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Path of Exile 2 Early Access |OT| An Exile like ARPG.

Really enjoying this game have no idea what I'm doing (never played poe1). Just done my first ascendency as a warrior slamming. It's ok I feel like I was pigeon holed into using 2 hand slams as the game doesn't have much other melee weapons yet .

Messed about with a sorc and Merc they seem way more fun.
 
Really enjoying this game have no idea what I'm doing (never played poe1). Just done my first ascendency as a warrior slamming. It's ok I feel like I was pigeon holed into using 2 hand slams as the game doesn't have much other melee weapons yet .

Messed about with a sorc and Merc they seem way more fun.

There's a lot of fun archetypes and styles in this game which is why I think it has a lot of potential. If you like bashing monsters' faces in with a giant club, you can do that. If you want to unload a payload of grenades at a distance, you can do that. If you want to send a barrage of comets raining down on your enemies' heads, you can do that too.
 
Oh snap they pulled a mulligan on their patch notes lolll


0.4.0c Hotfix 15


  • Reverted the previous change made to Juatalotli's Medallion made in Hotfix 13. This Medallion can once again be placed on almost any Room in the Temple and is no longer restricted to Tier III rooms.


This patch has been deployed without restarting the servers. You will need to restart your client in order to receive the client changes in this patch.

The client changes will be deployed to consoles a few hours later due to the certification process.
 
In your opinion, what does this new hotfix mean for the farm? Is it all steam ahead or it's just fixing something they truly screwed up on? Their patch notes were more barren than a Ubisoft open world game.
Edit: after doing some digging, and waiting for things to die down here…
Anyway, looks like the farm is dead.
 
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In your opinion, what does this new hotfix mean for the farm? Is it all steam ahead or it's just fixing something they truly screwed up on? Their patch notes were more barren than a Ubisoft open world game.
Edit: after doing some digging, and waiting for things to die down here…
Anyway, looks like the farm is dead.

It's still viable, IMO.

With the change, it's easier to build up a super juiced temple again.
 
It's still viable, IMO.

With the change, it's easier to build up a super juiced temple again.
I feel as I went along and upgraded a bunch of rooms the temple is starting to get crazier. More mobs, multiple bosses.
I'll look into Fubgun's guide.
Only thing was my room for… that Female boss that one shots me unless I can crush the room fast enough, it was locked after the first hotfix and I couldn't even kill her at all, even after doing another run.

Fuck, I didn't know you could do multiple runs before exiting back out, with crystals. I've been doing it very wrong and had I known this information, much sooner.
I probably would have been running that all day, too.
 
that Female boss that one shots me unless I can crush the room fast enough,

Do you mean the fully upgraded Spymaster? That huge green wave attack? That shit hurts.

At first I thought it was chaos damage because it's green, so I specced into Chaos Inoculation, but it still hurt me, so I assume it's like Viper's green move, which is mostly physical. What I do nowadays is stand at the doorway and unload shitloads of grenades into the room before I got in lol. On my minion build I command my army in there first to aggro everything. I'm currently running a Frostbolt Cast on Crit Comet Cast on Elemental Ailment Comet build so before I go in, I chuck a bunch of frost ball in there first.
 
Do you mean the fully upgraded Spymaster? That huge green wave attack? That shit hurts.

At first I thought it was chaos damage because it's green, so I specced into Chaos Inoculation, but it still hurt me, so I assume it's like Viper's green move, which is mostly physical. What I do nowadays is stand at the doorway and unload shitloads of grenades into the room before I got in lol. On my minion build I command my army in there first to aggro everything. I'm currently running a Frostbolt Cast on Crit Comet Cast on Elemental Ailment Comet build so before I go in, I chuck a bunch of frost ball in there first.
It's chaotic in there, but yeah. That is the one. If I can kill off part of the room right away, she's done, but she uses the overwhelming spawn capacity of that room to throw the player off. My build is flowering, not in full bloom, lol!
in about 10 levels or so, and if I can upgrade my wand (it's pretty damned nice and even a +3 to all skills with fast cast and such cannot beat it.)
I can just walk into that room and make it disappear. Forget a chunk of the room, entire room with the boss almost dead, as soon as I enter, is more like it!
 
