Rufous

Path of Exile 2 skill tree : r/PathOfExile2

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{
  "post": {
    "title": "Path of Exile 2 skill tree",
    "selftext": "",
    "url": "https://i.redd.it/v9hxcm3t54md1.png"
  },
  "comments": [
    {
      "body": "The nodes for weapon types resemble the weapon format itself, pretty cool!",
      "replies": [
        {
          "body": "Fire cluster looks like a flame and various other clusters look like real life brands. At first glance, it looks like you will be able to specialize in different variations of laundry detergent."
        },
        {
          "body": "I like the smiley balloon on the left hand side."
        },
        {
          "body": "Top right: A zombie shaped minion cluster. Slightly tilted head and arms. XD"
        },
        {
          "body": "It actually is, I first saw this in Salt & Sanctuary/Sacrifice and it's a great idea."
        },
        {
          "body": "I think its a desing trap. They cant rework it by pure numbers because they need to think of the shape.",
          "replies": [
            {
              "body": "You just set up all of them in the right amounts from balancing and then simply drag and drop the nodes with automatically aligned lines to make up any kind of simple pattern."
            },
            {
              "body": "I don't think so. For a lot of them, the lines between nodes themselves bend, so it looks like they can easily change up the amount of nodes and the power of them.\n\nTake the bow on the right hand side, the strings are just lines."
            }
          ]
        }
      ]
    },
    {
      "body": "Even though it looks different, both tree's have an 11 point difference between starting points (Base to Base). I'm curious to see how a tree without a center part to cut through will end up influencing things.",
      "replies": [
        {
          "body": "Seems like ranger caster things are pretty hard now. But let's see how it shapes up",
          "replies": [
            {
              "body": "Maybe the change to attributes on travel nodes and support gem requirements means that you will have less \"wasted\" nodes even though the path isn't as straight forward.  Time will tell",
              "replies": [
                {
                  "body": "Nothing to say that on release the design intent is to maintain the base class identity through this but they won't eventually have something like a gate node/jewel. I'm a little disappointed that Spear doesn't seem to have much Shield support.\n\nLooks like if you beeline straight for some of those notables in the weapon areas you'll be mid-30's/40's."
                }
              ]
            },
            {
              "body": "You can dual spec in PoE2, and hot-swap on the fly during combat just by hitting your weapon swap button. I think they said it’s a full spec too, not just skill changes.",
              "replies": [
                {
                  "body": "It's even better than that: you can *automatically* weapon swap upon using a given skill or skills. You just have to configure which weapon set is used for each skill in your skills tab. Octavian did a brief demo of this in the Exilecon 2023 keynote presentation."
                }
              ]
            }
          ]
        }
      ]
    },
    {
      "body": "I SPY CLUSTER JEWEL SOCKETS\n\nI THOUGHT THEY SAID THEY WERENT PUTTING THOSE IN\n\nAAAAAAAA\n\nAlso the tree looks bigger than the poe 1 tree\n\nAwesome",
      "replies": [
        {
          "body": "Plus no more generic health nodes this alone will make it feel bigger even if they were both the same size",
          "replies": [
            {
              "body": ">no more generic health nodes\n\nCould you elaborate on this? Haven't been keeping up with skill tree changes",
              "replies": [
                {
                  "body": "you can't get life anymore from the skill tree, they want you to get different things with different builds and life is such a generic stat that when they are in the tree most builds are going to get them and this undermine the variety of how you go through the skill tree",
                  "replies": [
                    {
                      "body": "How are you supposed to get life now",
                      "replies": [
                        {
                          "body": "They will balance it so life from your gear will be enough the game will rely more on the defenses of your character so you get more evasion if you are a ranger or more armour if you are a warrior etc.\n\nAlso strength based classes will get life from their strength",
                          "replies": [
                            {
                              "body": "All classes can turn any +stat nodes in the stat they want\n\nso any +10 x stat in the tree can become strength",
                              "replies": [
                                {
                                  "body": "True but you won't want to turn too many +10 x stat into strength if you are a witch or a shadow for example, but strength based classes like warrior can have the majority of their +10 x stat as strength \n\nSo strength classes will still have more strength than int/dex classes",
                                  "replies": [
                                    {
                                      "body": "Idk, it's shaping like d2, where after getting enough stats for the gear you will dump all into vitality(in this case str, since it gives life).\n\nObviously this is only worth for life based builds.\n\n\nEdit: someone said that int gives spell damage, so maybe my point isn't valid at all... (only minion builds remain)",
                                      "replies": [
                                        {
                                          "body": "That + the latest reveal/change, which by the looks of it the support spells you can have on your build are capped by your stats. Like with 300 dex and 100 str you can have 30 green support gems and 10 red ones, instead of getting 155 of each and be good for all. Só usually, as a bow character you'll want a lot of dex, to be able to socket plenty of dex support gems."
