Chaos is a type of damage (physical, cold, fire, lightning and chaos are all the types of damage), poison is an ailment (bleeding, chill, ignite, shock, poison are ailments for each type of damage)
A thing that isn't to obvious to many players is that if you do more damage you will use less mana per mob. Like if you need to spam 3-5 attacks to kill an enemy instead of using an combo that kills them in 2 then those extra attacks will cost you mana. Right after he finds out how to use Power Charges he has 2 full mana flasks at all times, whereas in the beginning he used them all up.
So, jewel sockets in PoE 1. You have "basic" jewels which are items that can roll up to four modifiers on them, which are socketed into the skill tree. Assuming the socket is allocated, you then get the bonuses rolled on the jewel. These modifiers are from their own pool and include the usual suspects like life, mana, damage, defenses, etc. You also have unique jewels which can do all sorts of weird things, including modifying *other passives near them*. I have one in my current build "Unnatural Instinct" which causes allocated small passives nearby to grant nothing, but grants me the bonuses of all non-allocated small passives nearby. Another replaces all Intelligence bonuses nearby with Dexterity instead. But that large socket? That's for cluster jewels. These are mini skill trees that socket into your skill tree. Each one is a single "wheel" of skills, with a mix of small passives, notables, and (on large and medium clusters) additional cluster sockets. So yes, you can daisy-chain them, although each size can only socket smaller clusters (Large → Medium → Small, and smalls don't get sockets). These cluster jewels can also be rerolled to change what bonuses the passive nodes provide. It's absolutely brain-melting and I've never used them because I'm too mid a player. :D **Edit**: I believe "Marks" are a separate type of skill. PoE 1 has "Sniper's Mark" which increases damage and causes projectile splitting on targets. I would assume that the indicator on cullable enemies is not classified as an effect in and of itself; it's just showing you the enemy is low-life without you having to mouse over and check their life bar. **Edit 2**: You have to de-allocate a passive to if you don't want it to affect you any more. In PoE 1, this is done using either Orb of Regret or gold. In PoE 2 I *assume* it will be via a gold cost. **Edit III**: "Low Life" is when you have 50% or less life. There absolutely are builds that run on low life all the time, though I've never played one. Reserving life can be used to hit low life (*i.e.* reserve 50% or more of your life), but I don't know if you'll even be able to reserve life in PoE 2. The closest I've come is Petrified Blood in PoE 1 that prevents you from recovering life above 50% except via flasks in exchange for converting a proportion of incoming damage into damage-over-time. **Edit Four**: @**49:12** -- it *is* doing something. There's a very slight glow around the keystone passives. Searching for things in the passive tree is kinda hard because the glow effect is so easy to miss. It's ugly, but Path of Building uses a bright red circle around matching nodes, which is much easier to see. :)
22:31 The 30% is because the boss has the shock ailment on it. Shock is an ailment of lightning. You get shock from chance to shock or from a critical hit. 30% means it takes 30% increased damage. The higher damage you do the higher shock effect you get. You can also get increased shock effect or use overcharge (damage deal as if doing more damage). The base max shock effect is 50% and can also be increased. When using freeze (an ailment of cold) bosses will have a stagger meter. EDIT: I'm not sure if dealing more damage does higher shock anymore, some component might just have changed to do more shock effect instead.
@@_ByteBlaze_ Well the skill says "making its Shocks more effective" now, but yeah the old text is a better explanation, but i think it just adds shock effect now.
Marks are a little specific but I'll go ahead and break them down. 1. Marks are a type of single target curse (enemy debuff) that last indefinitely. There are also "Hexes" which are AoE curses with a duration. 2. Enemies can be "Hexproof" but there is no way to resist a Mark being applied 3. Only a single Mark can be active at a time. Marking a new target will remove the Mark from the previous target. 4. Marks count toward your curse limit, the maximum number of curses you may apply to a given target) 5. Marks scale with both Curse Effect and Mark Effect (In POE1 of course) which can make them quite potent
1. The target is shocked which increases the damage the boss takes by the %. this is in PoE 1 though. The % is based on how much damage was done with the shocking hit. in PoE 1 max shock base is 50%. 2. Base crit does 100% crit multi. so double damage. 25% multi means you get 25% to crit multi bringing the crit up to 125%. also be aware "increased" damage is not a multiplier. in poe 1. "more" damage is a multiplier. 3. Marks are like a curse in D2. Mark is a subset of curse along with hexes.
