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This is a Bleed Bow Deadeye Ranger build for Mapping in Path of Exile 2 (PoE 2)'s Dawn of the Hunt Update. Check out the Bleed Bow Deadeye Ranger build, including its gear, socketables, skills, and playstyle!
Attention! |
This build was last updated for patch 0.2.1 and may be outdated for the recent patches.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 Bleed Bow Deadeye Build is from JayTX's YouTube guide. The video includes details on how to gear up to get the build online. Be sure to check more of JayTX's Path of Exile 2 and ARPG content by subscribing to his Youtube and Twitch, and visit his Discord to ask any questions you have about the build!
This Deadeye build revolves around using Bleeds alongside Spiral Volley to clear any enemies on screen and use Snipe to burst down bosses. The build works by amplifying the damage of Spiral Volley and Snipe through various support skills, and passive upgrades.
For this build, you don't need a specific Bow to pull it off, you just need a Bow with high Physical Damage as these are the most important modifiers from which Spiral Volley and Snipe pulls damage from. Do note that Serrated Quiver is a must for Bleed.
For the armor, you'll want to stack Evasion Rating and Energy Shield as much as possible to further increase your survivability via Subterfuge Mask and Spectral Ward For your gloves, it's best to have Physical Damage modifiers to increase the build's DPS.
Although not required, Ryslatha's Coil is an excellent unique for the belt slot, increasing overall maximum physical damage. Try to get one with the maximum physical damage roll with the least minimum physical attack reduction penalty.
It's best to obtain rings with Physical modifiers to further increase the damage of Spiral Volley and Snipe. Secondary stats for the rings should be Elemental Resistances, Maixmum Life, Evasion Rating, and Energy Shield for survivability .
Use Amulets that grant Spirit so you can cover the spirit cost of the persistent skills used. Though you can obtain amulets with DPS modifiers, it's highly recommended to go for survivability modifiers like Elemental Resistance, and increases to Energy Shield or Evasion Rating.
You'll also want to Annoint Bloodletting for more bleed damage.
| Equipment | Sockets |
|---|---|
| Weapon | |
| Armor |
You'll want Iron Runes in your weapon to increase the Physical Damage for Spiral Volley and Snipe.
For your Armor, you'll have to adjust the runes depending on your lowest elemental resistance. Ideally, you should have most elemental resistances covered by your armor modifiers so you can stack on Iron Runes to increase Energy Shield.
| All Runes and Soul Cores | |
|---|---|
| List of Runes | List of Soul Cores |
Antidote Charm Thawing Charm |
・Increased Duration
・Increased Charges ・Gain Charges Per Second |
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Antidote and Thawing Charms are the best charms to use for the build as they allow you to become immune to Poison and Freeze, respectively. This makes mapping much easier, as Poison and Freeze are by far one of the dangerous ailments in the game.
| Skill | Support Gems |
|---|---|
Bow Shot Bow Shot |
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.
Rapid Attacks II Supports Attacks, causing them to Attack faster.
Rupture Supports skills that Hit Enemies. Supported skills Aggravate Bleeding on Hitting Heavily Stunned Enemies.
Ricochet II Supports any Skill which creates Projectiles, giving those Projectiles a chance to Chain when impacting terrain.
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Spiral Volley Spiral Volley Loads your Bow with a volley of enchanted arrows and fires them in a circle as you spin forward, firing directly at targets if possible. Consumes Frenzy Charges to cause the arrows to deal more damage and Chain to other targets. Each target can only be Hit once.
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Armour Demolisher II Supports any skill, causing Armour Break it inflicts to be stronger.
Break Endurance Supports any skill that hits enemies, giving it a chance to gain an Endurance Charge when it fully breaks an enemy's armour.
Armour Break II Supports Skills that Hit Enemies, causing those Hits to Break Armour based on a portion of Physical Damage dealt. On Fully Breaking Armour with Supported Skills, you have a chance to gain an Endurance Charge.
Close Combat II Supports Attacks, causing them to deal more damage to enemies based on how close they are to you.
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Snipe Snipe Channel to charge up your bow before releasing a powerful shot. Releasing the moment you fully charge causes the arrow to explode on impact for a guaranteed Critical Hit.
