buff.
- Supports: Magnified Area+ I (II later — no penalty since explosion damage is "unscaleable"), Blind+ I→Blind+ II (lowers enemy Evasion/Accuracy → more effective Crit on Amazon), endgame Poison+ III + Bursting Plague+ for area clear.
- Thunderous LeapS — [M] Act 2. Ledges/gap-crossing mobility + campaign shortcuts. Needed to wield Weapon Set 2 passives (TalismanI) and to use Bloodhound's MarkS. Keep it low level to cut Mana cost.
- Supports (eventual/optional): Rage+ III, Holy Descent+, Knockback+.
- Blood HuntS — [ST] Act 2. Finisher: instant burst + explosion scaling with the enemy's Blood Loss; use when enemy is below ~1/3 life (guide's rotation: 10-30% depending on Blood Loss). Not very useful in Acts 1-3 (RakeS + Stomping Ground+ outperform it) — kept aside until Bleed+ damage is a big DPS share.
- Supports: (none named).
- Wind DancerS — [B] Spirit skill. Default timing: Act 3 — cut with the Uncut Spirit Gem after killing Ignagduk, the Bog Witch (grants +40 Spirit). Alternative: take it in Act 1 and defer Herald of BloodS for early survivability. Evasion scaling + knockback counter attack (triggered Gale ForceS — an attack using your weapon); also debuffs attackers.
- Supports: Maim+, Blind+ II, Life Leech+ III.
- Bloodhound's MarkS — [U] Act 3. Debuff for Rares/Bosses: Bleeds rapidly cause Heavy Stun, creating safe engage windows. Requirement: you must be using Thunderous LeapS (Weapon Set 2 / Mark access), not PounceS.
- Supports: (none named).
- Tame BeastS — [U] Act 3, after defeating Ignagduk in The Azak Bog. Capture a Rare Beast-type enemy to use its skills/modifiers. Combo note: it is a regular active skill gem (NOT a Spirit gem) — level it with a regular Uncut Skill Gem ("All Gems" option). Best capture zones: Act 3 Jungle Ruins / Infested Barrens.
- Supports: Loyalty+, Last Gasp+ (beast companion defenses/survivability; Last Gasp+ renders cheap beasts viable), Overcharge+ (only if you tame a Shock-on-Hit beast).
- Desired beast auras: Physical Damage Aura, Haste Aura, Resistance Aura, Shock on Hit / Shocked Ground, Temporal Bubble or Hinder Aura.
- PrecisionS — [B] optional. FAQ: if you get additional Spirit on Body Armour/Amulet (on top of Wind DancerS + Beast + Herald of BloodS), run it for extra damage.
- Mark of SiphoningS — [U] used with PounceS's Mark-on-hit (Weapon Set 2, early act 1) to gain Mana Leech.
Rotation / Playstyle
- Clearing (packs): RakeS from maximum distance (it dashes ~half a screen; target spread-out monsters). Use DisengageS liberally for repositioning/dodging — it naturally lands you near RakeS's max range, which is exactly where RakeS deals the most bleed damage. Optionally pre-place Spearfields in front of dangerous packs or to stop charging enemies. Herald of BloodS (with Blind+) speeds pack deaths via explosions.
- Bossing (single target):
- Pre-place Spearfields (3 initially; shrinks to 2 as AoE grows due to the 70-spear limit) — in between you and the boss or on top of the boss.
- Apply Bloodhound's MarkS ASAP (re-cast after a Heavy Stun).
- RakeS + DisengageS combo — RakeS at max range, DisengageS to retreat/evade, repeat; refresh Spearfields during downtime.
- Finish with Blood HuntS when the target is low (10-30% life, depending on Blood Loss taken) for the burst + explosion.
- Spear detonation combos (early game): Whirling SlashS then DisengageS to instantly trigger the explosion; Explosive SpearS (ideally Frenzy-Charge-empowered, from ParryS + DisengageS or Cull The WeakS kills) pairs stick in the ground that DisengageS/contact detonates.
- Boss flow with Ryslatha's CoilI: RakeS → DisengageS → RakeS a few times, "fishing" for the single biggest bleed (watch the health bar drop rate).
- Mobility weave: Dodge Roll cancels RakeS's animation for rapid repositioning and can extend DisengageS to change direction and avoid damage. DisengageS is faster than running until you have ~30-40% movement speed bonus.
- Wind DancerS / Beast: the triggered Gale ForceS counter-attack often one-shots nearby enemies; the tamed Beast distracts enemies while providing auras.
