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Is Path Of Exile 2 Now Standalone? - My Personal Opinion

Aug 05, 2023 Author: POECurrency.com

Last week was the long-awaited ExileCon 2023. While many of us were eager to hear all of the new details on Path of Exile 2 and the new Challenge League, GGG started the show off with a shocking announcement: 

Path of Exile 2 would no longer be an expansion to Path of Exile 1, and would now be a standalone game. Both games will receive updates and staggered challenge leagues, so players can play one or both games going forwards. 

This is a huge change, and the community has had very mixed reactions to it. Here, I want to talk a bit about why I think this is happening, what this means for POE going forwards, some concerns, and how I feel about it. 

GGG didn’t spend a lot of time explaining the reasons behind the change. Only that it became clear to them that POE 2 needed to be a separate game as they continued development. 

Is Path Of Exile 2 Now Standalone? - My Personal Opinion

However, to me, the reasons seem very clear. Since the original announcement of POE 2, there’s been unease and discontent in the POE community. There was a feeling, partially due to developer statements, that POE 2 was going to have to slow the game down somewhat when it launched. That the insane screen-clearing speed of the modern Path of Exile was just too much to be the baseline of this new game, and that GGG would have to slow things down. 

There was also the feeling that GGG would need to slow things down gradually in POE 1 as we got closer and closer to the launch of POE 2, in order to ease players into it. 

Players who have been playing POE 1 for the last few years, or god forbid, visited the subreddit, will know the extreme outrage that happened when GGG did, in fact, try to slow the game down. Patches 3.15 and 3.19 were received extremely negatively by the community. 

To the point, GGG had to effectively roll back many of the changes they had made, publicly go in front of the community to explain where things had gone wrong, and even permanently withdraw from engaging with the community on the subreddit, in order to protect themselves from the extreme, disproportionate toxicity. 

It’s clear that part of why Path of Exile is so beloved is because of the extreme, absurd map-clearing speed you can achieve. And that large portions of the community will absolutely hate any attempts to curtail that. 

But that isn’t the sort of game the devs want to make. And, if we’re being honest, perhaps isn’t the sort of game the general gaming public wants to play, either. After all, one of the major goals of POE 2 is to bring in new players who previously didn’t enjoy POE. 

When looked at through that lens, the original plan to make POE 2 into an expansion for PoE is really the root cause of these problems. If GGG went with their original plan of having POE 2 effectively replace POE 1, they would run the risk of alienating their entire current player base of POE 1 players. But if they instead compromised on their vision for POE 2, they’d run the risk of having the game not be different enough to bring in new players, and stifle their ability to create an experience that was wildly different from PoE 1. 

Having them be two separate games solves these problems. They can keep the fast gameplay of POE 1, while also providing a slower, different, and more combat-focused experience in POE 2. So, what does this mean going forwards? 

It means we’re going to have two different flavors of Path of Exile. We’ll be getting twice as many challenge leagues per year as both POE 1 and POE 2 will be receiving their own, different, challenge leagues, and players will be able to play whichever seems more appealing to them or both.

This also means that they can have POE 2 diverge in some pretty wild ways from POE 1. They’ve already previewed that many currency items have been overhauled, and some have been removed, presumably with the goal of making currency more useful for actually crafting your own POE Items. Not to mention all the crazy new weapon-swap features, which will completely change how players create builds! 

Path of Exile 1 vs Path of Exile 2

However, there are a number of major concerns that remain mostly unaddressed. The biggest one is what the impact of split development resources will have on POE 1. Will it still continue to get major development support? Will the challenge leagues end up being small and lackluster? Will POE 1 development end suddenly after a few years? I think that as far as challenge leagues go, I’m not really concerned. 

There was a comment during ExileCon stating that for the last few years, the development team of POE 1 has been mostly just 8 people. If that’s true, it shows that they can still create some incredible leagues on a shoestring budget. And I’d expect support for POE 1 to continue indefinitely as long as there remains even a small, dedicated community. 

The bigger concern, I think, is the issues in POE 1 that we’ve been hearing POE 2 would fix for years now. Melee builds, large swathes of useless underpowered skills, balance issues with ascendancies and archetypes…... Will they just end up remaining bad forever now? Will we ever see major balance changes again? Or, will POE 1 just keep chugging along, with players feeling more and more pigeonholed into specific archetypes and skills? 

