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☆ Fate of the Vaal ▶︎ The Last of the Druids
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★ Druid: Class Overview | Builds
☆ NEW: Disciple of Varashta Ascendancy!
★ Best Class | Best Builds | Leveling Builds
This is a leveling build for the Druid in Path of Exile 2 (PoE 2)'s The Last of the Druids update that uses Fissures and Slams to deal a mixture of fire and physical damage to enemies. Check out this Druid leveling build, including its progression, equipment, socketables, skills, and playstyle!
Attention! |
This 0.4.0 leveling build is only up until Interludes and ends at Level 65. If you want to see a build for mapping and Atlas, check out our Endgame Builds! |
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The Fire Bear Druid leveling build allows players to deal high burst damage through the synergy between Fissures and Slam. Forge Hammer deals massive damage with its fiery fissures, which can be repeatedly triggered by Slam attacks such as Rampage and Furious Slam, resulting in devastating fire damage. Rage plays a vital role in the build, as it increases will become your main resource when casting Rampage.
| Date | Changes Made |
|---|---|
| 12/16/2025 | ・Updated the build with Interludes progression. ・Added Eternal Rage to the build. |
| 12/14/2025 | ・Changed recommended Support Gem for Forge Hammer from Magnified Area II to Rageforged I. ・Added Walking Calamity to the build. |
| 12/13/2025 | ・Druid Volcanic Bear change to Fire Bear due to the removal of Volcano upon entering Act 3. |
| 12/12/2025 | ・Druid Volcanic Bear build created for Act 1. |
※ The affixes shown below are arranged based on descending priority.
| Gear | Affixes |
|---|---|
Totemic Greatclub Totemic Greatclub Stats:
Damage - 73-99 Critical Chance - 5% Attacks Per Second - 1.10 Requirements: Level - 50 Strength - 89 Implicit Skill: Crushes Enemis on Hit |
・Increased Elemental Damage with Attacks
・Increased Physical Damage ・Additional Fire Damage ・+ Level of Melee Skills ・+ Strength |
Rabid Talisman Rabid Talisman Stats:
Damage - 31-58 Critical Chance - 8% Attacks Per Second - 1.25 Requirements: Level - 34 Strength - 40 Intelligence - 29 Implicit Skill: +8-12 Maximum Rage |
・Increased Physical Damage
・Additional Physical Damage ・Additional Lightning Damage ・Increased Attack Speed ・+ Level of Melee Skills |
Hallowed Crown Hallowed Crown Stats:
Armor - 113 Energy Shield - 40 Requirements: Level - 55 Strength - 42 Intelligence - 42 |
・Any Resistances
・Increased Armour and Energy Shield ・Maximum Life ・Rarity of Items Found |
Cleric Vestments Cleric Vestments Stats:
Armor - 151 Energy Shield - 54 Requirements: Level - 46 Strength - 41 Intelligence - 41 |
・+ Spirit
・Any Resistances ・Increased Armour and Energy Shield ・Maximum Life |
Layered Gauntlets Layered Gauntlets Stats:
Armor - 22 Evasion - 18 Requirements: Level - 16 Strength - 13 Dexterity - 13 |
・Attack Speed
・Any Resistances ・+ Level of Melee Skills ・Additional Physical Damage |
Secured Leggings Secured Leggings Stats:
Armor - 33 Energy Shield - 14 Requirements: Level - 16 Strength - 14 Intelligence - 14 |
・Movement Speed
・Any Resistances ・Increased Armour and Energy Shield ・+ Maximum Life |
Rawhide Belt Rawhide Belt Requirements:
None Implicit:20-30% increased Life Recovery from Flasks |
・Any Resistances
・+ Maximum Life ・+ Maximum Mana |
Gold Amulet Gold Amulet Requirements:
Level - 35 Implicit:12-20% increased Rarity of Items found |
・+ Spirit
・Any Resistances ・+ Increased Rarity of Items Found ・+ Strength or Intelligence ・+ Mana Regeneration ・+ Maximum Life |
Gold Ring Gold Ring Requirements:
Level - 40 Implicit:6-15% increased Rarity of Items found |
・Any Resistances
・+ Increased Rarity of Items Found ・+ Strength or Intelligence ・+ Mana Regeneration ・+ Maximum Life ・Additional Physical Damage |
Prismatic Ring Prismatic Ring Requirements:
Level - 35 Implicit:7-10% to all Elemental Resistances |
・Any Resistances
・+ Increased Rarity of Items Found ・+ Strength or Intelligence ・+ Mana Regeneration ・+ Maximum Life ・Additional Physical Damage |
Gargantuan Life Flask Gargantuan Life Flask Stats:
Flask Type - Life Recovered Life - 710 Charge Per Use - 10 Total Charges - 75 Duration - 5 sec. |
・Increased Amount Recovered
・Increased Charges |
Gargantuan Mana Flask Gargantuan Mana Flask Stats:
Flask Type - Mana Recovered Mana - 185 Charge Per Use - 10 Total Charges - 75 Duration - 2 sec. |
・Increased Amount Recovered
・Increased Charges |
For your weapon, equip a Mace with high Physical and Fire modifiers. This allows you to utilize Forge Hammer to create massive and powerful fissures. Pair this with the Rapid Talisman to increase Maximum Rage, extending the duration of your Rampage.
