What do people think of this?
Seems pretty nutty for most war cry based bossing build?
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Seems pretty nutty for most war cry based bossing build?
I'm crating a build where Magma/Shield Charge would scale same as my main skill and I would use it to move and while surrounded. I'm really really hard trying not to use Trampletoe boots as I think this would be nerfed next league I'm all about testing instead of using an "easy" option. Wondering if anybody tried those skills without boots? I had some early testing and AoE is just terrible so I'm not too convinced, but would be greats to hear other opinions.
POB: [https://poe2.ninja/profile/Noel303003-4789/character/AnswerIsNear](https://poe2.ninja/profile/Noel303003-4789/character/AnswerIsNear)
Dear Exiles, Can we please agree that the Atlas map, given its endless, needs to zoom out like 10x and a filter for finding and sorting maps. 20 bookmarks just aint it.
**TL;DR** If HP scaled with STR better, I think there would be less reason to spec towards Energy Shield in a lot of builds, especially from those on the bottom half of the skill tree. \------------------------------------------------------------------------------------------------------------- Currently, each point of Strength provides you with 2 bonus health. This means 100 Strength is 200 health, 200 strength is 400 health, so on. This is something that should be reviewed, and potentially buffed, even if by just a value of 1, from 2hp/str to 3hp/str. I'm not a mathematician or a game dev, so I won't jump forward and say this is something that should 100% be implemented, so take this as a suggestion with the following points as reasons why this might be a good change: **1) Defensive Layers and Effective HP** As it stands, GGG has made it apparent that they want to focus on 3 distinct defensive archetypes: Armour, Evasion, and Energy Shields. There are multiple problems with this however: energy shields add an excessive amount of buffer to your actual life total, evasion lets you straight up dodge attacks (and AOE + Slams with Acrobatics), while Armour just... lets you take less damage... ***from small attacks***. It doesn't do anything for larger hits, and you end up just tanking the full force of most boss attacks. Argumentatively, this could be countered with "just buff armour" or "add max HP% nodes to the skill tree". The thing is, buffing armour does not solve the inherent problem of it being useless against bosses, and adding HP nodes will just make armour obsolete. At the end of the day, effective HP is king *ESPECIALLY* when it comes to bossing, and adding HP nodes would require replacing a lot of existing armour nodes for nodes that will pretty much guarantee be picked over armour. Increasing HP from STR would solve this problem by giving increased eHP, while still working well with armour and not requiring any changes to the existing skill tree. **2) Sustainability** Energy shields recover themselves over a period of time, equal to the % of total energy shield you have. With the existence of Ghost Dance and Mind of Matter in the INT section of the skill tree, it makes energy shield builds much more forgiving, and also means layering this with any other survivability tool just gives you way more room to breathe. Meanwhile, there exist very few health regen nodes, and they only add 0.2% of max health as regen, (*as well as a few nodes that bump regen by 10%*). These amounts are far from generous, but mainly suffer from the fact that there aren't enough sources of boosting HP to begin with. Most health regen options on gear is in the form of a flat value, regardless of how much health you actually have, so the options of recovering % based on health is actually very attractive - except we don't have enough health scaling to make it worthwhile. As a result of this, health tanking becomes a much harder and much more demanding playstyle, as you need to constantly use health potions and kiting tactics to make it worthwhile. Keep in mind that armour classes are supposed to be largely melee based classes, where kiting can be very awkward. By making HP scale with STR better, the health regen nodes would have more impact, and would streamline the melee experience when it comes to mapping. **3) Stat Stacking** Stat-stacking should feel rewarding. Yes, there exist strength stacking builds (*looking at you Gemling Legionnaire and random Warrior builds*), but for the most part it feels somewhat redundant. Consider this: a Warrior build has 600 Strength and almost no Dex or Int, and picks up Brute Strength, converting 15% of its Strength into Damage. That's approximately 40% damage. Nice! Meanwhile, a random build has a stat spread of 400 STR 100 INT, 100 DEX, and picks up Jack of All Trades, converting the lowest value attribute to 2% damage per 5 points. That build has the same amount damage (40%) while only losing out on 200 strength, which equates to 400 HP. 400 HP is not a big loss, and one could argue the accuracy increase you get from DEX and extra mana you get from INT is worthwhile compared to 400 HP. If this were an Energy Shield based build, this would be completely negligible, as you could easily cover the 400 HP lost with energy shields thanks to the various multiplicative sources of ES in the skill tree, and you would have better sustainability thanks to ES regen being % based. \------------------------------------------------------------------------------------------------------------- In conclusion, buff STR to Health conversion rates. Double it. Make it 5hp per Strength point even. Fuck it, do the same for INT and mana! (I'm joking at this point, but please consider buffing this even slightly)
also is flicker strike still good
Coming soon
Explore the new skill tree system in Path of Exile 2. Plan your character builds and discover powerful combinations.
View Skill TreePath 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.
Early Access Classes
Players can choose from six classes during early access:
Full Release Classes
The full release will expand the roster to twelve classes, including:
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.
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.
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.
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.
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.
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:
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
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:
Local Couch Co-op:
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
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.
You can find more in this video: