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This is a Elementalist Stormweaver Sorceress endgame build for the endgame in Path of Exile 2 (PoE 2)'s The Third Edict Update. Check out the Elementalist Stormweaver Sorceress endgame build, including its gear, socketables, skills, and playstyle!
List of Contents
This Elementalist Stormweaver build was showcased as one of the Build of the Week posts in the Path of Exile 2 forums and is brought to you by Hutmattes. Subscribe to Hutmattes's YouTube channel to stay tuned for more content!
This build focuses on using all three elements to generate Elemental Infusions, which enhance all your elemental spells. As a result, you can consistently apply shock, chill, and ignite to targets and finish them off with Ember Fusillade in unison with Living Bomb.
| Date | Changes |
|---|---|
| 09-22-2025 | Created Elementalist Stormweaver build for endgame. |
| Gear | Modifiers | |
|---|---|---|
Attuned Wand Attuned Wand Stats:
Requirements: Intelligence - 25 (Weapon) |
・+ Level to All Spell Skills
・% Increased Spell Damage ・% Increased Cast Speed ・ Intelligence ・+ To Maximum Mana Desecrated Modifier: ・Gain % of Damage as Extra Damage of All Elements |
|
Arrayed Focus Arrayed Focus Stats:
Energy Shield - 46 Requirements: Level - 54 Intelligence - 101 (Offhand) |
・+ Levels to All Spell Skills
・% Increased Spell Damage ・% Increased Energy Shield ・Any Elemental Resistance ・ Intelligence | |
Ancestral Tiara Ancestral Tiara Stats:
Energy Shield - 109 Requirements: Level - 80 Intelligence - 115 (Helm) |
・% Increased Critical Hit Chance
・Any Elemental Resistance ・% Increased Energy Shield ・+ To Maximum Energy Shield |
|
Sacramental Robe Sacramental Robe Stats:
Energy Shield - 153 Requirements: Level - 75 Intelligence - 157 Implicit : 40-50% faster start of Energy Shield Recharge (Body Armor) |
・% Increased Energy Shield
・+ To Maximum Energy Shield ・+ Spirit ・Any Elemental Resistance |
|
Leopold's Applause Embroidered Gloves Leopold's Applause Embroidered Gloves Stats:
Energy Shield - 35 Requirements: Level - 52 Intelligence - 83 Fixed Modifiers: ・ 60-100% increased Energy Shield ・ +60-100 to maximum Mana ・ 10-15% increased Rarity of Items found ・ Damage Penetrates 10% Elemental Resistances ・ Your Hits can Penetrate Elemental Resistances down to a minimum of -50% (Gloves) |
・% increased Energy Shield
・+ To maximum Mana ・Increased Rarity of Items found ・Damage Penetrates 10% Elemental Resistances ・Your Hits can Penetrate Elemental Resistances down to a minimum of -50% |
|
Sekhema Sandals Sekhema Sandals Stats:
Energy Shield - 144 Requirements: Level - 80 Intelligence - 108 (Boots) |
・% Increased Movement Speed
・% Increased Energy Shield ・Intelligence ・% Increased Energy Shield Recharge Rate |
|
Solar Amulet Solar Amulet Requirements:
Level - 30 Implicit:+10-15 to Spirit (Amulet) |
・+ Spirit
・Any Elemental Resistance ・+ To Maximum Mana ・% Increased Mana Regeneration Rate |
|
Amethyst Ring Amethyst Ring Requirements:
Level - 20 Implicit:+7-13% to Chaos Resistance (Ring 1) |
・Chaos Resistance
・Any Elemental Resistance ・+ To Maximum Mana |
|
Ruby Ring Ruby Ring Requirements:
Level - 8 Implicit:+20-30% to Fire Resistance (Ring 2) |
・ % To All Elemental Resistances
・+ Any Elemental Resistance ・+ Maximum Mana |
Look for a good wand and focus that increases the level and damage of all spells. Since we are using all three elements, it isn't necessary to get a specific increase to one element, but getting an increase to fire damage is the best option since Ember Fusillade is the most damaging skill in our kit.
We will use Leopold's Applause Glove to bypass a percentage of enemy elemental resistances with our spells. This works well with the rest of our kit because all of our damage comes from our myriad of elemental spells.
Focus on equipping your armor and accessories with the right resistances, as well as adding spirit to your amulet. You can use rings with guaranteed elemental resistances, such as Ruby rings, but try to avoid getting chaos Resistance, as we will be utilizing the Chaos Innoculation passive.