At the end of one of the ZiggyD interviews with Jonathan Rodgers there was some Monk gameplay footage where Falling Thunder had around 8-10 lines coming off it and it cleared a screen. It was probably the most “juiced” up Falling Thunder clips I saw which must have had full Power Charges and one or two extra support gems. Not sure if you’ve seen it.
22:20 Yeah this is confusing. They should put buffs on the right and debuffs on the left of the HP bar but colors should stay always the same. Here I would assume that a red snowflake means the boss has weak cold resistance (or maybe very strong), who knows? ;) 32:08 Chaos is a damage type like Fire or Cold. Bleed is physical DoT, Burning is Fire DoT, Poison is Chaos DoT, etc. Marks: You can mark the enemy (counts as a curse) and debuff the enemy this way to take more damage, or to have a culling strike, etc. Jewels: yes. Small jevel in the middle are spots where you can put one jevel, outside the map large jevels are where you can put cluster jevels creating a separate mini-tree.
32:08 Poison is chaos damage over time. You can get poison from a chaos or physical hit with chance to poison or from a skill that has directly poison damage. Increased Chaos Damage will also increase your poison damage. Poison damage is chaos damage, but chaos damage isn't poison. Sometimes you can have skills with chaos damage over time that isn't poison. If it doesnt say poison or you didn't convert chaos to poison then it isn't poison. EDIT: Poison is an ailment, but chaos damage over time isn't. Critical Strikes that deal physical or chaos damage do not inherently inflict poison.
Poison is an ailment inflicted by chaos damage similar to fire damage causing ignite. Potency of the ailment is determined by the strength of the up front damage. Some builds will be more concerned with the upfront damage than the ailment, hence both being on the tree. Don't get too excited by the increased damage nodes. "increased" means additive while "more" is multiplicative. So the more increased damage you have the less effective it becomes. 40% increased will likely be closer to 5-10% increased effective damage.
Just started watching, should be a fun time. I've been thinking up a cold monk with a spear combo using the gems we know so far, as well as a rough early passive tree based on the nodes I've seen people hover. Can't wait to actually get in game and try things.
22:20 the snowflake is red because he's weak to ice. Gray flame means resistant to fire and gold body armor means really high armor rating. Those are my guesses anyway.
Marks are nothing to do with those circles put on enemies by effects like killing palm ect. those monsters are "Highlighted" Marks are in POE 1 and act similarly to curses but only effect one enemy at a time curses can effect multiple. There are two marks listed on the POE2DB for POE2 that is Sniper's Mark and Freezing Mark Freezing Mark makes it so an enemy marked is easier to freeze if the marked target dies the release an explosion Sniper's Mark makes it so when that marked enemy takes a Crit they take more damage then if they didnt have it and also grants a frenzy charge and removes the mark Also there's a Metagem that allows you to socket Marks and curses into it called Hand of Chayula (Chayula is a boss from POE 1 so its cool to see its name here) This skill seems like the other palm skills in that you dash up to and enemy and punch them in the face the special effect is that any curse or mark socketed with it will apply to that monster
35:00 in poe 1 there are gloves that give you 800% unarmed damage (face breakers), which were quite popular for a while but fell out of popularity due to their weakness
Check my "lightning monk theorycraft" video. There's a chapter about power charges. I show 3 ways to get them. Also, in this video here during the passive tree overview there's a node called "lust for power"
@@off-meta-michael Thanks for the quick response. Going to have to sub to you especially if you’re going to be breaking down Monk mechanics! One month to go!
@@Draethar monk is my favorite so far from what ive seen. Im kind of hinging everything i learn off of how the monk operates. That will eventually change, as i just like making builds in general. But yea, definitely will be playing monk first and theorycrafting a lot of variants. Also, that lust for power node is at 29:17. I think ill be gunning for that right away when using falling thunder.
@@off-meta-michael Oh I wholeheartedly agree. Like if the Templar is a crusader/holy knight thematically I may have to give that a solid try. Druid also looks pretty fun. Man they all look fun!
