Wanna cheap and safe POE 1/2 currency or other game gold ? We provide 7x24 service. Contact us
Country / Region:
Language:
Currency:
Send60s
I accept Terms and conditions and Privacy Policy
I want to get information about activities, sales and personal offers
Welcome to the guide on my POE 3.24 Explosive Arrow Ignite Elementalist, a build that holds a special place as my all-time favorite and a legendary one! Throughout my experience, I've played this build multiple times, achieving notable success such as farming several Divine Orbs, including three mirrors from Expeditions. Join me as we delve into the intricacies of this powerful and enduring build.
You can smoothly progress through the early maps until you're able to enhance the build to the version I've outlined here. Leveling up and increasing damage output is quite straightforward.
Moreover, the playstyle is among the safest archetypes, which makes it more accessible for casual players to enjoy the end game. The version I'm presenting here differs from others.
Hence, it's a versatile build suitable for both clearing maps and taking on bosses.
In practice, the build prioritizes the most potent ignite based on the number of arrows or fuses lodged in the target. Achieving this requires high attack speed, a moderate skill effect duration, and scaling the total number of ballistas that can be summoned.
I'll provide a comprehensive explanation of everything you need to kickstart this legendary build, eliminating the need to search elsewhere. Additionally, for the purpose of this guide, I'll demonstrate how to craft the end-game bow, quiver, and amulet tailored for this build. Even if you're not using this particular build, you can still generate significant POE Currency by crafting items for it. Given the substantial player base likely to adopt this build at the start of a league, there's ample opportunity for profit.
It's crucial to recognize that by taking the Elemental Equilibrium keystone, which imposes a 25% exposure rather than the standard 12%, we must refrain from incorporating external modifiers to flat fire damage in our build setup. To verify this, consult the tooltip for flat damage output modifiers and assess the fire damage value from the gem, alongside any external sources of cold or lightning damage to activate this buff.
Unlike many other attack skills, this one scales primarily with gem levels. Furthermore, avoid any modifiers that enable pierce, chain, or fork effects, as the goal is for all arrows to remain lodged in the target. Failure to do so will result in a loss of damage potential from the skill gem.
Additionally, the nodes near the witch class do not provide accuracy, which is essential for maintaining consistent damage output. Aim for at least a 90% chance to hit, achievable through gloves, helmet, or rings. If necessary, utilize a precision aura in the early stages.
While maximizing attack speed is advantageous, ensure a total of 45% increased skill effect duration in your passive tree. Excessive duration may lead to delays and DPS loss, while insufficient duration will hinder the maintenance of maximum fuse stacks on the target.
These considerations are paramount when configuring this build. The combined total damage may not provide a reliable assessment and can be manipulated in various ways.
Storm Cloud and Skirmish offer the most cost-effective options for a budget setup, but I advise against using Quill Rain. Eye of Malice's increased resistance for nearby enemies only functions effectively at close range. When activated, it further reduces the target's negative resistance. Additionally, Elemental Equilibrium eliminates the need for exposure sources in your gear setup.
For defense, consider a rare helmet with life, resistances, chance to mitigate spell damage, and crafted physical damage taken as elemental damage, obtainable from Korell in the Syndicate. Cloak of Flame is another potential unique option, or you can opt for a rare chest piece with life, chance to mitigate spell damage, and physical damage taken as elemental damage, unlocked from Gravicious in the Syndicate.
When selecting Storm Stride Serpentscale Boots, prioritize modifiers such as Legacy of Fury, which may take a few days to become affordable but provides a significant damage boost. If you're triggering Elemental Equilibrium with lightning damage instead of cold, Pyre can be utilized as another substantial damage multiplier, especially for those embracing a Glass Cannon approach. Ensure you have no flat fire or cold damage if employing Pyre.
Polaric Devastation serves as a potent damage amplifier for this setup, resulting in a significant increase in total damage output, often exceeding a million. However, it's essential to note that this unique item is specifically tailored for boss encounters and may come at a high cost during the early stages of the league.
