Rufous

Skill Gems 122, Support Gems 70. : r/PathOfExile2

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{
  "post": {
    "title": "Skill Gems 122, Support Gems 70.",
    "selftext": "Skill Gems: [https://poe2db.tw/us/Skill\\_Gems](https://poe2db.tw/us/Skill_Gems)\n\nEach archtype is expected to have 20-25 skill gems, so the total should be between 240-300 skill gems.\n\nSupport Gems: [https://poe2db.tw/us/Support\\_Gems](https://poe2db.tw/us/Support_Gems)",
    "url": "https://www.reddit.com/r/PathOfExile2/comments/1f4m1x4/skill_gems_122_support_gems_70/"
  },
  "comments": [
    {
      "body": "actually kind of like how everything is so simple reminds me of when path of exile first came out . thank God they chose to make this a separate game because we’re all starting over having to whack things with a stick one at a time from the ground up. The attempt to Frankenstein together what path of exile is now into what they wanted this to be would’ve never of worked and for the little while they tried was a disaster.",
      "replies": [
        {
          "body": "Idk they made Ruthless which in many ways sets the foundation for this new game.",
          "replies": [
            {
              "body": "I don't think so. POE2 might \"starve\" the player of items like ruthless, but the new systems change the dynamic dramatically.\n\nLook at a chest item. In POE2 you no longer need to worry about socket number, colour or links. So, if it's an upgrade, you put it on. Whereas in poe1 Ruthless, that same chest item would mostly be trash if it didn't have the right links or colours."
            },
            {
              "body": "Don’t remind me"
            }
          ]
        },
        {
          "body": "I dont think it's simpler because you have to fight more in POE2 with blocks, dodges, positioning etc. It has more action elements, I like it. POE1 is a bit boring sometimes everything feels samey. Maybe the spreadsheet is complex but the action side is basic.",
          "replies": [
            {
              "body": "Why are you commenting on a 3 month old post when every 30 minutes since the EA reveal there's a new waterfall of info?",
              "replies": [
                {
                  "body": "I ate all the info already, and I don't have time to look at the time."
                }
              ]
            }
          ]
        }
      ]
    },
    {
      "body": "based data boys, the item list in there is quite nice too, couple of uniques that have been spotted in the various bits of content also listed.",
      "replies": [
        {
          "body": "I only see three uniques in there.",
          "replies": [
            {
              "body": "Well they said there were a couple, so you got a bonus one!",
              "replies": [
                {
                  "body": "Man’s already getting better drop rates than me and the game hasn’t even come out"
                }
              ]
            }
          ]
        }
      ]
    },
    {
      "body": "Nice. :) \n\nEdit: not missing after all. It's now simply called \"bind spectre\" \n\n\n~~it's missing some gems we already know exist. Like for example raise spectre which was shown in the official witch reveal.~~",
      "replies": [
        {
          "body": "Yeah its not called raise spectre since it doesnt need to be raised, just bound and the allocated to the new 'permanent' minions system"
        }
      ]
    },
    {
      "body": "I know there is a limit on Support Gems now but what about Active Skills? Could you theoretically use two versions of the same Active Skill, socketed with completely different supports?",
      "replies": [
        {
          "body": "I believe so."
        },
        {
          "body": "wdym by limit to support gem ?",
          "replies": [
            {
              "body": "Iirc you can only use a support gem once. IE No more spamming lifetap on all your skills if you have mana issues.",
              "replies": [
                {
                  "body": "Yeah this is what I have also heard, each support gem basically turns into a \"unique-equip\" item type like you would see in something like an mmorpg so you are not stacking multiple copies of the same items which in modern mmorpg's  case would normally be a ring slot item or a weapon if you are able to dual wield.\n\n So assuming I can only have one copy of X support gem I am expecting there to just be a significant increase to usable support gems for each skill which should be a nice change of pace compared to current poe."
                },
                {
                  "body": "I guess they want for now a more controled environement, so we cant link 2 support to 2 different skill one with fully maxed the other not so it can trigger easily and we still benefit from the buff of the maxed out for exemple stuff like that.\n\n  \nWhile im fine with such interaction, i find a bit weird because on some build for exemple spell or bow you might want to use more than one copy of multiple projectiles.\n\n\n\nBut its a different game, so i guess they thought lets go back to a more grounded gameplay with less funky and too free stuff and we'll build more diversity on top of that later.\n\nAnd i guess also in the process the game is balanced toward those different options"
                },
                {
                  "body": "I know that everything is subject to change, but from the 2019 reveal we did see that one of the huntress' ascendancies had a passive that read\n\n> Gems socketed in your weapon give you two skills. One supported by Greater Multiple Projectiles, and one supported by Barrage\n\nObviously, things have changed and we no longer socket into gear, but it'll be interesting to see if that design ethos has carried over into the final ascendancies to allow you to bypass the unique-equipped support gem in limited cases"
                }
              ]
            }
          ]
        }
      ]
    },
    {
      "body": "This data is impressive! To be fair."
