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This Pathfinder Ranger build for Acts 1-3 in Path of Exile 2 (PoE 2) combines the synergy between Poison, Fire, and Curses to detonate disease and pus-filled areas. Check out this Pathfinder build, including its gear, socketables, skills, and playstyle!
All Pathfinder Class Guides | |
---|---|
Pathfinder Ascendancy Guide | Explosive Poisons Build |
Attention! | This is a build pieced together for the early stages of the campaign. We'll be updating the build as we progress further in the game. |
List of Contents
This is a Pathfinder Ranger build for Act 1-3 that combines both Poison and Curses for the initial stages, then attempts to integrate Fire spells later down the line to have better overall DPS. Clear enemy mobs with Poison and Occult DoTs, then burn them down by igniting Gas Arrow!
Early on, this build utilizes the Poisonburst Arrow, Contagion, and Enfeeble to set up multiple DoTs on enemies. As the game progresses, it transitions to use Gas Arrow alongside Toxic Growth and Flame Wall to repeatedly proc AoE (Area of Effect) damage!
Date | Changes Made |
---|---|
12/7/24 | - Poison Contagion Ranger Created. |
12/8/24 | - Renamed to Poison Curse Ranger. - Updated for Early Act 2. - Addressed Poison + Contagion combo. |
12/9/24 | - Replaced Poisonburst Arrow with Gas Arrow. - Changed Support Gems. - Changed some Equipment Modifiers. - Added a Passive Skill Tree node. |
12/10/24 | - Updated for the fight against Jamanra and the start of Act 3. - Renamed to Explosive Poisons Pathfinder Ranger. - Replaced Enfeeble with Flammability. - Replaced Vine Arrow with Flame Wall. |
12/11/24 | - Changed title to Explosive Poisons Pathfinder from Explosive Cursed Poison Ranger. - Added base early set-up. - Updated for Early-Mid Act 3. |
Gear | Modifiers | |
---|---|---|
Helm | ・Spirit ・Evasion ・Energy Shield ・Intelligence / Dexterity | |
Armor | ・Maximum Life ・Evasion Rating ・Energy Shield ・Intelligence / Dexterity | |
Gloves | ・Increased Physical Damage ・Accuracy Rating ・Gain Mana/Life Per Enemy Killed ・Maximum Mana | |
Belt | ・Maximum Mana ・Element Resistance | |
Boots | ・Movement Speed ・Maximum Mana ・Life Regeneration ・Evasion Rating | |
Ring | ・Maximum Life ・Add Physical Damage to Attacks | |
Amulet | ・Life Regeneration Per Second ・Energy Shield | |
Ring | ・Maximum Life ・Add Physical Damage to Attacks | |
Bow | ・Increased Physical Damage ・+ To Level of All Projectile Skills ・Accuracy ・Gain Mana per Kill | |
Quiver | ・Increased Physical Damage ・Attack Speed ・Accuracy ・Gain Mana per Kill |
Gear | Modifiers | |
---|---|---|
Helm | ・Spirit ・Evasion ・Energy Shield ・Dexterity / Intelligence | |
Armor | ・Spirit ・Maximum Life ・Evasion Rating ・Energy Shield ・Dexterity / Intelligence | |
Gloves | ・Increased Physical Damage ・Gain Mana/Life Per Enemy Killed ・Maximum Mana ・Dexterity / Intelligence | |
Belt | ・Maximum Mana ・Element Resistance | |
Boots | ・Movement Speed ・Maximum Mana ・Life Regeneration ・Evasion Rating ・Dexterity / Intelligence | |
Ring | ・Maximum Life ・Add Physical Damage to Attacks | |
Amulet | ・Spirit ・Energy Shield | |
Ring | ・Maximum Life ・Add Physical Damage to Attacks ・Dexterity / Intelligence | |
Bow | ・Increased Physical Damage ・Add to Physical Damage ・Gain Mana per Kill ・Dexterity / Intelligence | |
Quiver | ・Increased Physical Damage ・Add to Physical Damage ・Gain Mana per Kill ・Dexterity / Intelligence | |
Flasks | ・Gain Charges per second ・Increase Resource Recovered |
Up until Act Three, getting specific gear should not be your main focus, but try to get as much Evasion with your gear as possible. Instead, focus on getting modifiers that answer this build's mana problems!
For another priority apart from Mana, get at least +35 Spirit on your amulet to slot in the Clarity support gem on Wind Dancer while having the ability to slot in Contagion on Cast on Ignite!
The second priority modifier would be Increased Physical Damage and Add to Physical Damage because it contributes to the amount of Poison Magnitude, meaning that each tick will deal more damage as you stack up Physical Damage.
As for the auxiliary modifiers, get Accuracy Rating to consistently hit enemies even from afar. For your defenses, focus on Energy Shield or Evasion since you will be stacking Dexterity and Intelligence to scale the build off of.
As for the optional modifiers, get an Increase in Intelligence or Increase in Dexterity since you will need these core stats to get the necessary skills onward!