Dyadian Dawn stands out as the optimal item choice for this build, being a tier 2 unique that should become readily available at an affordable price within the first few days of the league. Prioritize acquiring this item and consider obtaining the Turbulent Catalyst to further enhance its damage potential. Be cautious when incorporating multiple unique items from the suggested options, as this may lead to attribute and resistance issues. It's advisable to carefully adjust the distribution of requirements within the build, possibly utilizing rare jewels or Grand Spectrum jewels for optimization.
Ensure you have a life flask with immunity to Bleed and Corrupted Blood, as these utility flasks can be crucial for survival. While they are optional, your flask sustainability heavily relies on defeating monsters. For challenging boss encounters, consider equipping up to four life flasks to bolster survivability.
In our gem setup, we need to manually generate frenzy charges using Frenzy since Manaforged Arrows cannot be utilized in this configuration. If prioritizing defense, you may opt for Determination instead of Haste. Combining Flame Surge, Flammability with Arcanist Brand provides a significant debuffing capability, complemented by the Burning Damage Support for Flame Surge.
Securing the appropriate socket colors for a 6-link setup can be challenging. Utilizing the crafting bench to obtain three of the required colors is advisable. Alternatively, tainted Chromatic Orbs offer an easier solution but necessitate corruption of the item. If fortunate enough to acquire four red sockets, Empower surpasses Deadly Ailments in effectiveness. The absence of the old Vorici method is lamentable in this regard.
If you have yet to acquire the Polaric Devastation ring, consider using Infernal Cry linked to Call to Arms to apply the covered with ash effect. Alternatively, Steelskin linked with Automation Support serves as another viable option.
Typically, players would opt for Lifetap across all skills in this setup.
However, in my iteration, prioritizing Mana Regeneration Rate proves more beneficial as it creates additional flexibility, especially considering the scarcity of available sockets. This explains our utilization of an amulet boasting high Mana Regeneration Rate, which synergizes with the Clarity aura we've incorporated. Should you encounter early setbacks, resorting to an enduring mana flask remains a viable option.
In terms of Mana Reservation, Sovereignty and Mana Mastery suffice to maintain the auras essential to the build. Should complications arise prior to acquiring Mana Mastery, options include removing Haste temporarily or maintaining Clarity at a lower level in your aura configuration. Incorporating Precision necessitates adjusting one of the major auras accordingly.
The Leveling section of the guide holds significant importance for all players, including veterans.
This build demonstrates a dynamic and somewhat fragile nature. Each notable and keystone selected serves a purpose and holds value. While Spiritual Command could enhance attack speed scaling, prioritizing basic necessities during league start takes precedence, hence its omission in the initial setup.
During Acts 1 to 4, the build functions as a caster setup. However, transitioning to Explosive Arrow post-Shaper of Flames acquisition entails substantial changes in the passive tree, gear, and gem configuration. Primal Bond should not be taken until after this switch, and testing the build with Explosive Arrow is crucial. If lacking accuracy in gear, employing the Precision aura is advisable, even if it means sacrificing one of the major auras.
In the early stages, Ballista Totem Support may seem underwhelming. It's recommended to level the gem from Act 1 in your off-hand. Primal Manifestation significantly boosts the effectiveness of Ballista Totems at this point. Prioritizing nodes at the top left over those towards the south is advisable. Upon obtaining Sovereignty, acquiring two major auras alongside Clarity becomes viable. Adjusting the Clarity gem's level or using an Enduring mana flask until acquiring Mana Reservation mastery may be necessary. These nodes, along with the amulet, aid in addressing attribute requirements.
Upon reaching maps, prioritize obtaining resistances along with a rare jewel to address any deficiencies. Once Elemental Equilibrium is acquired, regularly checking the tooltip for any flat fire damage from gear becomes essential.
There are 2 straightforward methods to craft the bow.