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Concentrated Area Supports any skill with an area of effect, causing that area to be smaller but any area damage it deals to be higher.
Window of Opportunity II Supports Channelling skills that have special effects if released with Perfect Timing, causing them to deal much more damage and grant Perfect Deflection if released with Perfect Timing but reducing the Perfect Timing window.
Brutality II Supports any skill that deals damage, boosting its physical damage at the expense of all other damage types.
Heft Supports Skills which deal damage, increasing the maximum Physical Damage of their Hits.
Overextend Supports Attack Skills you use yourself. Supported Skills deal more Damage with Critical Hits, but Critically Hitting an Enemy with them will Daze you for a short time.
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Barrage Barrage Ready a volley of arrows or spears, Empowering your next Bow or Projectile Spear Attack to repeat multiple times. Consumes your Frenzy Charges on use to add additional repeats.
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Premeditation Supports skills that can Empower skills other than themselves, causing skills they Empower to deal more damage.
Cooldown Recovery II Supports skills with Cooldowns, increasing the rate at which those Cooldowns Recover. Cannot modify the skills of minions.
Second Wind II Supports skills with cooldowns, giving them extra uses of that cooldown. Cannot support instant or triggered skills, or modify the skills of minions.
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Ghost Dance Ghost Dance Periodically Gain Ghost Shrouds. If you are Hit while you have a Ghost Shroud, it is immediately consumed to recover Energy Shield based on your Evasion.
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Precision II Supports Persistent Buff Skills, causing you to gain increased Accuracy while the skill is active.
Compressed Duration II Supports any skill that has a duration, making that duration shorter.
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Herald of Blood Herald of Blood While active, killing an enemy with Blood Loss will cause a bloody explosion that deals Physical Attack damage to surrounding enemies based off the life of the exploded enemy, destroying their Corpse in the process. The explosion also has a chance to aggravate Bleeding.
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Overreach Supports Attack Skills which deal Damage in an Area. Supported Skills have significantly increased Area of Effect, but are less Accurate against nearby targets.
Magnified Area II Supports any skill with an area of effect, making it larger at the cost of damage.
Concentrated Area Supports any skill with an area of effect, causing that area to be smaller but any area damage it deals to be higher.
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Bloodhound's Mark Bloodhound's Mark Mark a target, making them suffer Heavy Stun build up from Blood Loss. If they suffer enough Blood Loss while Marked, the Mark is consumed and they will release an explosion of blood when killed or Heavy Stunned.The duration doesn't tick while the target is suffering Blood Loss.
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Mark for Death Supports Mark Skills. Enemies affected by Supported Marks will have their Armour Broken by Physical Damage they take.
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Wind Dancer Wind Dancer Grants a buff that gives you more Evasion per stage. Being Hit by a Melee Attack while you have this buff consumes all stages to damage and Knock Back enemies around you.
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Blind II Supports any skill that Hits enemies, causing them to Blind on Hit with increased effect.
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Sniper's Mark Sniper's Mark Marks a target. The next Critical Hit the target receives consumes the Mark to deal extra damage and grant you a Frenzy Charge.
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Spiral Volley and Snipe are the bread and butter skills you need for this build, you just have to juice it up with the various support gems listed above to achieve a one-shot-clear effect.
| Ascendancy Passive | |||
|---|---|---|---|
![]() Thrilling Chase and Gathering Winds |
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| Passive Nodes | |||
| 1. | ![]() Resonance and Stylebender |
2. | ![]() Savagery and Mastered Fletching |
| 3. | ![]() Wrapped Quiver, Frenetic, Proficiency |
4. | ![]() Fervour and Feathered Fletching |
| 5. | ![]() Deterioration and Perfectly Placed Knife |
6. | - |
Since the build is centered around Frenzy Charges, Resonance is a must for this build to work, allowing us to convert the Endurance Charges we get from Spiral Volley into Frenzy Charges.
Subterfuge Mask is used to convert the Energy Shield we get from our Helmet, While Spectral Ward is used to conver the Evasion we get from Body Armour into Energy Shield for increased survivability.
