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This is a Fire Sorceress build for Path of Exile 2 (PoE 2). Check out the Fire build, including its gear, socketables, skills, and playstyle!
List of Contents
※ Switch tabs to view build progression: Early Game (Acts 1-2) and Mid-Game (Act 3 to Cruel Mode).
We utilize Fireball for our projectile DPS, Flame Wall for damage amplification and Sustained DPS, Solar Orb for extra DPS against immobile targets, and Flammability to take down high HP targets.
While Transitioning to late game, we change Fire Storm iand remove it entirely in exchange of Lightning Warp while having Frost Wall as a manual cast and a spell cast on our cast on Ignite to fuel our lack of Crowd Control and increase the ease of mapping in the Atlas (more on this on the playstyle section below).
Date | Changes |
---|---|
1-15-2024 | Updated the Build for end game. Fire Storm is removed due to low dps output and high mana cost usage in exchange of more Frost Wall and Lightning Warp for mobility. |
12-27-2024 | Updated the Build for Act 2 Cruel. Temporal Rift unlocked and replaced Cast on Ignite for better mobility and survivability. |
12-12-2024 | Updated the build for Act 3.Core skill was changed from Ember Fusillade to Fireball making it a Fireball-focused build. |
12-08-2024 | Updated the Build for Act 2. Added 2 new skills and 1 new Persistent skill. Runes were added. Passive Tree and Equipment Modifiers were updated. |
Build Notes |
---|
Cast on Ignite (and other cast on effects) have been nerfed to not give as much energy as they did against regular mobs which is where Fire Storm would normally excel at (clearing mobs). It also has a high mana cost which will cause us to run out of mana during boss and elite fights due to the rapid usage of Fire Storm against these enemies.
We swapped our Cast on Ignite from Fire Storm to Frost Wall due to Frost Wall's low cast time which allows Cast on Ignite to proc faster while its cheaper mana cost allows us manage our mana costs and keep our Crowd Control up against elites.
Temporal Rift is a very buggy skill that have several issues that may cause it to not cast at all, pressable but not do anything, or be used but not move your character to your past location. While our testing has been limited still, most of its issues is caused by adding the Vitality support gem to it as well as other Spirit-costing support gems.
We highly recommend to follow our support gem setup to not cause the skill to bug which is also the primary reason why we have excess amount of spirit to use in this build. The skill will also bug if you use it while in the middle of the animation of casting Frost Wall.
Gear | Modifiers | |
---|---|---|
Helm | ・Maximum Life
・ Energy Shield ・ Armor |
|
Armor | ・Armor
・Maximum Life ・Energy Shield | |
Gloves | ・Maximum Mana
・Attack Speed |
|
Belt | ・Increased Mana Recovery from Flasks ・ Resistances |
|
Boots |
・Movement Speed
・Maximum Mana ・Maximum Life |
|
Ring | ・All Resistances / Resistance to Element
・Fire Damage |
|
Amulet | ・All Resistances / Resistance to Element
・Armour Fire Damage |
|
Ring | ・All Resistances / Resistance to Element
・Fire Damage |
|
Wand | ・Increased Spell Damage
・Increased Fire Damage ・Level to Spells ・Maximum Mana |
|
Focus | ・Increased Spell Damage
・Increased Fire Damage ・Level to Spells ・Maximum Mana |
Overall, your armor setup will be marking Armour, Resistances, and Energy Shield as the highest stat priority for the mid-game. Maximum Life and supporting damage affixes from armor are nice bonuses to have. Our weapon and offhand will be focusing on the damage affixes which are Spell Damage, Fire Damage, and Spell Skill Level bonuses.
Your charms will be flexible and you should change it depending on the type of debuffs your current area can apply. Freeze and Stun resist charms are also great as getting CCed as a low mobility build can often result in death.
Emerald | ・Mana Regeneration
・Increased Elemental Damage ・Increased Projectile Speed |
---|
For Jewels, Jewelries that can aid your build with more spellcasting via spell damage or mana regeneration will be the most basic jewels you'll want to have.
Thawing Charm | ・Increased Duration
・Increased Charges ・Recover Life when Used |
---|---|
Stone Charm | ・Increased Duration
・Gain Charges Per Second ・Recover Life when Used |
It is recommended to equip a Thawing Charm since it negates Freezing. An alternative charm equipment is a Stone Charm as this negates stuns. Both charms reduce the possibility of being immobilized getting frozen or stunned (or any immobilizing effect) during maps can be the main difference between a map clear and failed run.
※ Switch tabs to view build progression: Early Game (Acts 1-2) and Mid-Game (Act 3 to Cruel Mode).
