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PoE 2 Build

[0.4] Invoker Hollow Palm - Campaign to Endgame

0.3 TTE
Creator
Starter
End Game
presentationMonk
presentationInvoker
Updated on Dec 5, 2025
Dec 5, 2025

Build Overview

--IMPACTING 0.4 PATCH NOTES AND MITIGATIONS--

Changes to the guide that are required will be made following some thinking on the below.

Based on current known notes; https://www.pathofexile.com/forum/view-thread/3883495

  • The Hollow Palm Technique Keystone now Grants 1% more Attack Speed per 75 Item Evasion Rating on Equipped Armour Items (previously 25). Base unarmed attack time is now 1.65 attacks per second (previously 1.4).
  1. This pretty much pushes pure EV out the window as a good damage scaler and leaves us with ES, would recommend looking to ES/EV hybrid gear (Pure ES on some pieces) try to maintain 45-50% Evasion, and then as much ES as you can.
  2. Base attack speed to unarmed makes this much better in campaign (About an 18% attack speed increase)
  3. Tempest Flurry would no longer be a suitable movement skill, so we'd need to refocus to some movement speed for quality of life.
  4. Ultimately this leaves HPT in a situation where it cannot outscale a good quarterstaff, and one will be required for pushing the build to it's absolute limites. (Hollow Palm Technique on a crit base looked like it would be good for most content regardless)
  • Culmination I Support more damage per Combo now has a cap of 10 Combo.
  • Culmination IIi n Support more damage per Combo now has a cap of 20 Combo. Now grants Supported Skills deal 2% more Damage per Combo (previously 3%).
  • Ailith's Chimes now grants 25% Chance to Gain a Power Charge when expending Combo with Supported Skills Per Combo Expended This Chance Can Exceed 100% (previously 10% Chance)
  1. This severely reduces the effectiveness of Falling Thunder, however, with stacking Power Charges it should still be feasible to do massive damage.
  2. Ailiths chimes has been limited to only generate 5 power charges at once, meaning a two cycle is needed to generate max charges (10 at time of writing)
  3. Flicker Strike looks like it takes top spot here
  • Tempest Bell: Impact radius is now 2.1 metres (previously 1.8). Bell shockwave radius is now 2.6 metres (previously 2.4). Tempest Bell's Hitbox has been increased.
  1. Hitbox should allow for easier use of Ice Strike
  2. General clumsiness should be offset with the random placement.
  • Frozen Locus: No longer deals 80% less damage if destroyed within 0.5 seconds by something other than you. No Longer creates chilled ground. Ice Crystal no longer has collision. Now correctly works with increases to Limit. Frozen Locus Ice Crystals no longer have a hidden less damage taken from allies. Instead they now have a hidden more damage taken from monsters and the life of the Frozen Locus Ice Crystal has been greatly increased at later levels. This change has been made to make Frozen Locus stronger with things that scale off Ice Crystal life, while keeping the amount of damage to destroy the crystal from both players and monsters roughly the same. Frozen Locus Ice Crystal has 27-9536 maximum Life (from 430-1364).
  1. Can place and deal immediate max damage making this much more usable in campaign.
  2. It no longer having a collision is a net downgrade in most defensive situations.
  3. Multiple limits make Overabundance I a good early choice for this skill gem.
  • The Soul Springs Eternal now additionally grants Meta Skills have 50% increased Spirit Reservation Efficiency.
  1. This coupled with Lead me through Grace... will pretty allow a much greater depth of aura stacking, while maintaining offence through Cast on Critical
  • Staggering Palm: Projectiles now deal 61-204% of Attack Damage at Gem levels 3-20. Staggering Palm's Projectile Buff's duration will now only start decreasing after the first Projectile has been generated. Staggering Palm now grants its buff if a primed enemy is stunned or killed while you are dashing to them. Now also quickly Dashes and Strikes additional valid targets.
  1. More attacks make this viable for clear and bursting crystals, making it very viable to take at level 3. (Possible replace for Storm Wave/ Glacial Cascade at level 7)

Purpose of this Guide

Should take you through the campaign, then on to a suitable end game build capable of getting you up and farming some currency over one or more methods. Variants are to show progression from the campaign, and then through to a current workable guide.

Skill gems, etc, all based on the worst possible scenario of getting basically no drops at all.

Expect this to be updated towards the start of each league. Check the change log at the end to see if it has been worked on and when.

Tabs, Tabs Everywhere!

Yes, each tab is a snapshot of how the character should be looking towards the end of each act under a poverty stricken league start scenario. If you find yourself dropping Jewelers orbs, skip ahead tabs to find new idea of what to socket in them. Other than that it's simply item base type and skill tree progression that you can work towards which would be optimal to survival and having the DPS to mostly trivialise the bossing side of the campaign.