                                        }
                                      ]
                                    }
                                  ]
                                }
                              ]
                            },
                            {
                              "body": "as mostly player which doing Eva build due to using mostly bows.. I can't imagine i would get enough help just from gear.. when even 4.5k HP in PoE 1 isn't enought to survive everything in 1-2 shots.. \n\nIf there wont be 100% eva then it's all pointless.. since you will get one shot.. Can't imagine playing PoE 2 with lvl around before endgame so 60-70 and still having 1.2k hp max and just thanks items...",
                              "replies": [
                                {
                                  "body": "How do you know you will get oneshot? We have no idea what enemy damage balance is gonna be like in PoE2, especially not in endgame. Also, even in PoE1, there have always been ways to become reasonably tanky with not that much HP. My first lvl 100 char in SSF (manaforged arrow sabo) had like 3.8k life/es combined and didn't die at all from levels 97 to 100 because of other defenses."
                                },
                                {
                                  "body": "Dude, seriously, come on. It's a new game, the balance is totally different. \n\nI swear some of you people are so stuck in the \n\n\"if it's like this in PoE and not in PoE2, then we won't be able to do X because you won't have enough defense/offense/etc.\", without thinking: \"Oh, if they removed all life nodes on the tree, they probably also rebalanced the game around that\"."
                                },
                                {
                                  "body": "You can't compare PoE1 with PoE2 when it comes to balance, these 2 games are very different in that aspect. People need to think of PoE2 as a fresh new game, because that's what it is."
                                },
                                {
                                  "body": "I thought you bow players were all 6 portal cast on death money printer goes brrrrr giga chads.\nIn all seriousness the POE 2 intent is to adjust player monster interactions so that at suitable gearing you shouldn't get one shot PoE 1 style, which has ramped up to unreasonable levels of kill off screen or be killed and never stop moving due to speed of the game.\nI did see a recent interview with Jonathan where he talked about monsters having global cooldown on skills within that monster group.  So hopefully no getting shotgunned by skelemages, gangbanged by goats or rhoas etc"
                                }
                              ]
                            }
                          ]
                        },
                        {
                          "body": "Str gives a bit more flat life if you really  want life on the tree, but otherwise you don't get life there. Monster damage will be adjusted to match expected life pools anyways so it doesn't really matter in that sense. If you want more tankiness from the skill tree it will be through defences instead.",
                          "replies": [
                            {
                              "body": "they didn't change it to % increased life from str or anything for those wondering, just flat (although I think it's 2 life to 1 str now compared to 1 life to 2 str, could be misremembering the tooltip from looking at it in the demo so no promises on that)\n\nseems like they want to be able to leverage % increased as a juicy stat for itemization",
                              "replies": [
                                {
                                  "body": "I wanna say it's actually 3 life per 1 str now, but don't quote me on that.\n\nEdit: I double checked and confirmed viperesque mentioned this on discord a couple months ago, with the caveat that \"it's by no means final.\""
                                }
                              ]
                            }
                          ]
                        }
                      ]
                    },
                    {
                      "body": "Personally I'm sad to see life nodes go. Yeah every build is gonna want it but its still like how many do you want? How much dps you wanna give up to make your build take more hits?\n\nNot to mention high life rolls on every item are going to be THAT much more important on every item",
                      "replies": [
                        {
                          "body": "[deleted]",
                          "replies": [
                            {
                              "body": "Yeah but life and ES are critical. 80% reduction means nothing if the 20% can one shot you."
                            }
                          ]
                        }
                      ]
                    }
                  ]
                },
                {
                  "body": "Strength nodes also give you max health. Int gives mana, and dex idk. Accuracy?",
                  "replies": [
                    {
                      "body": "Jonathan said in one of the interviews that all stats have value for each character now. But what does accuracy do to spellcasters? I think dex must give something else...has anyone that has been playing lately seen something in this regard?",
                      "replies": [
                        {
                          "body": "5 Dex gives you +1 dex (green) support gem capacity. Same deal with Str (red) and Int (blue). Maybe that's what Jonathan was referring to, rather than the stat bonuses?"
                        }
                      ]
                    },
                    {
                      "body": "Int also gives spell damage. \n\nhttps://ibb.co/G0pssPx",
                      "replies": [
                        {
                          "body": "That has also changed - sometime in the last year, I forget when exactly. Each attribute only provides one stat now:\n\n- 1 STR = 3 Life\n- 1 DEX = 5 Accuracy Rating\n- 1 INT = 2 Mana?\n\n(Someone correct me if I have any of these values wrong.)"
                        }
                      ]
                    }
                  ]
                }
              ]
            }
          ]
        },
        {
          "body": "Might just be for jewels but not clutter jewels",
          "replies": [
            {
              "body": "There are regular jewel sockets in the tree, and cluster shaped ones at the edges. Must be a reason for that.",
              "replies": [
                {
                  "body": "Right, might not be cluster jewels tho",
                  "replies": [
                    {
                      "body": "I hope so, cluster jewels are aids...",
                      "replies": [
                        {
                          "body": "I actually really like cluster jewels and hope they include them in the game eventually"
                        },
                        {
                          "body": "Care to elaborate on the passionate dislike of clussies?",
                          "replies": [
                            {
                              "body": "They are a huge barrier to homemade builds, the breath of knowledge you need to make a build post Delirium easily quadrupled.\n\nI've got used to them now, but I still think a stronger passive tree that you can actually see is better, and clusters should give weaker versions of named notables from the tree to help iron out the learning process."