You will not have access to Forge Hammer during Acts 1 and 2, so equip a Staff to utilize Volcano instead. Prioritize an Ashen Staff with Fire Spell modifiers to increase Volcano damage. Pair this with the Cinderbark Talisman to boost Flammability Magnitude, allowing you to deal high Fire and Ignite damage with every rotation.
For your armor pieces, we recommend wearing pieces that offer both Armor and Energy Shield to get the best of both worlds. Aim to get as much elemental resistance as you can, while also looking out for more Armor and Energy Shield. The most important modifier to aim for while leveling would be the movement speed from your boots. This will drastically improve your speed on top of sprinting.
As for your accessories, get Mana Regeneration as this would apply to your Rage regeneration thanks to Furious Wellspring Shaman passive. After getting stable mana regeneration, you can aim for more resistances or other defensive stats for even more survivability. Additionally, aim for Increased Rarity of Items Found to improve the quality of your loot drops.
Also aim for + to Spirit on both your Chest Piece and Amulet. This ensures you can activate all your Persistent Skills and equip Support Gems that require Spirit.
| List of Rings | List of Amulets |
| List of Armors | |
| Equipment | Sockets |
|---|---|
| Weapon | |
| Armor | • Elemental Resistance Runes |
Runes are not a priority in earlier Acts since you will most likely switch around equipment often and would not be able to fully benefit from them. However, you may consider using Runes if you find yourself stuck in a certain area or a certain boss encounter.
For your weapon, you can use Desert Runes on your Mace for Fire Damage and Iron Runes on your Talisman for physical damage boost. As for your Armor Runes, slot in Body Runes for more health or any of the runes that provide elemental resistances.
| List of Runes | List of Soul Cores |
| Belt Modifiers | |||||
|---|---|---|---|---|---|
Rawhide Belt Rawhide Belt Requirements:
None Implicit:20-30% increased Life Recovery from Flasks |
・Any Resistances
・Maximum Life ・Maximum Mana |
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| Charm Options | |||||
Thawing Charm Thawing Charm Stats:
Flask Type - Charm Charge Per Use - 40 Total Charges - 40 Duration - 3 sec. |
Staunching Charm Staunching Charm Stats:
Flask Type - Charm Charge Per Use - 30 Total Charges - 40 Duration - 3 sec. |
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For this build, we recommend equipping the Rawhide Belt to get more HP out of your life flask. However, any belt providing high resistance modifiers and more Maximum Life is a strong alternative.
For Charms, we recommend equipping a Thawing Charm to prevent being Frozen, which can lead to certain death. We also advise using a Staunching Charm, as Bleeding deals significant damage while utilizing Rampage. Any Charm modifier would work, but you can aim for Increased Duration, Increased Charges, and Recover Life When Used.
Alternatively you can slot in a Sapphire Charm for Cold Resistance to help with defeat Count Geonor in Act 1 and a Topaz Charm for Lightning Resistance to help with defeat Jamanra in Act 2.
| List of Belts | List of Charms |
※ 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 |
|---|---|
Forge Hammer Forge Hammer Hurl a fiery hammer that slams into the ground and lodges there. While the hammer is lodged in the ground, reusing the Skill recalls the hammer and resets the Skill's cooldown. Alternatively, using a Warcry near the lodged hammer causes it to shatter, releasing a number of Molten Fissures in a spiral.