Firstly, using fossils—corroded, metallic, and jagged—can yield +1 and +2 prefixes, albeit at a potentially high cost, requiring an item level above 50. Alternatively, employing a Shrieking Essence of Dread, once a prefix with elemental damage with attacks and an open prefix is obtained, can be used. Subsequently, using the crafting bench to add 'cannot roll attack' modifiers, along with at least one open prefix and one open suffix, ensures the successful addition of +1 with an Exalted Orb. Clearing the suffixes with 'prefixes cannot be changed' and 'scour' follows, simplifying the crafting process of the main hand weapon.
Crafting the quiver's cost varies based on desired mods and crafting luck. For double dot multi, a fractured base cannot be used as an Influence Orb must be applied. Beginning with a Broadhead Arrow Quiver or Primal Arrow Quiver, one rolls alterations until acquiring a Tier 3 to Tier 1 dot multi with attacks, subsequently augmenting a prefix to it. Regaling to make it rare and then blocking all attack mods to achieve increased damage with bow skills follows.
For those aiming for double dot multi, applying a Hunter Influence Orb for the final suffix is necessary, although caution is advised as acquiring a mod related to poison or chaos is irreversible. In cases where tier 1 or tier 2 life is not obtained, using Orb of Annulment while having 'cannot roll attack mods' prevents the removal of the damage over time modifier. Even if chaos dot multi is obtained with a Hunter's Exalted Orb, the item can still be sold for a favorable price.
Obtaining +2 on the amulet requires considerable patience with thousands of alterations until +1 to the level of all skill gems is achieved. Alternatively, purchasing a base with this mod pre-existing is advisable, with the item level needing to be at least 76. Converting it into one prefix with +1 level of all gems alongside one suffix may necessitate Beast crafting. Bench crafting the appropriate mods, followed by using Harvest augment with removal to obtain +1 to fire skill gems, leads to achieving a total of +2. If this proves challenging, opting for an amulet with +1 and damage over time multiplier is a viable alternative.
Recommended Article
View MoreDeflection is a new defensive stat added to Path of Exile 2 Patch 0.3.0. It's a new mechanic for Dexterity-based builds, designed to reduce all incoming damage by at least 40%, with the potential for increased effectiveness as it's rolled and stacked.
Frankly, this is a boon for pure evasion builds, as evasion previously lacked effective mitigation, leaving them vulnerable to one-hit kills when taking significant damage.
Now, evasion builds have Deflection stat as a defensive complement, which makes most builds on the right side of the skill tree tend to be hybrid setups, combined with energy shields to be able to deal with some larger incoming damage.
Simply put, think of Deflection as a modifier that reduces incoming damage. If rolled successfully, it applies the reduction to any damage, not just the default evadable damage.
This means you'll be able to use Deflection to counter a wide range of hits, slams, and even boss skills.
Deflection's effectiveness typically depends on modifiers that convert a percentage of your Evasion Rating into Deflection Rating. Deflection Rating provides an additional chance to deflect incoming damage, blocking not only 40% of the incoming damage but also any damaging ailments caused by that hit.
Note that the chance to deflect incoming attacks here is determined by the ratio of your Deflection Rating to your opponent's Accuracy Rating. However, unlike evasion, the chance to deflect isn't capped at 95%; it can even reach 100% if you're willing to invest in more PoE 2 Divine Orbs to continuously stack the effect.
But how much investment do we need to achieve a 100% chance to deflect attacks? To answer this question, we first need to understand Deflection calculation formula.
The developers didn't actually add any additional information about deflection in the 0.3.0 patch notes, but the trailer gives us the information we need. We see a character chart listing their level, evasion rating, estimated chance to evade, and their deflection rating and estimated chance to deflect.
Since a character's estimated chance to evade in PoE 2 is calculated by comparing their evasion rating with the average accuracy rating of monsters of the same level, we can also guess how the estimated chance to deflect is calculated.
For example, let's assume the character is level 82 and the average accuracy rating of monsters of the same level is 1.75. Substituting these numbers into the chance to evade formula yields 62.84, while the character's estimated chance to evade is actually 63%. Therefore, this calculation method is generally correct.
