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Suggestions / Cockblocked by plot
« Last post by harperfan7 on September 14, 2025, 03:48:07 am »
With the inclusion of utility station 6, I think you can remove this little handrail from the game.
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Suggestions / Re: Stronger Faceless Infusions on DOM
« Last post by Antalos on September 13, 2025, 03:21:16 pm »
Hey, not everyone can work normally in DOM mode, and you still ask to increase faceless xDD
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Builds / Re: Shotgun/Sniper build advice
« Last post by Vokial on September 07, 2025, 11:48:51 am »
I think there's no point in mixing the two as a single form of offense in enough + these require completely different approaches.
As a sniper, you're supposed to shoot from afar and maintain distance, using the enviroment and CC. Someone with a shotgun means short range combat. Also valid, but totally diferent and excludes the other. This way, you're not going to use Shooting Spree ever again after you start combat with it, as in order to speed up the cooldowns, you need to keep using your rifle. Same for Aim Shot.
Interloper is missing. Hit and Run is also more suitable due to granting a lot more MP in fights and providing it consistently in a passive manner without being a one-time ability with cooldown. Would save you a lot of stat points and feats as well keeping AGI at 7 (for Interloper), and ditching Sprint, Expert Sprint and Blitz.

So if you're fine only using your rifle to delete two enemies in combat for free (which is not bad), then you don't need to even specialize on Shooting Spree more than 1 point on shots, activate it, take your Snipe and Aim Shot and forget it for the rest of the combat. But a sniper uses his rifle for all the kills to circulate these abilities as fast as possible, backed up with Tranquility-fused Increments. Using Ambush from the dark to ensure crits and boost accuracy (which is easy to set up when weapon range is not limiting you) and keeps distance between his enemies by kiting with Hit and Run, taking cover behind corners and should someone get close, Flashbang and disengage. Stealth, then repeat.

While you're using your shotgun, your sniper abilities are parked - often including Ambush. Yet Kneecap Shot is a good way to halt incoming melee's, but still I see no point in specializing two ways on the cost of not excelling in neither while you can only use one opposed to speccing in a single form of offense better and have more supplemental feats to elevate it's versatility further. You cannot reach 4m height if you have two separate 2m long ladder. The key is to set up something that can be effective and be kept up long-term, against continous onslaught of enemies. Circulating Shooting Spree every round, using Aim Shot and Ambush, finishing rounds in stealth to Snipe the next one behind corners and just generally making every shots count and contribute to lower cooldowns is something that I see as the way to go with the rifle to work best. The more you shoot, the more you can shoot. That's why I think snipers should stick to their rifle exclusively and collect abilities that allow them to use it fluently and to greater effect - especially when the AP cost is very similar due to shotguns not being able to use the Rapid Reloader.

At least that is my opinion, I remember a few people recommending these two weapons together, but I don't think they knew the potential of just how effective and fun a dedicated sniper can be.
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Suggestions / Re: Stronger Faceless Infusions on DOM
« Last post by Eidein on September 06, 2025, 12:09:34 pm »
What have you done.
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Builds / Shotgun/Sniper build advice
« Last post by Throewai on September 05, 2025, 12:02:55 pm »
I'm still kind of new to the game, and I've been thinking about making a build using the sniper and shotgun mainly because I love their playstyle.
I'm looking for advice on how I can improve my build, and what gear to use.
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Other Games / SSEGold: Path of Exile 2 Version 0.3.0b Released for Update 1.052
« Last post by Moralesuu on September 04, 2025, 06:59:48 am »
If you’ve been keeping a close eye on Grinding Gear Games’ development cycle, you’ll know Path of Exile 2 Version 0.3.0b for Update 1.052 just went live. This patch isn’t the flashiest in terms of new skills or wild content drops, but it’s a crucial stability update that smooths out rough edges and ensures the game is ready for the bigger milestones ahead.

As someone who has played PoE since the early closed beta days, I can tell you these smaller patches matter just as much as the giant expansions. They keep the game running smoothly, squash those frustrating bugs, and set the foundation for a better overall player experience. And for players who are eager to test new builds or grab gear quickly, some even head to SSEGOLD to buy PoE 2 currency and save themselves the grind. That said, let’s dive into exactly what this update brings to the table.

Why Path of Exile 2 Update 1.052 Matters

At first glance, patch 0.3.0b looks like a standard maintenance pass. But under the hood, it’s all about refining systems that were struggling after the last major content drop. For a live-service ARPG like PoE 2, stability is everything. Even the best new skills or league mechanics don’t mean much if performance dips or bugs derail your run through Wraeclast.

Update 1.052 is focused on:

Fixing performance hitches that caused stuttering in large group encounters.

Cleaning up skill interaction bugs that threw off balance.

