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This is a Bonestorm Blood Mage Witch build for Path of Exile 2 (PoE 2). Check out the Bonestorm Blood Mage build for the Witch Class, including its gear, skills, socketables, 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This build was last updated for patch 0.1.1g and may be outdated for the recent patches.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
This Bonestorm Blood Mage Witch Build is based on nexevis's Blood Mage guide. These videos include a gameplay showcase plus more details about skills, passives, and gear. Check out and subscribe to more of nexevis's content on their Youtube and Twitch!
※ Switch tabs to view build progression: Mid-Game (Act 3 to Cruel Mode) and Endgame (Atlas).
This Crit Bonestorm Build delivers high single-target and burst damage, excelling against bosses, using the Bonestorm spell. This build focuses everything (passives and skill gems) into making Bonestorm deal as much damage as possible, with Detonate Dead providing strong AoE Clear.
Once Ascendancy is achieved, the build leverages Blood Mage's critical damage and hit bonuses, with passives enabling armor break on crits.
| Date | Changes |
|---|---|
| 01-10-2024 | This build has been further updated for Tier 15 endgame content. |
| 12-26-2024 | This build has been updated, showcasing the endgame version of nexevis's Bonestorm Blood Mage Witch Build on their Youtube. |
※ Switch tabs to view build progression: Mid-Game (Act 3 to Cruel Mode) and Endgame (Atlas).
| Gear | Modifiers | |
|---|---|---|
| Helm | ・ Increased Energy Shield ・ Maximum Life ・ Maximum Mana ・ Increased Critical Hit Chance ・ Intelligence ・Cold Resistance | |
| Armor | ・Energy Shield ・Increased Mana Regeneration Rate ・Increased Energy Shield ・Spirit ・Intelligence ・Fire Resistance ・Lightning Resistance ・Chaos Resistance | |
| Gloves | ・Evasion Rating ・Energy Shield ・Increased Evasion and Energy Shield ・Reduced Attribute Requirements ・Fire Resistance ・Cold Resistance | |
| Belt | ・Armor ・Reduce Charm Charges Used ・Maximum Life ・Maximum Mana ・Lightning Resistance ・Life Regeneration Per Second | |
| Boots | ・Increased Movement Movement Speed ・Maximum Life ・Maximum Mana ・Strength ・Fire Resistance ・Cold Resistance ・Reduced Chill Duration On You | |
| Ring | ・All Resistances ・Increased Fire Damage ・Maximum Life ・Maximum Mana ・Increased Cast Speed ・Fire Resistance ・Life Regeneration Per Second | |
| Amulet | ・Spirit ・Accuracy Rating ・Maximum Energy Shield ・Maximum Life ・Increased Rarity of Items Found ・Strength ・All Elemental Resistances | |
| Ring | ・Fire Resistance ・Accuracy Rating ・Maximum Life ・Maximum Mana ・All Attributes ・All Elemental Resistances ・Increased Mana Regeneration Rate | |
| Wand | ・Increased Spell Physical Damage ・Gain Life Per Enemy Killed ・Increased Level of All Physical Spells ・Maximum Mana ・Gain Damage as Extra Fire Damage ・Reduced Requirements ・Grants Skill: Mana Drain | |
| Focus | ・Increased Spell Damage ・Maximum Energy Shield ・Increased Critical Hit Chance for Spells ・Increased Cast Speed ・Lightning Resistance ・Fire Resistance |
| Gear | Modifiers | |
|---|---|---|
| Helm | ・ Increased Energy Shield ・ Accuracy Rating ・ Maximum Life ・ Increased Critical Hit Chance ・ Lightning Resistance ・Life Regeneration Per Second | |
| Armor | ・Armor ・Evasion Rating ・Increased Armor and Evasion ・Stun Treshold Increased ・Iron Grip ・Iron Will | |
| Gloves | ・Increased Energy Shield ・Maximum Life ・Maximum Mana ・Increased Critical Damage Bonus ・Increased Dexterity ・Increased Intelligence | |
| Belt | ・Armor ・Maximum Life ・Increased Life Recovery Rate ・Lightning Resistance ・Life Regeneration Per Second | |
| Boots | ・Increased Movement Movement Speed ・Maximum Life ・Maximum Mana ・Intelligence ・Fire Resistance ・Cold Resistance ・Life Regeneration Per Second | |
| Ring | ・Increased Evasion Rating ・Maximum Mana ・Gain Mana Per Kill ・Intelligence ・Increased Fire Damage ・Cold Resistance ・Increased Fire Damage | |
| Amulet | ・All Attribute Increase ・Increased Maximum Life ・Spirit ・Increased Rarity of Items Found ・Increased Level of All Spells ・Dexterity ・Life Regeneration Per Second | |
| Ring | ・Increased Rarity of Items Found ・Evasion Rating ・Maximum Mana ・Dexterity ・Increased Mana Regeneration Rate ・Gain Mana Per Enemy Killed | |
| Wand | ・Increased Spell Damage ・Increased Physical Damage ・Gain Life Per Enemy Killed ・Increased Level of All Physical Spells ・Intelligence ・Gain Damage as Extra Lightning Damage ・Grants Skill: Power Siphon | |
| Focus | ・Increased Spell Damage ・Increased Cold Damage ・Maximum Energy Shield ・Increased Level of All Spell Skills ・Increased Cast Speed ・Fire Resistance |
Choose a wand with Increased Spell Physical Damage, Gain Life Per Enemy Killed for sustain, and Increased Level of All Physical Spells to enhance effectiveness. Pair it with a focus offering Increased Spell Damage for a significant boost to overall damage.
