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This is a Spark Blood Mage build for the Witch in Path of Exile 2 (PoE 2)'s Dawn of the Hunt Update. Check out the Spark Blood Mage Witch build, including its gear, socketables, skills, and playstyle!
List of Contents
This endgame build is brewed and made possibly by Barricade. Check out all of their detailed guides on Path of Exile 2 and all things ARPG over at Barricade (Youtube)! Also, follow his Twitch and X accounts, as well as his Discord server for up-to-date information.
The video breaks down the build step-by-step, covering everything from skills, gear, and passives to fully enable the Blood Mage's proficiency with Critical Hits!
This Spark Blood Mage build is designed to clear maps with great speed by covering the screen with critically-enhanced Spark and Lightning Bolts, all the while leeching Life from enemy hordes as a resource.
Date | Changes Made |
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05/02/25 | ・ Published the Spark Blood Mage build. |
Build FAQs |
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The Blood Magic Keystone passive is significantly far away from the Witch's starting point in the tree and would require a solid investment to get to. To make up for this, The build slots in the Mask of the Sanguimancer Face Mask, preserving more passive points in the process!
It is recommended to equip the Siphoning Wand due to its innate Cold damage muliplier, a flat out boost to damage that provides elemental diversity. Prioritize getting modifiers that fully hone in on buffing your Lightning spells, such as additional levels and and increased Spell Damage.
Additionally, Intelligence is added as an auxiliary mod as it can increase your Lightning damage output with the Pure Power passive node. Lastly, get some Cast Speed for an increase to quality-of-life and a slight DPS boost.
For the off-hand, get any Focus that has a higher base level and provides decent Energy Shield to receive better modifiers. Prioritize getting modifiers that further increase survivability such as Energy Shield and Elemental Resistances whilst getting Critical Hit Chance for and Damage for your Spells.
Energy Shields will be the main focal point of this build's survivability, so aim to use Body Armour and Boots that solely provide a high base Energy Shield to work with and cap out on Elemental Resistances. Alongside that, stack as much Maximum Life as possible to increase the Blood Mage's offense and defense.
Seeing as the build did not take Blood Magic from the Passive Tree, the Mask of the Sanguimancer Face Mask makes up for it by granting the passive upon being equipped. Blood Magic essentially removes your mana, but all of your spells will instead use your Life for its mana cost.
Furthermore, it is also an essential piece to the build due to the high innate Spell critical hit chance, which pairs well with the Unique Gloves the build will equip.
Overall, most of the damage of this build comes from Spark hits multiple Criticals, meaning that the Atziri's Aquity Moulded Mitts ability to leech from Critical Hits will remain active at all times. This item combo will be a sustainable engine for your spell costs!
This build is centered around Critical Hits, so pairing these gloves with the Blood Mage's ascendancy passive, Vitality Siphon, will allow the consistent and high burst damage to tap your Exile's health out.
The Rings included in the build serve as an additional means to get more Maximum Life, percentage damage increases, as well as safety with Elemental Resistances.
Preferably, the build would want to equip high-quality Breach Rings to fully max out on the stats, but a budget version that provides enough Elemental Resistance is okay!
Easily enough, the Choir of the Storm Jade Amulet is a no-brainer inclusion, as the build centers around Critical Hits and Lightning Damage.
Alongside ignoring enemies' Lightning Resistances with Critical Hits, this amulet also triggers the Lightning Bolt skill on a Critical Hit for additional damage!
Equipment | Sockets |
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Weapon | |
Armor |
For the Wand, prioritize slotting in Greater Storm Runes as the damage multiplier to Lightning damage will increase the DPS of all spells at your disposal by a significant amount.
For the majority of the armor, slot in Greater Body Runes to have a flat +40 increase to your Maximum Life and slot in at least two Soul Core of Jiquanis for a massive percentage boost on your Maximum Life as this will be the build's primary resource to both fuel survivability and casting spells.
All Runes and Soul Cores | |
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List of Runes | List of Soul Cores |
Note: The modifiers listed are arranged according to priority.
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・% Increased Spell Damage ・% Increased Critical Hit Chance ・% Increased Cast Speed |
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For your jewels, focus on getting Sapphires to fully lean on spell damage modifiers. The best modifier you can get here would be the increased Spell Damage and Critical Hit Chance since most of your damage will be from Critical Hits dealt by Spells.
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・Increased Duration
・Increased Charges ・Gain Charges Per Second |
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・Increased Duration
・Increased Charges ・Gain Charges Per Second |
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・Increased Duration
・Gains Charges per Second ・Increased Charges |
Equip a Thawing Charm for general survivability against Freezes and while facing Count Geonor during Citadel runs. Secondly, you can get a Staunching Charm to negate any bleeds you may suffer while mapping.