We can then do the same for deflection rating, substituting the same formula for evasion rating, which yields 39.7. Therefore, we're guessing that the character's estimated chance to deflect is 39%. This may be slightly off because of rounding, but it's likely close enough.
With this information, we can calculate how much deflection rating is needed to reach the upper limit of chance to evade in the late game, and thus how much investment we need to make.
If you're well-equipped, you can probably convert around 60% of your evasion rating into deflection rating.
Now, we've seen this stat on body armor and helmets, but it also appears on gloves, boots, and possibly even bucklers. If the stat also appears on your equipped bucklers, your chance to evade will only be higher.
Additionally, we've seen a new deflection rating wheel in the passive tree. It has six nodes, four of which grant 6% chance to evade, while a significant node grants a 10% increase.
We're not sure what the remaining two nodes do, but it's possible that more wheels like this will appear in the updated passive tree. We're just not sure where they'll be located or how much PoE 2 currency you'll need to reach them. But trust me, it's a good idea to prepare gear with a higher evasion rating stat!
With excellent evasion gear and factoring in the life prefix, your base evasion rating could be 4,500 to 5,000, and even higher if you're also using a buckler.
So, assuming a base evasion rating of 5,000, this means that if your evasion rating increases by 100%, you'll gain 5,000 deflection rating. With more similar stats, your chance to deflect could increase by a total of 40%. In short, chance to deflect can be capped out if you invest enough.
Overall, Deflection looks like it will be a great addition to boost the defense of pure evasion builds, but we're not sure yet whether these improvements will make their way to hybrid builds.
Even if they do, you might not be able to achieve very high chance to deflect, as your base evasion rating is significantly lower than your deflection rating. Furthermore, achieving a high chance to deflect might require significant effort and currency, including the use of numerous external mechanics. So, is the addition of Deflection stat a successful defensive enhancement or simply a drawback that further complicates the defense layer? We'll have to wait and see!
Today, we'd like to discuss the changes to armor modifiers in Path of Exile 2 Patch 0.3.0.
As we all know, armor modifiers are important affixes that supplement defensive abilities, primarily by increasing armor value over time, thereby mitigating physical damage taken. These modifiers scale based on the percentage of the global armor modifier and have different categories, affecting their placement and value on items.
However, armor modifiers have a weakness: by default, they only affect physical damage, not other types of damage. Excitingly, the scope of these modifiers has been revised in Patch 0.3.0. Now, we can finally apply a percentage of armor to elemental damage taken.
This begs the question: just how significant will the armor changes actually be? The first thing to note is that a large number of nodes granting maximum elemental resistance appear to be being removed or replaced with armor that applies to elemental damage.
Overall, the path to maximum elemental resistance appears to be significantly weakened in favor of more armor that applies to elemental damage. This will have a significant impact on builds on the left side of the passive tree: sustained elemental damage will become more dangerous, as armor can't be applied to it for as long.
So, how does armor stack with maximum resistance? It's worth noting that armor calculations for mitigating elemental or chaos damage are applied before resistances. This is inherently worse than the calculations in PoE 1, where the calculations were reversed, allowing armor to better mitigate smaller hits.
Thus, the armor calculation for hits mitigated by resistances first is significantly reduced, allowing armor to provide a higher mitigation effect than it would otherwise.
In PoE 2, however, armor is calculated before resistances, which often results in large amounts of damage overwhelming your armor, rendering its mitigation effect negligible.
Now, let's estimate the amount of armor you can reasonably expect to gain, and how much armor you can gain from elemental properties.
First, the developers did say that this modifier applies to all armor types, so we can estimate that you can expect to gain a 20% bonus from body armor and a 15% bonus from gloves, helmets, and boots, for a total of 65% from your gear. If shields also roll modifiers and you can use one, the bonus is even higher.
Additionally, there are Soul Cores, which provide a 30% bonus to each elemental type. Then we know that there's at least one notable in the passive tree that provides a 15% bonus to a specific stat, as well as several notables that apply to each elemental damage type.