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Branching Fissures I Supports Melee Attacks which create Fissures in the ground, causing them to create additional secondary Fissures which branch off from the primary fissure, with lowered area of effect and Damage.
Rageforged I Supports any damaging skill that you use or trigger yourself, causing it to consume Rage to deal more damage. If you don't have enough Rage to consume, the damage bonus will not apply.
Elemental Armament II Supports Attacks, causing them to deal more Elemental damage.
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Ferocious Roar Ferocious Roar Shapeshift into a Bear and roar in defiance, immediately gaining Rage if there are enemies nearby and Empowering subsequent Attacks to Break Armour. Alternatively, socketing a human-form Warcry into this Skill triggers that Warcry instead, and augments its damage and area. This Skill's cooldown can be bypassed by expending an Endurance Charge.
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Infernal Cry Performs a warcry, Empowering subsequent Melee Attacks if there are enemies nearby. Enemies in the Warcry's area are destabilised and will Combust on death. This Skill's a cooldown can be bypassed by expending an Endurance Charge.
Efficiency I Supports any skill, making it cost less to use. Cannot support skills which reserve Spirit.
Exposing Cry Supports Warcries. Supported Skills apply Exposure on Hitting enemies.
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Rampage Rampage Shapeshift into a Bear and charge forward, Slamming the ground as you run. Channelling ends after a short amount of time but can be prolonged by spending Rage.
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Momentum Supports any damaging skill that you use yourself, causing it to deal more damage if you move a sufficient distance while using the skill. Teleportation does not count towards the distance travelled.
Tectonic Slams Supports slams you use yourself, causing them to create simultaneous aftershocks behind the slam, but lowering aftershock damage and area of effect with supported skills. Cannot support skills which create fissures.
Burgeon II Supports Channelling Skills you use yourself, causing them to deal more damage the longer they have been Channelled.
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Furious Slam Furious Slam Shapeshift into a Bear and Slam the ground with great force, causing a pair of shockwaves. Can spend Rage to create larger shockwaves that leave behind Jagged Ground.
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Rapid Attacks II Supports Attacks, causing them to Attack faster.
Fist of War II Supports Slams you use yourself, providing a powerful Ancestral Boost every few seconds.
Aftershock II Supports Slams you use yourself, giving them a chance to create an Aftershock.
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Walking Calamity Walking Calamity While in Bear form, build Glory by gaining Rage while already at maximum Rage. When you have maximum Glory, roar to the heavens to bring them down upon your enemies. For the duration of the Skill and as long as you remain in Bear form, meteors rain down around you and you Gain Fire damage and Rage regeneration.
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Prolonged Duration II Supports any skill that has a duration, making that duration longer.
Hourglass Supports any damaging skill that you use yourself, causing it to deal significantly more damage but gain a long cooldown. Cannot support skills which already have a cooldown.
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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Herald of Ash Herald of Ash While active, enemies you sufficiently Overkill with attacks will cause an explosion that ignites nearby enemies based on the Overkill damage dealt.
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Magnified Area II Supports any skill with an area of effect, making it larger at the cost of damage.
Cannibalism II Supports Persistent Buff Skills, causing you to recover Life on kill while the skill is active.
Herbalism I Supports Persistent Buff skills, causing you to gain increased Life recovery from Flasks while the skill is active.
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War Banner War Banner While active, killing enemies with attacks or standing near a Unique enemy generates Valour. using this skill consumes Valour to place an inspiring Banner with an Aura that grants you and nearby allies Attack damage and accuracy while Banner lasts. The Banner cannot gain Valour while placed, and you cannot place a Banner while you already have a Banner placed.
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Magnified Area II Supports any skill with an area of effect, making it larger at the cost of damage.
Prolonged Duration II Supports any skill that has a duration, making that duration longer.
Clarity II Supports Persistent Buff Skills, causing you to gain increased Mana Regeneration while the Skill is active.
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Eternal Rage Eternal Rage While active, you constantly regenerate Rage.
