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[0.5] Martial Artist League Start Guide: ACT 1 TO MAPS (WIP)

presentationMonk
presentationMartial Artist
Starter
0.5 RotA
Creator
Updated on May 31, 2026
May 31, 2026

Build Overview

This is my ACT ONE TO MAPS levelling route for Monk in 0.5 Return of the Ancients

The Monk in ACT ONE is a real pain and a struggle if you don't know what to run. I have spent a lot of time, testing 'The best start skills' and this is what I have come up with.

Everything below has been TESTED IN 0.4, paired with the patch notes and will be updated if something changes on league start.

Quarterstaff levelling got smoother (I hope!), this is due to Quarterstaff base weapon range being changed from 1.3 to 1.4. Doesn't sound like a lot, but means you can 'melee' from further away...ish.

We will be branching into Flicker Strike like we did in the previous leagues, stay tuned for updates!

Follow LIVE

  • Follow live gameplay, build testing & updates on Twitch
  • Full build guide & gameplay on YouTube

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0.5 Patch Notes - Possible Monk Impacts (good & bad)

Full Patch Notes

Melee Splash Damage

  • Melee Attacks can now only apply Splash Damage once per damaging area. Some Attacks create multiple damaging areas during use. For example, Whirling Assault creates multiple damaging areas around you as you move.

Passive Tree Changes

  • The Chakra of Breathing Notable Passive Skill now grants 20% faster start of Energy Shield Recharge instead of 1% increased Energy Shield Recharge Rate per 4 Dexterity.
  • The Deadly Force Notable Passive Skill now provides 15% increased Critical Hit Chance (previously 10%), and 15% increased Damage if you've dealt a Critical Hit in the past 8 seconds (previously 25%).
  • The Shatter Palm Notable Passive Skill now provides 20% increased Critical Damage Bonus (previously 10% chance to Daze).
  • The Shimmering Notable Passive Skill now grants 10% faster start of Energy Shield Recharge, and 20% increased Evasion if you have been hit recently. It no longer grants 20% increased Energy Shield Recovery Rate if you haven't been Hit Recently.
  • The Staggering Palm Notable Passive Skill now provides 25% increased Physical Damage (previously 20%), and now provides 10% chance to Daze instead of 20% increased Critical Damage Bonus.
  • The Stormcharged Notable Passive Skill now provides Damage Penetrates 8% of Enemy Elemental Resistances and 5% increased Attack and Cast Speed with Elemental Skills. It no longer provides 15% increased Critical Hit Chance or 40% increased Elemental Damage if you've dealt a Critical Hit Recently.
  • The Patient Barrier Notable Passive Skill now grants 50% increased Maximum Energy Shield (previously 60%).

Skill Changes

  • Gathering Storm Now causes Perfectly Timed dash to explode any Tempest Bell on hit, creating a massive shockwave that deals 564-869% Attack Damage at Gem levels 13-20. Shocked Ground is left in the wake of the Tempest Shockwave (previously on Perfect Dash), with a radius of 3.2 metres, turning precise timing into a devastating area-clearing combo. Perfect Timing Shockwaves can now only hit enemies once per skill use, and no longer interact with objects created by non-Tempest Bell skills. Shockwave limit is now 50. Quality now grants 0-20% longer Perfect Timing window (previously +0-8 Maximum shockwaves per use).
  • Ghost Dance The interval between gaining Ghost Shrouds is no longer a duration. It now has "Modifiers to Cooldown Recovery Rate also apply to Ghost Shroud gain frequency". It also now has "When Hit, lose a Ghost Shroud", and "Regenerate Energy Shield equal to 2% of your Evasion Rating per second if you have lost a Ghost Shroud Recently". Now Gains a Ghost Shroud every 11.7-10.1 seconds at Gem levels 4-20 (previously 7.6-6.1)
  • Ice Strike Quality now grants 0-20% increased Attack Speed (previously 0-10% more Attack Speed).
  • Tempest Bell Can now be Ancestrally Boosted as though it were a Strike skill, and its maximum number of active Bells has been increased to 3 (previously 1), greatly improving its combo potential. Its Shockwave now deals 45-119% of Attack Damage at Gem levels 3-20 (previously 60-132%), and can trigger once every 0.3 seconds instead of 0.25 seconds.
  • Whirling Assault Quality now grants 0-20% increased Attack Speed (previously 0-15% more Attack Speed).

Support Changes

  • Culmination II No longer has Combo count loss for Supported Skills occurs 50% slower. It now has Supported Skills lose Combo if you generate no Combo for 6 seconds (previously 4 seconds). Supported Skills Can now Gain up to 10 Combo (previously 20), and Supported Skills now Deal 4% more Damage Per Combo (previously 2%).
  • Dialla's Desire Now grants +5% to Quality of Supported Skills (previously +10%). BIG NERF!
  • Overabundance III Now properly describes that it cannot support Persistent Skills.
  • Overextend Can no longer be obtained, existing items are unaffected by this change. MEGA NERF!!
  • Uhtred's Augury Now grants +2 to level of Supported Skills if exactly two other supports are modifying them (previously +3)
  • Uhtred's Omen Now grants +2 to level of Supported Skills if exactly one other Support is modifying them (previously +3).

