Leveling L1–68
- Act 1: run Caustic ArrowBuy Caustic Arrow from Nessa after killing Hillock (alternative: Frost Blades if you'd rather swing a 1H weapon). Caustic Arrow is the easiest self-sustaining leveling skill on a Ranger — fire into a pack, keep moving. Pierce Support comes from Nessa's quest reward pool. Dash is your travel skill (quest reward Act 1) until you pick up Flame Dash in Act 3. Wanderlust boots and Goldrim if you have them — huge QoL for any leveler.
- Act 2: run Caustic ArrowClarity at low level keeps mana topped up cheaply. Add Void Manipulation Support once you have a 4-link — huge chaos-damage multiplier for Caustic Arrow. Slot a low-level CwDT + Steelskin for panic defense. Take "Kill All" bandit reward (+2 passives) — passives matter more than any bandit power for this build.
- Act 3: run Kinetic BlastThis is the transition act. Pick up Kinetic Blast from Clarissa as soon as you have a physical wand with added damage — white-magic wand vendor-recipes (wand + ruby/sapphire/topaz ring + Blacksmith's Whetstone) keep you armed cheaply. Flame Dash from the Library replaces Dash. Herald of Ice adds to clear and synergises with projectile shatter. Sniper's Mark from Yeena is your self-cast single-target curse. Lab 1 here: Gathering Winds — the tailwind buff is immediate movespeed + attack speed.
- Act 6–7: run Kinetic BlastWrath drops from Lilly Roth in Act 6 and becomes your main aura — it's the single biggest damage multiplier available while leveling, since most of your damage is now lightning-converted wand hits. Precision at a low level covers accuracy cheaply. Add Elemental Damage with Attacks Support for the 5-link you craft or buy with a Tabula Rasa. Lab 2 in Act 6: Endless Munitions — the extra projectile is where Kinetic Blast clicks.
- Act 8–10: run Kinetic BlastSwap Lesser Multiple Projectiles Support for Greater Volley (3.28 Exceptional Support gem, replaces the old GMP for projectile clear) once you can buy one — two extra projectiles with less damage penalty than GMP. Inspiration Support reduces Kinetic Blast's high mana cost and boosts damage. Lab 3 in Act 9: Far Shot — Kinetic Blast shockwaves benefit from the distance bonus more than you'd expect.
- Maps L68+: run Kinetic BlastRun Uber Lab as soon as you hit L68 to grab Focal Point — your marks become auras on all nearby enemies, which is the mapping-pace spike the build is known for. Add Haste as a second aura once you have enough reservation headroom (cluster jewels, enlighten, or Precision-drop tradeoff). A separate single-target 4-link with Barrage Support is the bossing setup — it fires all Kinetic Blast shockwaves in a concentrated cone for bursty single-target damage.
How leveling works
Kinetic Blast is a wand attack that fires a single projectile which then explodes into several AoE shockwaves on hit, with added damage per nearby projectile. It scales with attack speed, wand physical/elemental damage, projectile damage, and area damage. As a Deadeye, you lean on Gathering Winds tailwind, Endless Munitions extra projectiles, Far Shot damage at range, and Focal Point for the curse-driven mapping pace the build is known for. Kinetic Blast doesn't feel right until you have a 4-link and a wand with added damage, so the early acts swap to cheaper, self-sustaining attack skills.
The recommended path is Frost Blades or Caustic Arrow for Acts 1–3 (both scale well on cheap starter weapons and give you the attack-speed feel you'll keep forever), then transition into Kinetic Blast in Act 3–4 once you have a decent wand and a 4-link. The Deadeye ascendancy points you grab in the Labs are: Gathering Winds → Endless Munitions → Far Shot → Focal Point. Endless Munitions is the build-defining ascendancy for Kinetic Blast — every extra projectile means more shockwave overlap, which is where the damage and clear both come from.
Rare jewellery with life and resists, a 5-link as soon as you can craft one, and a Tabula Rasa if you find one will carry you through the campaign without any specific gear targets. The famous MF endgame with Headhunter and Ventor's Gamble is many, many zones away — for now you just want to attack fast, pierce everything, and live long enough to reach maps.
Gear while leveling
- · Wand: any 1H wand with added physical or elemental damage — vendor recipes (magic wand + topaz/sapphire/ruby ring + Blacksmith's Whetstone) keep you armed cheaply through the acts. Attack speed implicit bases (Opal/Imbued/Tornado) are worth picking up when they drop.
- · Body armour: rush a Tabula Rasa if you can find/buy one — the guaranteed 6-link beats any leveling rare. Otherwise a 4-link evasion chest with life and resists.
- · Helmet/gloves/boots: prioritise life and resists over everything. Cap all three elemental resists before entering maps — a single uncapped resist ends runs fast.