Since Bonestorm deals Physical Damage, Physical Spell Damage modifiers will boost its effectiveness.
Focus on gear with Increased Spell Damage, Critical Hit Chance, Critical Damage, Increased Physical Damage and + to Spell Levels to maximize Bonestorm's effectiveness. Grab Spirit with the amulet, and prioritize Intelligence and Energy Shield, with Life and Resistances for survivability.
| All Armors and Accessories | |
|---|---|
| List of Armors | List of Accessories |
Note: The modifiers listed are arranged according to priority.
| ・Increased Spell Damage
Optional: ・Increased Maximum Energy Shield ・Increased Cast Speed |
Equip jewels with Increased Spell Damage for more power. If that's unavailable, prioritize Energy Shield for survivability or Increased Cast Speed to improve spell uptime.
Note: The modifiers listed are arranged according to priority.
Antidote Charm |
・Used when you're poisoned
・Increased Charges ・Recover Life when Used |
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For Charms, start by addressing any missing resistances. If those are maxed, consider the Antidote Charm, which counters poison damage that bypasses Energy Shield, making it a lifesaver in tricky situations. Alternatively, use a Golden Charm to boost the rarity of items you find.
Note: The modifiers listed are arranged according to priority.
| Equipment | Sockets |
|---|---|
| Armor |
Slot in Desert, Storm or Glacial Runes to cover any missing resistances. If you're already resistance-capped, swap them for Iron Runes in your armor to boost survivability.
This build does not use Soul Cores.
※ Switch tabs to view build progression: Mid-Game (Act 3 to Cruel Mode) and Endgame (Atlas).
| Skill | Support Gems |
|---|---|
Bonestorm Bonestorm Channel to conjure a swarm of bone spikes in the air, then release to fire at the enemies and explode. Shrapnel Impales enemies Hit, causing subsequent Attack Hits against those targets to deal Extra Damage. Consumes your Power Charge to cause much larger explosions. | Lifetap Supports any skill, turning a portion of its Mana cost into a Life cost. Does not support skills which reserve spirit. Brutality II Supports any skill that deals damage, boosting its physical damage at the expense of all other damage types. Rapid Casting II Supports Spells, causing them to cast faster. Multishot II Supports Projectile skills, making them fire extra Projectiles. Also lowers Attack and Cast speed of supported skills, as well as lessening their damage. Physical Mastery Supports Physical skills, granting them an additional level. |
Detonate Dead Detonate Dead Causes a Corpse to violently explode, damaging surrounding enemies. | Corpse Conservation Supports skills that consume Corpses, giving them a chance to take effect without destroying the Corpse. Minion Pact II Supports damaging skills you use yourself, draining the life from one of your Minions on use in order to boost the skill's damage. Only takes effect if you have a Minion with enough life to drain the full amount. 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. Magnified Area II Supports any skill with an area of effect, making it larger at the cost of damage. Ambush Supports skills that Hits enemies, making it more likely to Critically Hit enemies on full life. |
Blasphemy Blasphemy Turns socketed Curse skills into vile Auras, applying their effects to all nearby enemies. | Vulnerability Curses all targets in an area after a short delay, making Hits against them ignore a portion of their Armour. Heightened Curse Supports curse skills, magnifying their power. |
Bone Cage Bone Cage Raises a ring of bone spikes around you. The spikes are destroyed when enemies touch them, damaging and Pinning those enemies. | Efficiency II Supports any skill, making it cost less to use. Cannot support skills which reserve Spirit. Lockdown Supports any skill that hits enemies, causing any Pin buildup it inflicts to be stronger the closer the enemy is to you. Energy Barrier Supports any skill that you can use, causing Energy Shield recharge to begin immediately if you are stunned while using it. |