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Acolyte of Chayula

  • The Into the Breach Skill granted by the Waking Dream Notable Passive Skill now grant Leech 20% of your maximum Life to you when collecting a Red Flame of Chayula (previously 15%), and Leech 20% of your maximum Mana to you when collecting a Blue Flame of Chayula (previously 15%).
  • The wording of the Into the Breach Skill has also been updated to clarify behaviour ranges related to Flames of Chayula.
  • now applies modifiers to remnant pickup range to the range at which Flames of Chayula can be seen. This is purely a visual change.

Strengths and Weaknesses

  • Great clear + strong boss damage
  • Easy to play, straightforward gearing
  • High stun & Power Charge Generation throughout the campaign (Martial Artist)
  • Can feel mana hungry if you stack + melee skills too early
  • Glacial Cascade needs to hit enemies with the end to do more DPS

Build Variants

ACT ONE

At the start of the campaign, you will be given Falling Thunder, this skill is good later on, but without power charges, it's damage is weak! You can run Killing Palm to give Falling Thunder a big increase in damage.

The first boss you encounter, treat him like a Dark Souls fight, dodge, hit, dodge hit. Once you are in Clearfell, get some upgrades and then move onto the next area.

Furthermore, don't sleep on Quarterstaff Strike, it does a lot of damage early on. If you get a few support gems, socket Rapid Attacks I in your Quarterstaff Strike ready for when you take Ice Strike.

By the end of ACT ONE, the character should usually be around level 15–17 with roughly 18–20 passive points, depending on how much optional content has been completed.

Before moving into ACT TWO, make sure the key ACT ONE permanent rewards have been collected.

Make sure to collect:

  • +4 Passive Skill Points
  • +10% Cold Resistance
  • 30 Spirit
  • +20 Maximum Life
  • Smithing Tools for Renly

These rewards come from completing the important Act 1 side objectives, including:

  • Killing The Crowbell
  • Killing King in the Mists
  • Collecting the Lute
  • Killing Candlemass
  • Killing Beira
  • Finding the Smithing Tools for Renly

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Skill Gems

Tempest Bell is the biggest winner for campaign Monk.

In 0.5, Tempest Bell can now have 3 active Bells instead of 1, and it can be Ancestrally Boosted like a Strike skill. The shockwave damage and trigger rate were toned down, but for levelling, having multiple Bells is huge for bossing and chunky rares.

Early on, Falling Thunder is good but only when power-charged. Without power charges, it hits like a damp sponge. That makes Killing Palm or Wing Blast important because it allows us to get power charges for big Falling Thunder hits.

Equipment

item
1
item
3
item
2
item
3
item
1
Equipment Priority
+4

Gear Choices

Quarterstaff

A Gothic Quarterstaff is a strong early weapon choice because it comes with critical strike chance, which becomes useful as the build starts scaling. If one is not available, any Quarterstaff with strong attack damage will work.

Look for:

  • Flat attack damage
  • % increased physical damage
  • % increased elemental damage
  • Attack speed
  • + to melee skills, if available

Do not wait around for a perfect weapon. A decent Quarterstaff with flat damage will carry the early act fine.

Helmet

For the helmet, try to get Energy Shield if possible. This helps when pathing towards Subterfuge Mask, which gives a useful boost to evasion.

Body Armour

For the body armour, early physical damage can hit hard, so Armour/Evasion, Energy Shield/Evasion, or pure Energy Shield are all good options. Take the best defensive base available rather than forcing one specific type.

Gloves

For gloves, always check vendors. Early random items can be surprisingly strong. Look for:

  • Flat added damage
  • Attack speed
  • Resistances
  • +1 to attack skills, if available

Boots

Boots should prioritise movement speed if possible, this makes things a lot easier and avoids having to sprint and risk being heavy stunned. , If you can't get movement speed boots, then take resistances and defensive stats.

Belt

The belt is mainly a defensive slot early on. Take life, resistances, armour, evasion, or Energy Shield where possible.

Amulet

For the amulet, useful stats include:

  • Mana regeneration
  • % increased Armour, Evasion, or Energy Shield
  • Attributes if needed
  • Damage if available

Rings

For rings, Iron Ring are good early because they add damage. However, rings with flat damage or resistances are also very valuable.

Remember: each act applies a resistance penalty, so do not ignore resistances while levelling


Copy and paste these for help

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

Skill Gems

Support Gem Requirements:

Str 30

Dex 35

Int 30

1

Glacial Cascade

supportelementalarmamentplayer
supportconcentratedareaplayer
2

Frozen Locus

supporticebiteplayer
3

Frost Bomb

4

Tempest Bell

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supportancestralcallplayer
5

Killing Palm

supportchargeprofusionplayer
supportthrillofthekillplayer
6

Falling Thunder

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7

Staggering Palm

prolongeddurationsupportplayer
supportrapidattacksplayer
8

Wind Blast

supportstunplayer
supportrapidattacksplayer
9

Wing Blast

supportchargeprofusionplayer
10

Quarterstaff Strike

supportrapidattacksplayer
11

Herald of Thunder

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12

Herald of Ice

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13

Ice Strike

supportrapidattacksplayer
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Gem Priority
+19

How to play ACT ONE (Quarterstaff ONLY - Freeze & Thunder)

This version keeps the levelling simple and uses Quarterstaff skills only.