- · Rings/amulet: life + resists with attribute fix-ups. A pair of cheap unique rings like Le Heup of All cover stat requirements during the campaign.
- · Belt: Heavy Belt or Leather Belt with life and resists. No need for unique belts during leveling — the endgame MF Headhunter is a far-off aspirational target.
- · Flasks: life flask with bleed removal, quicksilver, granite + iron skin, and a diamond flask once you can buy one. crit scales fast on wands, so a diamond is a big DPS flask — keep one charged.
Weapon progression
Use vendor-recipe magic wands (wand + topaz/sapphire/ruby + Whetstone → guaranteed elemental damage roll) through Acts 1–3. Around the Kinetic Blast transition in Act 3–4 you want a rare wand with "added physical damage" or "added lightning damage to attacks" prefixes and ideally attack speed. The endgame target wand is a rare with multiple "added X damage" mods on a high-base-crit wand (Profane Wand, Imbued Wand) plus high attack speed — but this is way above leveling priorities. A Lifesprig wand until L18 is a cheap early-acts damage boost for spell-dip builds, but not strictly necessary for attack Kinetic Blast. Get to maps with any 4-link wand and upgrade from there.
Tree to aim for (by level 90)
Watch out for
- ! Don't take Point Blank unless your endgame wand has enough added damage that the close-range bonus outweighs the far-range penalty — Far Shot from the ascendancy already pushes you toward long-range play. Most Kinetic Blast trees skip Point Blank entirely.
- ! Kinetic Blast needs pierce to feel good — without it, the single initial projectile stops on the first enemy and you lose all clear. Pierce Support is non-negotiable until you have 100% pierce from the tree or from Drillneck quiver.
- ! Greater Volley (3.28 Exceptional Support) replaces the old Greater Multiple Projectiles setup — do not try to buy GMP, the gem no longer exists in Mirage league. If your build guide references GMP from a previous league, mentally swap it for Greater Volley.
- ! Kinetic Blast's mana cost is brutal at high levels — Inspiration Support is almost mandatory in the main link, and mana-leech or mana-per-hit gear becomes a real priority before maps. Don't leave this to the last minute.
- ! Focal Point only triggers on projectile marks — make sure you're using Sniper's Mark or Assassin's Mark, not a self-cast curse like Flammability. Mixing these up loses you half your mapping damage.
Early Mapping L70–84
- Pivot the mainhand to a rare crit wand (Prophecy Wand or Kinetic Wand base) with attack speed, crit chance, and elemental damage — twin Eclipse Solaris caps out quickly
- Add the The Fledgling helmet (44% projectile damage, baked-in Far Shot) — 43% of the tier uses it
- Get spell suppression onto body/boots/shield to start the climb toward the endgame's 100% suppress cap
Full gear (20 items)
All gem links (8 groups)
How this stage plays (mechanics, defences)
Kinetic Blast is a projectile wand attack that detonates an area explosion on every projectile impact — the projectile hit itself does modest damage, but each explosion is a full attack roll, so the real DPS comes from multiplying projectiles and then multiplying explosions per projectile. This early-mapping reference uses twin Eclipse Solaris wands rather than the final-form rare wand: they bring 20-26% attack speed, 27-33% global crit multi, and a 129% crit-against-blinded bonus that Nearby Enemies are Blinded automatically unlocks. Because the mainhand is a unique with no sockets, the 6-link moves into the body armour — Kinetic Blast + Trinity + Fire Penetration + Elemental Damage with Attacks + Returning Projectiles + Summon Sacred Wisps. Returning Projectiles is the clear engine — every KB shot travels out, detonates, and on return detonates again, doubling explosions on any non-pierced hit.
Damage conversion comes from Trinity: Eclipse Solaris adds pure fire, Wrath aura in the mainhand socket chain adds lightning to attacks, and cold damage arrives through jewel affixes — keeping all three resonances live turns Trinity into a substantial more-elemental multiplier. Precision aura plus the One With Nature tree keystone handle accuracy (3052 accuracy, 100% hit chance). The Deadeye ascendancy is still being filled in — Gathering Winds for tailwind stacks, Endless Munitions for an additional projectile, and Far Shot so KB's detonations scale up with distance — and the tree picks up Fusillade, Multishot, Piercing Shots, and Written in Blood. Wreath of Phrecia in the helmet converts increased Light Radius into area of effect and damage, and the pair of Lori's Lantern rings lock elemental resistances plus give the low-life damage-taken-unlucky safety net.