                            },
                            {
                              "body": "Honestly i just felt like they caused even more clusterfuck and frustration into the case that is buildcrafting.\n\nWhen you're limited by the tree and just the tree, it seems fine. But when you grow in cluster jewels, idk, it just feels like it adds complications and issues that wouldn't otherwise be there. \n\nFor example, minion damage stuff. Many people forgo nodes on the tree to go for a 12 point jewel with minion damage on it. Personally I'd prefer them to buff the base tree than having weird situations like that. \n\nI guess it's just a personal preference but i always felt like they were weird.",
                              "replies": [
                                {
                                  "body": "I certainly think they shouldn't be so strong you wanna just have a cluster juicing build where you're going like \"gimme 3 of this large cluster that has X + Y with meds that have X+Y full send it\", that's clearly mistuned. But I think there's some merit in using clusters to get a trait that augments your playstyle + adds things like X elemental resistance or attack speed or whatever on the travel nodes. I like that. Though if tattoos stick around and there's sufficient variety of them I suppose that niche might be covered?",
                                  "replies": [
                                    {
                                      "body": "Honestly you're probably right. I think it's a thing where they feel required for several builds to be good, instead of cool optionals."
                                    }
                                  ]
                                }
                              ]
                            }
                          ]
                        }
                      ]
                    }
                  ]
                }
              ]
            }
          ]
        },
        {
          "body": "? They said they wanted to bring clusters jewels in *eventually* but they likely won't be there at early access launch."
        },
        {
          "body": "The sockets on the tree are in. The jewels themselves are not.",
          "replies": [
            {
              "body": "Why would the specifically be a different shape than the other jewel slots on the tree then?",
              "replies": [
                {
                  "body": "i usually put knives and forks on the table before the food is ready",
                  "replies": [
                    {
                      "body": "Horrible analogy",
                      "replies": [
                        {
                          "body": "But accurate",
                          "replies": [
                            {
                              "body": "Not really. You don’t set the table 6 months before your food is ready.",
                              "replies": [
                                {
                                  "body": "Wow, you’re….you."
                                }
                              ]
                            }
                          ]
                        }
                      ]
                    }
                  ]
                }
              ]
            }
          ]
        },
        {
          "body": "They're called \"Large Jewel Socket\" according to this Dutch preview of PoE 2: https://youtu.be/Kqu896RTl_o?t=100",
          "replies": [
            {
              "body": "Well, that probably tracks with cluster jewels, a large socket for a large jewel, then medium of medium, etc. I don't recall if they're labeled that way in POE 1, but it would be interesting to have large jewels besides clusters that require those slots."
            }
          ]
        },
        {
          "body": "The tree is still not final."
        },
        {
          "body": "This is a regular jewel socket."
        }
      ]
    },
    {
      "body": "Outer nodes are very far compared to poe1"
    },
    {
      "body": "The minion nodes at the top left resembling a stick person is hilarious to me. I haven’t been hyped for a game this much in over a decade"
    },
    {
      "body": "POB When??"
    },
    {
      "body": "in awe at the size of this lad"
    },
    {
      "body": "[link for the pic](https://cdn.discordapp.com/attachments/1118165205025828884/1279398055669530697/PoE2_Passive_Tree.png?ex=66d44bca&is=66d2fa4a&hm=dbcae0d391f5eb4a6a3aac8b6b42069afd09d64142201c8d73d900c168875633&)",
      "replies": [
        {
          "body": "Where did you get this?",
          "replies": [
            {
              "body": "Original source is from Path of exile discord\n\nPersonally i knew about it through talkative tri who made a YouTube video about it"
            }
          ]
        }
      ]
    },
    {
      "body": "I don't know why but I feel like it's bigger... like there is more nodes in this than in POE 1....",
      "replies": [
        {
          "body": "There are 2156 nodes on this current iteration of the POE2 tree. Each node was marked and counted today by The Issue over in the #poe2 channel on the POE discord (he was very bored).\n\nAccording to pathofexile.com, there are 1325 nodes on the POE1 tree. Not sure if this is updated to the latest version of the tree or not, but let's assume it's close enough.\n\nThat's a difference of 831, or **~62.7% more** passives.\n\nAll of this is subject to change, of course, since the devs have stated the passive tree is not yet final.",
          "replies": [
            {
              "body": "On top of it removing generic live nodes adds technicaly a lot of extra nodes as well."