I think this is something GGG needs to directly address. It’s not just enough to know that they intend to continue updating and creating challenge leagues for POE 1. We need to hear that they’re committed to having it be its own game with its own distinct playstyle, and not just a glorified POE 1 classic server. 

Also Read: Path Of Exile 1 And Path Of Exile 2 Are Two Different Games! - Differences Between POE 1 & POE 2

However, my biggest concern is the economic impacts of splitting the player base across two games. POE relies on having players to trade with, and the trade system requires players to be online currently in order to trade. If you’ve ever tried to play a regular challenge league after something like a Flashback league has started, you know it can be nearly impossible to do any trades. Everyone has switched over to playing the new Flashback league, and the league feels basically over, whether or not you personally want to keep playing. 

Chris pitched the idea that POE 1 leagues may launch something like 4 weeks before a new POE 2 league, giving them about the lifespan of a Flashback event. 

If you want to be a dedicated POE 1 player, you may find that you can only realistically play the game within these short 4 week windows. Similarly, playing POE 2 late in the league after the POE 1 league has already launched may have similar issues. 

I think if GGG is going to go down this path, they need to seriously consider changing their stance on offline trading in POE. There needs to be some way of still getting the items you need, even when the majority of players have switched to playing the other game. Otherwise, both games will end up suffering. 

I know GGG is dead-set against anything with instant buyout, but if they implemented something that let you buy offline items and then you received them some amount of time later (even days later, perhaps), it would really fix this issue and allow players to buy previously listed items even after that player has moved onto the other game’s challenge league. And maybe even give these players a reason to switch back, once they’re bored with the new league, to a pile of POE Currency they can use to dive back in! 

Having said all of that, despite these concerns, I would say that I am feeling very positive about this decision. I think that had they continued down the path of having POE 2 be an expansion, it would have been disastrous. Either the game would have been too slow, or not different enough. Now, not only do we get to keep playing the game we know and love, but we get to play two different takes on Path of Exile. 

I’ve said before that I find the idea of Ruthless extremely exciting. I’ve been playing POE since Closed Beta, and I will play and enjoy other ARPGs that are a fair bit slower than POE. As much as I love the insane clear speed you can reach in POE, I also feel like I’d enjoy a much slower experience, with a bigger emphasis on combat and moment-to-moment gameplay. And I feel that POE 2 is going to be exactly that. And I get to have both! And I get to have twice as many challenge leagues per year! 

To me, this just means more Path of Exile, and I absolutely love it. I hope GGG can nail this and have two different versions of POE that appeal to both of these playstyles. I’m really excited to see what they have cooking for POE 2, and explore a game that’s going to be both new and familiar! 

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Path of Exile 3.29 Curse of the Allflame Could Bring a New Melee Rhythm Meta with Ice Crash of Cadence on July 24th
Path of Exile 3.29 Curse of the Allflame Could Bring a New Melee Rhythm Meta with Ice Crash of Cadence on July 24th

Path of Exile Patch 3.29 Curse of the Allflame will be streamed on July 16th and officially released on July 24th, bringing the highly anticipated skill Ice Crash of Cadence back into the spotlight.

This skill is essentially still an extension of ice-based melee skills, but compared to the traditional Ice Crash, its attack rhythm and feel lean towards a continuous, cyclical output rather than a single burst strike.

Looking back at the current timeline, before Path of Exile's official release on July 24th, this type of skill is closer to a verifiable but undefined state, requiring further confirmation of its stability and adaptation in the actual patch environment.

Understanding the Skill Mechanics

While Ice Crash of Cadence shares the same mechanical foundation as the original Ice Crash, its defining difference lies in how you time your strikes.

Simply put, it can be divided into three points:

First, it still primarily uses melee-range Ice Crash as its output method, relying on area coverage and hit timing rather than single-point bursts.

Secondly, compared to the traditional Ice Crash, this branch emphasizes a more rhythmic, continuous attack pattern, resulting in a smoother skill rotation and deviating from the typical one-hit-kill playstyle.

Finally, its actual performance is significantly affected by weapon attack speed and skill rhythm; different weapons directly alter the overall feel.

