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PoE 2 Build

[0.4] Invoker League Starter: Act 1 to Maps

Starter
0.4 TLotD
Creator
presentationMonk
presentationInvoker
Updated on Jan 5, 2026
Jan 5, 2026

Build Overview

This is my Act 1 to maps levelling route for Invoker Monk in 0.4 (The Last of the Druids / Fate of the Vaal).

The goal is simple: fast, safe, low-effort campaign clear using the classic Quarterstaff → Ice Strike / Tempest Flurry path. It scales cleanly, doesn’t require weapon swapping, and doesn’t rely on weird “one drop or the build dies” nonsense.

Then when we get to level 52, we can branch into Flicker Strike and watch the remainder of the campaign pass by.

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0.4 Notes (Monk Changes)

  • Boss Anti-Burst is now a thing: bosses take reduced damage right after they become active/aggro; it tapers down and falls off faster if they move.
  • So your opener won’t always delete instantly — this guide focuses on consistent DPS loops that still melt bosses after the first few seconds
  • Hollow Palm nerf: Hollow Palm Technique now gives 1% more attack speed per 75 item evasion (was per 25). It’s still usable, but it’s no longer the default “free win” while levelling unless your evasion gear is cracked.
  • Invoker QoL/buffs in 0.4: The Soul Springs Eternal now also improves meta Spirit efficiency — makes early Spirit planning less miserable, this means we can focus on our map build earlier on to hopefully get a jumpstart on low end maps.
  • Monk section got new Attack AoE clusters — so early clear can feel way smoother if you path through them. We don't know what these are like so this could change and we add them if they are good. According to leaks, they are next to Spell Haste on the passive tree.

Strengths and Weaknesses

  • Great clear + strong boss damage
  • Easy to play, straightforward gearing
  • No weapon swapping required
  • Breezes through campaign with a decent staff
  • Can feel mana hungry if you stack +melee skills too early (solved now)
  • Melee = you must respect mechanics (especially in 0.4 boss openers), basically, don't let your ego humble you.

Build Variants

Early maps

The first few maps are where you really see if your build is broken or bad, if its bad, change it. It is not a race, focus on gear and DPS, take your time, you will get faster as you get stronger.

Equipment

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Equipment Priority
+9

I have tried to focus on survivability, the more you survive, the less XP you lose when you die.

We need a helmet with energy shield, so we can take or anoint Subterfuge Mask, this will give us a boost on our evasion. Decent helmets with crit chance or high amount of energy shield are a big win!

If you have a high energy shield or a high evasion/energy shield chest, take Lead me through Grace... as this will give you spirit based on your body armour, pair this with Spectral Ward and you will see your spirit shoot up!

Body Armour: either high evasion and energy shield, or just pure energy shield, then rarity and resistances.

Weapon: try get a quarterstaff with crit chance, crit damage, flat damage, then +X to attack skills and % increased physical or elemental.

Gloves: flat damage, attack speed, +X to melee (attack) skills, crit damage bonus will all be good. Essentia Sanguis are also a very good option.

Boots we need movement speed and defences such as energy shield % and resistances.

Belt is great for defences, take resistances! I would recommend some chaos resistance as the viper is poison so she could make for a difficult time.

Amulet ideally needs mana regen and % to our armour, evasion and energy shield, then look for crit chance and crit damage bonus. If you happen to drop Serpent's Egg, take it, this allows us to generate power charges easier!

Rings: Rings with flat elemental damage or resistances on them, take them! Remember, every act there is a resistance penalty. If you can, try look for Unset Ring with flat damage, rarity, mana leech, mana regen and resistances.

Remember to cap resistances over 75%, that includes chaos (unless taking Chaos Inoculation)

Skill Gems

Support Gem Requirements:

Str 30

Dex 80

Int 40

1

Whirling Assault

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2

Reaper's Invocation

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3

Flicker Strike

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4

Falling Thunder

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5

Herald of Thunder

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6

Charged Staff

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7

Mantra of Destruction

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Charge Regulation

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Wind Dancer

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Gem Priority
+31

Monk Issues

Mana - solved

So, GGG removed Walker of the Wilds, and made it a lineage support gem Oisín's Oath. This converts physical to elemental damage for leech.