Skill | Support Gems |
---|---|
Fireball Fireball Launches a large ball of Fire which explodes on impact, creating a nova of smaller firebolts. | Unleash Unleash Supports Spells you cast yourself, making their effect reoccur when cast. Cannot support Channelling Skills or Skills with a Cooldown. Scattershot Scattershot Supports Projectile skills, making them fire extra Projectiles. Also lowers Attack and Cast speed of supported skills, as well as lessening their damage. Wildshards Wildshards Supports spells that fire projectiles. Supported skills have a chance to fire additional Projectiles in a circle. |
Flame Wall Flame Wall Creates a wall of fire in front of the character, which ignites everything within its area. Any projectiles fired through the wall by you and allies deal added fire damage and inflict ignite on hit. | Persistence Persistence Supports any skill that has a duration, making that duration longer. Fortress Fortress Supports skills that create walls in a line, causing them to be created in a circle instead but deal less hit damage. Fire Mastery Fire Mastery Supports Fire skills, granting them an additional level. |
Solar Orb Solar Orb Creates a fiery Orb that periodically releases fiery pulses. Enemies that are very close to the Orb are Ignited. | Overabundance Overabundance Supports skills which can have a Limited number of effects active at once, increasing that Limit at the cost of their duration. Only applies to restrictions that use the word “Limit”. Fire Exposure Fire Exposure Supports any skill that hits enemies, causing it to deal less damage but inflict Fire Exposure when it Ignites an enemy. Strip Away Strip Away Supports Skills which apply Exposure to Enemies, increasing the effect of applied Exposure. |
Flammability Flammability Curses all targets in an area after a short delay, lowering their Fire Resistance. | Expanse Expanse Supports any skill that you use yourself, granting it significantly higher Area of Effect but causing it to gain a long cooldown. Cannot support skills which already have a cooldown. Burning Inscription Burning Inscription Supports any skill which creates Runic Inscription when Cast, causing those Runic Inscriptions to trigger Burning Inscription when they expire. Burning Inscription is a Spell which creates Ignited Ground based off of your maximum Mana. Heightened Curse Heightened Curse Supports curse skills, magnifying their power. |
Frost Wall Frost Wall Creates a Wall of Ice Crystals which holds back enemies. The Crystals explode if sufficiently damaged, orif pushed hard enough, damaging nearby enemies.. | Deep Freeze Deep Freeze Supports any skill that hits enemies, causing Freeze it inflicts to last longer. Spell Echo Spell Echo Supports Spells that affect an area around you or a target location. Supported Spells echo, causing their effects to happen again after a short delay. Cannot support Channelling skills or Remote skills. Glaciation Glaciation Supports any skill that hits enemies, makit it more effective at Freezing enemies. |
Cast on Ignite Cast on Ignite While active, gains Energy when you Ignite enemies and triggers socketed spells on reaching maximum Energy. | Frost Wall Frost Wall Creates a Wall of Ice Crystals which holds back enemies. The Crystals explode if sufficiently damaged, orif pushed hard enough, damaging nearby enemies.. Clarity Clarity Supports Persistent Buff Skills, causing you to gain increased mana Regeneration while the skill is active. Impetus Impetus Support Meta skills. Supported Skills generate Energy significantly faster. |
Lightning Warp Lightning Warp Teleports you inside the target's body, causing it to violently explode. Highlights enemies that can be culled, and can only be used on these enemies or Ball Lightning projectiles. The target is destroyed, and the explosion deals Lightning Damage to surrounding enemies and creates Shocked Ground. | Soul Drain Soul Drain Supports any skill that Hits enemies, causing you to recover Mana when it Culls an enemy. Life Drain Life Drain Supports any skill that Hits enemies, causing you to recover Life when it Culls an enemy Shock Siphon Shock Siphon Supports any skill that hits enemies, causing you to recover Energy Shield when it kills a Shocked enemy. |
Skill | Support Gems |
---|---|
Fireball Fireball Launches a large ball of Fire which explodes on impact, creating a nova of smaller firebolts. | Unleash Unleash Supports Spells you cast yourself, making their effect reoccur when cast. Cannot support Channelling Skills or Skills with a Cooldown. Scattershot Scattershot Supports Projectile skills, making them fire extra Projectiles. Also lowers Attack and Cast speed of supported skills, as well as lessening their damage. Arcane Tempo Arcane Tempo Supports spells, causing them to cast faster |
Flame Wall Flame Wall Creates a wall of fire in front of the character, which ignites everything within its area. Any projectiles fired through the wall by you and allies deal added fire damage and inflict ignite on hit. | Persistence Persistence Supports any skill that has a duration, making that duration longer. Spell Echo Spell Echo Supports Spells that affect an area around you or a target location. Supported Spells echo, causing their effects to happen again after a short delay. Cannot support Channelling skills or Remote skills. |