Therefore, this skill is more like a rhythm-based melee ice skill than a traditional burst-type ultimate.

League Start

In PoE Patch 3.29 environment, Ice Crash of Cadence is not suitable as the primary skill for early game progression.

A more reasonable approach is:

Use basic melee skills or standard ice skills to advance the story during League Start phase, such as the common Frost Blades or Cyclone transition skills, for stable enemy clearing and chapter progression.

Only consider switching to Ice Crash of Cadence after your gear and skill support are fully developed in the mid-game.

Typically, you won't find the opportunity to swap to this skill during the early story chapters; instead, it tends to open up once you reach normal maps or the lower tiers of red maps.

The core criterion isn't level, but whether attack speed and range support a complete rotation.

Building Core Ideas

There's no single, fixed template for PoE builds in Ice Crash of Cadence, but it can be broken down into three core modules:

  1. First is the skill itself, providing a basic damage rotation and area-of-effect clearing capability.
  2. Second is Cold Damage Scaling, including frost penetration, frost damage amplification, and area-of-effect expansion, used to improve stability and clearing efficiency.
  3. Third is the weapon system, which determines the skill rhythm and overall feel, and is the part that has the biggest impact on the experience.

These three modules don't have an absolute priority; they work together to form a complete rotation.

Class Selection

Currently, the most common choice in PoE community is Slayer.

The reason isn't skill binding, but that Slayer possesses good sustained melee damage, survivability, and map-clearing stability, perfectly matching the rhythmic output mode of Ice Crash of Cadence.

Other classes can theoretically be used, but they usually tend to be playable but not as smooth.

Therefore, if you're trying this skill with Patch 3.29, it's recommended to start with Slayer.

Weapon Selection

Weapon selection is the most crucial and unpredictable variable for this skill.

Common PoE builds currently include:

Two-handed weapons with high physical base stats, used to increase the intensity and area damage of a single Ice Crash;

And certain special weapon systems (such as weapon combinations focused on rhythm or trigger mechanics), used to optimize attack smoothness.

The differences between different weapons are not just numerical, but also variations in attack rhythm, which directly affect the skill rotation experience.

Therefore, when choosing a weapon, it's not recommended to simply look at the stats, but to prioritize attack speed and skill feel compatibility.

Gear Progression

In Curse of the Allflame, upgrading your gear depends heavily on the spending Path of Exile 1 Currency, particularly when moving through the mid-game phase. Ice Crash of Cadence has a relatively typical progression curve, exhibiting a phased improvement structure.

  • In League Start, it mainly relies on basic weapon and skill level support, with limited but stable map clearing ability.
  • The mid-game phase begins with system building, gradually improving map-clearing efficiency through ice-based damage buffs and area-of-effect expansion.
  • Endgame, on the other hand, relies on complete equipment synergy, including the overall coordination of weapons, jewelry, and the defense system, to demonstrate its full strength.

It's not a skill that linearly increases in power with better equipment; rather, it exhibits a clear progression through stages.

Its Role in Patch 3.29

In Curse of the Allflame environment, Ice Crash of Cadence remains usable but undefined.

It hasn't entered the mainstream meta, nor has it been excluded from effective builds; it's more like a skill branch that can be tried but requires personal testing to determine its feel and strength.

If subsequent patch don't make structural adjustments to melee or ice-based mechanics, this skill will probably maintain its current role: playable, but not a standard answer.

The core value of Ice Crash of Cadence in Patch 3.29 lies not in its power ceiling, but in providing a rhythmic melee experience different from traditional Ice Crash.

It's suitable for players who enjoy ice-based melee combat and are willing to adjust their own feel and rhythm, but it's not the optimal solution for a stable and mindless early game.

Path of Exile 2 Patch 0.5.0 Waystone Value and Crafting | Combine with Tablets and Atlas Tree for Profit
Path of Exile 2 Patch 0.5.0 Waystone Value and Crafting | Combine with Tablets and Atlas Tree for Profit

Regardless of which farming strategy you choose in Path of Exile Patch 0.5.0, Waystones are almost always essential. They open up maps and also influence the rarity of monsters within those maps.

You can add more value to your Waystones, whether you plan to use them yourself or trade them to other players, which will bring you greater returns. Below, let us take a closer look at the specific methods for crafting them.