34:27 Lets say you have a 10% crit base staff and you take 40% Increased Critical Strike Chance and 25% Critical Strike Multipier. Then you will have 10x1.4 = 14% chance to crit and 100+25 = 125% extra damage when you deal a critical hit (Base crit multi is 100%) or if you calculate total damage = 225%, so 2.25x damage when dealing a crit. A hit with a base multiplier would have been 100% extra damage, so 200% total or 2x damage
I think I am going to use the other skill for cull, that teleports you to the target a lot faster than killing palm and you strike with your quarterstaff still getting a power charge. It seems way more viable. At least to me. That way you can insta teleport to an enemy, cull, frozen locust to reposition backwards and then do the thunder strike thing with the power charge or whatever else depending on the situation.
rare cluster jewels can drop which can be socketed in the skill tree. making a newer, smaller skilltree branching from the socket. the options are endless
I am a new player too path of exile I play the first one and got addicted 2 months ago lol. then I heard about the second one coming out and I seen monk not know what he does and yup this video seals it in. The combos . I'm a league of legends player I love combos yesss.
@OFF-Meta Michael poison dmg type is chaos, it's just a DoT whereas chaos dmg isnt unless its poison obv or maybe another new mechanic that deals your dmg over time
ignite is an ailment that deals fire damage over time posion is an ailment that deals chaos damage over time. poison deals chaos damage but chaos damage isnt necessarly poison. your logic is accurate for increased elemental damage, its generic elemental damage doesnt matter if its an attack or spell, both benefits from it.
On what you were saying about ascendancies maybe changing the way the dodge works, there is apparently a skill gem that reserves spirit to then turn your dodge roll into a teleport. though I can't remember where this info came from.
Yea, that was jonathan when sitting down with a content creator. At 5 mins 40 seconds here they talk about it. ua-cam.com/video/BCEtMu4ZlVs/v-deo.htmlsi=5n2wshxPxzNk2N6O also a lot of the movement that is built in to skills can be used in place of the dodge it seems. The ranger has a lightning ability that vaults forward over the enemy for example as well as the escape shot which flips backward.
I think they could develop little aprons and interim spaces to hide the loading screens in the future. Not sure how difficult this would be with how the game is built. Its not gonna ruin the game. Its just more icing on the cake so to speak.
poison is an ailment that deals chaos damage, don't know if its been changed in poe2, but in poe1 poison has no limit on how many stacks can be on a target
Getting rid of loading screens would be hard to do on consoles as they have very limited memory.. So the world needs to be divided up in chunks to load one at a time..
I dunno, tears of the kingdom on switch has no loading and ff7 rebirth on ps5 has no loading. Those are two vastly different consoles. It depends on how you mask it. Those were made though for one console. I know PoE2 needs to work on everything. So, it's not necessary, but i think the overall experience would be better at some point if it could be done.
I think when you play it you will feel engaged by the combat. I actually have the opposite feeling. When i see PoE1 builds blasting around it looks dumb to me.
Chaos is a type of damage (physical, cold, fire, lightning and chaos are all the types of damage), poison is an ailment (bleeding, chill, ignite, shock, poison are ailments for each type of damage)
Ya, Poison is Chaos DOT just as Bleed is Physical DOT and Burning is Fire DOT.
In POE2 chaos damage no longer bypasses energy shield, but does double damage to it.
A thing that isn't to obvious to many players is that if you do more damage you will use less mana per mob. Like if you need to spam 3-5 attacks to kill an enemy instead of using an combo that kills them in 2 then those extra attacks will cost you mana. Right after he finds out how to use Power Charges he has 2 full mana flasks at all times, whereas in the beginning he used them all up.
'hey i just want to nerd out over some poe2 footage' me: pulls in chair and gets popcorn
Glad im not the only one
So, jewel sockets in PoE 1. You have "basic" jewels which are items that can roll up to four modifiers on them, which are socketed into the skill tree. Assuming the socket is allocated, you then get the bonuses rolled on the jewel. These modifiers are from their own pool and include the usual suspects like life, mana, damage, defenses, etc. You also have unique jewels which can do all sorts of weird things, including modifying *other passives near them*. I have one in my current build "Unnatural Instinct" which causes allocated small passives nearby to grant nothing, but grants me the bonuses of all non-allocated small passives nearby. Another replaces all Intelligence bonuses nearby with Dexterity instead.