Solar Orb Solar Orb Creates a fiery Orb that periodically releases fiery pulses. Enemies that are very close to the Orb are Ignited. | Concentrated Effect Concentrated Effect Supports any skill with an area of effect, causing that area to be smaller but any area damage it deals to be higher. Hourglass Hourglass Supports any damaging skill that you use yourself, causing it to deal significantly more damage but gain a long cooldown. Cannot support skills which already have a cooldown. |
Flammability Flammability Curses all targets in an area after a short delay, lowering their Fire Resistance. | Expanse Expanse Supports any skill that you use yourself, granting it significantly higher Area of Effect but causing it to gain a long cooldown. Cannot support skills which already have a cooldown. Heightened Curse Heightened Curse Supports curse skills, magnifying their power. |
Firestorm Firestorm Rains flaming bolts over the targeted area. Ignites on enemies in front of you are Consumed to fuel the Firestorm, causing one bolt to be improved for each Ignite Consumed. | Fire Penetration Fire Penetration Supports any skill that Hits enemies, making those hits penetrate enemy Fire resistances. Wildfire Wildfire Supports any skill that Hits enemies, Spreading Ignites it inflicts to nearby enemies after a delay. |
Skill | Support Gems |
---|---|
Fireball Fireball Launches a large ball of Fire which explodes on impact, creating a nova of smaller firebolts. | Unleash Unleash Supports Spells you cast yourself, making their effect reoccur when cast. Cannot support Channelling Skills or Skills with a Cooldown. Scattershot Scattershot Supports Projectile skills, making them fire extra Projectiles. Also lowers Attack and Cast speed of supported skills, as well as lessening their damage. Arcane Tempo Arcane Tempo Supports spells, causing them to cast faster |
Flame Wall Flame Wall Creates a wall of fire in front of the character, which ignites everything within its area. Any projectiles fired through the wall by you and allies deal added fire damage and inflict ignite on hit. | Persistence Persistence Supports any skill that has a duration, making that duration longer. Spell Echo Spell Echo Supports Spells that affect an area around you or a target location. Supported Spells echo, causing their effects to happen again after a short delay. Cannot support Channelling skills or Remote skills. |
Solar Orb Solar Orb Creates a fiery Orb that periodically releases fiery pulses. Enemies that are very close to the Orb are Ignited. | Concentrated Effect Concentrated Effect Supports any skill with an area of effect, causing that area to be smaller but any area damage it deals to be higher. Hourglass Hourglass Supports any damaging skill that you use yourself, causing it to deal significantly more damage but gain a long cooldown. Cannot support skills which already have a cooldown. |
Flammability Flammability Curses all targets in an area after a short delay, lowering their Fire Resistance. | Expanse Expanse Supports any skill that you use yourself, granting it significantly higher Area of Effect but causing it to gain a long cooldown. Cannot support skills which already have a cooldown. Heightened Curse Heightened Curse Supports curse skills, magnifying their power. |
Raging Spirits Raging Spirits While active, your Fire Spells will also summon Raging Spirits, which are short-lived flaming skulls that rush at nearby enemies and rapidly Attack them. Enemies will not directly engage these Minions, and can pass through them. | Feeding Frenzy Feeding Frenzy Supports skills which create Minions, making them deal and take more damage. Fire Infusion Fire Infusion Supports Attacks, causing them to Gain Fire Damage but deal less Cold and Lightning Damage. |
Fireball will be your main source of damage throughout early to mid-game, so be mindful of positioning when it comes to setting up Flame Wall. Using Solar Orb and Flammability will help you thin out larger groups and deal with tankier enemies.
Solar Orb is our main trigger for Ignite and it also gives us the highest amount of Energy so be sure to spam it against Elites when in the End-game to trigger multiple Frost Walls for free. Frost Wall will be our main source of Crowd Control to avoid getting swamped by creating blockades for pathing and detonating those with our Fire Ball for huge Aoe damage.
Lastly, Lightning Warp is a great utility skill for an AoE build like ours as it gives us a way to snipe enemies with low HP faster than our Fireball while also giving us an additional tool for repositioning.
Ascendancy Tree | |||
---|---|---|---|
Footprints in the Sand, Quicksand Hourglass, Apex of the Moment | |||
Passive Nodes | |||
1. | Path of Flame |
2. | Exploit the Elements |
3. | Potent Incantation and Melding |
4. | All Natural |
5. | Enhanced Barrier |
6. | Burn Out |
7. | Ignite and Flames Dual Tree | - | - |
The Passive tree is extremely simple. If the node provides damage to spells, fire, or help us inflict or make ignite stronger, take it.