            },
            {
              "body": "Thanks for bringing this info here! IMO it makes sense to have more nodes, to give more options for each class, since you can't easily travel throughout the middle to get things from other sides, so best to keep on your side, and hopefully have enough of what you need on that side. + Having 2 trees that still share the same core you'll want to have more options nearby, so you don't have to waste points traveling through if you want to do a bow + sword build for an example.\n\nAlso we'll have more weapons, more mechanics (such as the granade launcher, arrow switching, dodge), double the account of classes and ascendancies ( with things that could be more specialized for each class, such as transforming, tinctures etc)"
            }
          ]
        },
        {
          "body": "looks denser"
        },
        {
          "body": "[deleted]",
          "replies": [
            {
              "body": "To me it looks more dense",
              "replies": [
                {
                  "body": "My first thought as well"
                }
              ]
            }
          ]
        }
      ]
    },
    {
      "body": "I may be completely wrong but to me it looks like you're supposed to try and get out to the edge for specific weapon types cause some of them are shaped like them or is that just me",
      "replies": [
        {
          "body": "Well, if you look at current PoE tree it's also like this. There's \"wheels\" with the weapon formats all around the edge of the tree as well",
          "replies": [
            {
              "body": "Yeah there are but poe tree is asymmetrical and literally is just all wheels. Seems like they're having fun with this one"
            }
          ]
        },
        {
          "body": "Bro mind blown. Great catch and I agree. That crossbow bow and spear stick out like a sore thumb.",
          "replies": [
            {
              "body": "Look at the stick figure top left"
            }
          ]
        }
      ]
    },
    {
      "body": "Woah.... I like the \"more creative\" patterns / nodes / lines / curves. Looks awesome!",
      "replies": [
        {
          "body": "They def. look awesome, but if we are getting Timeless Jewels again, the shapes may turn out to be detrimental compared to the ring system in POE1.  \nLike it may be harder to balance the skill tree in POE2 if they aren't willing to compromise on the shapes of the tree.  \nBut it all comes down to whether we are getting timeless jewels or not.\n\nSimilar issue appears for jewels like Unnatural Instinct, Intuitive Leap etc.",
          "replies": [
            {
              "body": "Why would the shapes have anything to do with balancing? It's a purely visual thing that doesn't affect the number or content of the nodes",
              "replies": [
                {
                  "body": "He was talking specifically about timeless jewels and stuff like unnatural instinct which makes sense, having rings puts more focus on density which means the timeless jewels/unnatural instinct can impact/affect more overall nodes, with that said though I do prefer the more creative approach to the tree"
                }
              ]
            },
            {
              "body": "I don’t think they want timeless jewels and cluster jewels in the game I’m pretty sure they said.\n\nI think there was an interview that what we see as cluster jewel spaces are “large jewel” spaces now."
            }
          ]
        }
      ]
    },
    {
      "body": "I'm gonna take this with a grain of salt. At least from the number of actual nodes. The beta is still 2.5 months away I think the middle-out, weapon based tree will probably be a core theme though."
    },
    {
      "body": "I already feel like I don't have enough skill points looking at that.\n\nSuper nice"
    },
    {
      "body": "For the important question, can you make a crab?"
    },
    {
      "body": "It's beautiful"
    },
    {
      "body": "So it takes almost twice as much to go from inner to outer and there are plenty of clusters along the radials or even in the middle of it. Coupled with lack of life nodes it means each build will travel to the outer side in a different way, which i think it's the intention. In PoE1 i feel like all ranger builds always path the fucking same no matter if they are poison or elemental or whatever.\n\nThere seems to be no \"point tax\" to get jewel sockets, but if you want many you'll need to zig zag travelling sideway in the middle ring, which costs 1 more point than the outer. I think the idea is they want everyone to take 1-2 jewel slots early rather than waiting for the budget to buy one that is worth the travel fees.\n\nThey are offering clusters as a way to travel over attributes more than in poe1, they even get to travel sideways, but they are not very daring, that is to say they are not saving up too many attributes points.",
      "replies": [
        {
          "body": "those unique jewels that give extra mods to nearby passive slots are now rollable magic/rare mods lel"
        }
      ]
    },
    {
      "body": "There are cluster jewels sockets, but there is no way to know if cluster jewels go in there or they are thinking about another interesting type of jewels. It most likely is just cluster jewels, which are going to be harder to craft, other ideas don't really need to be on the outer edge."
    },
    {
      "body": "Long time POE player here. While the unique shapes might look cool I'm worried about balance. POE 1 had a similar shaping structure before 1.0 but they moved away from that because it was hard to balance, made worse with unique jewels that affected nodes in an area. This will also make the tree more overwhelming to new players which is a POE pitfall.",
      "replies": [
        {
          "body": "in poe2 it is way easier. Cause skills are related to certain weapon types that are on the tree like that. If you play x you can filter out 90% of the stuff"
        }
      ]
    },
    {
      "body": "Looks great, I’m just excited for o start off from the start and learn the game as it grows, I need a PHD in poe1 to craft something"
    },
    {
      "body": "beauty"
    },
    {
      "body": "MASSIVE! I LOVE IT"
    },
    {
      "body": "can’t wait to actually navigate through it and see whats what. Also reminds me of the first few years of poe’s tree. lots of curses and circular designs."