Waystone Value

Before you start adding modifiers to your map stones, you first need to understand what a Waystone can do. In brief, a Waystone opens a corresponding Atlas map, allowing you to enter an independent high-level monster farming zone. Each Waystone can only be used once, so you can think of it as a map in the traditional sense.

Revives

When you place a Waystone into the map device, it shows the number of revives available to you - that is, the number of retries allowed after a failure. This count is directly determined by the number of modifiers on the map stone:

  • Normal Waystone: no modifiers, grants 5 revive attempts.
  • Magic Waystone: has 2 modifiers, grants 4 revive attempts.
  • Rare 4-modifier Waystone: grants 2 revive attempts.
  • Rare 6-modifier Waystone: grants 0 revive attempts.

This means that once you die in a high-difficulty map stone, Waystone and everything inside it will be lost completely. Therefore, before chasing high returns, you must evaluate whether your character build is strong enough.

How to Add Modifiers to a Waystone?

Depending on your current stage of progression, you can gradually add modifiers according to your character's strength. At the beginning, you may aim for cost-effectiveness, and later on, you can pursue higher modifier rarity.

Alchemy and Go

This is the most basic and most cost-effective starting strategy, well suited for the resource-scarce early phase. You simply use an Orb of Alchemy on a normal or magic Waystone. It upgrades the map to rare and gives it 4 random modifiers.

With just one currency item, you complete the basic enhancement of your map stone, allowing you to quickly get into the mapping rhythm and start accumulating early gear and currency.

Corrupting Waystones

Once you have a certain amount of PoE2 currency, you can try to push the number of modifiers on your map stone to the limit.

First, use an Orb of Alchemy to ensure the map stone becomes a rare map with 4 modifiers.

Next, use 2 Exalted Orbs to bring the total number of modifiers to 6, reaching the cap for a rare map stone.

Finally, use a Vaal Orb to corrupt the map stone. The outcome of corruption is highly uncertain and may include:

  • Modifiers remain unchanged, and the map tier stays the same.
  • The map tier is upgraded to Tier 16.
  • The map tier stays the same, but the number of modifiers becomes 8.
  • Modifiers are rerolled, or even the map tier is lowered.

Monster Rarity

The modifiers resulting from the two operations above are all random. If you want to make your maps much juicier, you will need to invest some currency into targeted crafting of modifiers. You will need the following currency items:

  • Chaos Orb
  • Omen of Chaotic Rarity
  • Omen of Chaotic Quantity
  • Omen of Chaotic Effectiveness

You need to prepare a rare Tier 15 map stone with 5 modifiers, and then activate all three aforementioned Omens simultaneously in your inventory. Their effect is that when you use a Chaos Orb, it forcibly rerolls all modifiers on Waystone, but the newly generated modifiers will not include the three categories of item rarity, monster pack size, and monster effectiveness.

Since Waystone has 5 modifier slots and the system excludes those three major categories, the remaining high-value modifiers - such as monster rarity - will appear with a higher probability. Through this method, you can consistently craft high-quality Waystones that feature monster rarity and Waystone drop modifiers.

Atlas Passive Tree and Tablets

Enhancing only Waystone itself is not enough. To make your maps truly juicy, you must combine passive tree allocations with the use of Tablets. On your passive tree, there are several core nodes worth prioritising:

  • Industrial Improvements: City maps can accommodate one additional Tablet.
  • Partial Translation: Tablets can be upgraded to rare quality and gain +1 maximum modifier count.

Tablets can be used to add bonuses to an entire region. Different Tablets correspond to different endgame mechanics, such as Ritual, Delirium, Breach, Expedition, and so on.

The map device typically has multiple slots. To unlock more slots, you need to insert a higher-quality Waystone:

  • Magic map stone: unlocks 1 Tablet slot.
  • Rare map stone: unlocks 2 Tablet slots.
  • 6-modifier map stone: unlocks all 3 Tablet slots.

Combined with Industrial Improvements node, you can fill your city maps with high-value Tablets to obtain exceptionally high returns.

Endgame Strategies

Finally, you can choose a specialisation based on your preferences. From my experience, the following two strategies stand out in terms of profitability.