    },
    {
      "body": "Why are people saying \"x skill is missing!!!!\" when like... this list isn't even half of all of them so like... yeah, some would be missing."
    },
    {
      "body": "Each class? Don't you mean each weapon base or archetype? I can't tell which ones know this from the ones who don't. Skills are not class locked.\n\n\nThere are way too many who talk as if skills are class locked, I refuse to believe there are this many new players who have not played POE1 and not heard that GGG are just talking about classes this way for simplification of marketing. It drives me nuts that we are talking about the classes as if the skills are tied to the classes like in all other Diablo-likes, except POE1.",
      "replies": [
        {
          "body": "Hasn't GGG been talking about skills being \"skills of class x\" in a lot of their interviews? I'm guessing they're doing that as to not overwhelm/confuse newcomers. Same with mainly showing you skills for your current class/weapon when using an uncut gemstone, and hiding the other options somewhere deeper in the menu.\n\nI think of it as a class association, to make things easier to understand for newcomers.",
          "replies": [
            {
              "body": "It is exactly as you say, that's why I mentioned they are just doing it for \"simplification of marketing\".",
              "replies": [
                {
                  "body": "Yeah my bad, I misread your comment."
                }
              ]
            }
          ]
        },
        {
          "body": ">Each class? Don't you mean each weapon base or archetype?\n\nthis is why people refer to classes for gems categorisation, there's no better word-replacement currently\n\nnot because they think that skills are class restricted, anyone who even remotely familiar with PoE2 knows this is not true",
          "replies": [
            {
              "body": "\"this is why\", what do you mean? I showed two examples of how to word it instead. I think the examples I gave work very well! If they don't, will we be refering to the gems being class categorized when the game releases as well? Then we should be able to use the same wording/thinking in POE1 'Uuugh, I like the Tempelar skills!'   \n  \nWhy should we who know how the system actually works use the words of GGG who are only trying to make it easier to market the game for newer players? Especially when they have clarifyied that they are only wording it like that to make it easier for new people to POE to understand and follow along easier. Us who know how the system works, why should we talk about it in a way that makes no sense to the game?\n\nHow does \"Each class is expected to have 20-25 skill gems\" from this post make any sense knowing how the system actually works? Tell me why this sentence would not work if we switch out the word 'class' with 'archetype'? What is wrong with my thinking? Since you have already figured out that it does not work.",
              "replies": [
                {
                  "body": ">\"this is why\", what do you mean? I showed two examples of how to word it instead. I think the examples I gave work very well!\n\n[current categories are named after both: weapons and archetypes](https://cdn.discordapp.com/attachments/1118165205025828884/1276076711473053787/image.png?ex=66d2c28c&is=66d1710c&hm=14069c21aabf6ec4c703d0ffdf30932948ea7fd3c10f4793f7828bfd0ae6d5aa&)\n\n[previous categories were named after classes](https://media.discordapp.net/attachments/1118165205025828884/1237782863911452693/image.png?ex=66d288df&is=66d1375f&hm=d9bf6dc86435e4f9b27e5896145dd6b914926fb73e23ab59669f20a010053cbc&=&format=webp&quality=lossless&width=818&height=597) , as well as [the first public iteration](https://media.discordapp.net/attachments/1118165205025828884/1237783783990886420/image.png?ex=66d289bb&is=66d1383b&hm=556e081f67670c59758de1a4772b87252da34cbd7428b57da163ccd755477826&=&format=webp&quality=lossless&width=905&height=597)\n\n>How does \"Each class is expected to have 20-25 skill gems\" from this post make any sense knowing how the system actually works? Tell me why this sentence would not work if we switch out the word 'class' with 'archetype'?\n\n\"axe\", \"spear\", etc are not archetypes, you can't replace \"class\" with \"archetype\"\n\n\"primal\", \"occult\", etc are not weapons, you can't replace \"class\" with \"weapon\"\n\nfor the simplicity sake people refer to classes for gems categorization\n\n>Why should we who know how the system actually works \n\nI think you overstimate this knowledge, pretty much all know how it works. GGG clarified it on Exilecon and roughly in every early interview. The only confused are random new people who are not involved in PoE2 info field at all (and that's ok).\n\nBtw the current gem category names are not final, devs are not happy with them and gonna revisit them."
                }
              ]
            }
          ]
        },
        {
          "body": "It is each archetype. A developer stated this yesterday. So 25+ skills for Swords, then Maces, Primal, Elemental, etc.",
          "replies": [
            {
              "body": "[https://pathofexile2.com/](https://pathofexile2.com/) use character classes as promotion. Any class can use any Skill Gem, and those Skill Gems can be further modified by up to 5 Support Gems that can drastically alter how the skill works. you can ask them to change the official wording.",
              "replies": [
                {
                  "body": "Ah I see, I was going off viperesque’s Discord answer, but you see right on marketing."
