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1.5 Million Damage Arctic Armour - Reflect Blood Mage Build

1.5 Million Damage Arctic Armour - Reflect Blood Mage Build

https://www.youtube.com/watch?v=Sx8TbwHOEok

22

Any high end mapping builds that rival LA/LS?

I'm somewhat bored with what I got and there is still atleast a month till next league and I got some currency. NäAny class is fine. Anything that rivals LS/LA and can still be effective while stacking atleast +120 rarity?

10

My biggest issue of Path of Exile 2: Lack of Skills

Yes there is a lot of "skills" but a lot of them feel independent from each other and no connection. Further disconnected by favoring one element with very little crossover between them, Let me give you a good example of this first. Elemental tree [PoE 2 Elemental tree](https://preview.redd.it/u5x9sqa32taf1.jpg?width=640&format=pjpg&auto=webp&s=edec1aad3a80ffe8b340afca195a8b81616ad997) Fire damage : 8 Skills Ice Damage : 8 skills Lightning Damage : 8 skills Untyped/Universal : 1 skill There is also a big issue of most the skills require a forced synergy (flameblast/solar orb,frost bolt/cold snap) with 0 creativity which I feel was the biggest benefit to Path of Exile 1 was build creativity. I wont say these skills are exactly bad but it really reduces the creativity of spell caster builds. This puts it quite close to Diablo 2 in terms of skill amounts. Sure you might have more abilities coming from unique's and base staff/wand skills ( find these can rarely get used sigil of power being the favorite as it's a buff, instead of a skill that wants to be your "auto attack".) [Diablo 2 Sorceress, neat and sorted](https://preview.redd.it/9wbq938e3taf1.jpg?width=693&format=pjpg&auto=webp&s=ac08a83576a741baddb51403e8809a2c7bb16fdb) As you can see realistically every class has about of diablo 2 level of synergy, but imo PoE 2 has some weird design overlap (Fire for example you have igniters and ignite spenders, but since we can't stack ignites and ignite spenders don't really care about the level of burn.) Part of me really things the skill tree's almost need to split into three so they can focus how each section works individually, and have the same amount of skills to allow more player creativity, as some tree's are almost Anti-synergistic (Fire) or boring choice (physical/chaos in occult) wise. Fire wall/Solar Orb auto ignite which is nice, but don't really matter as skills like ember fuscilade/fireball/flame blast are better igniters, they're only really "good" for their secondary effects. Only really something like firestorm would care about simply "ignited" targets and one is better for getting a large circle AOE, while firewall is simply just a damage buff for projectiles. Flame blast pretty much built into solar orb then the rest of the skills really dont add much to that combo. I think the lack of skills to spread out and design combo's or utility skills for the single button players is hampered by a skill tree might have 6-8 actives given for a tree with only one skill really being any good for the skill you want and "MAYBE" one utility skill. This doesn't just go into casters, most weapons fall into this issue where you're using 1/2 MAYBE three skills from your tree active wise, maybe a curse and a mark. I just feel casters are the worst "offenders" especially OCCULT [Occult Skill tree](https://preview.redd.it/5w0a09j9ataf1.jpg?width=640&format=pjpg&auto=webp&s=c78dfcd61db3d96f0fb7bec5a67c258178fc1dc0) 5 that care are chaos casters, 3 that are pure focus for physical casters, 13 for summoners, 1 hybrid fire/physical, 1 hybrid physical/summon/curse damage (unearth), 1 untyped (enfeeble). Which doesn't help really 2 are forced combo in chaos (Contagion/Essence Drain) making any casters using these feel stuck into a combo or a few skills if they want to play that kind of mage. With current design It looks like we could easily define the tree's into three smaller subsections Mace - Slam / Debuff (stun/-armor) though I feel Debilitation / Fire Quarter staff - Ice / Lightning / ... Support/Fist? seems to be Physical/Chaos Bow - Lightning / Chaos+Poison / Ice+Physical Crossbow - Fire / Lightning / Ice+Physical Spear - Lightning / Physical+Bleed / Support + Ice/Fire Here is what I feel splitting the tree into three would help here **User readability / learning** Having defined tree's would help understanding the specified rolls/damage types/etc a skill setup might have and look for. Also give them an idea of what future skills will be nice for them if the skill system got expanded. (Imagine what elemental will look like if we get to PoE 1 level of number of skills. With it sharing Fire/Ice/Lightning spells in one area lol.) A good example of an idea skill tree (excuse my poor ms paint UX design.) [Example design of updated UI to support more skills](https://preview.redd.it/ymn44h7rhtaf1.png?width=929&format=png&auto=webp&s=c0e719b1ce2d7ee6eb4576812a292b27874739e4) Now to one other caster design issue Wand/Staves are