As Charged Staff empowers our quarterstaff skills, its only right it will turn all our skills into elemental leech rather than physical. So, socket Oisín's Oath on Charged Staff

Our main skills here have changed from Ice Strike Hand of Chayula to Whirling Assault , Mantra of Destruction, Falling Thunder and Flicker Strike

Flicker Strike

  1. Use Whirling Assaultto generate combo for Mantra of Destruction
  2. Use Mantra of Destruction to get power charges once you hit 20 combo (easy with Whirling Assault)
  3. Activate Charged Staff for more damage
  4. Use Reaper's Invocation to proc Profane Ritual on the enemies you just killed. You should have a charged staff and some power charges (mainly 4-6) right now.
  5. Press Flicker Strike and hold Reaper's Invocation to proc Profane Ritual and get power charges when you flicker.
  6. Rinse and repeat

If you find yourself in a group of ads, hit Falling Thunder to clear the screens.

Remember TO HOLD Reaper's Invocation WHEN YOU FLICKER STRIKE!

Passive Tree

main:
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set 1:
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set 2:
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How it Plays

Mapping

1. Hit a few enemies with Whirling Assault

2. Use Reaper's Invocation activate Profane Ritual and get a power charge

3. Activate Charged Staff

4. Press Flicker Strike the flick around the map while holding Reaper's Invocation skill

5. Reaper's Invocation will be available again, press the skill to proc Profane Ritual for more power charges allowing you to Flicker Strike again.

6. If you have Cast on Critical, this will do it for you automatically.

7. When you build up 20 combo for Mantra of Destruction, activate for max charges again.

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Bossing

1. Hit the boss with Whirling Assault to generate combo for Mantra of Destruction

2. Use Mantra of Destruction to gain power charges

3. Activate Charged Staff

4. Repeat steps 1 and 2

5. Flicker Strike that thing or use Falling Thunder for huge damage!

How it Works

Generating Power Charges - Mantra of Destruction or HoC

Normally, we run either Hand of Chayula or Shattering Palm with Ailith's Chimes and Charge Profusion II to generate charges based on combo build up from Culmination II.

Every time you hit, you build combo in Shattering Palm or Hand of Chayula, when used these will give you a power charge from Ailith's Chimes.

This time we use Mantra of Destruction to generate charges.

In order for it to work, it needs to be added in this order:

  1. Socket Delayed Gratification into Mantra of Destruction
  2. Socket Ailith's Chimes
  3. Socket Charge Profusion II

This will allow you to use Mantra of Destruction when it reaches 20 combo to generate max charges instantly, Delayed Gratification allows you to generate power charges again after 10s. We use Whirling Assault as this generates combo insanely fast!

Also, don't forget to use Reaper's Invocation with Profane Ritual for more charge regen.

Generating Power Charges - Reapers Invocation or CoC

Reaper's Invocation works off melee hits, so every time you use Flicker Strike, you will have enough energy to use Reaper's Invocation, this will activate Profane Ritual and get power charges from the dead corpses.

Cast on Critical is the same as Reaper's Invocation but it is based on crit. Every time you crit, you generate energy, this will then get Cast on Critical to proc automatically and cast Profane Ritual to consume the corpses to gain power charges.

Due to the changes with the The Soul Springs Eternal, we plan to take multiple meta gems to make Invoker a screen clearing machine. This involves the use of Cast on Critical, Cast on Elemental Ailment & Blasphemy.

So far, I have tested in 0.3, Cast on Critical with Comet, Frost Wall, Frozen Locus & Snap, all have huge potential, my favourite being Frost Wall & Snap

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Armour Explosion

A lot of people use Herald of Thunder & Herald of Ice to armour explode and make them 'chain'. Personally, I found that armour explosion seemed to affect how much and how far Flicker Strike went.

I didn't like that idea, so instead I made Herald of Thunder go BANG!

In order for this to work, you need the following skills:

  • Herald of Thunder
  • Ambush
  • Armour Explosion
  • Armour Break III
  • Uruk's Smelting
  • Uul-Netol's Embrace

This works by having some chaos damage, so its good to take Esh's Radiance on charged staff.

This tech is will be most effective late into endgame due to the cost of the support gems and bosses they drop from, so for the meantime, stick to Herald of Thunder & Herald of Ash for some cool blue and red explosions.


Changelog

17.12.25 - Updated Early Maps guide to reflect changes to the build.

24.12.25 - Updated T15 Maps and early Maps to reflect Power Charge regeneration and address mana issues.

05.01.26 updated the 0.4 build to reflect current build.

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