However, please note that because they may be so far apart in the passive tree, obtaining them all requires a large investment of POE 2 currency, so we can make appropriate trade-offs so that in the endgame we can get about 110% armor value bonus with very good equipment alone.
It's worth noting that monster elemental damage is now balanced based on a minimum expected resistance of 75%, so monster hits typically deal much more elemental damage than physical damage.
Suppose our armor is 25,000 and our character takes approximately 8,000 fire damage. If we apply the 110% armor bonus to elemental damage, we achieve a mitigation of approximately 25%, or 5,953 damage, before elemental resistance takes effect.
Then, if the character has 75% elemental resistance, after two stacks of mitigation, they will take 1488 fire damage.
So, in this case, the armor value is equivalent to six additional stacks of maximum fire resistance mitigation.
What if we take 5,000 elemental damage? This time, the armor will mitigate approximately 35% of the damage, reducing it to 3,226. Then, the 75% elemental resistance kicks in, mitigating 807 damage.
In this example, the armor provides mitigation equivalent to an additional 9% of maximum resistance. You can see that the effect of this modifier increases significantly as elemental damage is reduced.
This modifier works well with monster skills that convert some physical damage into elemental damage, because the armor formula is applied separately to each damage type.
For example, suppose a monster has an attack skill that converts 30% of physical damage into fire damage. When we encounter this monster on a map, the map's modifiers will cause it to gain a percentage of additional lightning damage.
Since the armor formula isn't applied all at once to reduce the damage of a hit, but rather to each damage type separately, the full armor calculation is naturally applied to the physical portion of the hit, and separately to the fire and lightning damage, for a total of three calculations.
This means that this armor modifier is generally more effective in this scenario, as the damage is broken down into multiple different types, and armor is more effective against the resulting smaller damage components.
In general, elemental armor can provide a significant degree of mitigation against small to medium-sized hits, but it essentially just makes the armor perform better in its natural area, and it doesn't mean these hits won't still be lethal.
More importantly, for large-scale hits, maximum elemental resistance is clearly more advantageous because it provides a continuous damage reduction effect, not to mention that armor has no effect on continuous elemental damage.
Path of Exile 2: The Third Edict is about to begin. Whether you're a new player preparing to join the game or returning after a long absence, there's one thing you absolutely must do before embarking on this new journey of exploration: choosing the best starting build.
It's a common topic, but even POE 1 players who have been through the game to this day often choose the wrong build at the start of a league, which can lead to a bumpy journey.
Of course, there's no right or wrong build per self; the key is whether it suits your playstyle. After all, switching builds mid-game is not a good idea.
So, based on the balancing and rework of various classes and skills in Patch 0.3.0, we've recommended some of the best starting builds for leagues. These might even become the dominant builds in this league! Let's take a look!
The first build option we'll mention is Ancestral Warrior Totem, which focuses on Endurance Charge. I've put this build first because it received a significant buff in Patch 0.3.0.
In PoE 2: The Third Edict, Ancestral Warrior Totem received a significant damage buff that scales with your weapon's effects.
In addition, it consumes Endurance Charges to summon minions to fight for you. These Endurance Charges can be obtained through new Support Gems, such as Perfected Endurance and Enduring Impact II. This means you'll need to focus on Heavy Stunning enemies and using Perfect Strike during boss fights to maintain this minion buff.
It's worth noting that there's no limit to the number of totems you can place, so if you focus on accumulating Endurance Charges, you can summon as many minions as you want, and their damage has also been significantly increased in Patch 0.3.0.
To further enhance this skill, we've chosen Warbringer Ascendancy. The reason is simple: its Answered Call has been significantly buffed, allowing us to summon more totems and summon Ancestral Spirits, which have also been further enhanced.
Summoning multiple Ancestral Spirits combined with Perfect Strike creates a very effective boss-killing build.
To help with mapping, we've also added an Ascendancy node called Warcaller's Bellow: when you send out Warcries, it explodes the corpse, dealing physical damage equal to 25% of its health, ignoring Warcries' cooldown.