But that large socket? That's for cluster jewels. These are mini skill trees that socket into your skill tree. Each one is a single "wheel" of skills, with a mix of small passives, notables, and (on large and medium clusters) additional cluster sockets. So yes, you can daisy-chain them, although each size can only socket smaller clusters (Large → Medium → Small, and smalls don't get sockets). These cluster jewels can also be rerolled to change what bonuses the passive nodes provide. It's absolutely brain-melting and I've never used them because I'm too mid a player. :D
**Edit**: I believe "Marks" are a separate type of skill. PoE 1 has "Sniper's Mark" which increases damage and causes projectile splitting on targets. I would assume that the indicator on cullable enemies is not classified as an effect in and of itself; it's just showing you the enemy is low-life without you having to mouse over and check their life bar.
**Edit 2**: You have to de-allocate a passive to if you don't want it to affect you any more. In PoE 1, this is done using either Orb of Regret or gold. In PoE 2 I *assume* it will be via a gold cost.
**Edit III**: "Low Life" is when you have 50% or less life. There absolutely are builds that run on low life all the time, though I've never played one. Reserving life can be used to hit low life (*i.e.* reserve 50% or more of your life), but I don't know if you'll even be able to reserve life in PoE 2. The closest I've come is Petrified Blood in PoE 1 that prevents you from recovering life above 50% except via flasks in exchange for converting a proportion of incoming damage into damage-over-time.
**Edit Four**: @**49:12** -- it *is* doing something. There's a very slight glow around the keystone passives. Searching for things in the passive tree is kinda hard because the glow effect is so easy to miss. It's ugly, but Path of Building uses a bright red circle around matching nodes, which is much easier to see. :)
22:31 The 30% is because the boss has the shock ailment on it. Shock is an ailment of lightning. You get shock from chance to shock or from a critical hit. 30% means it takes 30% increased damage. The higher damage you do the higher shock effect you get. You can also get increased shock effect or use overcharge (damage deal as if doing more damage). The base max shock effect is 50% and can also be increased. When using freeze (an ailment of cold) bosses will have a stagger meter. EDIT: I'm not sure if dealing more damage does higher shock anymore, some component might just have changed to do more shock effect instead.
I assume it's a typo, but "damage deal as if doing more damage" should be "inflicts shock as though dealing more damage"
@@_ByteBlaze_ Well the skill says "making its Shocks more effective" now, but yeah the old text is a better explanation, but i think it just adds shock effect now.
@@Powermongur I mean you have a typo in your comment. I quoted the part that was wrong
@@_ByteBlaze_ I know, It wasn't just a typo it was the wrong skill effect like i said.
Marks are a little specific but I'll go ahead and break them down.
1. Marks are a type of single target curse (enemy debuff) that last indefinitely. There are also "Hexes" which are AoE curses with a duration.
2. Enemies can be "Hexproof" but there is no way to resist a Mark being applied
3. Only a single Mark can be active at a time. Marking a new target will remove the Mark from the previous target.
4. Marks count toward your curse limit, the maximum number of curses you may apply to a given target)
5. Marks scale with both Curse Effect and Mark Effect (In POE1 of course) which can make them quite potent
Hey thanks for the explanation
Really enjoyed this, thanks for the detailed analysis!
1. The target is shocked which increases the damage the boss takes by the %. this is in PoE 1 though. The % is based on how much damage was done with the shocking hit. in PoE 1 max shock base is 50%.
2. Base crit does 100% crit multi. so double damage. 25% multi means you get 25% to crit multi bringing the crit up to 125%. also be aware "increased" damage is not a multiplier. in poe 1. "more" damage is a multiplier.
3. Marks are like a curse in D2. Mark is a subset of curse along with hexes.
Appreciate the content during this POE 2 news drought.
At the end of one of the ZiggyD interviews with Jonathan Rodgers there was some Monk gameplay footage where Falling Thunder had around 8-10 lines coming off it and it cleared a screen. It was probably the most “juiced” up Falling Thunder clips I saw which must have had full Power Charges and one or two extra support gems. Not sure if you’ve seen it.
I think i'll also start with the monk, it just looks so cool!
22:20 Yeah this is confusing. They should put buffs on the right and debuffs on the left of the HP bar but colors should stay always the same.
Here I would assume that a red snowflake means the boss has weak cold resistance (or maybe very strong), who knows? ;)
32:08 Chaos is a damage type like Fire or Cold. Bleed is physical DoT, Burning is Fire DoT, Poison is Chaos DoT, etc.
Marks: You can mark the enemy (counts as a curse) and debuff the enemy this way to take more damage, or to have a culling strike, etc.