Weapon & Base Breakpoints
- Act 1 (~char level 6): when swapping to RakeS, need a Spear with added or increased Physical Damage. "Craft or gamble on Spears looking for a Hunting SpearI or better."
- Weapon Set 2: a TalismanI (any damage/modifiers) — equip as soon as possible (Act 1, for PounceS / Weapon Set 2 passives). Eventually swapped for Thunderous LeapS for Mark access.
- Off-hand (Act 1): a BucklerI for ParryS.
- Endgame crafting bases: Spiked SpearI (best for Bleed+ Amazon — powerful bleed modifier), Grand SpearI (highest flat Physical; melee strike range QoL), or any level 60+ Spear base (all reasonably close in raw stats).
- Ideal endgame spear priority: highest combined Physical Damage + Accuracy (Local) (Amazon PenetrateP/Critical StrikeP make Accuracy a DPS stat).
Gear Priorities
- Offensive: High flat Physical Damage on Spear, Rings, Gloves; Attack Speed (Spear, Gloves); Mana Leech (so you never run out); flat Accuracy on the Spear; Critical Hit Chance + Critical StrikeP Bonus Damage; Accuracy Rating (feeds Amazon Critical StrikeP + Falcon DiveP); Bleeding Magnitude / Magnitude of Damaging Ailments; Melee Skill levels; %Physical / Melee / Attack / Spear damage (all scale bleed).
- Defensive: cap Fire/Cold/Lightning resistances; Max Life; Movement Speed on Boots; Life Leech+ (Life Gain on Hit a lesser option); Evasion; a strong Life Flask (increased recovery amount/rate); Reduced Freeze Duration; Charms vs Freeze/Stun/Poison+; Chaos Resistance at endgame.
- Leveling rules of thumb: in Act 1 prioritize added flat damage (Spear, runes, rings, gloves) plus Life/Resistances elsewhere; look for Movement Speed boots (check vendors, Transmute/Augment); from later Acts pick up Life and Mana Leech (Rings usually easiest; Gloves/Spear fine too); first Jewels: Blind+ on Hit and Gain Rage+ on Melee Hit are the two most useful early modifiers.
- Runes / sockets: finish crafted spears with Quality (Blacksmith's Whetstones) + a Socket Artificer's Orb. Best rune: Greater Vision Rune for Amazon spears; Greater Iron Rune if the spear has very high flat Physical (whichever gives more DPS). (Salvage Bench use is not described on the page.)
- Crafting steps (Accuracy Spear recipe): Magic base (450+ local Accuracy + 20%+ local attack speed / +4 Melee Skills / +4% Crit / empty suffix) → Greater Essence (Seeking ideal → base crit; Haste if no attack speed; Abrasion for flat phys) → Abyss craft (Preserved Jawbone, with Omen of Sinistral Necromancy to force a Prefix; look for hybrid Phys+Accuracy, high %Phys, or flat phys) → Exalts (Greater Exalted Orbs; Perfect Exalted Orb only on an already great spear) → Whetstone quality + Artificer socket. Recombinator as a salvage for failed spears. Leveling alternative: Essence-craft any 400+ Accuracy spear.
- Leveling uniques to invest in: Horns of ByndenI (L1, Rage+ on hit), VenopunctureI (phys, STR→Life, chill from bleeds, bleed magnitude), BushwhackI (MS + pin; needs a way to Aggravate Bleed+), BlackheartI (Intimidate), Surefooted SigilI (mobility), FoxshadeI (low-level mobility), Ryslatha's CoilI (max bleed fishing), Meginord's GirdleI (Act 2 trade upgrade).
Passive Tree
- Attributes: take just enough Intelligence and Dexterity to meet skill/gear/support requirements; pump the rest into Strength and Life. Respec via Gold at the Hooded One or Doryani if a gem/gear upgrade breaks requirements.
- Rush order: raw damage and Strength first; begin taking Accuracy and Critical StrikeP passives after your second Ascendancy.
- Deft RecoveryP: take early if you are getting stunned too often and can't improve Life on gear (and don't have/use a Stone Charm).
- Staggering WoundsP (Notable): knockback for SpearfieldS (damage + survivability). Instill onto an Amulet ASAP with Distilled Paranoia, Distilled Greed, Distilled Guilt (cheap on the Currency Exchange).
- Thousand CutsP + Inevitable RuptureP: support SpearfieldS's Incision+-stacking and bleed scaling in endgame mapping.