Hollow Palm, when to use it?

So when should you actually use Hollow Palm Technique? - We could produce spreadsheets, we could go all extra... but honestly, if you can't find a Quarterstaff that makes DPS number go higher than when using Hollow Palm during campaign, then use Hollow Palm. This guide will suggest we make the switch at level 16, so we only need to worry about two quarterstaves through the duration of the campaign a Long Quarterstaff and a Gothic Quarterstaff

This build is a no-cost league starter, aimed to get you up and running with the need to purchase any expensive gear.

FAQs

Regex for Finding things in the Shop;

"y: \+|ts: S|[1-9][0-9].+spi|i.+mov|mel.+skill"

What will this highlight;

  • Movement speed boots
  • Melee skills (Gloves + whatever else, you're looking for the gloves)
  • Spirit on chest for more heralds earlier
  • Anything with a socket
  • anything with quality

What quest rewards should I take?

  • 30% increased Charms gained
  • +1 Charm Slot
  • 25% Increased Stun Threshold
  • Resistances (Or Attributes, I end up taking this a stacker route, and at end game you'll be able to easily overcap res)
  • Global Defences (Or resistances if you need them, you can switch this one at any time)

Is there anything I can do earlier for Mana?

Find somewhere to put in Efficiency II that doesn't prevent you from doing enough damage, we scale off gem levels with Hollow Palm Technique, so we really do need those levels. I fit this in at end game but you can use it before if the Ultimate Mana Flask isn't good enough (You'll make it cry though)

Is there a thing as too much Attack Speed?

Yep, and if you want to know about accuracy stack on a Gemling or an Amazon.

xoxox


Strengths and Weaknesses

  • Budget Friendly (One optional chase unique)
  • Easy Campaign Scaling
  • Strong options for End Game gearing (Moves to quarterstaff, check last Variant for cheap move to this --PENDING--)
  • Hollow palm has limited effects on secondary skills, (Charged Staff damage, Staggering Palm Projectiles)

Build Variants

End of Act 1 Snapshot

This variant is how your character should progress towards the end of Act 1, and will be the last time you equip a weapon, at level 16, we switch to Hollow Palm Technique

Outlines a simple and effective way to clear Act 1, while preserving as many skill and support gems as possible for later use in the campaign.

Consider using Sapphire Ring for extra cold res, last boss does mostly cold damage, which chills, and being chilled/slowed as a melee at this stage is rough.

TL;DR

This is act 1, you can mostly just throw on anything, and by far the most important thing to just make sure isn't hot garbage is the Gothic Quarterstaff, grabbing some +Phys, Phys% and/or any decent flat elemental damage on the prefixes will do to get you through.

However, if we were to "optimise"... I guess.... Here is a normal looking guide

Act 1 is Rough, Intermediate Tips

Get gud (Something I still need to do)

Firstly, try to master the play style, it's very vision compliant, Jonathan would love it...

Frozen Locus/ Glacial Cascade can feel a little rough on the clear speed, this is fundamentally down to Frozen Locus moving you back the way you came. This can be combatted by ensuring you're aiming in the direction you're coming from, when you cast Frozen Locus you'll end up backflipping in the direction you want to go, quick dodge roll in same direction then Glacial Cascade back towards your ice crystal, and you should find you're the perfect distance to get just the tip in.

Use a Support Damage Skill, to get gud

If that's proving a little complex, you can try working in Contagion, it's perfectly cromulent to kill things with Glacial Cascade to spread contagion for the first 5 or 6 level. It'll cover you while you learn the main method over the first few areas. Contagion falls off quite hard in the cemetery, so get your practicing fingers ready.

Pretend you're a ranger, refuse to get gud

And if that's REALLY not going to plan, start as a Ranger, move the bow/gems to yourself after you get to Clearfell and do the first 16 levels with Lightning Arrow and Lightning Rod (This is the cowards way out, don't do this)

Equipment

item
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Armour...?

Yes, armour seems to all around be best at keeping you alive as a melee without a shield. You're going to get hit lots, you can't scale enough evasion, and reducing damage by 50%, is better than increasing your hit pool with ES.

Quarterstaff...?

Yep, until 16 we can't go Hollow Palm very well, so we need a big stick. A Long Quarterstaff into a Gothic Quarterstaff will do. You don't need to stress too much, a magic Long Quarterstaff with Increased Phys Damage, or high Flat Lightning damage will do until level 11.