Replace Thawing Charm with a Grounding as it helps negate both Jamanra, the Abomination and Doryani's Shock from their attacks.
※ The Support Gems' priority are arranged in a descending order. The first one being the most important and the last being the least crucial.
Skill | Support Gems |
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![]() Spark Launches a spray of sparking projectiles that travel erratically along the ground until they hit an enemy or expire.
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![]() Arcane Tempo Supports spells, causing them to cast faster
![]() Inspiration Supports any skill, making it cost less to use. Cannot support skills which reserve Spirit.
![]() Mobility Supports skills that can be used while moving, allowing you to move faster while using them.
![]() Fork Supports Projectile Skills, making their Projectiles Fork.
![]() Acceleration Supports Projectile skills, making those projectiles travel faster.
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![]() Lightning Bolt Call down a Shocking bolt of Lightning to strike enemies in a small area.
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![]() Considered Casting Supports Spell skills that Hit Enemies, boosting Damage at the cost of Cast Speed.
![]() 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.
![]() Lightning Mastery Supports Lightning skills, granting them an additional level.
![]() Ingenuity Supports skills with Cooldowns, increasing the rate at which those Cooldowns recover.
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![]() 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
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![]() Dissipate Supports Skills which create Remnants. Created Remnants are more powerful, but vanish quickly.
![]() Magnetism Supports Skills which create Remnants, allowing those Remnants to be collected from further away.
![]() Cannibalism Supports Persistent Buff Skills, causing you to recover Life on kill while the skill is active.
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![]() Orb of Storms Creates an Orb of electricity that fires Chaining Lightning bolts at nearby enemies.
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![]() 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”.
![]() Ambrosia Supports Skills you can use yourself which Damage enemies with Hits. Supported Skills consume a percentage of your maximum Mana Flash charges, Gaining a percentage of Damage as extra Lightning Damage per Mana Flask charge consumed.
![]() Magnified Effect Supports any skill with an area of effect, making it larger.
![]() Lightning Exposure Supports any skill that hits enemies, causing it to deal less damage but inflict Lightning Exposure when it shocks and enemy.
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![]() Cast on Critical While active, gains energy when you Critically Hit enemies and triggers socketed spells on reaching maximum energy.
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![]() Arc An arc of Lightning stretches from the caster to a targeted enemy and Chains on to other nearby enemies. Shocked enemies Hit release damaging pulses.
![]() Energy Retention Supports Meta skills. Supported skills gain a chance to partially refund a portion of energy cost when triggering or invoking other skills.
![]() Impetus Support Meta skills. Supported Skills generate Energy significantly faster.
![]() Fluke Support Skills which Trigger other Skills. Skills Triggered by Supported Skills have their Damage randomly raised or lowered when Triggered, as well as recovering a random amount of their cost when Triggered.
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![]() Blink Replaces your dodge roll with a short-cooldown Spell that allows you to tunnel through space, instantly reappearing a medium distance away.
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![]() Second Wind Supports skills with cooldowns, giving them extra uses of that cooldown. Cannot support instant or triggered skills.
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The Spark Blood Mage build's foundation skill, as its namesake suggest is the Spark. It is then paired with Lightning Bolt, Orb of Storms, and Cast on Critical skills to massively increase its damage by doubling down on Lightning damage.
As for the supplementary skills, Life Remnants is another engine for survivability while Blink is the build's main mobility skill! The reasons for including the support gems here are indicated below:
Ascendancy Tree | |||
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Passive Nodes | |||
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Once Ascendancy has been achieved, focus on unlocking the Sanguimancy and Vitality Siphon to set the build's foundational engine. After that, path towards Gore Spike and Sunder the Flesh to massively boost your Blood Mage's Critical Hit capabilities.
The main offensive focus we want to get for our passive tree are nodes that will focus on Lightning Damage, Critical Hit Chance and Damage, Cast Speed, Energy, and Trigger Usage. When focusing on survivability, the build will stack as much Energy Shield as possible.
Passive Skill Tree Guide and List of Passives
Type | Skill Rotation |
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General Rotation |
The build is designed around one-button playstyle for both mobbing and bossing, meaning its rotation and mindset will not deviate from its original purpose: to wreak havoc with Spark and Lightning Bolt. Generally, you will follow this playstyle:
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Other Build Guides | Dawn of the Hunt Leveling Builds | How to Make a Good Build |
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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.
![]() 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.
![]() 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 |
![]() NEW |
![]() 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 |
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![]() 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 |
Base Class | ||
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Ascendancies | ||
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PoE 2 Witch Build - Spark Blood Mage
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Hey, love this build. I’m confused by your inclusion of ‘Arc’ as a support gem on the ‘Cast on Critical’ gem. Am I missing something here?