    },
    {
      "body": "My friends when I ask them why they don't like PoE:\n\nMe:  MOAR!!!"
    },
    {
      "body": "Death Star"
    },
    {
      "body": "No scion then?",
      "replies": [
        {
          "body": "Yes, the game already has 12 classes with 36 ascendancies so i guess trying to have a scion in the middle of all that and have general access to everything isn't something the devs want to deal with",
          "replies": [
            {
              "body": "It's a pretty darn unpopular class. Not really a great motivation to bring along the complexity"
            },
            {
              "body": "Maybe she’ll play a role in the story"
            }
          ]
        }
      ]
    },
    {
      "body": "Imagine if we knew exactly what the nodes did already. People would already be theory crafting builds. 🤣"
    },
    {
      "body": "in poe 2 you'll really have to earn your jewel sockets damn",
      "replies": [
        {
          "body": "Noticed that too, shew"
        }
      ]
    },
    {
      "body": "is this big enough?"
    },
    {
      "body": "Love how this looks like a tapestry of constellations."
    },
    {
      "body": "Love the smiled dude with mace and shield on left side ;)"
    },
    {
      "body": "What a beautiful nightmare."
    },
    {
      "body": "So we’re all scion"
    },
    {
      "body": "As someone who has never played PoE, is there an eli5 as to how to approach this skill tree without feeling overwhelmed?",
      "replies": [
        {
          "body": "the skill tree isn't actually that bad, yes it looks crazy but the way the devs put it together make it surprisingly simple as long as you learn how it's organized.\n\nBasically the skill tree is actually 6 skill trees combined together side by side, the game has 12 classes and every 2 classes spawn on their own side of the skill tree, for example the right side is where the ranger and the huntress class part of the tree exist and that's where you start if you play as one of them.\n\nUnderstand this alone and you will be able to ignore 75% of the skill tree and only focus on the side that belong to your class which is only 25%, then you have to understand that not every node in the skill tree need to be examined a lot of them are small travel nodes that you only pick as a way to get to the big important nodes.\n\nIf you understand this the skill tree size will shrink again to like 15% and you can ignore the rest, another great design for the devs is how they group nodes together around specific mechanics like if your character is a warrior then you know that you want the following mace weapon nodes, melee nodes, armour nodes, etc.\n\nAnd th skill tree always group these nodes together in a cluster so you just go to the mace clusters and pick them up and go to some of the armour clusters and pick them up and then you go to the melee damage clusters and pick them up.\n\nThere is also a search functionality where if you type for example melee the game will highlight all the melee nodes.\n\nAs you get more and more familiar with the game you can expand more and try to do some stuff like getting different passives from the other classes parts of the skill tree but if you are new and you don't want to follow a a step by step build guide(which i never was able to because i don't enjoy them) then you can just focus on making for example a 100% ranger, don't multiclass and the skill tree will shrink massively"
        },
        {
          "body": "Yes: don’t be afraid of taking the wrong nodes. As long as it sounds like it gives you power, it will most likely.\n\nYou will make it to the endgame with sub-optimal builds, because your gem management is way more important (running good support gems for example).\n\nLater on, you can respecc your passive tree for more min maxing."
        }
      ]
    },
    {
      "body": "For a noob like me this is probably the only reason i dont play this game more often."
    },
    {
      "body": "I still don't understand this. Do you start out in the middle and choose to branch out in any direction? There's more than 6 classes so it doesn't make like physical sense like the previous game where each class would start somewhere else on the board.",
      "replies": [
        {
          "body": "It's the same as poe1 the difference now is every 2 classes share the same starting point for example huntress and ranger both start on the same location on the right of the skill tree"
        }
      ]
    },
    {
      "body": "Still wondering if i am work out a necro gunslinger thingy"
    },
    {
      "body": "wait... does this mean that everyone starts at the middle and they can just take different routes?\n\nI dont know how, but I missed this info. And this is awesome! Now an ascendancy does not limit you in any way by starting at a specific node!",
      "replies": [
        {
          "body": "Everyone starts in the middle but starting point is still north of this middle circle for sorcererer/witch, northwest for tenplar/druid etc. See the “plus” sign at south east for ranger/huntress starting point on this screenshot for example."
        },
        {
          "body": "Everyone starts at the middle but they can't take different routes. Every class has a set starting branch. As a Ranger/Huntress you can only allocate your starting points in the area you can see in the picture, you can't start off in the Templar/Druid branch of the tree."
        },
        {
          "body": "the middle is simply an art space now, but your starting class still dictates your starting orientation as far as I am aware"
        },
        {
          "body": "To add on what was already said, nodes near the starting area are dynamic now. So the same node is different depending on the class.",
          "replies": [
            {
              "body": "Yeah this one is one of the \"weirdest feeling\" changes to me. I get why they did it, but it's a bit weird for a few reasons \n\nLike, how big is the area this applies to? If it affects notables that could be an issue in customization imo"
            }
          ]
        },
        {
          "body": "thanks everyone for all the info and clarification!"