For the runes, it is fine to adjust depending on the problem you are facing. However, the best rune to slot in should be Iron Runes as it significantly increases the damage of your Poison stacks! You can also utilize them to increase your Evasion Rating, improving your survivability.
In terms of Charms, adjust depending on the boss you are facing and equip elemental resistances and immunities to make fights more to your advantage.
Skill | Support Gems |
---|---|
Poisonburst Arrow | |
Contagion | |
Enfeeble | |
Toxic Growth | |
Barrage | - |
Vine Arrow | |
Plague Bearer |
Upon getting Tier 7 Skill Gems, the build will replace Poisonburst Arrow with Gas Arrow as its main basic attack. Having support gems such as Comorbidity, Envenom, and Scattershot allows you to stack poisons quickly while setting up multiple spore clouds and get boosted damage with Swift Affliction. Even if the cloud disappears after exploding, the radius of the cloud will still proc Toxic Growth!
When Gas Arrow is set up, repeatedly cast Toxic Growth for consecutive explosions! Its support gems attempt to amplify its damage by inflicting plague with Bursting Plague while Corrosion and Demolisher allows you to melt bosses fast by breaking their armor.
To access the explosive reaction, Flame Wall is included. When ignited, all of your Gas Arrows will deal a ton of damage with every individual shot. Even with the Gas Arrow nerfs, it still performs well through Act 3!
Barrage is there to increase this build's overall burst damage and armor break by adding more projectiles to your Toxic Growth!
The build will also be utilizing two Persistent Skills, those being Cast on Ignite and Wind Dancer.
During the early game, simply set up Toxic Growth before activating the pustules with Poisonburst Arrow or Plague Bearer. This should give you enough damage in the earlier stages of the game until you reach Gas Arrow!
Passive Nodes | |||
---|---|---|---|
1. | Honed Instinct and Clean Shot | 2. | Crippling Toxins |
3. | Lasting Toxins and Stacking Toxins | 4. | Projectile Damage |
Ascendancy Passive | |||
---|---|---|---|
Contagious Contamination and Overwhelming Toxicity | |||
Passive Nodes | |||
1. | Honed Instinct and Clean Shot | 2. | Crippling Toxins |
3. | Lasting Toxins and Stacking Toxins | 4. | Projectile Damage |
5. | Building Toxins and Escalating Toxins | 6. | Combat Alchemy and Lasting Concoctions |
As you are starting with the Poison build, it is essential to stack Projectile Damage as much as possible since again, Physical Damage scales up Poison Magnitude. Focus on taking the Projectile Damage path and take the Honed Instincts and Clean Shot notables as your notable passives.
After that, make a short extension to take Cripping Toxins for your second node to get your first few damage increases on Poison along with some slows. Take Lasting Toxins and Stacking Toxins for the third group nodes to and increase the amount of Poison you can stack while overwriting the negative Duration.
For the Fourth Group Node, just get the additional Projectile Damage to further strengthen your damage output! Finally, the fifth group node takes a lot of levels to reach, but is perfectly worth it to get an additional Poison Stack with Building Toxins and some more duration with Escalating Toxins
However, when you find that it is rather hard to avoid damage, you can take some detours by getting the early Evasion and Flask nodes to increase your survivability. If you are going to remove anything, it should be the second group nodes!
The ascendancy group nodes for the Pathfinder Ascendancy, Contagious Contamination, and Overwhelming Toxicity further increase the potency of all Poison procs by spreading itself on enemy kill while doubling the amount of Poison stacks the build can do!
As a general note when progressing through the attribute highways, make sure to dedicate one +5 Strength to equip the Demolisher support gem. After that, split between Dexterity and Intelligence depending on the attribute requirements of the skills/spells!
Naturally, this build is equipped to deal with hordes and bosses with the Gas Arrow, Toxic Growth, and Flame Wall combination. This is further supported by having convenience with Cast on Ignite.
While following a playstyle revolving around kiting the enemy and melting them down with explosives and DoT, the skill rotation should be:
During the early, the playstyle for this build revolves around properly setting up enemies before raining down toxins. The combo here is to set up Vine Arrow to an area you will lure the mobs in to lessen their mobility, and then cast Contagion alongside Enfeeble to set up AoE debuffs before spreading a Barrage-enhanced Toxic Growth to burst enemies!
List of All Builds | |
---|---|
Focus: Burst Damage, Crowd Control |
Focus: DPS, Crowd Control |
Focus: Burst, AoE, DoT, Stun |
Explosive Poisons Pathfinder Focus: Mobbing, DoT, Curse Damage |
Focus: DoT, Mobbing |
Focus: Minions, Crowd Control, DoT |
Focus: DoT, Burst Damage, Bossing, Mobbing |
Focus: DPS, Burst Damage, Bossing / Mobbing |
Focus: DoT, Crowd Control, Bossing |
Focus: Burst Damage, Crowd Control |
Question where do I get frenzy charges for increased number of postules with barrage?
Explosive Poisons Pathfinder Build
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I have tried some more and to my understanding barrage doesnt work at all with toxic growth