Jewels: yes. Small jevel in the middle are spots where you can put one jevel, outside the map large jevels are where you can put cluster jevels creating a separate mini-tree.
32:08 Poison is chaos damage over time. You can get poison from a chaos or physical hit with chance to poison or from a skill that has directly poison damage. Increased Chaos Damage will also increase your poison damage. Poison damage is chaos damage, but chaos damage isn't poison. Sometimes you can have skills with chaos damage over time that isn't poison. If it doesnt say poison or you didn't convert chaos to poison then it isn't poison. EDIT: Poison is an ailment, but chaos damage over time isn't. Critical Strikes that deal physical or chaos damage do not inherently inflict poison.
To be technical, Poison is an AILMENT that deals chaos damage over time. Not all chaos damage over time is poison.
Poison is an ailment inflicted by chaos damage similar to fire damage causing ignite. Potency of the ailment is determined by the strength of the up front damage. Some builds will be more concerned with the upfront damage than the ailment, hence both being on the tree. Don't get too excited by the increased damage nodes. "increased" means additive while "more" is multiplicative. So the more increased damage you have the less effective it becomes. 40% increased will likely be closer to 5-10% increased effective damage.
Just started watching, should be a fun time.
I've been thinking up a cold monk with a spear combo using the gems we know so far, as well as a rough early passive tree based on the nodes I've seen people hover.
Can't wait to actually get in game and try things.
22:20 the snowflake is red because he's weak to ice. Gray flame means resistant to fire and gold body armor means really high armor rating. Those are my guesses anyway.
The movement of this class looks just amazing
I can’t wait to see what they do with shadow. That class could be crazy with the new gameplay theory.
Love how you’re nerding out to PoE2 can’t wait to see what builds you come up with man gonna be fun
Marks are nothing to do with those circles put on enemies by effects like killing palm ect. those monsters are "Highlighted"
Marks are in POE 1 and act similarly to curses but only effect one enemy at a time curses can effect multiple.
There are two marks listed on the POE2DB for POE2 that is Sniper's Mark and Freezing Mark
Freezing Mark makes it so an enemy marked is easier to freeze if the marked target dies the release an explosion
Sniper's Mark makes it so when that marked enemy takes a Crit they take more damage then if they didnt have it and also grants a frenzy charge and removes the mark
Also there's a Metagem that allows you to socket Marks and curses into it called Hand of Chayula (Chayula is a boss from POE 1 so its cool to see its name here) This skill seems like the other palm skills in that you dash up to and enemy and punch them in the face the special effect is that any curse or mark socketed with it will apply to that monster
Thanks for the info dude
Nice gameplay ! SUBSCRIBED !
35:00 in poe 1 there are gloves that give you 800% unarmed damage (face breakers), which were quite popular for a while but fell out of popularity due to their weakness
Ah ok. Yea, im hoping for full on combos and skills. We havent seen anything so far for unarmed except those palm strikes which are very situational.
Poison is an ailment that applies dot and can stack. You have a chance to poison and can afflict poison with physical or chaos damage.
My only concern is how we will gain power charges or make use of Killing Palm on bosses.
Check my "lightning monk theorycraft" video. There's a chapter about power charges. I show 3 ways to get them. Also, in this video here during the passive tree overview there's a node called "lust for power"
@@off-meta-michael Thanks for the quick response. Going to have to sub to you especially if you’re going to be breaking down Monk mechanics! One month to go!
@@Draethar monk is my favorite so far from what ive seen. Im kind of hinging everything i learn off of how the monk operates. That will eventually change, as i just like making builds in general. But yea, definitely will be playing monk first and theorycrafting a lot of variants. Also, that lust for power node is at 29:17. I think ill be gunning for that right away when using falling thunder.
@@off-meta-michael Oh I wholeheartedly agree. Like if the Templar is a crusader/holy knight thematically I may have to give that a solid try. Druid also looks pretty fun. Man they all look fun!
34:27 Lets say you have a 10% crit base staff and you take 40% Increased Critical Strike Chance and 25% Critical Strike Multipier. Then you will have 10x1.4 = 14% chance to crit and 100+25 = 125% extra damage when you deal a critical hit (Base crit multi is 100%) or if you calculate total damage = 225%, so 2.25x damage when dealing a crit. A hit with a base multiplier would have been 100% extra damage, so 200% total or 2x damage
I think I am going to use the other skill for cull, that teleports you to the target a lot faster than killing palm and you strike with your quarterstaff still getting a power charge. It seems way more viable. At least to me. That way you can insta teleport to an enemy, cull, frozen locust to reposition backwards and then do the thunder strike thing with the power charge or whatever else depending on the situation.