For Packs

Use Frozen Locus to create space and control enemies and Frost Bomb for exposure.

After dodging back, aim Glacial Cascade so the end of the wave hits the Frozen Locus crystal. This helps clear packs safely from range. If you are too close, use regular Quarterstaff Strike to break the crystal.

Use Killing Palm on low-health enemies to generate Power Charges.

Spend those Power Charges with Falling Thunder for stronger burst damage.

Rotation:

Frozen LocusGlacial CascadeKilling Palm low-health enemies → Falling Thunder with Power Charges

For Bosses

Use Frost Bomb to apply exposure

Then se Quarterstaff Strike or Ice Strike (when high enough level) to build combo.

Drop Tempest Bell once enough combo has been built.

Attack both the boss and the Bell together with either Glacial Cascade or Quarterstaff Strike to trigger extra damage and stun.

Use Falling Thunder only when Power Charges are available.

If Power Charges are not available, focus on repeating the Tempest Bell setup instead.


Rotation

Frost BombQuarterstaff Strike / Ice Strike → Build combo → Drop Tempest Bell → Hit boss and Bell together → Use Falling Thunder when charged.

You can also use Frozen Locus to apply freeze so then they are frozen and you can just beat the bell until you can't no more.

If you take this route, take Essence of the Mountain and Herald of Ice

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How to play ACT ONE (Quarterstaff ONLY - Wind & Thunder)

A lot of people don't like Glacial Cascade due to its crappy hit box, so, instead we will take Wind Blast.

For Packs

Use Wind Blast to build up stun, then use Staggering Palm for the projectiles boost. Staggering palm is also melee so will build combo for Tempest Bell.

Same as before, use Killing Palm for power charges so Falling Thunder can hit like a truck.

You can also use a mix of Staggering Palm & Killing Palm to create a 'knock off Flicker Strike'

This works by hitting enemies with Staggering Palm to give you the projectiles, then finish off any enemies with Killing Palm, rinse and repeat. With Thrill of the Kill in Falling Thunder, you can do some serious damage.

For Bosses

Use Wind Blast to build up stun, dash in with Staggering Palm, use Quarterstaff Strike to build the remaining combo, drop Tempest Bell and smash the bell with your empowered projectiles.

If you managed to get power charges beforehand, use Falling Thunder.

If you take this route, take Essence of the Storm and Herald of Thunder

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How to play ACT ONE (Hybrid - Requires Talisman)

For packs:

Wind Blast to stun the enemies, once a yellow dot is above their head use Wing Blast to generate power charges for Falling Thunder.

You can use Frost Bomb to inflict exposure on the bosses.

For bosses:

Use Wind Blast paired with Frost Bomb to apply exposure and stun.
Soon as you have built up enough stun, pop Wing Blast to gain power charges.
Use Falling Thunder for large damage.

If you take this route, take Essence of the Storm and Herald of Thunder

Personally, I find the Glacial Cascade to be the quickest.

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Mana & EHP Issues...

If you are struggling with mana or EHP (effective hit point) issues, drop either Essence of the Mountain or Essence of the Storm and take Conservative Casting

Passive Tree

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

Mindful Awareness is a great start to the league, especially when we get into acts 2 and 3 when we get better gear!

Essence of the Mountain will give us a big increase in cold damage, remember we are focusing on cold until we can swap to flicker.

Concussive Attack is BIG damage early on.

If you find yourself dying a lot, take the energy shield and evasion nodes leading up to Immaterial

Quest Rewards

Check which quests you’ve completed on your character
ClearfellBeira of the Rotten Pack
+10% to Cold Resistance
Ogham ManorCandlemass, the Living Rite
+20 to maximum Life
Valley of the TitansMedallion
30% increased Charm Charges gained
+1 Charm Slot
The Spires of DesharSisters of Garukhan
+10% to Lightning Resistance
The Venom CryptsVenom Draught
25% increased Mana Regeneration Rate
Jiquani's MachinariumBlackjaw, the Remnant
+10% to Fire Resistance
Halls of the DeadTawhoa's Test
+5 to Dexterity
Abandoned PrisonGoddess of Justice
30% increased Mana Recovery from Flasks
Halls of the DeadTasalio's Test
+5 to Intelligence
Halls of the DeadNgamahu's Test
+5 to Strength
QimahTabana's Pillar
+5% to all Elemental Resistances

Changelog

25.05.2026 - updated some skill gems to reflect resent tests

27.05.2026 - updated for new passive tree

Video Guide

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