Skill masteries in PoE2

Jonathan mentioned that they're removing skill masteries in PoE2 because "they want your location on the tree matter".

I agree with this principle, but... for a lot of masteries in PoE1, your location on the tree does matter already. The best examples are Trap/Mine, Projectile, and Wand mastery, which are all confined to 1/6 of the tree. And I do like the fact that, for example, a Witch can just about path to the Piercing Shots cluster from the north, while a Marauder can just about path to the Longshot cluster from the west, and they still get access to the same mastery benefit for being in the right general area.

The problem is with masteries that you can find (almost) everywhere. Life and Mana are the worst offenders, but you also have to try pretty hard to not be near at least one Recovery or Critical mastery node with any build. Those are the ones that feel like freebies.

And then there's the weird ones like Block and Charge, which have exactly 2 clusters on opposite ends of the tree... what's going on there?

So yeah, that'd be my recommendation. Keep masteries, but make sure that they're each confined to their designated areas.

(And obviously, make it worth it to take more than one mastery node from the same family.)
Last bumped on Feb 23, 2024, 10:13:19 PM
This thread has been automatically archived. Replies are disabled.
You didn't even see the tree. How can we even discuss this topic without basic information? This is not PoE1 with better graphics.
On Probation Any%
Yeah I quite like masteries and I think the implication that they mean 'your location on the tree doesn't matter' is silly, but nonetheless there isn't really anything to say without having a more complete picture of what you do get from POE2's tree (and potentially other unknown systems).

I'd be happy to see them removed if it was part of adding more interesting mods all over the tree, for instance. But I wouldn't know, at this point.
"
suszterpatt wrote:
Jonathan mentioned that they're removing skill masteries in PoE2 because "they want your location on the tree matter".

I agree with this principle, but... for a lot of masteries in PoE1, your location on the tree does matter already. The best examples are Trap/Mine, Projectile, and Wand mastery, which are all confined to 1/6 of the tree. And I do like the fact that, for example, a Witch can just about path to the Piercing Shots cluster from the north, while a Marauder can just about path to the Longshot cluster from the west, and they still get access to the same mastery benefit for being in the right general area.

The problem is with masteries that you can find (almost) everywhere. Life and Mana are the worst offenders, but you also have to try pretty hard to not be near at least one Recovery or Critical mastery node with any build. Those are the ones that feel like freebies.

And then there's the weird ones like Block and Charge, which have exactly 2 clusters on opposite ends of the tree... what's going on there?

So yeah, that'd be my recommendation. Keep masteries, but make sure that they're each confined to their designated areas.

(And obviously, make it worth it to take more than one mastery node from the same family.)


having a build locked behind a mastery that is only found in a certain region sucks.

regions should favour certain nodes not force everyone into that region if the build requires a given mastery.
self found league fan

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

"
caboom wrote:
having a build locked behind a mastery that is only found in a certain region sucks.
Isn't that...the point of having the passive tree? That some things are available in some areas and not others?

Eldritch Battery isn't easily available to Duelists, for example. That's okay. Indeed, that's good.

Report Forum Post

Report Account:

Report Type

Additional Info