Next, if you prefer a passive game, avoiding initiating combat and preferring powerful minions to lead the charge while you simply pick up the dropped PoE 2 currency after combat, then Minion Blast Witch build is perfect for you.
Since accuracy is no longer as important for minions, they'll attack more frequently and deal more damage.
In this build, we'll be using Skeletal Brutes, which not only deal significant damage but also have Commander Warcry to intimidate enemies and deal damage by consuming Freeze effect from nearby enemies and allies.
In addition to Skeletal Brutes, we'll also be using Skeletal Frost Mages, which apply Ice Armor to all minions, boosting their defense and dealing bonus damage to enemies. This also counts as Frozen, meaning our Brutes can blast them, dealing even more damage.
To maintain this board-clearing effect, we'll also utilize Unearth to summon all dead minions, creating a never-ending blasting cycle.
On top of that, Spectres received significant buffs in patch 0.3.0, and their Spirit cost has been reduced, so finding a good Spectre will also be helpful in this build.
Third on the list is Elemental Storm Sorceress build, arguably the coolest build yet!
By collecting new Elemental Infusions through certain skills, we can enhance our primary skills, either dealing more damage with the same element or adding entirely new elements for enhanced effects.
A simple combination is to combine Spark with Orb of Storms to gain Lightning Infusion. We can then enhance this build with Flame Wall, which not only provides additional illumination for projectiles but also creates fire.
We can also add Frost Bombs to our inventory, randomly placing them while casting Sparks. This also generates Cold Infusion, boosting our Spark damage.
For easier Infusion, we chose Stormweaver Ascendancy, as it received some significant general buffs and its skill tree around Infusion mechanic has also undergone some rework. For example, Storm's Recollection causes Remnants to reappear 3 seconds after being collected, while Refracted Infusion gives us a 50% chance to receive a different Elemental Infusion upon collecting them.
Next up is another Warrior build, Forge Hammer Fire Warrior.
Since Ignite received a rework in patch 0.3.0, we now need to build up Flammability, a stacking debuff where the higher the stack, the greater the chance of inflicting Ignite.
Secondly, they've buffed Volcanic Fissure - it now creates a winding fissure on the ground that deals decent damage and can be triggered by other skills.
So, we can use Volcanic Fissure for other things, or simply opt for the new Forge Hammer skill. With this skill, we can throw a hammer that slams the ground and deals damage.
Forge Hammer has another trigger mechanic: when you cast Warcry near it, it shatters, creating a fissure in the ground. If you use other slam skills, it triggers aftershocks from the fissure, dealing even more damage.
This combo is incredibly effective for clearing areas and dealing with bosses. Furthermore, we can also add Perfect Strike during boss fights just in case - especially now that they've slightly increased the skill's radius, making it easier to land.
Last up is Unarmed Hollow Palm Monk build! For this build's Ascendancy, we can choose either Invoker or Acolyte of Chayula, as their passive trees have received significant buffs.
Monk class has added a keystone passive skill, Hollow Palm Technique, which allows us to use Quarterstaff skills unarmed, and since we're not using any weapon slots, these skills are significantly more powerful.
Another keystone passive we know is receiving a buff: Walker of the Wilds, which makes our Mana Leech based on elemental damage types instead of physical damage. This change is significant for Monk builds that deal elemental damage, as it provides a different scaling approach to mana maintenance by tying it to elemental damage output.
Since nearly the entire Ascendancy skill tree is being buffed or reworked, I think there are a lot of builds that could work here as well.
So, those are my top five starting builds worth trying in Path of Exile 2 Patch 0.3.0! Choose the one that best suits your playstyle and preferred archetype! Are there any others you think we've missed? See you next time!
As we all know, class is the foundation of Path of Exile series' gameplay and is crucial to every player's build and endgame journey. Your class choice determines your starting position in the standard passive tree, while also allowing you to add a sub-class called Ascendancy.
The passive tree is shared by all classes, meaning your base class choice doesn't directly limit your access to any skills in that tree; it simply determines how many points you need to spend to reach different points in the tree.