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Bit of a good 30 minute session. Had 2 raw divs drop on the map, 2 Omens of Light in the Abyss sub-map, a lvl 80 logbook expedition that yielded 124 fragments, and few basic crafts etc.

Ended with 35 divs lol. Easily the most productive 30 mins of PoE2 i've ever had. Might buy a Headhunter.
 
Bit of a good 30 minute session. Had 2 raw divs drop on the map, 2 Omens of Light in the Abyss sub-map, a lvl 80 logbook expedition that yielded 124 fragments, and few basic crafts etc.

Ended with 35 divs lol. Easily the most productive 30 mins of PoE2 i've ever had. Might buy a Headhunter.

Hell ya! You doing the "lure monster out of the cloud" tech?
 
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Some of these hide outs are hilarious.. this guy put all the NPCs in jail lolol
 
I put a couple of greater jeweler orbs and a pjeweler orb in the stash for the crew.
I took some gems n shit. I came up on 10 p jewels orbs and decided to donate one to the stash and some ex.
Build is slowly coming together.

I have 325 spirit and coc with coa and the comets are flying but now is the time to work on the transition to life recoup.
That and Maligaros gloves to bring my crits into respectable damage.

Going through maps atm, and in and out of temple. Need the last 4 ascended points for recoup4 seconds and better cooldown recovery. Even after taking a damage reduction to output, the tech at play makes up for it. I just have to find a another skill that multiples my current damage.
 
Guys I fucked my temple I built rooms with no exits on all the end of my paths now I can't use any more paths to progress. Tried looking on line just I can't reset it ?
 
Guys I fucked my temple I built rooms with no exits on all the end of my paths now I can't use any more paths to progress. Tried looking on line just I can't reset it ?

The only way to "reset" it is to rely on the destabilization after you close the temple. The fastest way to do that is to open and then immediately close the temple. Or you can try to kill the architect so that more rooms destabilize.
 
Got it when early access launched, and got a beefy 20ish hours of fun and... how far are we from the 1.0 release, in your opinion?
 
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i know, i know.. baby numbers.. but this Djin sorcess i managed to get 6 digits.. 1st time on any character.( had a dead eye and a amazon before. )
i can i can cruise lvl7 tabs. hmmm. I need to level up some more.
 
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Really getting upset now when the screen freezes.. even though im pretty sure im alive. Im going to boot with a guaranteed death screen.
:messenger_weary:
 
yea the "cast on" is crazy i went with crits, i have them ice balls dropping on their head crazy.
i got nuke comet that i prep with the sigil and curse after the boss is forzen. its beautiful. and i have my boy Doryani drop on there dead body... burn that whole shit down lol.
 
Got it when early access launched, and got a beefy 20ish hours of fun and... how far are we from the 1.0 release, in your opinion?

It will probably take at least another 2 patches, so around 8 months at the earliest, in my guesstimation.

For all intents and purposes, however, it doesn't really matter. They treat the game like it's 1.0 anyway. The game is more feature complete in its early access state than a lot of other "finished" AAA games on the market nowadays. 1.0 is just going to be another patch.
 
I made 20 divs by selling some gold ring with a shit ton of rarity and only 1 off from being perfect. After that,

I liquidated 2 Divs so I can start buying distilled emotions and prep my 64 spirit amulet with 16% life recoup and chunky int/str with adverse growth, unique life and mana recoup armor with spirit, all skills maxed out quality and fully decked out in supports.

My paper damage is still low and I am aiming to rectify that. In effect, during combat I'm pushing about 300kdps every 2 seconds but, I have yet to break even 15k comet sheet damage or anything else, for that matter.

I think I can just get a really good wand with +4 to all skills some crit hit, faster cast and extra damage as fire/lightning, spell damage.
My damage should shoot straight through the atmosphere after slotting something similar, in.

Goal for today is to take damage from casting spells but having that damage recouped as life, mana and to a smaller extent shield. Without worrying about mana and survivability as self refill of life and manage through perpetuity.
Also will let me redo a good portion of my board to accommodate the change to a greater extent.
 