Abyss

If you see the modifier indicating that the map is occupied by Abyss on your Waystone, be sure to select nodes that increase Abyss monster effectiveness. Abyss mechanic yields a large number of high-value items such as Omen of Abyssal Echoes, which are very lucrative.

Delirium

Prioritise nodes that allow Simulacrum Splinters to drop from maps above level 75. Every 300 Splinters can be combined into a Simulacrum, which holds considerable value in the current trading market. This means that each map you run passively accumulates wealth for you.

Waystones are merely the foundation of every farming strategy, yet precisely for that reason, many players overlook them. You may choose to use Waystones you craft yourself, or you may consider selling the crafted Waystones to others - either way, they can bring you quite decent returns.

Path of Exile 2 Patch 0.5.0 Immortal Simulacrum AFK Ritualist Guide | Infinite Projectile Dominates Monsters While You Step Away
Path of Exile 2 Patch 0.5.0 Immortal Simulacrum AFK Ritualist Guide | Infinite Projectile Dominates Monsters While You Step Away

The grinding process in Path of Exile 2 Patch 0.5.0 can be incredibly tedious, and many players wish their characters could farm on their own. While full automation is nearly impossible, you can lower your expectations and put together a build that works while you are away from the keyboard.

The Immortal AFK Ritualist boasts formidable defensive layers and, thanks to the infinite rebounding of projectiles, clears entire maps without any input from you. It is especially well suited for remaining idle in Simulacrum.

Immortal Simulacrum AFK Ritualist Core Mechanics

Infinite Projectiles

The engine of this build is Mirror of Refraction skill, which comes from Atziri's Rule staff. Every few seconds, it summons a mirror beside you. If a spell projectile strikes that mirror, the mirror shatters and duplicates the projectile. When you hit it with a Frostbolt, the mirror spawns nine copies of that Frostbolt. With the projectile return effect from Drillneck Penetrating Quiver, those duplicated Frostbolts fly back toward you and, on their way, strike newly summoned mirrors next to you, setting off an endless loop.

The crucial factor in this loop is that, as long as you summon mirrors fast enough, the returning projectiles will constantly trigger fresh mirrors, which in turn generate ever more Frostbolts.

All you need to do is start the cycle once inside a map or in Simulacrum; then you can turn off your active skills. As you move around, new mirrors keep appearing beside you, carrying the storm of Frostbolts along with you.

Scaling Damage

Base Damage

You amplify Frostbolt's damage mainly through Drillneck, whose modifiers increase damage and critical strike chance for each enemy your projectile pierces. In high-density maps, or when you cast Frost Wall actively, your Frostbolts will pierce an enormous number of times, pushing the damage up exponentially.

Projectile Speed

You can find projectile speed on the corrupted implicit of Drillneck and on the passive tree. Higher speed means Frostbolts return quicker, the loop sets up faster, and your DPS naturally rises.

Cooldown Recovery

More cooldown recovery shortens the interval between mirror spawns, so mirrors are shattered more frequently and produce more Frostbolts, creating a positive feedback loop that accelerates further.

Snapshotting

You can exploit snapshotting to boost your damage even more. Cast Frostbolt while wielding Widowhail – it will snapshot all the bonuses from both Widowhail and Drillneck. Then swap quickly to your other weapon set. With Atziri's Rule, the built-in Mirror of Refraction automatically casts and generates mirrors. Except for the initial Frostbolt cast using Widowhail and Drillneck, you should stay on Atziri's Rule at all other times so that mirrors keep spawning indefinitely and you achieve an auto-bomber effect.

How Do You Improve Survivability?

For an AFK build, survival is paramount. This setup relies mainly on weakening enemies and enhancing recovery to keep you alive.

Curses

Whispers of Doom notable on the passive tree allows you to apply two curses simultaneously. Then you socket Blasphemy with these two curses:

  • Enfeeble: reduces the damage dealt by enemies.
  • Temporal Chains: slows enemies and extends the duration of debuffs on them.

Recovery

You want to stack the percentage of physical damage and global damage that is recouped as high as possible. This means that even if you take a large hit, the lost life will be restored shortly afterward.

Mana Recoup, combined with Damage Taken from Mana before Life, greatly increases your effective health pool because damage is split onto your mana. Sacrosanctum body armour also grants you energy shield recoup. With additional mechanics like Damage Bypass ES, you can roughly distribute incoming damage across your life, mana, and energy shield pools, and then leverage the high recoup rates of each pool to push your survivability much higher.