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Forge Hammer and Rampage are the primary damage sources in this build, so their Support Gems should focus on maximizing damage output. Ferocious Roar is essential to trigger Forge Hammer and drastically boost Rampage damage, while Furious Slam serves as a substitute for Rampage in tight spaces where movement is restricted.
Walking Calamity is a valuable addition to the build once you reach Act 4. It provides respectable damage while granting increased Fire Damage and Rage generation while active.
Regarding Persistent Skills, Herald of Ash significantly improves clear speed, while War Banner increases burst damage against bosses. Link these with Support Gems that prioritize utility or survivability, such as Increased Area of Effect, Increased Duration, and Increased Mana Regeneration for more Rage Generation from Furious Wellspring.
Eternal Rage is an optional Persistent Skill which can only be worn if you have Spirit on both your Amulet and Chest piece and have obtained your 5th and 6th Ascendancy Points to get Sacred Flow. Although it is not a crucial part of the build, it will make the rotation smoother and the activation of Walking Calamity more frequent.
During the first two Acts of the game, you would not have access to Forge Hammer and Rampage, these are the recommended skills to equip during these early chapters of the game:
| Skill | Support Gems |
|---|---|
Maul Maul |
Rapid Attacks I Supports Attacks, causing them to Attack faster.
Rage I Supports Melee Attacks, causing them to grant Rage on Hit.
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Spell Totem Spell Totem Consume 3 Power or Endurance Charges to raise a Totem that uses socketed Spells. Cannot use Skills with Cooldowns.
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Volcano Uplift a volcano from the earth, damaging enemies standing on it and releasing a spray of molten Projectiles. While the volcano persists, Slamming it will cause another Projectile spray. Channelling this Skill for longer makes the initial eruption more violent, but does not affect subsequent Projectile sprays.
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.
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”.
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Fury of the Mountain Fury of the Mountain Shapeshift into a Bear and repeatedly pound the ground, creating Molten Fissures that travel randomly in a wide arc in front of you.
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Rapid Attacks I Supports Attacks, causing them to Attack faster.
Branching Fissures I Supports Melee Attacks which create Fissures in the ground, causing them to create additional secondary Fissures which branch off from the primary fissure, with lowered area of effect and Damage.
Elemental Armament II Supports Attacks, causing them to deal more Elemental damage.
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Furious Slam Furious Slam Shapeshift into a Bear and Slam the ground with great force, causing a pair of shockwaves. Can spend Rage to create larger shockwaves that leave behind Jagged Ground.
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Rapid Attacks I Supports Attacks, causing them to Attack faster.
Fist of War I Supports Slams you use yourself, providing a powerful Ancestral Boost every few seconds.
Aftershock I Supports Slams you use yourself, giving them a chance to create an Aftershock.
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Herald of Ash Herald of Ash While active, enemies you sufficiently Overkill with attacks will cause an explosion that ignites nearby enemies based on the Overkill damage dealt.
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Magnified Area I Supports any skill with an area of effect, making it larger.
Herbalism I Supports Persistent Buff skills, causing you to gain increased Life recovery from Flasks while the skill is active.
Vitality I Supports Persistent Buff Skills, causing you to gain Life Regeneration while the skill is active.
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In Act 1, acquire Volcano and Furious Slam immediately and link them with the recommended Support Gems, as they serve as your primary damage sources. Once you obtain a Level 5 Skill Gem, incorporate Fury of the Mountain as your main Rage and fissure generator to amplify damage during your slams. Additionally, equip Herald of Ash to significantly improve clear speed with its AoE burst.
In Act 2, consider linking Volcano with Spell Totem. This creates a totem that casts Volcano automatically, allowing you to maintain damage output while remaining in Bear Form. You can obtain the necessary Endurance Charges by spending Rage with Furious Slam.
| Passive Skill Tree | Ascendancy Passives |
|---|---|
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| Screenshots taken from Path of Building. | |
On the Passive Skill Tree, utilize Weapon Swap mechanics to maximize damage via Weapon Specialization. Assign nodes that boost Fire and Ignite damage to the weapon set containing your Mace. Conversely, allocate nodes with 'while Shapeshifted' effects to the weapon set containing your Talisman. This strategy allows you to maximize Fire Damage for Forge Hammer while leveraging shapeshifting benefits specifically for Rampage.