The rest of our passives are used to complement our offensive skills, such as Deterioration, Stand and Deliver, and Perfectly Placed Knife. These passives increase the damage we deal with the Bleed mechanic, as well as our chances to inflict it via Master Fletching and other ailment nodes.
Passive Skill Tree Guide and List of Passives
※ Press on what type you are fighting for a more detailed explanation on the playstyle and skill rotation.
| Type | Skill Rotation |
|---|---|
| Mobbing | |
| Bossing | Sniper's Mark Marks a target. The next Critical Hit the target receives consumes the Mark to deal extra damage and grant you a Frenzy Charge.
▶
Snipe Channel to charge up your bow before releasing a powerful shot. Releasing the moment you fully charge causes the arrow to explode on impact for a guaranteed Critical Hit.
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Once the build is set up properly, all you have to do is run Spiral Volley into a room full of mobs and automatically generate Frenzy Charges with the Break Endurance support gem.
Use Sniper's Mark to create a Frenzy Charge, followed shortly by Snipe to use it. Repeat as needed. Don't forget to unallocate the Resonance passive during boss fights, or the Frenzy Charge you get from Sniper's Mark will be converted into Power Charges!

| Rank | Build |
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| List of Builds by Class | |||||||||||
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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 | |||||||||
UP |
Herald of Thunder While active, killing Shocked enemies with Attack damage, will cause subsequent Attack hits to release lightning bolts which deals Attack damage to all surrounding enemies.
Barrage Ready a volley of arrows or spears, Empowering your next Bow or Projectile Spear Attack to repeat multiple times. Consumes your Frenzy Charges on use to add additional repeats.
Lightning Arrow Fires a charged arrow at the target. On hitting an enemy or wall, the arrow will fire Chaining Lightning beams at nearby enemies.
Lightning Rod Fire an arrow that drops from above, creating a Lightning burst. The arrow remains in the ground, and any Chaining Lightning beams can Chain to it. When Chained to, the arrows release another Lightning burst.
Stormcaller Arrow Fires an arrow that embeds where it lands for a short duration. At the end of the duration, a Lightning bolt strikes the arrow, disintegrating it and damaging enemies with a high chance to Shock.
Focus: Burst Damage, Lightning, Fast Clear |
UP |
Poisonburst Arrow Fires a virulent arrow that creates a burst of Poison on hit, affecting all enemies in an area.
Vine Arrow Fire an arrow into the air that lands after a short delay, causing a plant to spring up at the impact location. The plants sprouts vines that latch onto nearby enemies, Slowing their movement speed and dealing Chaos Damage over time. The plant can be Poisoned, causing it to deal more damage.
Ghost Dance Periodically Gain Ghost Shrouds. If you are Hit while you have a Ghost Shroud, it is immediately consumed to recover Energy Shield based on your Evasion.
Plague Bearer Stores all Poison Damage you deal. Using the Plague Nova skill unleashes the stored Poison.
Toxic Growth Leap into the air and fire a volley of arrows which cause toxic pustules to sprout from the ground on impact. The pustules explode after a delay and can be Poisoned, causing them to explode faster and more violently.
Wind Dancer Grants a buff that gives you more Evasion per stage. Being Hit by a Melee Attack while you have this buff consumes all stages to damage and Knock Back enemies around you.
Despair Curses all targets in an area after a short delay, lowering their Chaos Resistance.
Shield Charge Channel to charge in the target direction. You will crash into enemies on your path, stopping your charge and dealing damage to enemies in an area, and extra damage to the enemies you collided with. While charging, your Shield is raised and you will Block all incoming Blockable hits.
Toxic Domain Create an area of Toxic Bloom on the ground around you. While in the Bloom, you have increased Skill costs, Regenerate Life, and your Projectile Attacks attach a Toxic Pustule, which can be Poisoned. Pustules will Detonate after a duration or when enough Poison has been applied, dealing more damage based on the stored Poison damage and applying Poison in an area around it.
Focus: Mapping, Bossing, DoT, Poison, Chaos Damage |
Explosive Grenade Fires a bouncing Grenade that unleashes a devastating fiery blast when its fuse expires.
Flash Grenade Fires a bouncing Grenade that unleashes a Blinding, Stunning explosion when its fuse expires. This explosion can Blind both Allies and Enemies.
