Passive Tree

Will this be added to as the game advances? Right now I just had a quick count;

7 Unarmed passives
9 Mace
19 Two handed
15 Quarterstaff

102 Minion...

You can see where I'm going with this, its loaded with some and barren of others. When new weapons come out the exact same fkn paths for builds are going to be used with the same items - HoWa etc and then just mash the same button but it'll say "Axe" or "Flail" or "Sword" not "Mace"

People are still going to be bored and no ones going to come back for it.

The tree is lacking so much content and ability for people to go off meta.

Pid.... geon.... holed....

Last bumped on Mar 6, 2025, 6:23:14 AM
Mace skills could take advantage of different kind of nodes. Mace nodes, 2h nodes, physical dmg nodes, area dmg nodes, for example.

It is different for minions. "Only minion nodes work on minions". It demands specific nodes to scale dmg, thus it is needed more of that kind of node on the skill tree.

It is the same on poe1 if you search for "minion" and compare that to any kind of weapon.
It wasn't specific to maces, it was all weapons. Two handed nodes are shit and all come with a attack speed penality as mentioned in many other forums - my point was quite simply this;

All melee weapons will have the same build pathing. They will all use the same nodes. They don't have variety that makes builds fun you all end up with the same build.

Hit up google "New build for XYZ" and you go there "Howa gloves and we stack int or dex" (single example) if you count the builds out there right now there's fuck all and there's fuck all options to change that because they've created a scenario where only certain things will work.

But please, by all means if you're happy with the passive tree thats fine - have fun with your minion build.

PS 35 mace nodes in poe1. 33 Two handeds to go with it. 42 for staffs and so on.
Wrecking ball poe1 - 25% dmg + 10% attack speed with 6% increased before it.
Singular purpose poe2 - 40% damage 5% REDUCED attack speed with no speed before it - 21% attack speed differential. Ok.
Butchery poe1 - 25% attack dmg increase, 5% speed increase, 20 strength
Overwhelm poe2 - identical to Singular purpose they couldnt even add a new idea.
Ribcage crusher (mace)poe1 - node with 12% speed increase, AOE increase and damage increase.


- TL;DR - Passive tree is average as HELL. Its actually sickening how rigged it is. Everything is a speed decrease for melee which defeats even having the bonus damage, its disgusting.
Last edited by Sydneydonza#3078 on Mar 5, 2025, 8:49:35 PM
Passive tree is underwhelming. The only nodes that are powerful are the nodes that every build gravitates to. Some notables, but mostly jewel slots. It's boring in a confusing way so that newbies pick what should make sense for their 2H mace "hulk smash" build only to eventually give up on the idea.
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Passive tree is underwhelming. The only nodes that are powerful are the nodes that every build gravitates to. Some notables, but mostly jewel slots. It's boring in a confusing way so that newbies pick what should make sense for their 2H mace "hulk smash" build only to eventually give up on the idea.



They took the most uninspired aspect of POE 1 and made a very bad skill tree, absolutely 100% devoid of defensive options, health, etc etc.

POE 1's tree was quite balanced with a whole lot of everything -- POE 2's tree feels like the illusion of choice. A whole lot of the same mediocre things.
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Passive tree is underwhelming. The only nodes that are powerful are the nodes that every build gravitates to. Some notables, but mostly jewel slots. It's boring in a confusing way so that newbies pick what should make sense for their 2H mace "hulk smash" build only to eventually give up on the idea.



They took the most uninspired aspect of POE 1 and made a very bad skill tree, absolutely 100% devoid of defensive options, health, etc etc.

POE 1's tree was quite balanced with a whole lot of everything -- POE 2's tree feels like the illusion of choice. A whole lot of the same mediocre things.


Yeah hard! I was looking at it on pob when counting nodes earlier and thinking holy shit... so many better options you can make literally any random build and get to maps and do maps and kill some end content you dont HAVE TO follow hard set lines like at the moment, ugh!
I thought the tree changed depending on your class? If you count nodes as a witch you'll get a lot of minion, if you count as a sorcererss you'll get mana and elemental damage nodes
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I thought the tree changed depending on your class? If you count nodes as a witch you'll get a lot of minion, if you count as a sorcererss you'll get mana and elemental damage nodes


The starting left top path as witch is slightly different just a few random nodes, can't recall but you can check on path of building or maxroll pretty easy
Last edited by Sydneydonza#3078 on Mar 5, 2025, 11:58:03 PM
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It wasn't specific to maces, it was all weapons. Two handed nodes are shit and all come with a attack speed penality as mentioned in many other forums - my point was quite simply this;

All melee weapons will have the same build pathing. They will all use the same nodes. They don't have variety that makes builds fun you all end up with the same build.



I'm not disagreeing about passive tree being currently underwhelming. I'm just saying that the amount of specific node is meanless in this case.

Mace is just an example, but any kind of build, except minions, is like this. You can make a mace build differently, focusing on bleeding, or converting to fire dmg, or through slams, or just a strike build. A QStaff build can focus on critical dmg, or cold dmg, or lightning dmg, so it goes. You can even ignore specific nodes for that kind of weapon depending on the build (I dont pick any mace nodes for my Cultist Mace Titan, for example). They are not going all in the same path and all mentioned option are endgame viable.

Obviously, when they release Swords, someone might want to make, for example, a Conversion to fire build with Swords. Of course it will have a lot of paths in common with a mace build with conversion to fire. That is one of the effects of an existing META, and every game has some effect like that. You can't avoid it totally. But that doesn't mean that every endgame viable melee build, for example, will stick in the same path as you can build differently even with the same type of weapon, as I mentioned.

Again, it is different for minions. This kind of build doesn't have much choice. It has to pick minion specific nodes to scale dmg. It can't scale with anything else (except cast speed in some cases). If you have only, lets say, 15 nodes of minions, every minion build would have to pick those same 15 nodes, regardless of being a ES hybrid build, going MoM or just playing a life based build. In this case, it would be a problem for diversity for summoner archetypes, differently than other kind of build. That is why there is such a larger amount of minion nodes. Again, poe1 is like that too.

But yeah, the skill tree lacks a lot of balancing. No doubt about it.

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Hit up google "New build for XYZ" and you go there "Howa gloves and we stack int or dex" (single example) if you count the builds out there right now there's fuck all and there's fuck all options to change that because they've created a scenario where only certain things will work.


Obviously you will fine mostly META builds on google. Go to poe2.ninja, specially on SSF section, and you will find a lot of endgame viable offmeta builds.

Btw, I advise you to try to build your own build. At least for me, half of the reason why I'm play this game in the first place is about building my own original build and see it working well.

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