Adjusting backend systems to prepare for future expansions.

It’s not sexy, but it’s the kind of work that makes your grind feel smoother day to day.

Key Fixes in Version 0.3.0b

Here’s a breakdown of the most important changes in Path of Exile 2 Version 0.3.0b:

Performance and Stability

Fixed random crashes tied to particle-heavy abilities.

Improved memory handling when entering densely populated maps.

Reduced load times on certain endgame instances.

Gameplay and Skills

Addressed a bug where skill gems would occasionally desync when socketed mid-combat.

Corrected tooltip inaccuracies for damage-over-time builds.

Fixed an issue with a few ascendancy nodes not applying bonuses correctly.

User Interface

Polished map overlay responsiveness for smoother navigation.

Updated crafting bench visuals to better reflect item outcomes.

These might sound like smaller tweaks, but for veterans who live in the endgame grind, every one of these makes a big difference. Nothing kills momentum faster than a crash during an Uber Elder attempt or losing progress because your client locked up.

How This Patch Shapes the Meta

While 0.3.0b doesn’t introduce sweeping balance changes, it indirectly affects the meta by making certain builds more reliable. For example:

Damage-over-time builds (like poison or ignite setups) benefit from fixed tooltips, making planning easier.

Summoner builds see smoother performance in large fights where particle effects used to choke FPS.

Hardcore players get a stability safety net — fewer crashes mean fewer unfair deaths.

It’s the kind of patch that doesn’t grab headlines but quietly shifts player confidence in certain archetypes.

The Bigger Picture for Path of Exile 2

Grinding Gear Games has been clear: PoE 2 is a marathon, not a sprint. Every patch, whether it’s 0.3.0b or a major seasonal expansion, fits into the long-term vision. Update 1.052 shows they’re not just chasing flashy new mechanics — they’re committed to tightening screws and oiling the gears of the game engine itself.

This is especially important with the growing hype around endgame systems. When new league content drops, players won’t tolerate laggy maps or broken nodes. By handling these fixes early, GGG is setting the stage for a smoother launch cycle.

Final Thoughts on Version 0.3.0b

For casual players, Path of Exile 2 Version 0.3.0b might feel like a minor footnote. But for veterans, this update is exactly what we want between big expansions. It stabilizes the experience, clears out lingering bugs, and keeps the grind flowing without unnecessary frustration.

Path of Exile has always thrived on small, incremental improvements layered between major leaps forward. This patch is a reminder that GGG still values quality of life just as much as new mechanics.

So whether you’re experimenting with new builds, farming endgame bosses, or just starting out, Update 1.052 makes it all a bit smoother. And if you’re itching to accelerate your journey, remember that some players go to SSEGOLD.com to buy PoE 2 currency and jump straight into gearing without the grind.

One thing’s certain: if this is the groundwork, the future of PoE 2 is looking rock solid.
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Suggestions / Re: Stronger Faceless Infusions on DOM
« Last post by Styg on August 31, 2025, 11:14:22 pm »
Not a bad idea.
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Builds / Re: Help Crafting a Comprehensive Sword Guide
« Last post by Ploluap on August 29, 2025, 10:21:09 am »


    I have designed a sword + acid pistol build, but I've never tried it.  I tried designing a sword + epistol build a few times over the years but it always felt suboptimal to just sword + knife.

    I played both, it's always nice to have a good range option, and laster pistols have great range, precision and damage ; while chem pistols have great CC and AOE damage


    There's also some feats that could be good that I haven't played with much:
    • Continuum Ripple
    • Decapitate - The exposed head things kinda always kept me from taking this.
    • Hit and Run - Doesn't proc from psi kills. Could be really good with blitz.
    • Fancy Footwork - If this works with chainsword it could be pretty amazing. I'd worry about killing enemies too quickly and not getting enough movement points.
    [/li]
    [/list]

    I don't think i'd enjoy playing a sword build without fancy footwork, it's a great feat for any melee that does a lot of attacks

    About hit n run the main reason i would'nt chose it for sword build is that i'd much rather take fancy footwork, which makes hit n run obsolete.

    You say it doesn't work with psi abilities but why does it matter for a sword build ?
    79
    Builds / Re: Thought on my psiless throwing knife build?
    « Last post by Eidein on August 27, 2025, 05:21:41 pm »
    If it doesnt say "throwing knives" then it doesnt work. Throwing knives arent technically weapons.
    80
    Builds / Re: Thought on my psiless throwing knife build?
    « Last post by frey000 on August 27, 2025, 05:15:58 pm »
    Thanks for the feedback, this is my 3rd playthrough but first time playing as throwing knives. although i read the wiki intensively, im still missing on few info. honestly, the wiki doesnt elaborated much on what work with what weapon that deeply.
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