We try to avoid other nodes as much as we can as well to rush to the Burnout node cluster on the far north side of the passive tree which should be your final node cluster goal this build.
As you roll into mid-game, unlock the Now and Again Ascendancy passive first to help you keep a consistent flow of offense. Go for Temporal Rift next to help with mobility.
The Fire Sorceress build aims to ensure that you always have a source of damage. If the battlefield lacks any flames that you've cast, your immediate goal is to fix it by summoning more fire effects or projectiles. The skill rotation for mobbing is as follows:
The build works extremely well against mobs but works a different way for bosses and elites. You'll want to ensure that your character's positioning is your top priority. Since the build suffers from mobility issues, you'll want to ensure that your positioning is always on the safe side while limiting the enemy's mobility by staying close to their attack range. The skill rotation against bosses is as follows:
Mercenary | Monk | Witch |
Sorceress | Warrior | Ranger |
Fire Sorceress | Flame Wall Creates a wall of fire in front of the character, which ignites everything within its area. Any projectiles fired through the wall by you and allies deal added fire damage and inflict ignite on hit.
Solar Orb Creates a fiery Orb that periodically releases fiery pulses. Enemies that are very close to the Orb are Ignited.
Flammability Curses all targets in an area after a short delay, lowering their Fire Resistance.
Fireball Launches a large ball of Fire which explodes on impact, creating a nova of smaller firebolts.
Focus: DoT, Mobbing |
Cold Warp Stormweaver | Frost Bomb Creates a pulsing Orb of Frost. Each pulse inflicts Cold Exposure on nearby Enemies. When the Orb's duration ends, it explodes, dealing Cold damage to surrounding Enemies.
Frostbolt Fires a slow-moving projectile that leaves a wake of Chilled Ground, deals Cold Damage and explodes on colliding with terrain.
Hypothermia Curses all targets in an area after a short delay, lowering their Cold Resistance.
Frost Wall Creates a Wall of Ice Crystals which holds back enemies. The Crystals explode if sufficiently damaged, orif pushed hard enough, damaging nearby enemies..
Lightning Warp Teleports you inside the target's body, causing it to violently explode. Highlights enemies that can be culled, and can only be used on these enemies or Ball Lightning projectiles. The target is destroyed, and the explosion deals Lightning Damage to surrounding enemies and creates Shocked Ground.
Comet Calls down a mass of ice from the sky, dealing high damage at the targeted location. Targeting close to you will cause you to jump back as you cast.
Cast on Freeze While active, gains Energy when you Freeze enemies and triggers socketed spells on reaching maximum Energy.
Blink Replaces your dodge roll with a short-cooldown Spell that allows you to tunnel through space, instantly reappearing a medium distance away.
Focus: Burst Damage, Crowd Control |
Spark Stormweaver | Spark Launches a spray of sparking projectiles that travel erratically along the ground until they hit an enemy or expire.
Flame Wall Creates a wall of fire in front of the character, which ignites everything within its area. Any projectiles fired through the wall by you and allies deal added fire damage and inflict ignite on hit.
Orb of Storms Creates an Orb of electricity that fires Chaining Lightning bolts at nearby enemies.
Conductivity Curses all targets in an area after a short delay, lowering their Lightning Resistance.
Lightning Warp Teleports you inside the target's body, causing it to violently explode. Highlights enemies that can be culled, and can only be used on these enemies or Ball Lightning projectiles. The target is destroyed, and the explosion deals Lightning Damage to surrounding enemies and creates Shocked Ground.
Mana Remnants Conjures surging lightning to restore your Mana. While active, Shocked enemies you kill have a chance to spawn a Mana Remnant, and Critically Hitting a Shocked target spawns a Mana Remnant every few seconds. Picking up a Mana Remnant grants you Mana which can Overflow maximum Mana.
Archmage While Active, causes your Non-Channelling Spells to cost additional mana and deal extra lightning damage, both based on your maximum mana.
Focus: Burst Damage, Mobbing |
Base Class | |
---|---|
Sorceress | |
Ascendancies | |
Stormweaver | Chronomancer |
Why spell echo on flame wall? As far as I understand the damage doesn't stack from it and it doesn't summon more than 5 raging spirits per cast anyway, seems like it's just 50% increased spell cost at no benefits; am I wrong?
PoE 2 Fire Sorceress Build
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Ignite is nerfed late game, you will want to spec into added projectiles and more % to damage after ignite if possible. Atm i shoot 7-8 fireballs constantly the screen is just fire for 2-5 seconds. Also if you can find a wand or stand that ats extra cold as % damage, you can spec into damage after chlling an opponent and shit really breaks