                }
              ]
            }
          ]
        },
        {
          "body": "[https://pathofexile2.com/](https://pathofexile2.com/) use character classes as promotion. Any class can use any Skill Gem, and those Skill Gems can be further modified by up to 5 Support Gems that can drastically alter how the skill works."
        }
      ]
    },
    {
      "body": "[deleted]",
      "replies": [
        {
          "body": "Huh? Every attack skill lists required level, attribute and then weapon type. I don't see any difference between flicker strike or mace skills.",
          "replies": [
            {
              "body": "I am sorry, i have read something wrong."
            }
          ]
        }
      ]
    },
    {
      "body": "I am not sure how they can fit a primal category (druid) with 25 skills, he need both elemental spells, a bear skills and didn't they mentioned several shapeshift forms?",
      "replies": [
        {
          "body": "I mean, druid's not likely to be the only class with shapeshifting access so one or two other classes helping fill out the category will probably give it a solid breadth of options",
          "replies": [
            {
              "body": "How. Skills are separated in groups like axe, sword, elemntal... and primal. I dont see how shapeshift skills can go in other category than primal. There need to be a lot more than 25 skills in primal group if they really have more than 1 shapeshift form.",
              "replies": [
                {
                  "body": "from an old reveal, shapeshift stuff were associated with ascenancies. I could see specific forms being granted by ascendancies so that theey only have to animate for one character",
                  "replies": [
                    {
                      "body": "They already stated that any class can shape-shift as its a skill gem. Druid may have an ascendancy that is synergistic with it, but you could be a bear shadow etc"
                    }
                  ]
                },
                {
                  "body": "From an older presentation, except for attacks which are presumably specific to a certain transformation, most basic melee attacks (i.e cleave) can be used while shapeshifted.\n\nThe specific skills I would presume do specific things.",
                  "replies": [
                    {
                      "body": "It's outdated as hell. Even last druid presentation, they show that bear have his own skills..."
                    }
                  ]
                }
              ]
            }
          ]
        },
        {
          "body": "They mentioned at least a werewolf transform and as 25-30 skills is a LOWER limit, I can see 12 gems per transform in addition to summons and elemental skills"
        },
        {
          "body": "Multiple classes will be able to focus primal"
        }
      ]
    },
    {
      "body": "I don’t see Cyclone *panic sets in",
      "replies": [
        {
          "body": "I don’t see SRS *panic sets in*"
        },
        {
          "body": "They haven't shown axe or sword skills at all which I think are the two most likely candidates for Cyclone. That said, I bet it's going to get changed significantly. Just pressing one button and spinning to the other end of the area is not in the PoE 2 philosophy.",
          "replies": [
            {
              "body": "good call, and thank you. And you’re right they’re not in love with the simple play style of cyclone and if it sticks around will either be very weak, very expensive or both actually",
              "replies": [
                {
                  "body": "I'll bet it's a Rage spender like the Rampage skill for Druid."
                },
                {
                  "body": "Triggers will still be a still, so I could see them bringing it back specifically for triggers.",
                  "replies": [
                    {
                      "body": "I know but ggg isn’t fond of automation or smooth less button game play and if it exists it will be taxed heavily",
                      "replies": [
                        {
                          "body": ">I know but ggg isn’t fond of automation or smooth less button game play\n\nI mean.. rf hasn't really been nerfed, and it's been a consistent league starter across plenty of leagues. They also added in flask automation and skills just to automate others...\n\nAlso the triggers we have seen doesn't seem too bad, and we don't know what kind of items, passives, supports will do for triggers.",
                          "replies": [
                            {
                              "body": "as poe is now no not so much although still with a lot of the supports they automate things ye they’re all been hit and reworked etc etc and with what john said even recently for poe2 automation or one or two button builds will come at quite the price, sadly."
                            }
                          ]
                        }
                      ]
                    }
                  ]
                }
              ]
            }
          ]
        },
        {
          "body": "That might be because Cyclone will likely be one of the sword skills in the game which we haven't seem yet, but I have the impression that Cyclone will be very different from how we know it from PoE 1, especially when Whirling Assault (staff skill) already looks very similar to Cyclone."
        },
        {
          "body": "No Sword or Axes have ever been shown in 6 years of development. These weapons are \"THE\" melee weapon class. Maces are just aoe magic wands in disguise. They keep saying melee is the focus, but every showing of the game in 6 years has been bows crossbows throwing spears spells minions. Not even 2 seconds of footage of a player cutting into mobs with a sword and shield.\n\nThis is insanely worrying and says to me melee is not and never was the focus and it's all a massive cope and they're just lying to us. Not having Cyclone in your PoE2 early access launch sounds completely ruined.",
          "replies": [
            {
              "body": "You're not wrong, I think it's weird too."