Defence at this tier is the tier's weak point — 2.9k life, 4.9k evasion, only 24% spell suppress, and a grim -60% chaos resist. Elemental resists cap cleanly thanks to Lori's Lantern doubling up (+40% all-res between the two rings) plus resist rolls on body, gloves, boots, and belt. There's no endurance-charge or block layer yet; survival leans on Frenzy 4/4 from Mark On Hit + Sniper's Mark in the boots, the Steelskin + Sigil of Power + Lifetap guard setup in the helmet, and keeping distance with Far Shot + Quicksilver.
This is a classic glass-cannon early-mapping profile — EHP (8.2k) is well below the tier median (11.4k), but DPS (444k) is above the median (145k) because the KB + Returning Projectiles + Trinity engine already hits hard. The trade is intentional: Deadeye leans on mobility and range, not tanking.
Fast, skittish, and already deletes packs. Frostblink in the mainhand handles movement until Shield Charge is set up at endgame, and Quickstep stacks with 198% movement speed boots for zoomy clear. KB's detonation pattern with Returning Projectiles means standing slightly off-centre from a pack is usually enough — projectiles fan out, explode, return, and explode a second time on the way back. The build feels fragile on rippy maps (Beyond, Delirium) because there are no guard layers beyond Steelskin, but Sniper's Mark plus Endless Munitions means bosses die before they get too many tells off.
Passive tree (114 points)
The desktop app shows this tier's full tree on an interactive canvas.
Endgame L85–94
- The endgame pivot reshapes nearly every slot. Twin Eclipse Solaris wands are replaced by a crafted rare Prophecy Wand mainhand plus a rare Chiming Spirit Shield — the 6-link stays in the body armour. The Fledgling helmet arrives (43% -> 60% pick rate), Yoke of Suffering amulet unlocks the ailment-stacking identity, Headhunter anchors the belt for rare-monster buff theft, and Nimis goes in ring 2 to weaponise Returning Projectiles. Spellslinger + Tornado + Power Charge On Critical gets wired up for permanent Power charges.
- Swap the rare Prophecy Wand for a crafted Imbued/Prophecy Wand with +1 to Socketed Gems + +2 to Socketed Spell Gems for a stronger Spellslinger setup
- Layer Ancestral Vision in ring 1 once 100% suppress is secured — it converts the extra suppress into ~50% elemental ailment avoidance for self-shock/freeze safety
- Add a Watcher's Eye with Wrath crit-multi or Precision crit-chance — both auras are always running so the affix slots are free value
Full gear (18 items)
All gem links (6 groups)
How this stage plays (mechanics, defences)
The endgame KB body-armour 6-link swaps supports to match the new mainhand — Kinetic Blast + Elemental Damage with Attacks + Volatility + Increased Critical Damage + Greater Fork + Summon Sacred Wisps, with Trinity running in the shield as the 7th link. Volatility is the headline new support: it replaces Returning Projectiles because Nimis now does the returning for free, and Volatility's wider damage range combined with crit rolls through Increased Critical Damage lifts crit multi from 3.24 -> 4.57. Greater Fork adds two additional forked projectiles per hit, and because each fork detonates a KB explosion, explosion-count-per-shot stacks multiplicatively with Endless Munitions + Fusillade + the quiver-style projectile sources.
Yoke of Suffering is the damage pivot: its line "Enemies take 10% increased Damage for each type of Ailment you have inflicted on them" stacks with the 7% Shock chance it grants on-hit plus the amulet's "Your Elemental Damage can Shock." Freeze and Ignite land naturally from the Wrath/Trinity cold+fire output, so KB inflicts all three ailments and Yoke of Suffering compounds them into a triple-stacked damage multiplier. Spellslinger + Tornado in the shield auto-casts Tornado as a secondary projectile hazard, and Cast When Damage Taken-style Automation + Shield Charge + Faster Attacks in the gloves gives frictionless traversal. The tree picks up Forces of Nature, Weapon Artistry, Mark the Prey, Aspect of the Lynx, and Blood Siphon — Mark the Prey feeds Frenzy charges through the Sniper's Mark helmet link, and Forces of Nature adds the conversion multiplier Trinity thrives on.
Defence finally catches up. 100% spell suppress is the centrepiece, earned from +22% on the body armour, +14% on the boots, and the shield base + tree suppress nodes. The Fledgling contributes 192% increased armour and evasion, +5.4k evasion, and the baked-in Far Shot doubles as a keep-them-away defensive layer (Projectiles cannot collide with Enemies in Close Range forces KB to detonate off-body). Headhunter's stolen rare-monster modifiers regularly include life-regen, attack-block, or damage-reduction procs that plug gaps situationally.
EHP 13.1k is still below the tier median (23.1k) because the reference keeps 3.2k life and skips layered armour — this is the build's defining trade. Chaos -49% remains rough but Progenesis-style flask progression typically covers the worst chaos hits (the aspirational tier picks it up explicitly). Flesh and Stone + Precision + Wrath reserve with Enlighten Lv3 to keep a mana pool for Spellslinger.