The defining Keystone for this build is Primal Hunger. While this sacrifices the inherent bonuses of Rage, it doubles your Maximum Rage, which is essential for extending the duration of Rampage. Additionally, prioritize passives that boost Channeling Skills to enhance Rampage damage, and Skill Effect Duration to prolong the fissures created by Forge Hammer.
For the stat passives, we recommend obtaining as much Strength as you can, or getting Intelligence or Agility to reach gem requirements.

During the first act, prioritize damage nodes to maximize clear speed. Key notables include Guardian of the Wilds for damage and attributes, Primal Spirit for Attack Speed, and Total Incineration for increased Fire Damage.
On Act 2, you can start investing into passives that will increase your Channeling damage and Rage effects. You can get Notables such as Focused Channel, Draiocht Cleansing, Immolation, Hide of the Bear, Mystical Rage, and Thickened Arteries.
We also strongly recommend taking Grounded in the Earth to reduce the chances of being staggered when casting Furious Slam. Regarding attributes, prioritize Strength to boost Life and meet Support Gem requirements. You may also allocate Agility nodes if necessary to meet specific gem requirements.
Ruby
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・Maximum Rage
・Increased Attack Damage ・Life Regeneration Rate ・Increased Glory Regeneration |
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For your Jewel slots, prioritize Ruby Jewels with modifiers that increase Maximum Rage and Elemental Damage, along with utility mods such as Life or Glory Regeneration.
| Jump to an Act! | |||||
|---|---|---|---|---|---|
| Act 1 | Act 2 | Act 3 | |||
| Act 4 | Interludes | ||||
To progress through Act 1 and beat Count Geonor using the Fire Bear leveling build, follow these steps:
| # | Step by Step Guide to Act 1 Leveling |
|---|---|
| 1 | Equip
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| 2 | Head for the Mysterious Campsite at Clearfell to get a Level 1
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| 3 | Defeat
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| 4 | Complete Treacherous Ground to get a Level 1
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| 5 | Proceed to Grelwood and defeat Areagne, Forgotten Witch to get another Level 1 Uncut Support Gem to equip
Note: Make sure to loot the Witch Hut to get Medium Flasks. |
| 6 | Defeat
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| 7 | Progress to The Grim Tangle and defeat
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| 8 | Look for the Haunted Treasure Inside the Tomb of the Consort and defeat the rare enemy to acquire a Level 1 Uncut Support Gem and slot in
Note: Once you find a Level 3 Uncut Skill Gem, use it to level up your damage skills. |
| 9 | Defeat
|
| 10 | |
| 11 | Start looking for the Dryadic Ritual in the same area to get an extra Level 1 Uncut Support Gem . Use it to slot in
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| 12 | Enter Freythorn to defeat
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| 13 | Complete The Lost Lute at the Ogham Farmlands to obtain a Book of Specialisation for more passive points.
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| 14 | Search for the Crop Circle in the same area to defeat
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| 15 | Proceed to Ogham Village and defeat
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| 16 | Head for The Manor Ramparts and look for The Gallows to get a free Level 1 Uncut Support Gem you can use to get
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| 17 | Search and defeat the
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| 18 | Continue and defeat
Note: Make sure you have Medium Flasks since this boss fight has 2 Phases so you will be spending a good amount of time learning and surviving the mechanics. |
To progress through Act 2 and beat Jamanra, the Abomination using the Fire Bear Druid leveling build, follow these steps:
| # | Steps |
|---|---|
| 1 | |
| 2 | Defeat
Ascendancy: You can attempt to finish the Sekhema's Trial to get your first set of Ascendancy Skills. For this build, we recommend choosing |
| 3 | Clear Mobs in Keth until you get the
|
| 4 | Defeat
|
| 5 | |
| 6 | Open the Guarded Sarcophagus for an
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| 7 | Three Elemental Offering Ring choices: Ruby Ring, Sapphire Ring, and Topaz Ring for flame, cold, and lightning resistance respectively. It is recommended to choose the Topaz Ring to prepare for
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| 8 | Clear The City of Seven Waters for an Uncut Support Gem 2. You can use this to get
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| 9 | Destroy the Effigy located in the Shrine of Bones for an Uncut Support Gem Level 2. You can use this to get
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| 10 | Clear Mobs in The Bone Pits until you get the
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| 11 | Complete A Theft of Ivory quest for an Uncut Support Gem Level 2. You can use this for any missing support gems in the build. |
| 12 | Place both Relics in the Valley of Titans to complete the Ancient Vows quest. Choose the Sun Clan Relic for more Mana Flask Recovery.