Life Remnants Life Remnants 25% chance to spawn a Remnant on killing an enemy;Spawn a Remnant on Critically Hitting a target, no more than once every 2 seconds;Each Remnant grants X Life | Clarity II Supports Persistent Buff Skills, causing you to gain increased Mana Regeneration while the Skill is active. Vitality II Supports Persistent Buff Skills, causing you to gain Life Regeneration while the Skill is active. |
Profane Ritual Profane Ritual Marks a Corpse with a profane rune, dealing Chaos damage over time to nearby enemies. When the ritual is complete the corpse is consumed and you gain a power charge. | Unleash Supports Spells you cast yourself, making their effect reoccur when cast. Cannot support Channelling Skills or Skills with a Cooldown. 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. |
Arctic Armour 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. | Freeze Supports any skill that hits enemies, makit it more effective at Freezing enemies. Knockback Supports any skill that Hits enemies, causing it to Knock Back enemies. |
| Skill | Support Gems |
|---|---|
Bonestorm | Inevitable Critical Supports any skill you use yourself that Hits enemies, causing it to accumulate Critical hit chance over time. |
Power Siphon | Unleash Supports Spells you cast yourself, making their effect reoccur when cast. Cannot support Channelling Skills or Skills with a Cooldown. |
Blasphemy | Vulnerability Curses all targets in an area after a short delay, making Hits against them ignore a portion of their Armour. |
Bone Cage | Lifetap Supports any skill, turning a portion of its Mana cost into a Life cost. Does not support skills which reserve spirit. Lockdown Supports any skill that hits enemies, causing any Pin buildup it inflicts to be stronger the closer the enemy is to you. |
Life Remnants | |
Detonate Dead | 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. |
This build is all about maximizing Bonestorm damage, while other spells primarily serve to enhance it. Profane Ritual deals damage and regenerates charges for Bonestorm. Life Remnants provide healing and Life overflow for survivability as they spawn passively on critical hits. Detonate Dead helps clear mobs effectively, while Vulnerability slotted in Blasphemy weakens nearby enemies. Bone Cage can pin down swarming foes, giving you enough time to channel your Bonestorm for massive damage.
※ Switch tabs to view build progression: Mid-Game (Act 3 to Cruel Mode) and Endgame (Atlas).
| Ascendancy Tree | |||
|---|---|---|---|
| |||
| Passive Nodes | |||
| 1. | | 2. | |
| 3. | | 4. | True Strike to Immortal Infamy |
| Ascendancy Tree | |||
|---|---|---|---|
| |||
| Passive Nodes | |||
| 1. | | 2. | |
| 3. | | 4. | |
| 5. | | 6. | |
| 7. | | 8. | |
| 9. | | 10. | |
| 11. | | 12. | |
| 13. | | 14. | - |

The passive tree for this Bonestorm build focuses on increasing Critical Hit Chance, Critical Damage, and Spell Damage. It also enhances Power Charge generation and usage. The selected passives ensure consistent critical hits and maximize burst damage, making each strike with your Bonestorm immensely powerful.
Start on the left side of the tree, progressing through Raw Destruction until you unlock Critical Overload. Next, move further left to reach Sudden Escalation, continuing until you obtain Mind Over Matter. Shift to the right side of the passive skill tree, picking up Critical Exploit and advancing to Crashing Wave. Finally, move further right to secure True Strike, culminating in Critical Infamy.
Once you achieve the Blood Mage Ascendancy, take Sanguimancy first, then Gore Spike, followed by Vitality Siphon, and finish with Blood Barbs.
The rotation of this build is centered around maximizing Bonestorm uptime for continuous damage. Keep your focus on casting Bonestorm and Detonate Dead as much as possible, while managing your other skills to support them.

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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.
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.
Skeletal Arsonist Activate to summon bomb-throwing, Reviving Skeletal Arsonists taht can detonate other minions on Command.
Pain Offering Impales a Skeleton on bone spike to send nearby Minions into a frenzy as long as the spike remains. The bone spike itself is a minion. If it dies, effect ends immediately.