However, your class choice does limit your access to Ascendancy, a sub-class that players can unlock in Act 2 of the campaign. Each base class includes a certain number of Ascendancy abilities; currently, most classes have two, but some have three.
It's important to note that your Ascendancy options are not locked, but reselecting them requires some effort. In contrast, your base class choice is locked; if you want to switch classes mid-game, you'll have to level up a completely new character.
In Path of Exile 2 patch 0.3.0, many class skill and passive trees have undergone major overhauls for balance, so sticking with your previous Ascendancy class and build choices in The Third Edict is clearly unwise.
So, you might be wondering: Which Ascendancy class should I choose? Honestly, it's best to first consider your archetype: a lightning caster, a bow ranger, or a giant hammer-wielding tank? Choosing a class and sticking with it is crucial. After all, reselecting a class mid-game can be costly, and all PoE 2 currency and effort you've invested in it will be wasted!
Your chosen skills, passive nodes, and equipment are not locked to your class choice. The only constant is your Ascendancy - the place where your archetype comes into play.
Here, we're sharing a list of Ascendancy classes from the S-C tier. I must disclaim that the tier rankings aren't based on each class's overall strength, but rather on their accessibility for new players.
Since Path of Exile 2 has a vast array of build options, you'll likely see dozens of different builds using the same Ascendancy class. This tier list is simply to point you in the right direction in Path of Exile 2 0.3.0 and minimize your frustration.
Starting with the S-tier, these Ascendancy classes are almost certain to be a delight for new and returning players, as their Ascendancy nodes offer immediate and significant power, lack any drawbacks, and synergize well with their respective passive tree areas.
In the S tier, we have Deadeye, who boasts extremely high movement and action speed and is easy to maintain. More importantly, this Ascendancy has good general bonuses to all projectile-related skills and even has some decent one-shot defense options, something most classes struggle to find.
So, if you're looking to mow down enemies with a bow and move quickly, Deadeye is almost certainly your best choice in patch 0.3.0.
Next up is Stormweaver. If you're looking to be an excellent spellcaster, you've come to the right place. Excellent casting speed, critical chance, and the ability to trigger other spells are all qualities Stormweaver possesses.
It's important to note that fire spells have historically been considered the weakest of the three different elemental spells. The Stormweaver Ascendancy doesn't have any fire-specific nodes, but it does have some lightning-specific nodes. So, keep all of this in mind when looking for a skill build guide for PoE 2 patch 0.3.0.
Next up is Invoker, one of Monk's Ascendancy classes. He's a quintessential staff master, with nearly all of his staff skills dealing significant cold or lightning damage.
The Invoker offers a strong utility, including two core abilities, along with some very good defensive options and a scalable energy shield.
In addition, in 0.3.0, a new keystone was added to the normal passive tree, called Hollow Palm Technique, which allows you to use your fists to cast staff abilities.
Titan is the ultimate choice for S-tier Ascendancy. While the three current Warrior Ascendancies are all excellent, the Titan is the strongest of them all.
Almost all existing Titan builds have Hulking Form, which increases the effectiveness of all normal passive tree nodes by 50%. This means it's nearly impossible to mess up a Titan build, as these small nodes will always synergize well with any existing setup. Furthermore, it offers a strong boost to general damage and survivability.
We keep using the word "universal" because many of the nodes in lower-tier Ascendancy require significant investment elsewhere or are highly conditional before they truly become effective. Therefore, the more versatile a node is, the greater its value to new players, as you don't have to worry about any single change completely destroying the class.
Next up is the A-tier. These classes still have many versatile abilities, but may also have some more insane aspects related to their nodes.
Almost everyone plays Amazon for its high flat critical chance based on accuracy, which makes it easy to achieve a high critical chance.
While the Ascendancy node that grants this mechanic was nerfed in update 0.3.0, it should still provide nearly the same effect thanks to increased player accuracy and reduced monster evasion, both of which make the critical chance boost more effective.
