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PoE 2 Build

Trinity Stormweaver - Full League Starter Guide

0.3 TTE
presentationSorceress
SSF
Verified
Starter
presentationStormweaver
presentationTier
Updated on Nov 20, 2025
Nov 20, 2025

Build Overview

This Stormweaver build focuses on levelling using the various Elemental skills as the primary source of damage utilising the new Elemental Infusion System then later transitioning into a Multi-Element Caster Build.

This build will be based on a Solo Self Found run through after patch 0.3.0 goes live and will be adapated according to the experience of that run and the pain points that are met to try create a smoother levelling experience.

As a result, a number of areas of this planner are likely to be left as Coming Soon to allow time to make sure the information is accurate.

If you have got to mapping and are looking to build into a map blasting Tri-Element Sorceress then you should check out the Endgame planner which is designed to take you from T1 - T15 Maps.

NOTE: This build is still a work in progress. If you have any questions about the build, feel free to jump in my Discord and ask me questions directly.

-----

I'l be live streaming most evenings (GMT) so this is a good time to come ask me questions directly!

Strengths and Weaknesses

  • Easy To Play
  • Easy To Find Gear
  • Great AoE Damage
  • Decent Single Target Damage
  • Starts Squishy
  • Need To Be Level 6+ To Access All Early Skills
  • Mana Dependant

Build Variants

This build is designed to get you from the start of a fresh league all the way through to mapping. It's more of a guideline of how to get there rather than an exact blueprint.

Enjoy!

Pre-Requisites

Absolutely none, this can be played right from the very start of a league.

Equipment

item
2
item
10
item
3
item
4
item
8
item
9
item
2
item
6
item
7
item
5
item
item
item
Equipment Priority
0
Main Hand
Siphoning Wand
1
Main Hand
Ashen Staff
2
Helmet
Wicker Tiara
3
Body
Tattered Robe
4
Boots
Straw Sandals
5
Gloves
Torn Gloves
6
Belt
Rawhide Belt
7
Amulet
Azure Amulet
8
Right Ring
Ruby Ring
9
Left Ring
Sapphire Ring
10
Off Hand
Woven Focus
11
Off Hand
Woven Focus
12
Off Hand
Twig Focus

Overview

The above stats are by no means an exact blueprint of what the build requires.

The Eye Symbol when you Highlight an item in the Equipment above signals the Stats you should Look To Prioritise First. They are supposed to act as a guideline for what would be useful to look out for whilst levelling up.

You won't reasonably get items with the above stats before level 6 so just get the best you can. The below covers the overall Stat Priorities for this stage of the game:

Attribute Priority

  • Intelligence
  • Dexterity (As Required)
  • Strength (As Required)

Stat Priorities

Primary Focus

  • Movement Speed
  • Maximum Life
  • Mana Regeneration
  • Cast Speed
  • + Level of all Elemental Skills
  • Elemental Resistances (Fire, Lightning, Cold)
  • Chaos Resistance
  • Increased Maximum Energy Shield
  • Increased Energy Shield

Secondary Focus

  • Spirit (to get to X+ Maximum Spirit)
  • + Level of all Spell Skills
  • + Level of Projectile spell Skills

Bonus Stats

  • Increased Critical Hit Chance
  • Increased Critical Damage

Mobility

Movement speed should be your absolute priority #1 when starting out a new character. This will naturally allow you to move and attack better as well as just generally stay away from groups of enemies trying to swarm you and avoid big attacks from bosses. Your lives will be forever better when you have movement speed on your boots.

Offence

Offence can be scaled in many ways but early on your can look for +skills ranks, cast speed and increased damage (spell / elemental). Try to prioritise getting a decent amount of cast speed early on as this will make any caster build you play feel much better.

I would prioritise trying to get enough of a Mana pool to be able to cast without the worry of running out of Mana all the time.

After this the general passive tree track will scale your damage so you can focus on defences and utility on your gear.

Defence

I'd highly recommend stacking maximum life along with whatever resistances you can get hold of.

Energy shield will the primary source of defence on this build early on so we want to stack it where ever we can.