Idk, i'm currently playing the Grim Dawn mod Reign of Terror which is awesome.
I still don't know if the lootdrops are exciting in Path of Exile2 so i'm hesitant to start up a new game.
 
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Patch 0.4.0d for Path of Exile 2 is coming this week! Boss buff hover popups now show buff names, Temple Room placement has clearer upgrade information, as well as many other bugfixes and improvements.

0.4.0d Patch Notes


Fate of the Vaal League Changes and Improvements

  • Players who die during the Architect or Atziri boss fights in Atziri's Temple can now respawn in a new instance of the Temple with most other content removed, similar to how endgame maps work.
  • Improved the Holten league mechanic placement variance and re-enabled Energized Crystals.
  • Atziri's Chambers now correctly connects to any room placed next to it.
  • The Temple now requires a minimum of 1 room placed each run before opening. This is to ensure players don't accidentally open the Temple before placing rooms and better guide new players in their first Temple. You can bypass this restriction by holding Ctrl while clicking on the Run Temple button. Gamepad users will instead get a confirmation prompt that they must agree to.
  • Added user feedback on the Temple Map for if a room is completed or unreachable.
  • Updated the Temple Mods list to match that of the in-map Mods List whilst running a temple.
  • Updated the information on rooms when hovered in the Temple Map to show possible upgrades.
  • Added description text to Atziri's Chambers to clarify how to unlock the room.
  • Updated the Temple Destabilisation keyword to clarify random vs room completion destabilisation.
  • Fixed a bug where some monsters inside the Vaal Temple were not receiving the intended amount of Monster Effectiveness
  • Fixed a bug where transcendent limbs could be kept after dying.
  • Fixed a bug where non-Temple owners could see dropped Temple Medallions, despite being unable to interact with them.
  • Fixed a bug where Unique reliquary displays found in the Temple could not be opened while playing in couch co-op.
  • Fixed the maximum medallion check for couch co-op, preventing players from picking up medallions if the Temple owner has the maximum amount.

General Changes

  • The character sheet now displays how much item armour, evasion and/or energy shield you have.
  • Skills which reserve spirit now display their final, modified spirit reservation on the skill information popout.
  • Added buff names to the buff hover information on enemies.
  • Passive Skill Tree Notable Anointment displays no longer require the player to first pickup a Distilled Emotion. These can be viewed by holding ALT when hovering a notable passive on any character.
  • Adjusted the damage of the following bosses found inside of the Trial of Chaos:
    • Overall lowered the damage dealt by Bahlak, The Sky Seer
    • Overall increased the damage dealt by Uxmal, the Beastlord
  • All Quadrilla monster variants have been working out and now deal more damage.
  • Reduced the damage of the 'Vornas, the Fell Flame' and 'Morvak, the Infernal' bosses.
  • Phantasmal Arrow no longer targets the ground. This fixes various range bugs it had with additional projectiles and Barrage.
  • Spectral Fire now uses the player's stats for calculating its area of effect and dealing damage.
  • Updated the Spectral Fire keyword to correctly state that damage modifiers do not scale the explosion further, this is purely a description change.
  • Socketing an augment now shows distinct art representing the augment in that socket, rather than a generic rune image.
  • Added an info popup when hovering the button to run Logbooks to make it clear you must first select a destination area.
  • Updated the weapon requirement for the Smith of Kitava's Temper Weapon skill to explicitly state that it cannot be used with Talismans.
  • Updated the Slow keyword to state monsters cannot be slowed below 25% of their base speed.
  • Further improved texture streaming to help prevent the unloading of active textures.