In addition, Amazon offers some specific elemental damage bonuses to projectiles, making it well-suited for spear builds, as well as some interesting damage avoidance and resource recovery options.
The highlight of Smith of Kitava is undoubtedly his ability to focus on fire resistance and apply it to both cold and lightning, greatly simplifying resistance caps and making it ideal for beginners to quickly get started.
Additionally, Smith of Kitava offers a largely fire-based skill set, allowing players to forgo the random stats on their armor and opt for custom crafting.
Next up is Warbringer, who excels at confronting enemies head-on. While the other Warrior Ascendancy classes clearly share this philosophy, Warbringer excels in this regard. This is because of its emphasis on Warcry + Block, both of which require you to be more or less within line of sight of all enemies.
Due to the weight of Anvil, Armor Break debuff it triggers is also quite impressive, allowing any damage it deals to penetrate armor, not just physical damage.
Next up is Infernalist. While this Ascendancy's synergy seems obvious at first glance, as you gain experience, you'll realize its power is actually quite nuanced. A good beginner will almost certainly use it for fire damage, but it's by no means your only option.
Of the three Mercenary Ascendancy classes, Witchhunter offers the most versatility. However, given its position in the passive tree, you're best off sticking with ranged attacks, whether with a bow or crossbow.
But honestly, I think it's a true all-around talent for beginners. If you're looking for a ranged build, that's different from Deadeye, the Witchhunter is an excellent choice.
Finally, the other Ascendancy in the A tier is Gemling Legionnaire.
To be honest, it takes a while for new players to grasp the power of Gemling Legionnaire, as it requires mastery of lock-on skills and support gem selection. However, with a guide, the power it offers becomes readily apparent.
Next is the B tier, where the class starts to lose some of its base power and increasingly draws its power from conditional or ambiguous mechanics.
In previous patches, Tactician would have ranked much lower than it does now. Thankfully, it received some nice changes in PoE 2 The Third Edict, making its strength more apparent, especially for new players.
If you're looking for a minion or totem build at the bottom of the skill tree, the Tactician is a brilliant choice.
Similar to Tactician, Acolyte of Chayula also received some changes in Patch 0.3.0. While it's hard to say exactly how much these changes will impact new players, it seems he's much easier to pick up than before. If you're craving some Monk abilities and prefer a Chaos build over an Elemental one, this Ascendancy might be a better fit.
Now, at C tier, if you're inexperienced, I recommend choosing carefully starting here.
Blood Mage requires you to consume life to use skills, and this is unavoidable. Of course, Ascendancy provides some ways to mitigate this issue, or even turn it into an advantage. But as a new player, the last thing you want is to be running low on health.
Also, while you'd expect Blood Mage to have some blood-related skills, it doesn't. PoE 2 is still in Early Access, which means a lot is still in development, and bleed skills are no exception.
For new players, mastering Pathfinder can be a bit tricky. It doesn't have any particular skills, so you often feel like it just grants you generic powers like increased movement speed when attacking.
However, with the release of patch 0.3.0, this isn't even a Pathfinder-specific effect anymore, which is too bad. Beyond that, its nodes are primarily related to flasks and poisons. However, both archetypes, especially the Flask, are far from fully implemented in Early Access. Therefore, new players should proceed with caution.
Finally, there are a few remaining Ascendancy classes, which we'll discuss collectively: Lich, Ritualist, and Chronomancer. They are all very specific and highly conditional.
Lich and Ritualist excel only if you properly understand gear and PoE gameplay, which requires some time to learn. Chronomancer, on the other hand, requires a deep understanding of the skill system and near-perfect execution of your skill rotation to be truly effective.
Finding a build suitable for new players with these classes isn't impossible, but it can be challenging. Good luck!
Regardless, the release of patch 0.3.0 means we're really not far from getting the full version of PoE 2. Choosing a suitable Ascendancy class will allow you to more easily build your skill tree and enter the endgame while enjoying the game. I hope this Ascendancy tier list can provide you with a new direction!