At level 11 get a Gothic Quarterstaff. If you can get a rare one. Great, but honestly just the Increased Phys, or flat lightning will do (Needs to be decent values)

Gear Stat Priorities

Helmet

  • Priority - Life, Resistances

Chest

  • Priority - Life, Resistances

Gloves

  • Priority - +# Melee Skills
  • Secondary - Life, Resistances, Flat Damage (Whatever really)

Boots

  • Priority - Movement Speed
  • Secondary - Life, Resistances

Rings

  • Priority - Damage, Resistances
  • Secondary - Attributes

Amulet

  • Priority - +# Melee Skills (Good luck)
  • Secondary - Resistances, Life, ES, Attributes (Whatever really)

Belt

  • Priority - Life, Resistances
  • Secondary - Strength

Skill Gems

Support Gem Requirements:

Str 20

Dex 15

Int 15

Expand all

Quarterstaff Strike

Quarterstaff Strike

Glacial Cascade

Glacial Cascade
supportupheavalplayer
supportrapidattacksplayer

Tempest Bell

Tempest Bell
supportincreaselimitplayer
supportconcentratedareaplayer

Tempest Flurry

Tempest Flurry
supportcrescendoplayer
supportrageplayer

Frozen Locus

Frozen Locus
supportmagnifiedareaplayer
supportelementalarmamentplayer

Herald of Ice

Herald of Ice
supportelementalarmamentplayer
supportmagnifiedareaplayer

Gem Priority Order

  1. Concentrated Area - Use this in Quarterstaff Strike until you get Tempest Bell
  2. Upheaval I (Glacial Cascade)
  3. Magnified Area I (Frozen Locus)
  4. Cold Attunement (Frozen Locus)
  5. Rapid Attacks I (Glacial Cascade)
  6. Overabundance I (Tempest Bell)
  7. Crescendo I (Tempest Flurry)
  8. Rage I (Tempest Flurry)
  9. Elemental Armament I (Herald of Ice)
  10. Magnified Area I (Herald of Ice)

Supporting Skills

You can include supporting skills, although at league start sometimes skill gems can be hard to come by, consider introducing Frost Bomb, the Exposure applied by this will assist in single target, and tough rares.

Passive Tree

main:
123
123
set 1:
20
20
set 2:
20
20

Just get out there and grab those damage nodes. You'll just about double your DPS by the time you've got them. Remember, the best defence is a good offence, and that is absolutely the case in PoE2. - Unless you're playing HC I guess....

How it Plays

Campaign

And on the first day, the lord Godathan said "And let them Parry" and so we parried, and then on the second day he said "Let them backflip" and so we backflipped, and then on the third day, he nerfed both parry and backflip.

Press buttons, in order, to do damage... just like the vision intended....

Mapping

  1. Press Frozen Locus
  2. Cast Glacial Cascade OR Storm Wave at the Frozen Locus
  3. Repeat steps 1 and 2.

If you want to get freaky with the movement, run in direction, keep aim in direction you're running from, cast Frozen Locus and you'll backflip in your desired running direction. This allows you to keep moving and explode the ice crystal while still moving towards the next campaign goal.

Bossing

Q: Does boss have scary melee?

Yes ->

  1. Press Storm Wave or Glacial Cascade

No ->

  1. Hold Tempest Flurry
  2. Smash Tempest Bell

End Game

Mapping

  1. Hold down Tempest Flurry
  2. Drag mouse about
  3. Press Reaper's Invocation
  4. Press Charged Staff
  5. Use Tempest Bell if you get in a pickle.

Bossing

  1. Hold down Tempest Flurry
  2. Press Hand of Chayula (With 60+ charge, this will give you 6 power charges)
  3. Press Mantra of Destruction
  4. Press Falling Thunder and kill the boss

How it Works

Boss One Shot Tech

We turn Hand of Chayula into a Power Charge generator for bossing using Ailith's Chimes, we combine this with Culmination II, meaning if we have 60 combo which we generate in around 3 seconds due to Chakra of Rhythm, we get 6 power charges in one hit, as Falling Thunder also has Culmination II for the 3% more damage per combo, and also the quality for 20% more damage per charge, and 100% crit due to Blind II (Crackling Palm support). This results in a charged up ability that can one shot T4 bosses.

Movement Tech

Tempest Flurry go brrrrrrr

Changelog

31/08/25

New Guide Written - Levelling Steps, Early Maps, Late Maps.

04/09/25

Major changes to end game mid investment version. Moving to Falling Thunder for boss one-shotting.

14/09/25

Added link the Temu Stacker

-----Final update of 0.3. 11 elements removed in prep for 0.4.------

-----0.4 change log starts-----

02/12/25

Prepped guide for 0.4. Added more detailed levelling sections broken into acts and kept as simple and streamlined through the quarterstaff route as we can.

03/12/25

Tweaks and changes to early levels, and some changes to "optional" skills, which can help, but ultimately aren't necessary if skill gems aren't available.

Video Guide

Table of Contents

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