- Falcon DiveP (Notable): gains value from stacking Accuracy on gear.
- Crimson AssaultP (Keystone, optional): guarantees Aggravated Bleeding + 50% more Bleed+ Magnitude, but bleeds last 1s instead of 5s. Preference choice — faster, more explosive packs vs. longer boss bleeds. With it, lean heavier on RakeS for clearing. One point to test + respec.
- Blood in the EyesP: SpearfieldS debuff for foes (mentioned in the summary).
Ascendancy (Amazon vs Ritualist vs Spirit Walker)
- The guide only presents Amazon as the recommended Huntress leveling Ascendancy (Ritualist / Spirit Walker are not discussed on this page).
- Amazon order:
- Predatory InstinctP (first): solid melee damage boost vs campaign bosses; enables applying your biggest bleeds while the enemy has Open WeaknessP (health in the highlighted sections).
- Critical StrikeP (second): converts Accuracy vs enemies into extra Critical Hit Chance — from here treat Accuracy on gear (Gloves, Helmets, Rings, Amulets, Weapons) as damage.
- PenetrateP (after level 60, at end of campaign or early endgame): converts weapon Accuracy into extra flat Physical damage (including Accuracy from a Greater Vision Rune). If your spear has no Accuracy, take the alternate node and respec passives on the next weapon.
- Other Amazon option noted: Mystic HarvestP for leech-based survivability on elemental builds (not taken for the bleed variant).
- Ascension runs: Trial of the Sekhemas and Trial of Chaos provide the first 2 Ascensions (maxroll ascension guide linked).
Act Progression
Act 1
- Clearfell Mysterious Campsite / Abandoned Stash → extra Uncut Skill Gem (cut DisengageS if Explosive SpearS is already cut).
- ParryS (BucklerI) + DisengageS farming on slow enemies (Zombies) → up to 3 Frenzy Charges; pre-stack before bosses for 3 quick Empowered Explosive Spears.
- Bosses: Beira of the Rotten Pack (easy ParryS — icicles can be blocked when standing next to her; explode her with Explosive SpearS); The Devourer (parryable basics, but easier with Explosive SpearS + Spear StabS hit-and-run; first Uncut Support → Overabundance+ on Explosive SpearS); The Rust King (slam-only, unparryable — dodge roll + Spear StabS, Whirling SlashS on adds, DisengageS explosion, pair of Explosive Spears).
- The Grelwood: don't ParryS in big packs; individual Werewolves easy to parry → use them to pre-stack Frenzy Charges.
- Grim Tangle: kill The Rotten Druid → Uncut Support → Pursuit+ for Spear StabS.
- The Hunting Grounds: *Dryadic Ritual* → extra Uncut Support (or pre-cut Magnified Effect for Herald of BloodS).
- Freythorn: complete quest → Herald of BloodS (activate it!); take a Sapphire Charm as the quest reward (prep for Count Ogham).
- Ogham Farmlands (*Crop Circle*) and Manor Ramparts (*Gallows*) → more Uncut Supports (add to SpearfieldS + RakeS); Rage+ I on SpearfieldS near the end of the Act.
- Get Cold Resistance for Count Ogham.
- PounceS + TalismanI (2nd weapon set) once you cut the L3 gem.
Act 2
- Rathbreaker: stand at the arena cliff tip (ranged attackers can't hit there); place 2-3 Spearfields between you and Hyena swarms.
- Rudja, Dread Engineer (Mawdun Mines): raise Fire Resistance or dodge-roll through the flamethrowers; kite with DisengageS while enraged in melee.
- New skills this act: Thunderous LeapS (keep low level, no supports needed) and Blood HuntS (sit it out until bleeds get big).
- The Buried Shrines (below Keth) *Elemental Offering* → pick Lightning for a Topaz Ring (Transmute + Augment; Regal if Life/STR/Res rolls) — prep for Jamanra.
- Trial of the Sekhemas: spearfield at range, kite Rattlecage around the stone pile in the middle; DisengageS/Thunderous LeapS over flamethrower traps; re-attempt at higher level if needed. (Ascension 1 → Predatory InstinctP.)
- The Dreadnought: SpearfieldS + Thunderous LeapS to navigate and keep enemies at bay.
- Jamanra: max Lightning Resistance; upgrade gear (vendors + crafting); spend any Exalted Orbs on trade upgrades (e.g. Meginord's GirdleI, MS boots — filter by your level req); Colossal Life/Mana Flasks are a big boost; SpearfieldS when melee isn't safe (Jamanra is large); DisengageS past the lightning beams; opportunistic RakeS.