            }
          ]
        }
      ]
    },
    {
      "body": "No Exsanguinate, Reap or Corrupting Fever :( I hope that just means they haven't added skills like that yet, would hate to see the non-bleed physical DoT archetype go away.",
      "replies": [
        {
          "body": "they must be really far behind if they're missing this many skills"
        },
        {
          "body": "There's not even Cleave. No sword anything at all. I think after 6 years of development this is insanely concerning that we've not seen any swords at all ever. Why have we been shown crowsbows twice and bows 3 times but Swords never? Feels like ranged playstyle favoritism, and from a company that keeps saying PoE2's focus is fixing melee, never working on sword skills sounds like a pretty bad approach to fixing melee."
        }
      ]
    },
    {
      "body": "[deleted]",
      "replies": [
        {
          "body": "Flicker is just power charge not frenzy charge now. Pretty sur WE will still be able to do It."
        }
      ]
    },
    {
      "body": "this looks pretty nice"
    },
    {
      "body": "no more Cast on Crit ???????",
      "replies": [
        {
          "body": "I'd be shocked if they got rid of cast on crit. \n\nThis is *maybe* half of the skill gems, but there is likely to be even more + cast on crit isn't high priority to showcase because it usually doesn't work without high crit.. cuz duh. You don't build CoC on mid campaign characters. It's mostly a endgame build once you can get some more passive points.",
          "replies": [
            {
              "body": "Its definitly half of the skill gems, look at the auras right now, with these there would be builds that cant use spirit effectively.\n\nAlso probably half of the support gems. Look at any archetype and try to make it work with the gems right now (you can only have one support gem of a kind in this gem system). For support I would like to have some aoe and cast/attack speed, otherwise options are quite bad for some skills so I hope they add way more."
            }
          ]
        }
      ]
    },
    {
      "body": "Huh none of the cast while/on X say you can’t gain energy via triggered spells. So in theory could you loop a cast on shock if the spells triggered both shocked and gained enough energy to fulfill the trigger requirement?"
    },
    {
      "body": "Yeah its official, im making a lightning God spear user. Im even more psyched"
    },
    {
      "body": "I love how straightforward most of support gems are!"
    },
    {
      "body": "Ice nova: can be casted on frostbolt. What? What do they mean? You can now target enemies making It the new cold snap? But also... I Plan to play on console, so now i have to stop to cast It on me? 🤨"
    },
    {
      "body": "No Righteous Fire? ;-;"
    },
    {
      "body": "This is far less than they reported in the trailer, so nowhere near all data is in the test I guess.",
      "replies": [
        {
          "body": "They've been saying they've been shooting for 240 for a year now.....",
          "replies": [
            {
              "body": "This is a lower limit aka \"at least 240 active skill gems\""
            },
            {
              "body": "Like half of the weapons haven't been in game so we don't have about half of the skills at the very least, right?"
            },
            {
              "body": "Here are Viperesque's comments on Discord he's one of the devs working on player skills.\n\n> from the trailer? that was just a number plucked from the air that sounded impressive but we knew we'd hit. the actual number for 1.0 is going to be higher at this point, for sure\n> \n>  well if you think of 240 as \"only\" 20 skills per archetype page...that's actually not very much 😄\n> \n> yeah, the actual number per archetype page is probably going to be closer to 25 for full launch? and then another 9 persistent buff skills?"
            }
          ]
        },
        {
          "body": "You only read the post title, didn't you."
        }
      ]
    },
    {
      "body": "There are no class specific gens."
    },
    {
      "body": "6 years of development and no sword skills?\n\n\"How Path of Exile 2 is fixing Melee\" - by deleting it? Everyone knows maces aren't real melee they're aoe spell sticks in PoE and that doesn't seem any different in PoE2.  \nWhere are the damn sword and axe skills. If they release early access and there's no swords that'd be like releasing a racing game without Ferrari and Mercedes in it. Absolutely mindnumbing if this is actually the case.",
      "replies": [
        {
          "body": "As they've linked certain classes with certain weapons *only* for thematic and tutorialisation purposes (no classes are locked to any weapons, period), sword and axes are linked to Duelist and Marauder respectively. Both classes plus Shadow and Templar will not come right out the gate when Early Access launches, ergo no sword and axe skills ***yet***.  So no, they're not deleting anything."
        }
      ]
    },
    {
      "body": "feeding frenzy is back, big F for minions to have to waste support gem slots for this garbo",
      "replies": [
        {
          "body": "Every skill can be 6 linked and you can’t use supports multiple times so it’s probably a bit better than in POE1"
        }
      ]
    }
  ]
}