Gas Grenade Fires a bouncing Grenade that causes a burst of Poison gas when its fuse expires, damaging enemies and leaving behind a growing Poison cloud. Burning effects or Detonator skills will cause the cloud to explode in a fiery blast.
Wind Dancer Grants a buff that gives you more Evasion per stage. Being Hit by a Melee Attack while you have this buff consumes all stages to damage and Knock Back enemies around you.
Oil Grenade Fires a bouncing Grenade that bursts in a spray of Oil when the fuse expires or when it impacts an Enemy, dealing minimal damage but covering the ground and nearby enemies in Oil. Oil created this way can be Ignited by Detonator Skills or Ignited Ground.
Voltaic Grenade Fires a bouncing Grenade that discharges an Electrocuting Lightning blasts when its fuse expires
Focus: AoE, Grenades, Burst |
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Conductivity Curses all targets in an area after a short delay, lowering their Lightning Resistance.
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.
Herald of Ice While active, Shattering an enemy with an Attack Hit will cause an icy explosion that deals Attack damage to surrounding enemies.
Herald of Thunder While active, killing Shocked enemies with Attack damage, will cause subsequent Attack hits to release lightning bolts which deals Attack damage to all surrounding 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.
Cast on Shock While active, gains Energy when you Shock enemies and triggers socketed spells on reaching maximum Energy.
Lightning Arrow Fires a charged arrow at the target. On hitting an enemy or wall, the arrow will fire Chaining Lightning beams at nearby enemies.
Lightning Rod Fire an arrow that drops from above, creating a Lightning burst. The arrow remains in the ground, and any Chaining Lightning beams can Chain to it. When Chained to, the arrows release another Lightning burst.
Magnetic Salvo Aims skyward and fires energy missiles at lingering arrows or bolts created by other Lightning Attacks in front of you. The missiles explode if they land close to a lingering bolt or arrow, dealing more damage in a larger area but destroying that bolt or arrow in the process.
Wind Dancer Grants a buff that gives you more Evasion per stage. Being Hit by a Melee Attack while you have this buff consumes all stages to damage and Knock Back enemies around you.
Focus: Burst Damage, Lightning, Energy Shield |
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Hypothermia Curses all targets in an area after a short delay, lowering their Cold 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.
Ball Lightning Fires a slow-moving projectile that repeatedly shoots bolts of lightning at nearby enemies.
Eye of Winter Fires a single Eye Projectile which does not hit enemies. The Eye constantly releases damaging shard Projectiles in a spiral as it flies, plus an extra burst of Shards at the end of its flight. If the Eye passes over an Elemental ground surface, it will take on that surface effect, applying it to nearby enemies and causing shards to deal more damage of the corresponding type.
Ghost Dance Periodically Gain Ghost Shrouds. If you are Hit while you have a Ghost Shroud, it is immediately consumed to recover Energy Shield based on your Evasion.
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.
Herald of Ice While active, Shattering an enemy with an Attack Hit will cause an icy explosion that deals Attack damage to surrounding enemies.
Herald of Thunder While active, killing Shocked enemies with Attack damage, will cause subsequent Attack hits to release lightning bolts which deals Attack damage to all surrounding enemies.
Wind Dancer Grants a buff that gives you more Evasion per stage. Being Hit by a Melee Attack while you have this buff consumes all stages to damage and Knock Back enemies around you.
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.
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.
Shattering Concoction X Added Cold Damage;+7% to Critical Hit Chance;Consumes 5 Charges from your Mana Flask;Inflicts Cold Exposure on Hit;Explosion radius is 1.5 metres
Focus: Burst Damage, Cold, Concoction |
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Herald of Ice While active, Shattering an enemy with an Attack Hit will cause an icy explosion that deals Attack damage to surrounding enemies.
Combat Frenzy While active, grants you a Frenzy Charge when you Freeze, Electrocute, or Pin an enemy. This can only occur once every few seconds.
Wind Dancer Grants a buff that gives you more Evasion per stage. Being Hit by a Melee Attack while you have this buff consumes all stages to damage and Knock Back enemies around you.