Other Defensive Components

Sacrifice of Flesh Keystone can reduce the damage taken on being hit; the reduced portion is then deducted slowly as a DoT effect.

Adverse Growth and its surrounding nodes provide effects such as damage recouped as mana and mana taking damage first. You can use a From Nothing jewel to skip the connections and allocate these nodes directly.

For gear, prioritise capping your resistances – ideally overcapping them to counter Elemental Weakness curses. After that, look for maximum life, energy shield, and mana. On boots, seek modifiers that increase the effect of socketed support gems and recoup speed instead of movement speed, since this is an idle build. Apart from a few core pieces, the required PoE2 currency for the rest of the gear is actually very modest.

Ascendancy Class

Ritualist is an excellent choice for idling in Simulacrum. If you find cooldown management troublesome, you can also opt for Chronomancer ascendancy. The more notable Ritualist nodes include:

  • Wildwood Persistence: boosts life recovery rate based on your unreserved life.
  • Corrupted Lifeforce: on killing a high-life enemy, stacks Corrupted Blood that deals damage based on the target's maximum life percentage.

Intricate Sigils and Unfurled Finger also let you equip extra rings and amulets, offering a lot of room for further development.

Immortal Simulacrum AFK Ritualis Skills

Although you swap weapons, the skill gems themselves remain the same.

Skills Support Gems
Blood Boil (Level 20) Physical Mastery
Acrimony
Swift Affliction III
Prolonged Duration II
Brutality III
Mirror of Refraction (Level 19) Cooldown Recovery II
Overabundance II
Prolonged Duration II
Blasphemy (Level 19) Enfeeble
Temporal Chains
Magnified Area II
Slow Potency
Ritualistic Curse
Frost Wall (Level 20) Ahn's Citadel
Kaom's Madness
Glacier
Spell Cascade
Cold Mastery
Frostbolt (Level 20) Breachlord's Amalgam
Deliberation
Zenith II
Considered Casting
Rakiata's Flow

Immortal Simulacrum AFK Ritualist Gear

Slots Gears
Helmet Atziri's Disdain
Main Hand Widowhail
Off Hand Drillneck
Left Ring Breach Ring
Extra Ring Breach Ring
Right Ring Prismatic Ring
Amulet Bloodstone Amulet
Body Sacrosanctum
Gloves Sirenscale Gloves
Belt Long Belt
Boots Luxurious Slippers

Widowhail needs at least 300% increased effect of bonuses from your quiver. The runes socketed in the bow can be enchanted with extra damage to trigger ailments like Shock – the damage type does not matter.

For your second weapon set, simply replace the main-hand weapon with Atziri's Rule. Aim for a level-20 skill gem to obtain a shorter mirror-spawn interval. On boots, you can look for modifiers that raise the level of Frostbolt, further increasing your damage.

This build is an ideal choice for the late stage of the Runes of Aldur League when you just want to idle. Whenever you are unsure what to farm, you can enter Simulacrum, start the loop, and then go do something else. Although its movement speed is not high and it is not suited for fast map clearing, its dominance inside Simulacrum is beyond question.

Path of Exile 2 Patch 0.5.0 Budget Supercharged Slam Smith of Kitava that Crushes Endgame
Path of Exile 2 Patch 0.5.0 Budget Supercharged Slam Smith of Kitava that Crushes Endgame

Dear players, do you find Smith of Kitava in Path of Exile 2 Patch 0.5.0 too difficult to play and lacks any real power? Indeed, some players often get crushed when playing this Ascendancy build, especially when using Supercharged Slam Smith of Kitava. But does this mean this build is hopeless?

The following Supercharged Slam Smith of Kitava might just change your perception of slam builds, proving far superior to your expectations.

Core Skill

Supercharged Slam, the core damage skill of this build, has a unique operation unlike other mace channeling slam skills - it requires the character to charge, stacking up to four layers.

Each charge level not only increases skill damage but also generates an additional Aftershocks effect. This means that at full charge, a single cast can trigger five initial hits and four Aftershocks. The range of these Aftershocks expands with each consecutive trigger, covering a considerable combat area with only a small investment in area control.