Bug Fixes

  • Fixed an issue where The Immured Fury wouldn't spawn.
  • Fixed a bug where Amanamu's Gaze and Queen of the Forest were preventing the movement speed modifier from sprinting, unless you had both of them.
  • Fixed Abyss Atlas Passive Skills that applied to Depths Chance were not applying to Boss Depths Chance.
  • Fixed a bug where Devour could not consume your minions when Sacrifice was active.
  • Fixed some cases where you could get stuck on objects when using Rend and Devour.
  • Fixed a visual bug where Spectral Fire's visual explosion was half its intended size.
  • Fixed a bug where Raging Spirits couldn't be targeted by Skeletal Arsonist's Explosive Demise command skill
  • Fixed a bug where Fate of the Vaal encounters in Spires of Deshar, Matlan Waterways and Solitary Confinement didn't have a guaranteed reward.
  • Fixed a bug where Abyssal Eyes were not included in Socketed Item counts, notably on Morior Invictus.
  • Fixed a bug where certain cosmetic shapeshift ability effects weren't displaying (e.g. the fiery bear paws of Walking Calamity).
  • Fixed a bug where the atlas passive nodes for increasing the chance of spawning monsters loyal to Amanamu and Ulaman boosted the other faction.
  • Fixed an issue where the Headhunter Unique was sharing visual effects from The Flesh Poppet Unique.
  • Fixed several conversation topics that had empty dialogue for Druids.
  • Fixed a bug where the Abyssal Tornado Effect Microtransaction would remain visible forever if it has absorbed shocked ground.
  • Fixed the Lunar Blessing howl moon beam effect being spawned twice
  • Fixed a bug where the Unique Jewel Prism of Belief could not roll modifiers for Living Bomb.
  • Fixed Uhtred supports counting Meta gems as Support Gems when determining whether their effect applies or not.
  • Fixed a bug where the Kulemak's Desecration mod would not work around certain monsters when stolen by the player.
  • Fixed a bug that prevented Orbs of Chance being used on Life and Mana Flasks that had a non-boss drop Unique Flask on their base type.
  • Fixed an issue where the Trial of the Sekhemas Map Pin wasn't highlighted correctly in the World Map while you were on the Ascent to Power quest.
  • Fixed a bug where Walking Calamity's meteors displayed attack speed scaling in the skill popout window.
  • Fixed a bug where Rampage's displayed damage in the skill popout window scaled with attack speed.
  • Fixed a bug where textures would appear blurred on the Xbox Series X.
  • Fixed a bug where the Phoenix Dodge Roll effect was invisible on PS5.
  • Fixed a common client crash on Xbox.
  • Fixed a crash when using Firestorm.
  • Fixed a crash when unsocketing Garukhan's Resolve from a Crossbow ammo skill.
  • Fixed a crash when using Hollow Palm Technique.
 
120 hours in and I can't see myself stopping any time soon. The Vaal Ruins confuses the fuck out of me. No idea how the charges work, I just assumed I needed to activate 6 ruins before I could do a run. I also have no idea how destabilising works or how to build a run to reach the boss. Even though I read all the explanations, I feel like the game could do a much better job explaining mechanics.
 
120 hours in and I can't see myself stopping any time soon. The Vaal Ruins confuses the fuck out of me. No idea how the charges work, I just assumed I needed to activate 6 ruins before I could do a run. I also have no idea how destabilising works or how to build a run to reach the boss. Even though I read all the explanations, I feel like the game could do a much better job explaining mechanics.

The Temple user experience and user interface is complete garbage.

 
I have a heady, ty

Okay I put all the gear I was using in the second tab in the guild stash. Gear, jewels, gems and supports. It's not even optimal gear, either. I just slapped together what I had and what I could get for cheap.

If you're using Oracle, then the youtube guide is pretty straightforward since he was using Oracle too. I was using Acolyte of Chayula because I thought it would synergize well with Volatility. I was using the notable Unstable Bond to gain 3 volatility every time one of my minions died, so I was stacking loads of volatility which translates into lots of extra chaos damage. The extra remnant collection from Into the Breach also helped a lot with mana regen with the Arcane Remnants node.

I wasn't using Dark Defiler because it was a lot easier for me at lower levels to just use a rare scepter that has + to minion life. The minion life has to be just under 1.5 of your own max life in order for Minion Pact II to kill each minion with one cast. If you're using a higher level Dark Defiler, that probably should not be an issue for you. I also liked the rare scepter because it gave me more spirit to use Blasphemy and Temporal Chains too.
 
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