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| 13 | Complete A Crown of Stone quest for an Uncut Support Gem Level 2. You can use this for any missing support gems in the build. |
| 14 | Complete the Tradition's Toll quest to get a
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| 15 | Defeat the Watchful Twins for a
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| 16 | Activate the Sisters of Garukhan in Deshar to get a permanent 10% Lightning Resistance. |
To progress through Act 3 and beat Doryani using the Druid leveling build, follow these steps:
| # | Steps |
|---|---|
| 1 |
Defeat
|
| 2 |
Loot the basket found in the Orok Campfire to get a
|
| 3 |
Defeat the
|
| 4 |
Complete The Slithering Dead to get the
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| 5 |
Interact with the Ravaged Corpse in the Jungle Grave to get a rare Belt. Take the Rawhide Belt for more Life Recovery from Flasks. |
| 6 |
Defeat
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| 7 |
Submit the Tribal Vengeance to get a charm. Choose the
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| 8 | Complete the Trial of Chaos for more Ascendancy Points. Upon completion, obtain the Furious Wellspring passive to drastically improve your Rage generation. |
| 9 | |
| 10 |
Obtain an
|
| 11 | |
| 12 |
Use the
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| 13 |
Farm a
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To progress through Act 4 and beat Tavakai using the Fire Bear Druid build, follow these steps:
| # | Steps |
|---|---|
| 1 |
Get Shark's Fin in Whakapanu Island and submit it to Kaimana in the Tavakai's Ship to get a
|
| 2 | |
| 3 |
Find the Barnacle before the Beckoning Clam event to get
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| 4 |
Get the Humming Pearl from the Beckoning Clam and exchange it for a
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| 5 |
Find the Chapel Key and interact with the Goddess of Justice and choose to get +30% life regeneration from flasks. |
| 6 |
Complete Dark Mists to gain a Book of Specialization and a
|
| 7 |
Get a
|
| 8 | Defeat
|
| 9 |
Release the Beast from its pen in the Isle of Kin and defeat it to gain
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| 10 |
Complete the Trial of the Ancestors to obtain the following:
・See Navali's Rest to gain a random rune and 5% Increased Maximum Mana ・Pass Ngamahu's Test to get 5% Fire Resistance ・Pass Tawhoa's Test to get 5% Lightning Resistance ・Pass Tasalio's Test to get 5% Cold Resistance ・Gain 2 Weapon Specialization points by talking to The Mother. |
| 11 |
Ring the Morning and Evening Bell in Arastas to receive three
Note: You can use these to either craft a weapon, or trade for solid equipment! |
| 12 |
Get a random Greater Rune in the Meeting House. |
To progress through Interludes and set yourself up for mapping using the Lightning Wyvern Druid build, follow these steps:
| # | Steps |
|---|---|
| 1 | Get a Level 13
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| 2 | Buy Greater Runes from the Ferryman in Holten. |
| 3 | Defeat
|
| 4 | |
| 5 | Get the Molten One's Gift in Skullmaw Stairway to get a +5% to your Maximum Life. |
| 6 |
Slot in both
|
| 7 |
Defeat
Note: If you were able to succeed, it is recommended to getting Sacred Flow and unequipping two of your charms to get 80 Spirit. This will enable you to activate all recommend Spirit Gems and their Support Gems. |
| 8 | Activate one out of Seven Pillars in Qimah based on what you need, you can change this any time. We recommend getting Movement Speed to increase travel speed of Rampage. |
| 9 |
Fill the two Sacred Wells in Qimah Reservoir to get 1
Note: You can use these to either craft a weapon, or trade for solid equipment! |
| 10 | Interact with the Ancient Monument in Ashen Forest for a Level 14
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| 11 | Defeat
|
| 12 | Defeat
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| 13 | Get a free Unique Equipment of your choice from a randomized table from Elder Madox in Kriar Peaks. |
| 14 | After finishing all three regions, talk to The Hooded One in Kingsmarch to gain another
|
The rotation for both mobbing and fighting bosses is as follows:
The rotation for both mobbing and fighting bosses during the first two acts of the game is as follows:

| 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 | |||||||||
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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.