The most special aspect of Supercharged Slam skill is that its charge speed cannot be increased by regular attack speed bonuses; it's fixed at a base speed and can only be affected by special effects such as Temporal Chains or specific shrines.

This limitation dictates that Supercharged Slam Smith of Kitava must maximize the value of each charged attack, rather than relying on high-frequency casts to compensate for insufficient damage.

Weapon Selection

In PoE 2 Patch 0.5.0, traditional crafted hammers have fallen into difficulty because of the weakening of level-based affixes, making it difficult to craft ideal endgame weapons even with an enormous investment of PoE 2 currency.

However, Twisted Empyrean Aberrant Sledge, a unique two-handed mace, perfectly solves this problem.

This boss-dropped weapon boasts excellent base physical, fire, and cold damage, and provides an additional average of about 110 damage based on the character's mana.

More importantly, while Twisted Empyrean Aberrant Sledge lacks skill level bonuses, in the current Path of Exile 2, even top-tier crafting only achieves +5 skill level, so the lack of skill level bonuses isn't as fatal, especially since it can be compensated for with Prism of Belief Diamonds or gloves.

Since Supercharged Slam Smith of Kitava requires prolonged stationary DPS, having this weapon runemastered to continuously freeze enemies creates a very satisfying window of opportunity for damage output during boss fights.

Damage Mechanics

To further maximize the damage cap of Supercharged Slam Smith of Kitava, we first cast Frost Wall with Effigy of Cruelty. This reliably stacks 20 layers of Critical Weakness on Frost Wall, effectively adding an extra 10% to the weapon's existing 10% base Critical Hit Chance.

Second, we use Infernal Cry with Vruun's Aftermath Lineage Gem. This gem allows Infernal Cry to directly detonate Ice Crystals generated by Frost Wall, increasing the number of usable enhanced attacks with minimal operational cost.

Therefore, when facing high-health bosses, simply casting Frost Wall and Infernal Cry grants a whopping 60% bonus to fire damage and 10% Critical Hit Chance.

Vruun's Aftermath Lineage Gem has become one of the most valuable gems in PoE 2 Patch 0.5.0, and players should consider investing in it. 

Defensive System

As mentioned before, Supercharged Slam Smith of Kitava requires prolonged stationary DPS, and standing still to charge for more than two seconds places extremely high demands on defensive capabilities.

Fortunately, Smith's Masterwork provides several powerful bonuses to normal quality armor, including increased Spirit, immunity to critical strike damage, and immunity to Damaging Ailments. Furthermore, the character can use Ward on top of armor.

In terms of equipment selection, Supercharged Slam Smith of Kitava doesn't need to use the powerful Mageblood belt; instead, Darkness Enthroned would be more suitable for this build.

Regarding stun, Supercharged Slam Smith of Kitava is paired with the high stun threshold of Chernobog's Pillar Blacksteel Tower Shield, utilizing Runic Ward, which provides +8 stun for every 10 points of Runic Ward.

Combined with the double protection of Ignore Pain and Temporal Chains on Blasphemy (which slows enemies), Supercharged Slam Smith of Kitava is virtually immune to interruption during its charge-up phase.

This entire defensive mechanism makes Supercharged Slam Smith of Kitava extremely tanky, making it very suitable for Ritual, Expedition, and boss battles.

Support Gem Flexibility

Regarding the damage-oriented Rakiata's Flow Lineage Gem, switching from Fire Penetration II to this gem only provides about a 50% damage increase, but the damage difference is almost imperceptible when killing The Arbiter of Ash.

This means that new players can definitely start this Supercharged Slam Smith of Kitava build without this expensive gem, although map clearing efficiency will be slightly reduced, but this is still acceptable for players with limited budgets.

Furthermore, players have reported in the community that Supercharged Slam can trigger the full charge animation and autocomplete the attack sequence by simply tapping the skill button instead of holding it down.

It works well at least at four charge levels, reducing operator fatigue. However, it's unclear whether this discovery is a bug in PoE 2. Players can try this Supercharged Slam trick to see if it still works.

Overall, Supercharged Slam Smith of Kitava doesn't rely on expensive gear, has a relatively low creation cost, and offers excellent damage and survivability. Ignoring this build in PoE 2 Patch 0.5.0 would likely be a loss for players!

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