20:57 Jonathan has stated that there will be skills which can be put in place for dodge roll.
I found it. About 5 mins 40 seconds ua-cam.com/video/BCEtMu4ZlVs/v-deo.htmlsi=5n2wshxPxzNk2N6O
rare cluster jewels can drop which can be socketed in the skill tree. making a newer, smaller skilltree branching from the socket. the options are endless
elemental damage apply to any atack or spell as long it has a fire/cold / lightning tag
I am a new player too path of exile I play the first one and got addicted 2 months ago lol. then I heard about the second one coming out and I seen monk not know what he does and yup this video seals it in. The combos . I'm a league of legends player I love combos yesss.
@OFF-Meta Michael
poison dmg type is chaos, it's just a DoT whereas chaos dmg isnt unless its poison obv or maybe another new mechanic that deals your dmg over time
Oh man did GGG get their hooks into you. Enjoying watching your journey.
ignite is an ailment that deals fire damage over time
posion is an ailment that deals chaos damage over time.
poison deals chaos damage but chaos damage isnt necessarly poison.
your logic is accurate for increased elemental damage, its generic elemental damage doesnt matter if its an attack or spell, both benefits from it.
On what you were saying about ascendancies maybe changing the way the dodge works, there is apparently a skill gem that reserves spirit to then turn your dodge roll into a teleport. though I can't remember where this info came from.
Yea, that was jonathan when sitting down with a content creator. At 5 mins 40 seconds here they talk about it. ua-cam.com/video/BCEtMu4ZlVs/v-deo.htmlsi=5n2wshxPxzNk2N6O
also a lot of the movement that is built in to skills can be used in place of the dodge it seems. The ranger has a lightning ability that vaults forward over the enemy for example as well as the escape shot which flips backward.
Nice i watch these before work 👍
I agree with your point on loading screens. Grim Dawn doesn't seem to have that. You just progress from zone to zone like an open world game.
I think they could develop little aprons and interim spaces to hide the loading screens in the future. Not sure how difficult this would be with how the game is built. Its not gonna ruin the game. Its just more icing on the cake so to speak.
38:45 Marks in POE 1 are single target curses, assuming this will be the same in POE 2.
poison is an ailment that deals chaos damage, don't know if its been changed in poe2, but in poe1 poison has no limit on how many stacks can be on a target
you can not turn off bonuses from nodes, you can use a regret orb or gold to unspec
keystone search actually highlighted keystones notables
Oh I couldn't tell
You should do yourself a favour and give poe1 a go. Would clear up a lot of the queries you had. It’s a really good game.
dodge rolls getting support gems would be sweet
Look up "Lingering Illusion" on here poe2db.tw/us/Skill_Gems
Its a buff gem with a spirit reservation
just a heads up i think his name is pronounced Woody Joe. (wudijo). Thanks for the video!
all poison damage is chaos, but not all chaos damage is poison
play poe 1 before this comes out. you'll benefit a lot from it.
22:28 maybe, the boss is more effective to kill with cold damage and more resist to fire?
Yea that makes sense
All poison is Chaos damage. Some Chaos damage isn't poison.
Is this the new Diablo4 season? …… lol game looks so amazing. 3 weeks to go.
Getting rid of loading screens would be hard to do on consoles as they have very limited memory.. So the world needs to be divided up in chunks to load one at a time..
I dunno, tears of the kingdom on switch has no loading and ff7 rebirth on ps5 has no loading. Those are two vastly different consoles. It depends on how you mask it. Those were made though for one console. I know PoE2 needs to work on everything.
So, it's not necessary, but i think the overall experience would be better at some point if it could be done.
Monk with mana? why not Spirit? makes more sense.
Spirit is a separate resource in PoE2 for reservation skills, minions, and meta gems
I'm falling asleep watching this. Wheres the hordes of enemies. This is weak sauce. Progression is so slow in this game.
I think when you play it you will feel engaged by the combat. I actually have the opposite feeling. When i see PoE1 builds blasting around it looks dumb to me.