Time: 2025-12-12 by mmojugg Game: Path of Exile 2 Guide Tags: Path of Exile 2 Sorceress

As Path of Exile 2's Fate of the Vaal League kicks off with patch 0.4.0 The Last of the Druids, the surprise reveal of the Sorceress's third ascendancy, Disciple of Varashta, has players buzzing. This Maraketh-inspired path lets you bind ancient, invulnerable djinn minions to your will, blending summoner depth with caster flexibility.
Whether you're blasting foes with fiery eruptions or sustaining through tough encounters, Varashta offers tools to adapt on the fly. For the best start, bookmark MMOJUGG to stay ahead on guides and builds, and check out our Path of Exile 2 Items Shop for a reliable source to stock up on Divine Orbs, Exalted Orbs, crafting currency, rare items, uniques, and more—gear up smooth and dive right in.
At its heart, Disciple of Varashta revolves around three elemental djinn: Ruzhan the Blazing Sword (fire), Navira the Last Mirage (water/cold), and Kelari the Tainted Sands (physical/crit).

Each starts as a single-point unlock, summoning an invulnerable minion that activates only on your command. This command system gives precise control—far beyond passive minions—letting you tailor offense, defense, or utility.
Point Allocation:
One point for the base djinn summon.
Two points for an extra command.
Four points for the full cluster (all commands/passives).
Strategy: Running all three maximizes versatility, but specializing (like dual-offense djinn) shines in niche setups. These summons add flat power spikes rather than multipliers, so pair them with strong base scaling from your spells, energy shield, and mana for peak performance.
Survival gets a clever twist through energy shield-focused nodes.
Node | Points | Key Effects | Best For |
|---|---|---|---|
The Fourth Teaching | 4 | -1s ES recharge delay; 40% more ES recharge on low ES | Sustain casters, quick recovery |
Sacred Rituals | 2 (from Fourth) | 60% current ES to armor for phys DR | Physical mitigation, ES stackers |
Varashta's Intuition redirects 100% of elemental damage to mana before life. It excels against mixed phys/elem attackers—dodge pure phys, and mana pools absorb the rest. This demands huge mana regen to cast freely, but it layers well with ES for hybrid defense. Skip Chaos Inoculation here, as physical damage slips through post-ES directly to life.
Gear Option | Node Name | Benefits | Drawbacks | Ideal Pairing |
|---|---|---|---|---|
Staff + Focus | Instruments of Power | +1 spell gems, staff DPS | 50% reduced focus mods | Unique staffs, spell levels |
Time-Lost Jewels | Baryanic Leylines | 40% more affected area (nearly double coverage) | Non-unique only, tree distortion | Keystone jumps, density boosts |
Recommended starter path without djinn: The Fourth Teaching → Sacred Rituals → Instruments of Power → Baryanic Leylines. (Delay Leylines until jewel access).

Ruzhan, the fire djinn, auto-strikes enemies with his greatsword on your damaging skills—free adds without mana.
Command | Cooldown | Damage Type | Unique Twist |
|---|---|---|---|
Ruzhan's Trap | 8s | Fire, Projectile, Duration | Hurls sword, scatters 8 runes → fiery tornadoes (206-309 fire spell dmg, pierces all). |
Ruzhan's Reckoning | 12s | Fire AoE | Teleports in, AoE blast (653-979 fire), then lava wave. |
Ruzhan's Fury | 7s | Fire Projectile | Two ember volleys (20 projectiles, 172-258 fire each, 60% more vs immobilized). |
Ruzhan's Brand (Passive) | N/A | Fire/Exposure | 10% more dmg per recent skill used; triggers Zealotry attack (CD 4s, inflicts exposure). |
Strategy: Full four-point cluster turns you into a fire minion lord—excellent for pack clear and boss exposure.

Navira provides cold utility and recovery, commanding chilled ground or direct buffs.
Command | Cooldown | Utility | Duration |
|---|---|---|---|
Navira's Fracturing | 5s | Shatters chilled ground (2325-3488 cold spell dmg, 200% more chill/freeze buildup, 6m radius). | Instant |
Navira's Oasis | 8s | Converts 8m chilled ground to mirage—0.5 flask charges/sec, 50% dmg recouped as life, 32% as mana. Overgrows plants. | 15s |
Navira's Well/Embrace | 12s | Instant ES recharge start, 49% increased ES recharge. Triggers calming (67% inc mana regen, 4s). | 6s buff |
Strategy: Two points for Oasis/Fracturing pairs well with freeze casters; full cluster for ES/mana sustain.

Kelari delivers physical crit synergy and corpse exploitation.
Command | Cooldown/Charges | Damage | Special |
|---|---|---|---|
Kelari's Maladiction | 0.9s interval | Passively eats corpses, summons 2 beetles/corpse (max 8). Command: Beetles rush/explode. | Max 8, corpse-based |
Kelari's Deception | 5s / 3 charges | Blast (742-1114 phys spell), leaves clone (2.5m explode radius). | 50% more dmg per consecutive use. |
Kelari's Judgment | 12s channel | Builds 4 stage blades over target; release plunges for shockwaves (640-959 phys spell). | Stage scaling, 100% more stun, 4 crit weakness on release. |
Strategy: Base node inflicts crit weakness, 50% inc crit dmg bonus. Corpse clear shines in dense maps; channel Judgment for boss melts.
Djinn add power but dilute multipliers—four 20% more nodes yield ~27% uplift vs additive summons. Prioritize base defenses first (Sacred Rituals path), then one djinn cluster (Ruzhan for league start clear). Full tree? Two djinn + Leylines for endgame. Test in standard; Vaal mechanics favor sustain (Navira) or clear (Ruzhan/Kelari). Expect jewel synergies and unique foci to evolve meta.

Your first ascendancy points drop in Act 2 via the Trial of the Sekhemas, letting you summon base djinn right away. Skills start at lower levels (like 14) for early use and scale to level 20 at character level 90.
Absolutely, summon them all for hybrid firepower: Ruzhan's flames, Navira's sustain, and Kelari's crits. Specialize in one or two if points are tight.
It's partial at best—elemental damage hits mana before your 1 life after ES depletes, but physical slips straight to life. Layer phys mitigation or dodge; skip for pure CI.
The Fourth Teaching for quicker ES recharge or Sacred Rituals to convert ES into phys armor—both shine early before djinn clusters.
Huge for jewel lovers: 40% bigger radius on non-unique Time-Lost jewels (nearly double coverage), snagging remote keystones without pathing pain.
Not much—they're invulnerable spell-casters scaling primarily with your spell damage, crit, and levels rather than standard minion mods.
Staff (for DPS) + focus (half benefits) = +1 spell gems easy. Chase uniques boosting spell levels or crit for caster hybrids.
Perfectly—Oasis turns chilled areas into recoup/flask zones (life/mana) and overgrows plants, boosting freeze casters or any plant utility.
Keep following MMOJUGG for more Path of Exile 2 Patch 0.4.0 The last of the Druids and Fate of the Vaal league contents.
To assist Exiles in successfully advancing across the new continent of Wraeclast, we have compiled essential Boss Mastery Guides for every Act and Interlude in Path of Exile 2. Below is the complete list of Boss Mastery Guides:
Act 1 Boss | Act 2 Boss | Act 3 Boss | Act 4 Boss | Ogham Interlude | Kriar Interlude | Vastiri Interlude
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