Lastly, try to equip as much Mana and Mana Regeneration as possible to ensure we continue to benefit from the Zenith support rune on all our spell casts.
| List of Armors | List of Accessories |
| Equipment | Sockets |
|---|---|
| Weapon | |
| Armor |
Saqawal's Rune of the Sky is perfect for this build because it increases all our elemental damage. The rest of our runes can be used to bolster our elemental resistances and offer some flexibility depending on the elemental resistance rolls we get on our other armor.
| List of Runes | List of Soul Cores |
| Belt Modifiers | |||||
|---|---|---|---|---|---|
Double Belt Double Belt Requirements:
Level - 44 Implicit:1-2 Charm slots;20-30% increased Charm Charges gained |
・3 Charm Slots
・% Increased Cham Charges Gained ・Maximum Mana ・Any Elemental Resistance Desecrated Modifier: ・% To Any Elemental Resistance |
||||
| Charm Options | |||||
Dousing Charm
|
Thawing Charm
|
Stone Charm
|
|||
Prioritize getting all three charm slots on your belt, as well as mana. In addition to getting a good elemental resistance roll, you can add a Desecrated modifier to your belt and add an aditional elemental resistance modifier to compensate for any elemental resistance you lack.
Our charms will focus on preventing us from being disabled. We will use the Thawing and Stone charms to avoid being stunned or frozen. Additionally, we will use the Dousing Charm to prevent being ignited. This is necessary so that our energy shield can regenerate between encounters.
| List of Belts | List of Charms |
| Skill | Support Gems |
|---|---|
Elemental Storm Elemental Storm Cannot deal Critical Hits;Deals Damage every 0.25 seconds;Storm radius is 1.8 metres;Storm duration is 5 seconds;Enemies inside the storm are Hindered
|
Controlled Destruction Supports spells that hit enemies, boosting their damage but preventing them from dealing Critical hits.
Magnified Area I Supports any skill with an area of effect, making it larger.
Elemental Focus Supports any skill that hits enemies, causing it to deal more Elemental Damage but be unable to inflict Elemental Ailments.
Rising Tempest Supports Skills which deal Damage, raising Elemental Damage dealt for each Skill used Recently of a different Elemental type. Cannot support Minion Skills
|
Elemental Weakness Elemental Weakness Curse all targets in an area after a short delay, lowering their Elemental Resistances.
|
Heightened Curse Supports curse skills, magnifying their power.
Efficiency II Supports any skill, making it cost less to use. Cannot support skills which reserve Spirit.
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.
|
Frost Darts 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.
|
Rising Tempest Supports Skills which deal Damage, raising Elemental Damage dealt for each Skill used Recently of a different Elemental type. Cannot support Minion Skills
Considered Casting Supports Spell skills that Hit Enemies, boosting Damage at the cost of Cast Speed.
Elemental Focus Supports any skill that hits enemies, causing it to deal more Elemental Damage but be unable to inflict Elemental Ailments.
Rapid Casting III Supports Spells, causing them to cast faster for each different Spell you've cast Recently.
Zenith II Supports Spell Skills. Supported Skills deal more damage while you are above 90% of your Maximum Mana, and Recoup a portion of Skill costs as Mana. Does not modify Skills used by Minions.
|
Ember Fusillade 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.
|
Rising Tempest Supports Skills which deal Damage, raising Elemental Damage dealt for each Skill used Recently of a different Elemental type. Cannot support Minion Skills
Zenith II Supports Spell Skills. Supported Skills deal more damage while you are above 90% of your Maximum Mana, and Recoup a portion of Skill costs as Mana. Does not modify Skills used by Minions.
Sione's Temper Supports Projectile Spells. Supported Spells have an increasingly higher chance to fire many additional Projectiles in a circle, resetting when they do.
Considered Casting Supports Spell skills that Hit Enemies, boosting Damage at the cost of Cast Speed.
Compressed Duration II Supports any skill that has a duration, making that duration shorter.
|
Living Bomb 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.
|
Overabundance II 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".
Harmonic Remnants II Supports Skills which create Remnants, allowing those Remnants to be collected from further away, with a chance to create an additional Remnant.
Rapid Casting III Supports Spells, causing them to cast faster for each different Spell you've cast Recently.
Rising Tempest Supports Skills which deal Damage, raising Elemental Damage dealt for each Skill used Recently of a different Elemental type. Cannot support Minion Skills
|
Orb of Storms Orb of Storms Creates an Orb of electricity that fires Chaining Lightning bolts at nearby enemies.
|
Overabundance I 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”.
Considered Casting Supports Spell skills that Hit Enemies, boosting Damage at the cost of Cast Speed.
Pinpoint Critical Supports any skill that Hits Enemies, causing it to Critically Hit more often but deal less damage with Critical Hits
Blind II Supports any skill that Hits enemies, causing them to Blind on Hit with increased effect.
|
Frost Bomb 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.
|
Magnified Area I Supports any skill with an area of effect, making it larger.
Harmonic Remnants II Supports Skills which create Remnants, allowing those Remnants to be collected from further away, with a chance to create an additional Remnant.