Detonate Dead Causes a Corpse to violently explode, damaging surrounding enemies.
Vulnerability Curses all targets in an area after a short delay, making Hits against them ignore a portion of their Armour.
Skeletal Brute Summons hard-hitting, Reviving Skeletal Brutes that can Stun Primed enemies.
Skeletal Cleric Summons Reviving Skeletal Clerics that heal other minions and revive fallen Skeletons.
Focus: Minions, Crowd Control, DoT |
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Bonestorm Channel to conjure a swarm of bone spikes in the air, then release to fire at the enemies and explode. Shrapnel Impales enemies Hit, causing subsequent Attack Hits against those targets to deal Extra Damage. Consumes your Power Charge to cause much larger explosions.
Vulnerability Curses all targets in an area after a short delay, making Hits against them ignore a portion of their Armour.
Bone Cage Raises a ring of bone spikes around you. The spikes are destroyed when enemies touch them, damaging and Pinning those enemies.
Blasphemy Turns socketed Curse skills into vile Auras, applying their effects to all nearby enemies.
Life Remnants 25% chance to spawn a Remnant on killing an enemy;Spawn a Remnant on Critically Hitting a target, no more than once every 2 seconds;Each Remnant grants X Life
Focus: High Single Target Damage |
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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.
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.
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.
Flameblast Channels to build destructive energy around you or a targeted Solar Orb. Releasing the energy causes a devastating explosion that is larger and more intense the longer you channelled for.
Grim Feast Feeds on corpses to bolster your Energy Shield. While active, enemies and Reviving Minions that die in your Presence have a chance to drop Grim Remnants. Picking up a Grim Remnant grants you Energy Shield which can Overflow maximum Energy Shield.
Focus: Fast Clear, AoE |
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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..
Grim Feast Feeds on corpses to bolster your Energy Shield. While active, enemies and Reviving Minions that die in your Presence have a chance to drop Grim Remnants. Picking up a Grim Remnant grants you Energy Shield which can Overflow maximum Energy Shield.
Detonate Dead Causes a Corpse to violently explode, damaging surrounding enemies.
Vulnerability Curses all targets in an area after a short delay, making Hits against them ignore a portion of their Armour.
Skeletal Brute Summons hard-hitting, Reviving Skeletal Brutes that can Stun Primed enemies.
Skeletal Cleric Summons Reviving Skeletal Clerics that heal other minions and revive fallen Skeletons.
Soul Offering Impales a Skeleton on a bone spike, granting you a powerful Spell Damage Buff as long as the spike remains. Does not affect your minions. The bone spike itself is a Minion. If it dies, the effect ends immediately.
Sacrifice While active, your undead Reviving Minions can be used in place of Corpses by your skills, but your Minions Revive more slowly.
Focus: High Damage, Fast Clear, Minions |
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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.
Flammability Curses all targets in an area after a short delay, lowering their Fire Resistance.
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.
Skeletal Warrior Summons reviving Skeletal Warriors.
Pain Offering Impales a Skeleton on bone spike to send nearby Minions into a frenzy as long as the spike remains. The bone spike itself is a minion. If it dies, effect ends immediately.
Skeletal Cleric Summons Reviving Skeletal Clerics that heal other minions and revive fallen Skeletons.
Focus: Minions, Crowd Control, DoT |
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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.
Skeletal Warrior Summons reviving Skeletal Warriors.
Skeletal Arsonist Activate to summon bomb-throwing, Reviving Skeletal Arsonists taht can detonate other minions on Command.
Raise Zombie Consumes a Corpse or Power Charge to create a short-lived zombie. Zombies created from Power Charges are empowered.
Pain Offering Impales a Skeleton on bone spike to send nearby Minions into a frenzy as long as the spike remains. The bone spike itself is a minion. If it dies, effect ends immediately.
Skeletal Cleric Summons Reviving Skeletal Clerics that heal other minions and revive fallen Skeletons.
Skeletal Frost Mage Summons reviving Skeletal Frost Mages that can be commanded to cast Icy Explosions
Profane Ritual Marks a Corpse with a profane rune, dealing Chaos damage over time to nearby enemies. When the ritual is complete the corpse is consumed and you gain a power charge.
Despair Curses all targets in an area after a short delay, lowering their Chaos Resistance.
Bone Offering Impales a Skeleton on a bone spike to shield your Minions while the spike remains. The shield absorbs all damage from the next hit each Minion takes, then explodes. The bone spike itself is a Minion, and shields itself. If it dies, shields on your other Minions disappear.