You can reasonably stack energy shield along with maximum life to stay alive so long as you have some amount of resistances.

I can't emphasise enough how important resistances are for staying alive so make sure to prioritise this where you can.

Offhand

The recommended weapon for New Players as a League Starter is a Staff as they now provide ~50% More Stats which means they should be easier to find strong versions of earlier on.

If you happen to find a particularly good Wand early on the recommend Offhand is a Focus which provides another source of Energy Shield and can roll Elemental Resistances as well as Elemental Damage.

If you finding that you are lacking defence then the following options can be looked at:

  • Wand (Main Hand) / Shield (Offhand)

The Shield can roll with extra Armour and Energy Shield which will provide some extra defence in the form of Blocking and it can roll extra Elemental Resistances much easier than on Focuses. The Campaign can be pretty challenging to start with so this will give you an extra bit of repreive from incoming damage, particularly from bosses and can be the difference between being one shot or not.

The loot you get from league start is not something that can be controlled so if you come across a very nice item that makes sense to use with the above combinations then the recommendation is to use them, particularly if you come across any nice Uniques that makes sense.

Flasks

I would take whatever flasks have the highest heal amount over the shortest time and not worry about these too much else early on.

Charms

If you're lucky enough to get hold of a Stone Charm or Thawing Charm I would put these on as required to help remove the worry of these when in hectic fights.

You will only be able to equip one to start with until you get +1 Charm Slots somewhere on the build so prioritise whichever is causing you the biggest issue. I would expect the Thawing Charm to be more useful later when as we can stack Stun Threshold based on Energy Shield quite easily on this build.

Uniques

This build is intended to be possible without any uniques.

If you are lucky enough to drop a Lifesprig this will easily carry you until Cruel Mode. This is an incredible starter weapon that gives you everything you need offensively for this build early on.

Another very useful unique that can help tremendously through the first campaign playthrough is the Luminous Pace boots which can drop as early as after the first town. These give you that much needed Movement Speed, some extra Mana through the Intelligence it provides and more importantly it gives +30 Maximum Energy Shield and 100% Faster Start Of Energy Shield Recharge which is super godly early game for sustaining damage in longer fights, such as boss fights.

Another reasonable unique that will help carry any Energy Based build through the campaign is the Ghostwrithe body armour. This will not only provide a huge boost to our Maximum Energy Shield, it also provides a nice amount of Chaos Resistance which is hard to come by in the early game. Since we don't want to ever run out of a Energy Shield the conversion of 25% Life -> Energy Shield also plays nicely for this ascendancy in the early game.

If you're lucky enough to drop a The Devouring Diadem on your journey, this is a pretty strong option for boosting your overall defences early on, particularly because it provides Chaos Resistance as well as consuming corpses to heal you for 20% of your life every 3 Seconds. Any where we can get Chaos Resistance which isn't at the expense of the rest of our defences is useful during the early portion of the game as it's not a common affix to come by and Incoming Chaos Damage can be devastating without it.

The newly added wand The Wicked Quill is an exceptionally great unique for this build to level on if you're lucky enough to drop one early enough as it gives us everything we would need at this point of the game. A huge amount of Spell Damage, Maximum Mana, Chaos Resistance.

Skill Gems

Support Gem Requirements:

Str 0

Dex 5

Int 15

Expand all
1

Spark

Spark
supportrapidcastingplayer
2

Frost Bomb

Frost Bomb
supportincreaselimitplayer
supportspellcascadeplayer
3

Flame Wall

Flame Wall
supportwallfortressplayer
4

Power Siphon

Power Siphon
Gem Priority
+3

Skill Gem Overview

A detailed explanation of the skill gems and their various support gems is down below in the How It Works section, so be sure to check that out for a better idea of gem selection and progression.

Note: The attribute requirements are just above the skill gems.

