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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!
Attention! |
This build was last updated for patch 0.1.1g and may be outdated for the recent patches. For more up-to-date builds, please refer to our list of latest builds! |
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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.
| |
・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 |
|---|---|
Temporal Rift | |
Fireball Fireball Launches a large ball of Fire which explodes on impact, creating a nova of smaller firebolts. | Unleash Supports Spells you cast yourself, making their effect reoccur when cast. Cannot support Channelling Skills or Skills with a Cooldown. |
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. | 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. | Fire Exposure Supports any skill that hits enemies, causing it to deal less damage but inflict Fire Exposure when it Ignites an enemy. |
Flammability Flammability Curses all targets in an area after a short delay, lowering their Fire Resistance. | 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 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 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 Supports any skill that hits enemies, causing Freeze it inflicts to last longer. 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. |
Cast on Ignite Cast on Ignite While active, gains Energy when you Ignite enemies and triggers socketed spells on reaching maximum Energy. | 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 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 Supports any skill that Hits enemies, causing you to recover Mana when it Culls an enemy. Life Drain Supports any skill that Hits enemies, causing you to recover Life when it Culls an enemy 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 Supports Spells you cast yourself, making their effect reoccur when cast. Cannot support Channelling Skills or Skills with a Cooldown. |
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. | 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. | 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 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 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 by creating improved bolts. | 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 Supports Spells you cast yourself, making their effect reoccur when cast. Cannot support Channelling Skills or Skills with a Cooldown. |
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. | 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. | 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 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 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. | |
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 |
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| Passive Nodes | |||
| 1. | ![]() |
2. | ![]() |
| 3. | ![]() |
4. | ![]() |
| 5. | ![]() |
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:

| Rank | Build |
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| List of Builds by Class | |||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|
Huntress |
Mercenary |
Monk |
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Witch |
Sorceress |
Warrior |
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Ranger |
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| Other Build Guides | 0.3 Leveling Builds | How to Make a Good Build | |||||||||
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 |
|
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 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: Mobbing, AoE, Lightning, Fast Clear |
|
UP |
Arctic Armour Conjures an icy barrier that gains stages overtime. While the barrier has stages, Melee Attacks that hit you will remove a stage to cause a burst of ice that deals Cold Spell damage to the attacker.
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.
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.
Ice Nova A nova of ice expands from you, Knocking Back enemies based on how close they are to you. Casting Ice Nova targeting near a Frostbolt Projectile will cause it to originate from the Frostbolt insead of you, and cause more Freeze buildup.
Orb of Storms Creates an Orb of electricity that fires Chaining Lightning bolts at nearby enemies.
Snap Shatters the frost on a Frozen enemy, Consuming the freese to deal a large amount of Cold Damage to enemies caught in the blast. Can also be cast on a Frostbolt to cause it to explode immediately. Any Frozen enemies hit by the Frostbolt's explosion will be dealt Cold Snap's damage and have their freeze consumed.
Siphon Elements While active, has a chance to create an Infusion Remnant when you Freeze, Shock, or Ignite a target.
Frost Darts Conjures a number of Icy Projectiles that launch towards a target. Projectiles that Hit a Chilled or Frozen target create chunks of ice that deal additional damage on impacting the ground. Consumes a Cold Infusion if possible to cause each Projectile to lodge into the enemy then explode.
Elemental Weakness Curse all targets in an area after a short delay, lowering their Elemental Resistances.
Focus: Crowd Control, Burst Damage, Cold |
Arctic Armour Conjures an icy barrier that gains stages overtime. While the barrier has stages, Melee Attacks that hit you will remove a stage to cause a burst of ice that deals Cold Spell damage to the attacker.
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.
Mana Tempest Creates a storm of arcane energies that Empowers your Mana-costing Spells while you remain inside it. Maintaining the Storm constantly drains your Mana, and each spell you cast causes it to drain faster. The storm will dissipate when you exit it or run out of mana.
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.
Focus: Mobbing, AoE, Lightning, Fast Clear |
|
UP |
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.
Snap Shatters the frost on a Frozen enemy, Consuming the freese to deal a large amount of Cold Damage to enemies caught in the blast. Can also be cast on a Frostbolt to cause it to explode immediately. Any Frozen enemies hit by the Frostbolt's explosion will be dealt Cold Snap's damage and have their freeze consumed.
Fireball Launches a large ball of Fire which explodes on impact, creating a nova of smaller firebolts.
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.
Living Bomb
Focus: AoE, Mobbing |
| Base Class | |
|---|---|
| Ascendancies | |
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