Focus: Minion, Chaos, AoE, Curse |
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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.
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.
Contagion Afflicts a single enemy with a Debuff that deals Chaos Damage over time. If the enemy dies while affected by contagion, it and all other Chaos Damage over time Debuffs spread to other enemies and refresh their durations. Reanimating or detonating a corpse affected by contagion will cause the Minion or explosion to spread Contagion on hit.
Overwhelming Presence While active, enemies in your Presence are easier to Stun and inflict Elemental Ailments upon.
Cast on Ignite While active, gains Energy when you Ignite enemies and triggers socketed spells on reaching maximum Energy.
Alchemist's Boon While active, grants you Flask Charges passively and causes Life and Mana recovery from your Flasks to also apply to Allies in your presence.
Demon Form (12–25)% increased Cast Speed while in Demon Form;+(3–6) to Level of all Spell Skills while in Demon Form;Lose 0.5% of Life per second per Demonflame;Deal (7–18)% increased Spell damage per Demonflame
Focus: AoE, Mobbing, Freeze, Ignite |
|
UP |
Contagion Afflicts a single enemy with a Debuff that deals Chaos Damage over time. If the enemy dies while affected by contagion, it and all other Chaos Damage over time Debuffs spread to other enemies and refresh their durations. Reanimating or detonating a corpse affected by contagion will cause the Minion or explosion to spread Contagion on hit.
Essence Drain Fires a Projectile that applies a powerful Chaos damage over time debuff to enemy hits.
Bonestorm Channel to conjure a swarm of bone spikes in the air, then release to fire at the enemies and explode. Shrapnel Impales enemies Hit, causing subsequent Attack Hits against those targets to deal Extra Damage. Consumes your Power Charge to cause much larger explosions.
Despair Curses all targets in an area after a short delay, lowering their Chaos Resistance.
Dark Effigy Raises a Totem that bombards enemies afflicted by Chaos damage over time Debuffs.
Blasphemy Turns socketed Curse skills into vile Auras, applying their effects to all nearby enemies.
Withering Presence While active, periodically Withers enemies in your Presence.
Blink Replaces your dodge roll with a short-cooldown Spell that allows you to tunnel through space, instantly reappearing a medium distance away.
Convalescence While active, grants a skill that you can use to instantly begin Recharging Energy Shield and gain Buff for a duration that prevents Recharge being interrupted. The Buff is removed at maximum Energy Shield and the skill cannot be used while Energy Shield is full.
Focus: Chaos, AoE, Curse, Totem |
Spark Launches a spray of sparking projectiles that travel erratically along the ground until they hit an enemy or expire.
Orb of Storms Creates an Orb of electricity that fires Chaining Lightning bolts at nearby enemies.
Blink Replaces your dodge roll with a short-cooldown Spell that allows you to tunnel through space, instantly reappearing a medium distance away.
Cast on Critical While active, gains energy when you Critically Hit enemies and triggers socketed spells on reaching maximum energy.
Convalescence While active, grants a skill that you can use to instantly begin Recharging Energy Shield and gain Buff for a duration that prevents Recharge being interrupted. The Buff is removed at maximum Energy Shield and the skill cannot be used while Energy Shield is full.
Life Remnants 25% chance to spawn a Remnant on killing an enemy;Spawn a Remnant on Critically Hitting a target, no more than once every 2 seconds;Each Remnant grants X Life
Focus: Lightning, Critical Hit, Life Leech |
|
UP |
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.
Contagion Afflicts a single enemy with a Debuff that deals Chaos Damage over time. If the enemy dies while affected by contagion, it and all other Chaos Damage over time Debuffs spread to other enemies and refresh their durations. Reanimating or detonating a corpse affected by contagion will cause the Minion or explosion to spread Contagion on hit.
Chaos Bolt Fires a burst of chaos energy at the target.
Skeletal Warrior Summons reviving Skeletal Warriors.
Unearth Raises spikes of bone from the earth in front of you. The bones of Corpses in the area are ripped out and reassembled into short-lived Bone Construct Minions that fight for you.
Essence Drain Fires a Projectile that applies a powerful Chaos damage over time debuff to enemy hits.
Despair Curses all targets in an area after a short delay, lowering their Chaos Resistance.
Dark Effigy Raises a Totem that bombards enemies afflicted by Chaos damage over time Debuffs.