Weapon Set Priority

Set 1

  • Spark
  • Frost Bomb
  • Flame Wall
  • Orb of Storms

Gem Upgrade Priority

  1. Spark
  2. Frost Bomb
  3. Flame Wall
  4. Orb of Storms

Gem Socket Priority

Lesser Jewellers Orbs

  1. Spark
  2. Frost Bomb
  3. Flame Wall
  4. Orb of Storms

Gem Quality Priority

If you're lucky enough to come across some Gemcutter Prism consumable items or are able to trade for some, you will want to upgrade the quality of your skill gems in the following order:

  1. Spark
  2. Frost Bomb
  3. Flame Wall
  4. Orb of Storms

Passive Tree

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

Overview

The start nodes are currently set above to go more offensive so you can focus going more defensively with the gear.

Note: Please follow the Notable Priority above to know which order to take nodes in.

Passive Tree Paths

The Passive Tree line colours represent the following:

  • Yellow -> Main Path
  • Pink -> Weapon Set 1
  • Green -> Weapon Set 2

How it Plays

Level 1 - 5

Spark is provided to us at the very start of the campaign as well as Firebolt as an implicit on an Ashen Staff. These are both usable early on with Spark providing more AoE damage and Firebolt providing more Single Target damage. Cast these liberally until we gain access to skills available later on.

If you happen to pick up a Gelid Staff with strong stats such as +Cold Damage / +Cold Skill Ranks then Freezing Shards is surprisingly good early on since it can pretty much allow you to Freeze enemies on demand as well as having a Shotgun style damage output meaning if you're close to the enemy it outputs a lot more damage.

Cast Frost Bomb under large groups of enemies or larger targets for huge demolition style AOE damage. This is excellent for clearance and for big damage on bosses when they are stationary or crowd controlled. This is also our best source of Elemental Exposure which stacks the more it Pulses.

Flame Wall shoule be cast somewhere where our projectiles can be fired to gain extra damage when they pass through the Walls of Fire. This will gain power later on once the infusions start to become available more often.

Level 6 - 18

Fireball now becomes available at Skill Gem (Level 3) which means we can access it much earlier than before. This can be cast for big damage and later modified to have some pretty insane AoE as well through the use of Support Gems.

Place Orb of Storms somewhere between yourself and the enemies so that it can unleash it's Bolts everytime you cast an Elemental Skill. This has been changed so it works with All Elements in Patch 0.3.0 not just Lightning Skills. Once this dies it grants us a Lightning Infusion which can be used to super charge our Flame Wall for provide Extra Fire Damage and Extra Lightning Damage.

Activate Convalescence when your Energy Shield is low or depleted to instantly start regenerating Energy Shield at your Energy Shield Recharge Rate.

Level 19 - 30

Coming Soon

Level 31 - 45

Coming Soon

45 - Early Endgame

Coming Soon


Note: This is being actively updated so I will aim to flesh out all the missing areas ASAP.

How it Works

Starter Skills

On a fresh character you'l want to start with the Basic Skill Gems available such as Spark / Flame Wall / Frost Bomb and Weapon Implicits such as Firebolt / Freezing Shards and then we look to take Fireball once you drop a Skill Gem (Level 3) which has now been swapped with where Ember Fusillade used to become available. Fireball has seen some pretty significant damage upgrades in Patch 0.3.0 as well as having new Elemental Infusion interactions so it should be pretty strong early on.

Skill Gems

Coming Soon

Skill Info

Coming Soon

Changelog

26th Aug. 2025 / v0.1

  • Initial Planner Added

28th Aug. 2025 / v0.2

  • Updated planner to cover until the end of the campaign.