Act 3
- Bloodhound's MarkS (new debuff — Bleed+ stacking → Heavy Stun windows).
- After Ignagduk in The Azak Bog → Tame BeastS (regular Uncut Skill Gem — NOT Spirit) + Wind DancerS (Uncut Spirit Gem; the +40 Spirit from the boss enables it). Use Wind DancerS until a good beast is found.
- Orok Campsite (Sandswept Marsh) → free Lesser Jeweller's Orb from the Basket → socket RakeS; a second Lesser Jeweller's Orb goes on SpearfieldS.
- Best beast capture zones: Act 3 Jungle Ruins / Infested Barrens; look for Physical Damage Aura + "All Damage Shocks" (many good variants).
- Trial of Chaos: re-enter freely via the entrance key; SpearfieldS is strong vs each arena boss (they're large); DisengageS for spacing; Human Mark + RakeS bleeds trigger Heavy Stuns faster.
- Doryani: RakeS + DisengageS to wear him down in phase 1; phase 2 — occasional RakeS + SpearfieldS spam vs his oversized body; DisengageS flips out of big area slams. (Ascension 2 → Critical StrikeP.)
Act 4 & Interludes
- Access to level 4-5 Support Gems. Add Incision+ to SpearfieldS (stacks Incision+ → more Herald of BloodS bleeds + Thousand CutsP single-target), Blind+ II to Herald of BloodS (safety + more effective Crit on Amazon).
- Link beast companion to Loyalty+ + Last Gasp+; DisengageS → Holy Descent+ (Life recovery + Curse mitigation); Wind DancerS → Maim+ + Blind+ II (slow/blind swarmers).
- More Spirit gained → run Wind DancerS + Tamed Beast + Herald of BloodS simultaneously (extra Spirit on armour/amulet → optional PrecisionS).
- PenetrateP Ascendancy node once you Ascend after level 60 (end of campaign / early endgame).
Recommended Campaign Buffs
- No "Recommended permanent buffs" FAQ block is present on this page. The closest equivalent guidance from the FAQ section:
- Herald of BloodS (Freythorn, Act 1) — activate it immediately.
- Wind DancerS — Spirit skill, default from Act 3 (or Act 1 as a survivability-first alternative).
- Tamed Beast (Act 3+) — provides a constant aura (aim for Physical Damage / Haste / Resistance Auras, or Shock-on-Hit).
- PrecisionS — optional extra-damage Spirit skill if you have spare Spirit.
Tips
- Dodge Roll cancels RakeS's animation — use it to reposition fast; it also extends DisengageS to change direction and dodge.
- DisengageS is faster than running until you reach ~30-40% movement speed bonus; travel forward by targeting behind yourself.
- Max-range (DisengageS-created distance) RakeS = significantly stronger bleeds; re-apply rather than letting the big bleed expire.
- You can pause, open the passive tree + skill window, and swap gems mid-fight (store swaps in a skill like Spear StabS); gem-swapping (e.g. Incision+ ↔ Bleed+ IV) is for major/pinnacle bosses only.
- Utility skills (Thunderous LeapS) stay low-level to save Mana; spend Gemcutter's Prisms on Quality in priority order; Lesser Jeweller's Orbs go to RakeS then SpearfieldS.
- Tame BeastS costs Spirit as a % of your total — tame cheaper beasts or apply Quality if you can't fit one; level beasts with a regular Uncut Skill Gem ("All Gems" option).
- Ryslatha's CoilI: RakeS → DisengageS → RakeS repeatedly, "fishing" for the single biggest bleed; you can see the health bar drop difference.
- Trade league: spend early Exalted Orbs on leveling uniques rather than crafting; craft-budget rule of thumb = cost × 5; sanity-check by what the market sells for that value.
- If stuck in the Trial of the Sekhemas / bosses, come back at a higher level with upgraded gear instead of forcing it.
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
Querverweise · andere Klassen-Guides
Huntress kann entweder die Grenaden-Route (Mercenary/Ranger) spielen oder Spear-Twink mit Horns of Bynden (Rage), Venopuncture, Bushwhack und Ryslatha's Coil.
| Klasse | Build | Archetyp |
|---|---|---|
| Warrior | Boneshatter / Warcries | Melee · Slam-Kombo |
| 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 |
| Ranger | Lightning Arrow / Rod | Ranged · Lightning |
| Witch | Essence Drain / Contagion | Spell · DoT |