bloated, most of them useless (generally sigil being useful as a staff, where the attack spells kinda "exist" rarely if ever used and stuck in a crap shoot early game if you roll a wand that does the damage you need for your damage type for when you're oom in Act1/2. Then in act 3-4+ onward it just becomes I use unique/sigil of power/etc as I never use the attack spell. I suggest this to solve wand/staff bloat Instead design wands to work like this. **Generic skill: Arcane bolt** Does X-Y damage, the damage type is random til you cast a spell, when you cast a spell it does the last spell element (physical/chaos/fire/lightning/cold), that explodes on contact (allows for scale on projectile/aoe) This acts are you generic 0 mana cast spell damage that allows every caster to not worry early on "this wand does nothing for me if I'm OOM" which lets be honest is what most wand/staffs are early game, then end game it really becomes it has a good one time cast (mana drain (decent sustain for MOM)/power drain (free cull spell that takes 0 slots + power charges)/decompose (aoe life scaling chaos damage) or for staffs it's pretty much (Sigil of power, Sigil of Power, or Sigil of power) Instead design the wand/staffs around the idea it's now going to be a once and awhile spell versus an auto attack as arcane bolt does that for them. Idea's could be Also makes weapon swapping not that viable as you cant design synergistic skills (especially with most of them like bell/fire wall getting nerfed hard.) that aren't really just mark/curses now. While I understand this is the beta and still a WiP the skill tree's are really lacking, non unique staff/wand skills are mostly meh or alright (I think sigil is on the right path though, and focusing putting skills you throw mid combat that care about the last element you casted for it for wands/staffs. Like an idea instead of having corpse explosion/decompose wand you merge it into one wand that cares about your last spell used. **Corpse Wand** Fire : Volatile Dead Chaos : Decompose Physical : Bone Nova (shoot aoe projectiles with bleed) Ice : Frozen Memorial, turns into an Ice pillar that will let out a frost cloud while alive further chilling enemies, and explode when destroyed doing no damage but doing X% of it's life as freeze Lightning : Corpse Conduit , body improves the shock on targets around it doing damage to those around (+5% flat, doesn't change with buffs so 30 becomes 35%, even if you had 100% increased shock.) Turn it into instead **Staves - Sorceress/Elemental leaning ideas** **Buff Staff** \- Focused on giving strong buffs to yourself for the respected element, with a time limit/specified area (Only one buff can be up from the 5) **Cooldown staff** \- Spell with high damaging effect, while good damage, it suffers from poor dps due to a CD but can do a lot of things well (good aoe, good damage, generally a spike spell). (Swapping spells shares the cooldown) **Duration Staff** \- Spells that generally dont reward repeated casts (Limit+Duration spells) have these staffs reward manipulating duration (Only one can be active, casting another element will replace the previous if the limit cap is changed) **Wands - Occult/Witch leaning** **Corpse Wand** \- Discussed below, good spells to throw mid fight but not a decent opener unless you can sacrifice your minions. **Debuff Wand** \- These spells focus on amplifying debuff effects or giving a beneficial effect (Only one can be active, casting another element will replace the previous) **AOE Buff Wand** \- While the staff buffs are more powerful, these wands give a possible cooldown or in a certain area that everyone can benefit from. (Only one can be active, casting another element will replace the previous) Most these would be design around good mid-fight bonuses or periodic casts to throw in which are the generally most used end game anyways. I feel this would help design the caster weapons in which ones are already "good" (buffs/one and done needed/support) while helping early game players/new players not feel like oh this wand is bad it isn't my "element" I feel with this they can have their cake and eat it too in a way with both combo players/single skill users. **Staff/Wand Tangent over back to expanding the skill tree** By expanding the number of skills for each tree. They can make more unique play styles with builds and spender combos and single cast spells, utility spells, buffs. With limited spell slots Combo players can get huge spike damage, spammers can focus on utility and managing buffs (like those poe 1 potions) and buff spells. Right now the tree it feels you're forced into combo play style or one buttoner based on whats the best skill out of the 5-6 you have, not because you chose so but what you're **limited** too.

22

Overtuned giant bosses

I play Ssf, I can win against T4 Xesh or King, but T5 bone colossus just slaps me around. Every slam attack one shots me, stun bar moves at snail's pace, so does HP. This one seems to be a bit overtuned, what do you think?