This is the KB deadeye power curve everyone remembers — screens vaporise. Nimis + Greater Fork + Endless Munitions fires KB projectiles in every direction that then fork outward, and each of those forked projectiles detonates its own area explosion. Headhunter buffs layer on kill, Power charges stay capped via Power Charge On Critical, and the Cast On Critical Strike-style interactions (at aspirational) start triggering auto-casts from crit. Mapping feel is the genre standard: walk forward, deflagration noise, whole screen is loot. Bosses die to the stacked Yoke of Suffering ailment multiplier plus Sniper's Mark focused-hit damage — the playstyle is offensive-first and stays offensive.
Passive tree (127 points)
The desktop app shows this tier's full tree on an interactive canvas.
Aspirational L95–100
- The ladder-wide aspirational meta reverses the aura setup and lifts flask/jewel investment. Wrath drops from 84% -> 22% adoption and Hatred rises to 58% — cold-conversion now scales the signature chill-slow loop and feeds a Cinderswallow Urn (89% adoption) ignite-damage-amp loop. Dying Sun becomes near-mandatory (87%) for the +2 projectiles, Progenesis anchors flask defence, and Forbidden Flame + Forbidden Flesh allocate Avatar of the Wilds out-of-class. Lethal Pride + Thread of Hope sit in every aspirational tree, and the 4th ascendancy point goes into Focal Point.
Full gear (19 items)
All gem links (7 groups)
How this stage plays (mechanics, defences)
The reference character in this tier is actually a Lightning Arrow bow Deadeye — a common ladder pivot once an archer reaches Headhunter + Nimis — but the ladder-wide KB meta at L95-100 still runs wand+shield. Across the tier's 83 builds, the damage ceiling comes from stacking projectile-count multipliers rather than gem swaps: Dying Sun's "Skills fire 2 additional Projectiles during Effect" stacks with Endless Munitions, Greater Fork, and Multishot, so KB can detonate 12+ explosions per click during flask uptime. Volatility (93%) and Greater Fork (90%) have displaced Returning Projectiles + Summon Sacred Wisps from the mid-tier because Nimis covers returning for free and the cast-time cost of Sacred Wisps' summon is worse than Volatility's damage scaling at this point.
The Taming in ring 2 (replacing the Nimis + rare pairing) supplies +44% increased Elemental Damage with Hits and Ailments per ailment type on enemy — stacking with Yoke of Suffering's 10%-per-ailment line for a compounding damage shelf (~162% more against triple-ailmented enemies). Foulborn Esh's Mirror (82%) locks in a Shocked Ground debuff, and Headhunter reaches 78% adoption because the projectile clear speed makes rare-killing practically free. Focal Point (the 4th Deadeye point) turns marks into area debuffs, and the Forbidden Flame/Forbidden Flesh pairing allocates Avatar of the Wilds for elemental ailment scaling. Precision stays at 35% adoption as a residual accuracy layer, and Vaal Haste gives burst windows on demand.
EHP climbs to 27.1k at the median — near double the endgame reference — built on 100% suppress, evasion stacking (the reference hits 18k evasion with Hyrri's Ire territory rolls), and Progenesis's "25% of life loss from damage taken occurs over 4 seconds instead" smoothing out one-shots into DoTs the build can heal through. Cinderswallow Urn adds 2% life on kill during effect on top of 8% damage amp vs ignited. Chaos resist climbs to -24% (vs -49% at endgame) as the tree investment finds room for Thick Skin + Survivalist. Fire 86% / Cold 82% / Lightning 81% with massive over-caps covers elemental reflect and curse safely.
Ghost Dance keystone (64% of the tier) replaces spell suppress with recouping evasion on hit — a common upgrade once the suppress floor is already at 100%, turning excess suppress investment into layered mini-heals. The build still has no endurance charges and no block, so physical hits still rely on evasion + Progenesis + life pool. The defensive identity is "don't get hit" rather than "absorb hits."
Ludicrous screen-clear, buff-stacking chaos. Headhunter procs chain across every rare in Breaches and Legions, Dying Sun up + Vaal Haste up means KB's 2-additional-projectile window explodes into double-digit explosions per click, and Forbidden Flame/Forbidden Flesh Avatar of the Wilds keeps the ambient buff ticking. Cinderswallow Urn recovers charges on ignited corpses — which KB supplies by default — so the flask is essentially permanent. Boss kills come from Mark the Prey + Focal Point mark AoE + stacked ailments; the wand feels slower per-shot than the endgame tier (4.67 aps vs 5.21) but the per-shot payload is vastly heavier due to the The Taming + Yoke of Suffering compounding and Hatred's cold conversion.
Passive tree (116 points)
The desktop app shows this tier's full tree on an interactive canvas.