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PoE2 · Early Access · Return of the Ancients 0.5.4

Huntress · Spear / Bleed (Rake)

Melee/Ranged · Bleed · Rake-Bleeds aus Max-Range, Spearfield und Herald of Blood-Pack-Explosionen.
Aktualisiert: **June 26, 2026** (Changelog: June 19, 2026 "no changes for 0.5.3"; May 29, 2026 "updated for 0.5 Return of the Ancients") Build: Spear / Bleed (Rake) Quelle: Maxroll-Guide ↗
Skills (Gems)

Ordered by acquisition/leveling progression. Roles: [C]=clear, [ST]=single-target, [B]=buff/aura/herald, [M]=mobility, [U]=utility/debuff.

  1. 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).
  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).
  1. 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.
  1. 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).
  1. 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).
  1. 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.
  1. 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).
  1. 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.)
  2. 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.
  1. 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.
  1. 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.
  1. 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).
  1. 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.
  1. 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).
  1. 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.
  1. 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.
  2. 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):
  1. 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.
  2. Apply Bloodhound's MarkS ASAP (re-cast after a Heavy Stun).
  3. RakeS + DisengageS combo — RakeS at max range, DisengageS to retreat/evade, repeat; refresh Spearfields during downtime.
  4. Finish with Blood HuntS when the target is low (10-30% life, depending on Blood Loss taken) for the burst + explosion.
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:
  1. 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).
  2. 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.
  3. 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 BogTame 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

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: RakeSDisengageSRakeS 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.
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.

KlasseBuildArchetyp
WarriorBoneshatter / WarcriesMelee · Slam-Kombo
SorceressArc / Spark (Stormweaver)Spell · Lightning
MercenaryExplosive/Gas GrenadeRanged · Crossbow
MonkStorm Wave / Glacial CascadeMelee · Cold
DruidShapeshift (Bear/Wolf)Melee/Spell · Fire
RangerLightning Arrow / RodRanged · Lightning
WitchEssence Drain / ContagionSpell · DoT