        }
      ]
    },
    {
      "body": "Not taken nodes look so bright they resemble constellations on a night sky. Wonder if it’s just a artistic coincidence or there is something extra for taking those distant clusters full of"
    },
    {
      "body": "The \"outer ring\" doesn't have only attribute node, there is two notable/cluster that are on the way on the intelligence part of the tree if you want to travel left or right (next to the fire and lightning thing)."
    },
    {
      "body": "I'm a bot, *bleep*, *bloop*. Someone has linked to this thread from another place on reddit:\n\n- [/r/ps5] [Path of Exile 2's skill tree](https://www.reddit.com/r/PS5/comments/1f6aqwi/path_of_exile_2s_skill_tree/)\n\n *^(If you follow any of the above links, please respect the rules of reddit and don't vote in the other threads.) ^\\([Info](/r/TotesMessenger) ^/ ^[Contact](/message/compose?to=/r/TotesMessenger))*"
    },
    {
      "body": "Glad they made this simpler to understand for new players"
    },
    {
      "body": "I tried making a new thread about this but it keeps getting auto-removed for some reason.\n\nWhat if the skill tree had its constellation clusters highlighted for better readability? It looks like GGG is already doing that but without clearly outlining the constellations. I think it would be amazing if we could hover above each cluster and a pop up came out showcasing a brief breakdown. For those of us that don't want to follow a build guide, it would make making a new build so much cooler and probably less frustrating.\n\nThoughts?",
      "replies": [
        {
          "body": "I don't think it's necessary and this is coming from someone who never follow a build guide i just don't enjoy playing these games if i'm not theorycrafting.\n\nThe reason i don't think it's necessary is because the skill tree in path of exile although it looks very complex the nodes in it are grouped together around specific weapon/defense type/damage type/etc. which make it very easy to navigate \n\nFor example you will find clusters of nodes for the mace weapon and clusters of nodes for melee and clusters of nodes for armour and if you play a class like the warrior then you can easily recognize these clusters and navigate to them\n\nThis is different from the constellation of grim dawn which is for me as a person who played both games are actually far more complicated despite being smaller because their nodes sometimes are grouped around weird things \n\nFor example you have this constellation that shaped like a turtle and the big thing it gives you is a passive called turtle shell which make your character have a protective barrier around them that absorb some amount of damage \n\nThis is just too general of a passive like everybody can benefit from it, it's not a mace passive so i know to skip it if i don't use maces or get it if i do !\n\nAlso grim dawn constellation are gated behind this weird affinity system that require you to plan ahead and get a specific constellations on the tree to unlock some other constellations\n\nWhich in PoE this isn't needed, as long as you can afford the skill points to path to something then you can get it, it's as simple as that !"
        }
      ]
    },
    {
      "body": "guys i love everything POE2 as i watched religiously most vids online since i discovered it two months ago but about the skill tree that we see… are skills related to weapon ? or are they independent ? i’m a bit confused since i see a lot of talk about weapons. I want to play a witch… are weapons relevant in any way for my build ?",
      "replies": [
        {
          "body": "Yes active skills are filtered by the weapon/magic they require \n\nFor example in poe 1 flicker strike used to be a skill that you can use with any melee weapon but now in poe 2 you can only use it with a quarterstaff \n\nAnd although magic and summons don't require a specific weapon, each magical weapon type still have very important stats/benefits that differentiate between them \n\nFor example if you are playing as a witch and want to be a summoner then you will need to carry a scepter because they give you a secondary resource called spirit which you need to spend to be able to summon minions + it give you unique aura-like stats that only roll on scepters like \"allies around you heal 26 hp per second\" or/and \"allies around you have 17% increased attack speed\" these type of stats will have big effect on how strong your minions",
          "replies": [
            {
              "body": "alright !!! thank you so much for the explanation"
            }
          ]
        }
      ]
    },
    {
      "body": "I am kinda concerned for the lack of keystones. Are they going to be worked into regular notables?\n\nI see stuff like iron reflexes, vaal pact, CI, ghost reaver, versatile combatant missing from the tree."
    },
    {
      "body": "can't wait to sorc this out"
    },
    {
      "body": "I played a few leagues in the first but with what this game is promising the value will be insane and I can’t help but support the dev team hoping they expand."
    },
    {
      "body": "Interesting to see that some minor nodes are purely optional and not on path to a major node or other travelling. The outer bow nodes, spear tip, and a chaos cluster (i guess) north of sorceress start. Seems like minor nodes will have far more impact than in poe1"
    },
    {
      "body": "it's gorgeous..."