Lingering Illusion Creates a short-lived illusory copy of yourself whenever you dodge roll. The copy can be damaged by enemies, and copies that are destroyed by an enemy will grant you a Power Charge.
Elemental Weakness Curse all targets in an area after a short delay, lowering their Elemental Resistances.
Oil Barrage Shapeshift into a Wyvern and spit Oil at enemies, creating Oil Ground where the Projectiles land. Consumes Power Charges if possible to instead Channel a sustained barrage of electrified Oil that does not create Oil Ground. Projectiles are fired in sequence, allowing multiple Projectiles to Hit the same target.
Thunderstorm Conjure a thunderstorm which causes lightning strikes and torrential rain in an area. Enemies in the area are Drenched, causing them to become Shocked or Frozen more easily. Plants in the area become Overgrown.
Barkskin While active, taking Hit damage from enemies to your Energy Shield causes you to gain Armour for a short duration. Armour gained from multiple Hits can stack. The total Armour gained from this Skill cannot exceed the Item Armour on your Equipped Armour Items.
Focus: Dragon, Lightning, Shock |
UP |
Herald of Ash While active, enemies you sufficiently Overkill with attacks will cause an explosion that ignites nearby enemies based on the Overkill damage dealt.
Furious Slam Shapeshift into a Bear and Slam the ground with great force, causing a pair of shockwaves. Can spend Rage to create larger shockwaves that leave behind Jagged Ground.
Volcano Uplift a volcano from the earth, damaging enemies standing on it and releasing a spray of molten Projectiles. While the volcano persists, Slamming it will cause another Projectile spray. Channelling this Skill for longer makes the initial eruption more violent, but does not affect subsequent Projectile sprays.
Fury of the Mountain Shapeshift into a Bear and repeatedly pound the ground, creating Molten Fissures that travel randomly in a wide arc in front of you.
Focus: Bear, Fire, Slam |
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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.
Herald of Ice While active, Shattering an enemy with an Attack Hit will cause an icy explosion that deals Attack damage to surrounding enemies.
Overwhelming Presence While active, enemies in your Presence are easier to Stun and inflict Elemental Ailments upon.
Lunar Assault Shapeshift into a Werewolf and swipe with your claws, projecting an arc of moonlight and ice forward in a crescent.
Lunar Blessing Shapeshift into a Werewolf and offer your Rage to the moon to receive a blessing, gaining bonus Cold damage, Attack speed and movement speed for yourself and any Wolf Minions you have from Wolf Pack or Predator's Mark. Spends all Rage to extend the Buff's duration. While the Buff is active, your WerewolfAttacks call down Moonbeams on Hit.
Cross Slash Shapeshift into a Werewolf and leap backwards as you gouge the ground with both claws. Hitting a Marked enemy with both gouges will Activate the Mark and cause an additional shockwave. Ice Fragments will be pulled into the location where the gouges cross and explode immediately. This skill can be used while using other skills to interrupt them.
Thunderstorm Conjure a thunderstorm which causes lightning strikes and torrential rain in an area. Enemies in the area are Drenched, causing them to become Shocked or Frozen more easily. Plants in the area become Overgrown.
Pounce Shapeshift into a Werewolf and leap to a target location, damaging enemies in an area around where you land. Predator's Mark will be Triggered targetting the highest Rarity enemie Hit, or if a Mark gem is socketed into this Skill, that Mark will be Triggered instead. Using this skill allows any Wolf Minions you have to leap immediately.
Focus: Wolf, Cold, Crowd Control |
| Base Class | |
|---|---|
| Ascendancies | |
I tried this build. But it has no Int in the passive your pretty stuck until you roll Int from your gears or find one, cause the next spell called Spell Totem need 24 Int to get it, unless you take some Int in the passive. This build is good for Endgame
PoE 2 0.4 Druid Leveling Build - Fire Bear



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Hi! Thank you for trying out our build. We recommend simply replacing stat passives in the skill tree with Intelligence to reach the gem requirement. Spell Totem is also an optional skill to include. Although it is not the ideal setup, you can stick to Volcano itself if you find yourself lacking the requirements to equip Spell Totem.