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u4gm What Changed in PoE 2 Patch 0.4.0 Guide
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10 horas 6 minutos antes #35736
por jhb66
u4gm What Changed in PoE 2 Patch 0.4.0 Guide Publicado por jhb66
Patch 0.4.0 in Path of Exile 2 doesn't feel like the usual beta numbers shuffle. It's more like the devs finally decided to mess with the rules you've been building around for weeks, and you notice it fast. I was halfway through planning a safe, standard endgame setup when the new Ascendancy and combat changes landed, and suddenly the old assumptions didn't hold. Even folks browsing
U4GM
for build ideas are going to see the same thing: this patch pushes you toward smoother rotations and smarter layering, not just bigger tooltip damage.Curses That Don't Fight Each OtherThe headline for a lot of players is the curse-related Ascendancy work, especially around Doomed Pain. Before this, stacking curses often felt pointless because the global curse cap turned your "combo" into an overwrite. You'd apply something important, then your next cast would quietly replace it, and your damage plan would fall apart. Now Doomed Pain not counting toward the cap changes the vibe entirely. You can keep your core debuff running and still add extra pressure, which makes damage-over-time builds feel less boxed in. In parties it's even cleaner, because one player can focus on curse uptime while another just keeps the boss pinned and bleeding out.Melee Resource Stress Gets a BreakMelee players also got something that's honestly overdue: the Hammered to Perfection update that makes certain weapon skills cost zero mana. That sounds simple, but it's massive in actual maps. No more awkward moments where you've got the angle, you've got the opening, and then your mana says "nope." It also frees up choices. You don't have to waste gearing and passives just to keep attacking. You can build into defense, speed, or straight damage and still feel like your character isn't constantly choking mid-fight.Faster Forms and Cleaner MovementThe rhythm of combat shifts too. Dropping transformation cooldowns for hammer and staff morphs from ten seconds to six means you're pressing buttons more often, but it doesn't feel spammy. It feels responsive. You swap forms, keep momentum, and don't stand there waiting for a timer like it's an MMO global cooldown. On top of that, sprint-linked attacks finally behaving matters more than patch notes make it sound. When sprint attacking works every time, mobility becomes a real defensive layer again, not a coin flip that gets you deleted in high-tier content.What This Patch Nudges You TowardIf you're mapping or pushing bosses, you'll probably find the "best" builds aren't just the ones with the biggest burst anymore. It's the ones that keep pressure up while you move, dodge, and re-engage without stalling. Multi-curse setups have room to breathe, melee feels less clunky, and the whole endgame loop is less about babysitting resources. If you're tweaking gear between runs or thinking about how to fund your next set of upgrades, it's easier to justify spending when the build actually plays smoothly, especially if you're looking to
buy PoE 2 Currency
to speed up those early experiments instead of grinding the same content on repeat.
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