    },
    {
      "body": "This skill tree looks like there will be more than 140? points to allocate per character.",
      "replies": [
        {
          "body": "I don't think so, yes it's bigger but remember there are 6 more classes now every class has to share their part of the skill tree with another class \n\nThis mean classes like the ranger now have to have spear nodes in their part of the skill tree because the huntress will be there too, this will also mean you can ignore some of this stuff so if you are a ranger the spear passives are completely irrelevant to you and you can just ignore them\n\nAlso there is no life nodes anymore this will give most builds extra free 10+ points",
          "replies": [
            {
              "body": "Why? I want my spear on a ranger. And my mace and shield. More classes deosent mean it's the reason for a passive skill tree to be bigger.",
              "replies": [
                {
                  "body": "Sure you can but then you will be multiclassing \n\nIf you remember in poe 1 if you wanted to do that you will have to travel to another part of the skill tree but now you can do it right from the part you start in so of course for a balance thing it should cost you as much as in poe 1 when you had to travel to another part or at least close to it to multiclass\n\nWhich again mean no need for extra skill points than what poe 1 already give you otherwise you will be a ranger and a hunteress and have some more point to do some mercenary or shadow too this could be too much",
                  "replies": [
                    {
                      "body": "Oh man that's the point. In poe1 we didn't have a weapon specialisation aka weapon swaps. Here it's possible to use spears and maces if you're smart enough to cover weaknesses. For example using earthquake togheter with a spearfield to slow enemy's down long enough for earthquake to do the aftershock. If it was poe1 skill tree I would convert all the damage to poison and scale chaos damage and poison stacking as a pathfinder.",
                      "replies": [
                        {
                          "body": "You will have around 10 special passive points(forgot what they are called in the game) but basically these points will allow you to apply them twice and then you can change between the two sets of these 10 special passive points by changing your weapon\n\nMaybe there will be other similar mechanics otherwise i highly doubt that they will give us more than 140 passives"
                        }
                      ]
                    }
                  ]
                }
              ]
            }
          ]
        }
      ]
    },
    {
      "body": "Looks really cool. Reminds me of grim dawn"
    },
    {
      "body": "The silly weapon-shape passive clusters significantly increase the amount of passives consumed."
    },
    {
      "body": "Does anyone have a link for the nodes and what they are? I'm sure if a streamer during play test or beta recorded it they could piece it all together."
    },
    {
      "body": "Just looking at that skill tree is killing my motivation to play... lol"
    },
    {
      "body": "Hello the reason why I dropped this game :D"
    },
    {
      "body": "https://preview.redd.it/4fpunqinf73e1.png?width=1004&format=png&auto=webp&s=d36bc8d5b089a1b43a35414536025814cfbf5dbd\n\nSo no more Crabs?"
    },
    {
      "body": "so excited"
    },
    {
      "body": "I am not keeping updated with all the interviews and podcasts... have they said when skill tree patch notes etc etc will be released... or because its EA is it all just going to be changing at breakneck speed and they wont do that?",
      "replies": [
        {
          "body": "no, and probably they will just let people get into the game and find out for themselves"
        }
      ]
    },
    {
      "body": "Credit to a user named Fairshadow for piecing it together ;)"
    },
    {
      "body": "That's nightmarish. Half the time I played poe, I had to hot key alt-tab until I got a second monitor."
    },
    {
      "body": "So cluster jewels are back, interesting",
      "replies": [
        {
          "body": "No. The jewel sockets on the outer rim came way before cluster jewels. They have directly stated that cluster jewels won't be on release and may come later as they want to not have all these complex additions to the passive tree on launch.\n\nJewel sockets were added in 2.0.0 and Cluster jewels came in 3.10",
          "replies": [
            {
              "body": "True but worth noting that those sockets on the outside of the tree have the special border that interior sockets don't have. These borders didn't exist before cluster jewels and were added to designate which slots could be used for cluster jewels - so it's not unreasonable to assume that these are meant to be the cluster jewel sockets again.\n\nI do think that people are somewhat jumping to conclusions about the jewels themselves however - it's entirely possible for them to add the cluster sockets while the jewels themselves are not in the game.",
              "replies": [
                {
                  "body": "we know delirium is in the game, we know Jonathan has said he likes cluster jewels and wants to bring them to poe2, but I doubt they'll be there on early access release yeah",
                  "replies": [
                    {
                      "body": "Not just not in early access. They won't be in on official launch too. That was like half of what Jonathan said. The other half was him saying they weren't going to add them and just maybe they will bring them back later. \n\nIf/when they get implemented, they will likely not be tied to delirium.",
                      "replies": [
                        {
                          "body": "true, good point -- delirium and cluster jewels are extremely linked in my brain but they don't necessarily have to be linked in poe2"
                        }
                      ]
                    }
                  ]
                }
              ]
            }
          ]
        }
      ]
    },
    {
      "body": "You guys are pretty smart, right! Is it really too much to ask to have you reverse engineer a fully interactive POE 2 talent calculator?",
      "replies": [
        {
          "body": "Yes, because you have to put a lot of time into a tree, 90% if which is unknown and it is probably going to change (or has already changed) such that all that effort is for almost nothing.\n\nBut as soon as the early access drops, it’s a matter of hours until the first interactive trees are online."
        }
      ]
    },
    {
      "body": "I'm overwhelmed already"
    },
    {
      "body": "Looks worse than the one in AC Valhalla."