Blasphemy Turns socketed Curse skills into vile Auras, applying their effects to all nearby enemies.
Withering Presence While active, periodically Withers enemies in your Presence.
Ravenous Swarm While active and enemies are present, swarms of insects emerge from your body to pursue nearby enemies. The Swarms are untargetable Minions that Attack and Poison enemies.
Focus: AoE, Chaos, DoT |
NEW |
Orb of Storms Creates an Orb of electricity that fires Chaining Lightning bolts at 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.
Ball Lightning Fires a slow-moving projectile that repeatedly shoots bolts of lightning at nearby enemies.
Blasphemy Turns socketed Curse skills into vile Auras, applying their effects to all nearby enemies.
Cast on Critical While active, gains energy when you Critically Hit enemies and triggers socketed spells on reaching maximum energy.
Convalescence While active, grants a skill that you can use to instantly begin Recharging Energy Shield and gain Buff for a duration that prevents Recharge being interrupted. The Buff is removed at maximum Energy Shield and the skill cannot be used while Energy Shield is full.
Demon Form (12–25)% increased Cast Speed while in Demon Form;+(3–6) to Level of all Spell Skills while in Demon Form;Lose 0.5% of Life per second per Demonflame;Deal (7–18)% increased Spell damage per Demonflame
Focus: Lightning, AoE, Cast on Critical |
NEW |
Ember Fusillade Conjures a blazing Ember that hovers around you. After a short duration, the Ember launches at the enemy, dealing fire damage in an area on impact. Recasting the spess resets the duration for all active Embers. Multiple Embers fired in the same Fusillade will attempt to target different enemies.
Fireball Launches a large ball of Fire which explodes on impact, creating a nova of smaller firebolts.
Despair Curses all targets in an area after a short delay, lowering their Chaos Resistance.
Withering Presence While active, periodically Withers enemies in your Presence.
Time of Need Invokes divine blessings, periodically healing you and removing Curses and Elemental Ailments from you.
Cast on Critical While active, gains energy when you Critically Hit enemies and triggers socketed spells on reaching maximum energy.
Convalescence While active, grants a skill that you can use to instantly begin Recharging Energy Shield and gain Buff for a duration that prevents Recharge being interrupted. The Buff is removed at maximum Energy Shield and the skill cannot be used while Energy Shield is full.
Siphon Elements While active, has a chance to create an Infusion Remnant when you Freeze, Shock, or Ignite a target.
Living Bomb Plant a seed of Fire inside an enemy. Dealing enough damage to the enemy, or killing it outright, causes the seed to explode, dealing damage in an area and leaving behind a Fire Infusion Remnant.
Life Remnants 25% chance to spawn a Remnant on killing an enemy;Spawn a Remnant on Critically Hitting a target, no more than once every 2 seconds;Each Remnant grants X Life
Focus: Chaos, Critical, Fire |
NEW |
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.
Orb of Storms Creates an Orb of electricity that fires Chaining Lightning bolts at nearby enemies.
Bonestorm Channel to conjure a swarm of bone spikes in the air, then release to fire at the enemies and explode. Shrapnel Impales enemies Hit, causing subsequent Attack Hits against those targets to deal Extra Damage. Consumes your Power Charge to cause much larger explosions.
Vulnerability Curses all targets in an area after a short delay, making Hits against them ignore a portion of their Armour.
Bone Cage Raises a ring of bone spikes around you. The spikes are destroyed when enemies touch them, damaging and Pinning those enemies.
Cast on Critical While active, gains energy when you Critically Hit enemies and triggers socketed spells on reaching maximum energy.
Life Remnants 25% chance to spawn a Remnant on killing an enemy;Spawn a Remnant on Critically Hitting a target, no more than once every 2 seconds;Each Remnant grants X Life
Focus: Reap, Physical, Burst |
| Base Class | |
|---|---|
| Ascendancies | |
This person does not know how to build a bloodmage at all. No mention of Snakepit Pearl Ring. No mention of scattershot on bonestorm? Scattershot is key. If you aren't running that then you have no idea what you are doing. It is necessary. You charge 3 projectiles per stage instead of 1.
PoE 2 Bonestorm Blood Mage Witch Build

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hi. if you filter out all the unnecessary stuff that you have in the build (you have unnecessary skills on the right side that work for miles.) The question remains, how do you not die from lack of mana? I don't see any recommendations for stealing mana and regenerating. At bone mana level 25, you need 619 per second. clarify these points and this is just for creating