mastery distribution

please consider a better distribution for masterys, as of now a lot are grouped in a single area of the tree wich is a gigantic middle finger for any build that needs 1 mastery to work but plays in the oposite side of the tree.


fire and lightning mastery are a good example of this, fire is present in all areas except shadow and ranger meanwhile lightning mastery its all grouped in witch and shadow.


chaos mastery have few wheels and only in witch and shadow

int sector has no accuracy mastery and overall very little accuracy for non mace/wands weapons

and the list goes on.

posible solutions:

*add new wheels in the center around scion for instance a lightning wheel branching from the str node next to iron grip and an accuracy wheel close to mind over matter.

*add 1 blank mastery to each area and let the player choose the mastery.

*unify mastery. Instead of having fire/cold/lightning/elemental masterys we only get elemental mastery with all the above choices grouped in a single place, They will still be specific to their element just grouped under the same mastery

not going to list all but same for the rest:

Weapon mastery (sword, axe,claw,staff,wands)
chaos mastery (chaos, poison, damage over time, physical)
defence mastery (life, ES, armor,recovery, evasion)
attack mastery (2h, dual wield,stun, critical)
self found league fan

http://www.pathofexile.com/forum/view-thread/324242/page/1

Last edited by caboom#7201 on Sep 3, 2023, 11:53:39 AM
Last bumped on Sep 3, 2023, 1:16:39 PM
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Isn't that sort of the point though? And hasn't that been true of the passive tree for the entirety of PoE's lifespan?

Certain areas have certain themes, loosely based on the TRADITIONAL builds associated with nearby character classes. If you want to diverge from the traditional, you need to do some thinking and planning and "path" your way around to other areas.

If ALL wheels were basically equidistant from ALL classes...what would be the actual point of having classes and different starting points in the first place?


However, what they COULD do is create 2-4 "portal" keystones, similar to the atlas passive tree, to allow for greater customization. Or maybe instead of keystones, have it be a set of jewels that lets you place 1 jewel in a spot, and allows the second jewel to be placed near a specific keystone and lets you branch from that jewel. Similar to Impossible Escape.

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