10

72m Flicker without Unbound

I can't stop

11

Build for returning (new) player

Hey all, I started playing Poe again after roughly 10 years. So basically, I just started playing Poe. I went with the first meta build I saw which was vfos and it was cool until now. Feeling like I hit a wall. The gap between t16 and t17 seems pretty big. Don’t really know where to farm for currency, etc. I’m looking for a build that 1) I’m going to enjoy playing and 2) is pretty cookie cutter for me right now, probably with a guide until I can kinda figure things out again. Oh and the big kicker, I’m on console. Everything is 100x more expensive and scarce. Feeling a bit discouraged due to it. Perhaps I hang it up until next poe2 league where I’m able to cross play. Any suggestions on builds I’m happy to check out, doesn’t really matter what. Open to any suggestions. Thanks everyone

10

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Path of Exile 2 Skill Tree

Explore the new skill tree system in Path of Exile 2. Plan your character builds and discover powerful combinations.

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Frequently Asked Questions about Path of Exile 2 (PoE 2)

What is Path of Exile 2 (PoE 2)?

Path of Exile 2 (PoE 2) is a free-to-play action role-playing game developed by Grinding Gear Games, set to enter early access on December 6, 2024. This sequel builds upon the original Path of Exile, introducing significant gameplay enhancements and new content while maintaining the core elements that fans appreciate.

What are the main differences between the early access and full release classes in Path of Exile 2

differences of Class Availability in Path of Exile 2 (PoE 2)

Early Access Classes

Players can choose from six classes during early access:

  • Warrior
  • Monk
  • Mercenary
  • Sorceress
  • Witch
  • Ranger

Full Release Classes

The full release will expand the roster to twelve classes, including:

  • Druid
  • Huntress
  • Marauder
  • Duelist
  • Shadow
  • Templar

differences of Ascendancy Classes in Path of Exile 2 (PoE 2)

Early Access: Each class in early access has access to two ascendancy classes.

Full Release: In the full version, each class will have three ascendancy classes, allowing for more specialization and build diversity.

differences of Skill Gems

Early Access: Players will have access to approximately 150-200 active skill gems and around 110-133 support gems.

Full Release: The full game will offer around 300 active skill gems and over 200 support gems, significantly increasing the options for character customization.

differences of Gameplay Content in Path of Exile 2 (PoE 2)

Acts Available:

Early access includes content from Acts 1-3 in Normal and Cruel difficulties.

The full release will feature a complete story across Acts 1-6.

differences of Monsters and Bosses in Path of Exile 2 (PoE 2)

Early Access: There will be about 400 monsters and around 50 bosses.

Full Release: The game will expand to include over 600 monsters and approximately 100 bosses, enhancing the challenge and variety of encounters.

differences of Equipment and Unique Items

The specifics regarding equipment types and unique items in early access are not fully detailed, but the full release is expected to have over 700 equipment types and unique items, providing a richer loot experience.

Where to download Path of Exile 2?

Platforms:The game will be available on PC, PlayStation 5, and Xbox Series X/S. It can be downloaded from platforms like Steam and the Epic Games Store.

Players can gain access through:

  • Supporter Packs: Purchasing these packs will grant early access along with exclusive in-game items.
  • Lifetime Spending: Players who have spent at least $480 on the original Path of Exile will automatically receive early access.

Download Size:The pre-download size for Xbox has been reported to be around 96.26 GB, indicating a substantial amount of content available at launch

Content Available:The early access version will include a campaign spanning the first three acts, featuring around 400 monster types and 50 unique bosses, which is about half of the planned content for the full release

How does the co-op feature work in Path of Exile 2

In Path of Exile 2, the co-op feature is designed to enhance the multiplayer experience, allowing players to team up in various ways. Here are the key aspects of how the co-op feature works:

Co-op Modes

Local Couch Co-op:

  • Players can enjoy local co-op on supported platforms, allowing two players to share the same screen using two controllers.
  • Players can choose to play on a single account or log in with two separate accounts, enabling flexibility in character management and progression

Online Multiplayer:

The game supports online co-op for up to six players, allowing friends to join each other's games regardless of their platform, thanks to cross-play functionality

what is the difference between Path of Exile 1 and Path of Exile 2

Damage conversion works in different way. In poe 1 you can have pure physical damage 2h axe, scale it with increase physical damage passive nodes, more physical damage support gems, and than convert all that damage into fire and scale it from increase fire/elemental damage passives. In poe 2 it will only scale from fire/elemental damage passives, and conversion will work only for base physical damage.

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