Cast on Critical While active, gains energy when you Critically Hit enemies and triggers socketed spells on reaching maximum energy.
Disengage Jump back as you rupture the earth in front of you with spearpoints, damaging enemies. Consumes the Parried Debuff on Hitting enemies to release a shockwave and grant you a Frenzy Charge. This skill can be used while using other skills, and causes Strikes and Projectiles to miss you while jumping. This skill cannot be Ancestrally Boosted.
Glacial Lance Throw a single lance that leaves icy fragments in its wake. The fragments Chill nearby enemies. Consumes a Frenzy Charge if possible to cause the ice fragments created by the first Projectile to explode outwards after a short duration, peppering enemies with shrapnel.
Focus: Mobbing, Single Target, DPS, AoE, Bossing |
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Ghost Dance Periodically Gain Ghost Shrouds. If you are Hit while you have a Ghost Shroud, it is immediately consumed to recover Energy Shield based on your Evasion.
Barrage Ready a volley of arrows or spears, Empowering your next Bow or Projectile Spear Attack to repeat multiple times. Consumes your Frenzy Charges on use to add additional repeats.
Snipe Channel to charge up your bow before releasing a powerful shot. Releasing the moment you fully charge causes the arrow to explode on impact for a guaranteed Critical Hit.
Sniper's Mark Marks a target. The next Critical Hit the target receives consumes the Mark to deal extra damage and grant you a Frenzy Charge.
Spiral Volley Loads your Bow with a volley of enchanted arrows and fires them in a circle as you spin forward, firing directly at targets if possible. Consumes Frenzy Charges to cause the arrows to deal more damage and Chain to other targets. Each target can only be Hit once.
Wind Dancer Grants a buff that gives you more Evasion per stage. Being Hit by a Melee Attack while you have this buff consumes all stages to damage and Knock Back enemies around you.
Bloodhound's Mark Mark a target, making them suffer Heavy Stun build up from Blood Loss. If they suffer enough Blood Loss while Marked, the Mark is consumed and they will release an explosion of blood when killed or Heavy Stunned.The duration doesn't tick while the target is suffering Blood Loss.
Herald of Blood While active, killing an enemy with Blood Loss will cause a bloody explosion that deals Physical Attack damage to surrounding enemies based off the life of the exploded enemy, destroying their Corpse in the process. The explosion also has a chance to aggravate Bleeding.
Focus: Bleed, Burst, Charges |
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NEW |
Herald of Thunder While active, killing Shocked enemies with Attack damage, will cause subsequent Attack hits to release lightning bolts which deals Attack damage to all surrounding enemies.
Lightning Arrow Fires a charged arrow at the target. On hitting an enemy or wall, the arrow will fire Chaining Lightning beams at nearby enemies.
Lightning Rod Fire an arrow that drops from above, creating a Lightning burst. The arrow remains in the ground, and any Chaining Lightning beams can Chain to it. When Chained to, the arrows release another Lightning burst.
Electrocuting Arrow Leap forward into the air and fire downward. Hitting an enemy will attach an Electrocuting Rod to them, causing all incoming Lightning damage to build up Electrocution. This rod is removed when the enemy is next Electrocuted.
Voltaic Mark Marks a target, making them more susceptible to being Shocked. When the Marked target dies, a Lightning nova erupts from their corpse. This nova does not use your Weapon Damage, and instead uses its own base Attack Damage.
Wind Dancer Grants a buff that gives you more Evasion per stage. Being Hit by a Melee Attack while you have this buff consumes all stages to damage and Knock Back enemies around you.
Rhoa Mount Harnesses a Companion Rhoa that you can ride. While you're mounted on the Rhoa, you can only use Bow, thrown Spear and Mark Skills, you run at full speed when attackin, and Hits against you cause Heavy Stun buildup. While you aren't mounted, the Rhoa attacks your enemies alongside you with its beak, but can be damaged.
Focus: Lightning, Burst, Mobile, Mobbing, Bossing |
| Base Class | |
|---|---|
| Ascendancies | |
PoE 2 0.2 Ranger Build - Bleed Bow Deadeye



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Можно полную ветку скинуть, а то непонятно как до куда добраться