30th Aug. 2025 / v0.3

  • Updated Frost Bomb to take Overabundance instead of Fast Forward so that we can increase the Bomb Limit to +2 early on.
  • Updated Act 1 Passive Tree to take more Mana Regeneration over Cast Speed to help with mana sustain.
  • Updated Fireball support gems in Act 1 to use Controlled Destruction and Unleash.
  • Removed Persistence from Living Bomb in Act 1.
  • Replaced Gems on Spark to have just Arcane Tempo in Act 1.
  • Reduced the number of Supports suggested in Act 1.
  • Base Lined Act 2 Gem Supports to match new Act 1 supports.
  • Added Spell Cascade to Orb of Storms in Act 2 onwards.
  • Added Zenith to Living Bomb in Act 1 onwards.
  • Replaced Spell Cascade with Spell Echo on Frost Bomb in Act 2 on dropping a Support Gem (Level 2).
  • Added the Fire Penetration gem to Fireball in Act 2.
  • Added Freeze to Spark in Act 2.
  • Added Sockets to Act 2.
  • Added Elemental Weakness to Act 2 with Supports.
  • Replaced the Essence Infusion cluster with the Psychic Fragmentation cluster in Act 2.
  • Modifed Act 2 & Act 3 Passive Trees to be more forgiving whilst sustaining damage.
  • Added Magnified Area II to Elemental Weakness in Act 3.
  • Added Cooldown Recovery I to Convalescence in Act 3.
  • Updated Act 4 Skill Gems and Passive Tree to reflect what I got to on live stream.

31st Aug. 2025 / v0.4

  • Updated Act 4 -> 6 Passive Trees.
  • Updated Act 4 -> 6 Support Gems.
  • Updated Act 3 -> 6 Gem Priorities.
  • Removed Solar Orb as it doesn't generate Fire Infusions anymore.
  • Updated Ascension Nodes for All Acts.
  • Updated Act Pre-Requisites.
  • Updated Firestorm Support Gems.
  • Updated Act 4 Passive Tree.
  • Updated Act 5 - 6 Passive Tree.
  • Updated Campaign Rewards.
  • Added Projectile Acceleration III to Fireball in Act 5 - 6.

1st Sept. 2025 / v0.5

  • Updated Act 5 - 6 Passive Tree to include Adverse Growth and Lucidity to give more tankiness.
  • Updated Act 5 - 6 Passive Tree to include Heavy Frost and Thin Ice for big damage and Elemental Resistance ignorance on Frozen enemies. (Requires % Extra Damage As Cold somewhere On The Build).
  • Replaced Controlled Destruction with Projectile Acceleration III on Fireball in Act 5 - 6.
  • Added Mobility to Fireball in Act 5 - 6.
  • Added Harmonic Remnants II to Frost Bomb in Act 5 - 6.
  • Added Mysticism I to Convalescence in Act 5 - 6. (Requires +Spirit on Equipment).
  • Replacead Zenith II with Rising Tempest on Firestorm in Act 5 - 6.
  • Added Rapid Casting II to Living Bomb in Act 5 - 6.
  • Added Harmonic Remnants II to Orb of Storms in Act 5 - 6.
  • Replacead Magnified Area I with Magnified Area II on Elemental Weakness in Act 5 - 6.
  • Added Clarity I to Siphon Elements in Act 5 - 6. (Requires +Spirit on Equipment).
  • Fixed Ascension Nodes for All Variants.
  • Updated Campaign Rewards for All Variants.

2nd Sept. 2025 / v0.6

  • Changed the passive trees in All Variants to try smooth ou the campaign experience and provide more consistant damage rather than it being reliant on applying all the different Ailments all the time.
  • Added Elemental Equilibrium to Act 3 as it helps with Fire Infusion generation which is where most of the Fireball Damage comes from.

3rd Sept. 2025 / v0.7

  • Replaced Prolonged Duration II with Magnified Area I on Firestorm for All Variants as I found Area of Effect really boosts Firestorm and it's playability.
  • Updated the Staff affixes for Act 1 - Act 6 to reflect the Compulsary Stats better.
  • Added Blasphemy + Temporal Chains to the Act 5 - 6 Variant to help with being overwhelmed, if you have enough Spirit to equip it alongside Convalescence and Siphon Elements.
  • Added Spirit to the Body Armour Stat Recommendations in Act 5 - 6.
  • Removed the 3rd and 4th Ascensions as they aren't achievable during the campaign and will be available in the endgame planner(s).
  • Added link to Endgame Guide in the Main Description at the Top.
  • Added Weapon Set Priorties to Gems Section.

14th Oct. 2025 / v0.8

  • Removed Flame Wall from Act 5 - 6 and Early Endgame variants to remove skill slot confusion.

Video Guide

Table of Contents

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