    },
    {
      "body": "I thought this game would be new and have a small tree to introduce people into it.. stupid me"
    },
    {
      "body": "PoE2 will be more new player friendly.\n\nLUL",
      "replies": [
        {
          "body": "it will be more friendly, the new QoL features they added to the skill tree are massive for example the game now support nested tool tip, that mean you can mouse over a node an it will tell you \"increased armour\" then you can mouse over armour and it will tell you what armour is \n\nAlso they show you what is going to change/improve in your character when you get a node"
        },
        {
          "body": "This tree is no different than poe1’s tree which is the same idea as in allocated one node at a time nothing about that should be intimidating or complicated to anyone. Having a lot of options and ways to do something should make a player excited"
        },
        {
          "body": "Most players who play PoE1 for more than a couple hours will gain an intuitive understanding of the skill tree. It's deceptively simple. PoE 2's tree seems to be a bit larger, but it's the same thing in essence.\n\nYou won't memorize the entire thing in a couple hours, but that's far from necessary."
        }
      ]
    },
    {
      "body": "I just went through the 7 stages of shock. What the fuck? 🤯"
    },
    {
      "body": "it looks a little small...",
      "replies": [
        {
          "body": "That what she said, and she was wrong btw just like you are now 😭"
        }
      ]
    },
    {
      "body": "I was thinking, wouldn't it be cool if the skill tree was all delirium jewels?  \n  \nWell you wouldn't call it delirium of course, but its the same concept.  Attaching one tree to another tree.  Like a quilt.  \n  \nEach one could have it's own shape and art, just like the larger clusters in today's skill tree, they don't need to look like delirium clusters.  You could even let the player ditch the starting node and tree, and just have the rule that \"as long as it's all connected\".  There'd also need a rule that you can't have duplicate trees, and only one Ascendancy period.  \n  \nThere's a couple cool things about this I can think of.  \n  \nThe most important is that each league can have new trees to try out.  Only the most successful (balanced) ones get added to the core game.  And it won't clog up an existing tree like the passive tree of today.  \n  \nDesigners don't need to make these tree items.  Perhaps they could be \"Training\".  You got trained in fisticuffs, which gives you the fisticuff tree to grow, which you then attach onto your tree and grow into using experience.  Fun little thematic connection.  Your starter tree might even be called your \"upbringing\".  \n  \nAnother thing you can do with this tree is allow the player to remove the starting tree and nodes.  This allows players to optimize continuously even once they hit maximum skill points, as they move into new trees and find shapes that reduce paths."
    },
    {
      "body": "[deleted]",
      "replies": [
        {
          "body": "So don't play it that's the intentions from this skill tree lol\n\nThat's why the devs reveal it fully to you from your first level up they want to communicate with the players that this game is a complex game if that's not your thing then you can now delete it and move on \n\nThey could drag it out and after 20 hours you go damn this game keep getting harder and harder i can't play it more i just wasted my time ! But they prefer to be honest and direct with the players from your first 5 minutes of gameplay \n\nYou can either respect that they have a vision and want to make their own game and they want to be honest about it and not waste people time who their vision doesn't fit them or you can call it a joke and miss the entire point i guess \n\nAlso btw the skill tree isn't the hardest most complex part of the game it just the clearest part that communicate this game complexity for the players from very early in the game that's why everyone focus on it when complaining about how complex path of exile is but even if they streamlined it you will find people play PoE for 100 hours and then hit another even more complex part of the game and then complain about it"
        }
      ]
    },
    {
      "body": "where is CI?",
      "replies": [
        {
          "body": "The Keystone left of the northern Jewel Socket has the art of CI atleast."
        },
        {
          "body": "Pretty sure it's gone, GGG has stated they want ES to be like classic PoE: an extra layer of defense.\n\nIt's possible we don't see 100% ES builds anymore."
        }
      ]
    },
    {
      "body": "I wish I could downvote this more.",
      "replies": [
        {
          "body": "Lol why ?",
          "replies": [
            {
              "body": "It's convolution for the sake of convolution",
              "replies": [
                {
                  "body": "what is? the tree? it’s the exact same as poe 1 basically. and nothing about it is complex you allocate one node at a time and path towards what you want. if that’s complex to you at all then you’re telling on yourself by saying so."
                },
                {
                  "body": "It's deceptively simple. The only players who think it's convoluted are players who haven't played PoE for more than a couple hours. You won't memorize it in that time, but that's completely unnecessary."
                },
                {
                  "body": "At the very least it's convolution for the sake of brand identity. \n\nThe shock of seeing the PoE1 passive tree for the first time has always been a huge part of PoE's history. \n\nNot to mention that dozens of other games (ARPG and non ARPG) have implemented their own version of a PoE-like passive tree into their game and nearly all use the image of their tree in their promotional material.\n\nYou are certainly allowed to not like it for whatever reason, but just know that you are in the tiny minority on that one."
                }
              ]
            }
          ]
        }
      ]
    }
  ]
}