Potent Exposure Supports Skills which apply Exposure to Enemies, increasing the effect of applied Exposure.
Cooldown Recovery II Supports skills with Cooldowns, increasing the rate at which those Cooldowns Recover. Cannot modify the skills of minions.
|
Ball Lightning Ball Lightning Fires a slow-moving projectile that repeatedly shoots bolts of lightning at nearby enemies.
|
Zenith II Supports Spell Skills. Supported Skills deal more damage while you are above 90% of your Maximum Mana, and Recoup a portion of Skill costs as Mana. Does not modify Skills used by Minions.
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.
Rising Tempest Supports Skills which deal Damage, raising Elemental Damage dealt for each Skill used Recently of a different Elemental type. Cannot support Minion Skills
Deliberation Supports skills that can be used while moving, causing you to move slower while using them, but granting more damage in exchange.
|
Trinity Trinity Become attuned to all Elements building up Fire, Cold, and Lightning Resonance based off the highest Elemental Damage type dealt by your Attack Hits. Your Elemental Damage with Attacks is greatly enhanced the more Resonance of any type you have.
|
Mysticism II Supports Persistent Buff Skills, causing you to deal increased Spell Damage while on full Energy Shield while the Supported Skill is active.
Clarity II Supports Persistent Buff Skills, causing you to gain increased Mana Regeneration while the Skill is active.
Fire Mastery Supports Fire skills, granting them an additional level.
|
Siphon Elements Siphon Elements While active, has a chance to create an Infusion Remnant when you Freeze, Shock, or Ignite a target.
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Harmonic Remnants II Supports Skills which create Remnants, allowing those Remnants to be collected from further away, with a chance to create an additional Remnant.
Clarity I Supports Persistent Buff Skills, causing you to gain increased mana Regeneration while the skill is active.
|
Our skills will consist of skills that generate elemental infusions, and skills that expend them to deal more damage. Living Bomb and Orb of Storms will be our spells to used to generate elemental infusions, while also having a decent chance to shock and ignite targets at the same time.
Our two main damaging skills will be Ember Fusillade and Frost Darts and ideally, will be the main skills that we will spend our elemental infusions on. Ball Lightning will be used primarily to induce shock, and Frost Bomb will be used to inflict elemental exposure and boost the damage of all our spells.
Naturally, our two main persistent skills will be Siphon Elements and Trinity. These skills will increase our chances of getting more elemental infusions and increase all of our elemental damage.
| Ascendency Passive Nodes | |||
|---|---|---|---|
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| Passive Nodes | |||
| 1. | Raw Power and Pure Energy |
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| Screenshots taken from Path of Building | |||
For our ascendancy skills, Refracted Infusions will allow us to quickly amass all three types of elemental infusions, used in conjunction for Shaper of Storms. We will also take Tempest Caller to gain access to Elemental Storm for increased damage.
We will take as many elemental damage nodes as possible while getting spell damage whenever possible. Take the nodes leading up to Alternating Current and Power Conduction for Shock, Echoing Frost for Chill, and Echoing Flames for Ignite. We want to inflict all three elemental debuffs on our targets to increase damage and generate elemental infusions.
This build uses Chaos Innoculation to mitigate all chaos damage. To increase survivability, we will take plenty of energy shield nodes, such as Insightfulness, Melding, and the Dampening Shield. Since we cannot rely on the life stat, we will take these energy shield nodes instead.
Passive Skill Tree Guide and List of Passives
Note: The modifiers listed are arranged according to priority.
| |
・% Increased Movement Speed
・% Increased Skill Speed ・% Increased Critical Chance for Spells ・% Chance to Pierce an Enemy |
|---|---|
| |
・% Increased Spell Damage
・% Critical Damage Bonus ・% Increased Critical Chance for Spells ・% Increased Elemental Damage ・% Increased Magnitude of Shock |
We will be using the new Heart of the Well diamond introduced in Patch 0.3. This unique jewel allows us to obtain explicit Desecrated modifiers, giving us stats that are unique to desecrated modifiers.
For our other two jewel slots, we will use two Sapphires. Focus on getting modifiers that aren't specific to one element to increase the damage of all our spells.
List of Jewels
We will use most of our spells to generate elemental infusions and expend them with the next skill. The specific skills we use can depend on the elemental infusion generated, but here's a basic example. The rotation is as follows:
The rotation is very similar to our mobbing rotation. However, we have the option of using the Orb of Storms and the Frost Bomb before the encounter begins, which gives us elemental infusions to use before the encounter starts. We can opt not to use Ball Lightning against bosses so that we don't have to get close to them. The rotation is as follows:

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| Other Build Guides | 0.3 Leveling Builds | How to Make a Good Build | |||||||||
PoE 2 0.3 Sorceress Build - Elementalist Stormweaver

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