The Passive Tree should be the same across all classes.

Yes, it should.

Whoever thought that making the skill tree contingent upon which class is being played should go back to Good Idea School because this idea is awful.

~ Seph
It's kinda weird that you have Infernalist ascendancy that is based on fire, but when you start as a Witch you actually don't have the fire nodes there. It's fine in the endgame, you can build your character anyway, but feels little off at the beginning.
it bad in any shape or form until u have free trade in the game and it is huge part of it
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I'm all for player freedom, but I dont think this is a good idea. Some skills should have a higher cost to get to depending on your class; a str class should find it difficult to pick up int skills and vice versa, tho I do wonder about the armor/ES armors we see out there.


The skills don't have a "higher cost" to get to, they are IMPOSSIBLE for other classes to get to because the nodes simply don't exist.
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ibims111#7338 wrote:
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The_Song#4903 wrote:
"
ibims111#7338 wrote:

...

POE1: Each class has the same tree but starts at a different location.
POE2: Each class has the same tree but starts at the center of the tree with a different starting point.

They are both the exact same system. All classes in each game share the same big tree, each node on the tree is the same for each class in each of the poe games.


Incorrect.

Each starting area is going to have 3 version in poe2.
One for each of the classes that actually starts there, and a third generic one for any other class.
Currently we can already see that the Witch has some of the spell nodes replaced with minion nodes nobody else gets.


please explain. so, I got it that witch differs with minions nodes. Clearly game breaking. But what are those 3 versions of the skill tree?

[


Int starter area:
Some of the nodes will be varied.
A version only Witch gets, a version only Sorc gets, and a 3rd version any other character gets if they travel there.

Dex starter area:
Some of the nodes will be varied.
A version only Ranger gets, a version only Huntress gets, and a 3rd version any other character gets if they travel there.

Etc.

Currently not all versions of passive tree starter sections are implemented.
I think at the moment the Witch section is the only unique one added.
But the devs have stated there's 3 versions of each starter zone.

"
It's kinda weird that you have Infernalist ascendancy that is based on fire, but when you start as a Witch you actually don't have the fire nodes there. It's fine in the endgame, you can build your character anyway, but feels little off at the beginning.


Infernalist isn't actually based on fire.
Don't put too much stock in the name. "Infernal" is referring to hell, not flames.

Infernalist is based on minions, generic casting, life conversions, and defense shenanigans.
Fire happens to be the most minion aligned element, so they rolled with that ever so slightly on the nodes behind Pact.
The modicum of fire you see in Infernalist isn't there for playing a pyromancer, it's there to go with your minions.

As a Witch, the default "elements" for your spells are phsyical and chaos. She is the physical, chaos, and minion caster class.
If you want to play a pyromancer, not based in minions but just in using fire spells, you're better off playing Sorc.
Not only because of the fire and element nodes Sorc gets that Witch replaces with chaos and minions, but also because Stormweaver is a better ascendency for pyromancy than Infernalist.
Sorc is the elementalist, and fire is one of the elements.
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The_Song#4903 wrote:
"
ibims111#7338 wrote:
"
The_Song#4903 wrote:

...

Incorrect.

Each starting area is going to have 3 version in poe2.
One for each of the classes that actually starts there, and a third generic one for any other class.
Currently we can already see that the Witch has some of the spell nodes replaced with minion nodes nobody else gets.


please explain. so, I got it that witch differs with minions nodes. Clearly game breaking. But what are those 3 versions of the skill tree?



Int starter area:
Some of the nodes will be varied.
A version only Witch gets, a version only Sorc gets, and a 3rd version any other character gets if they travel there.

Dex starter area:
Some of the nodes will be varied.
A version only Ranger gets, a version only Huntress gets, and a 3rd version any other character gets if they travel there.

Etc.

Currently not all versions of passive tree starter sections are implemented.
I think at the moment the Witch section is the only unique one added.
But the devs have stated there's 3 versions of each starter zone.


Fine, so this is all about like ten nodes at the start of each class. Like I explained in my last post in the second part. How is that build enabling, game breaking or something like that? There are even certain builds that are starved with passive points that not even spec into any of the first ten nodes. These are different classes, it makes sense that they are all different. They should be.

I get that some people would like to have an easy time during the campaign and therefore wish that every class could access everything the same way. But again, why classes then.
if you nerf 10 gems out of 30, you automatically buff the other 20!
Last edited by ibims111#7338 on Jan 7, 2025, 3:40:48 AM
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Mouser#2899 wrote:
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I'm all for player freedom, but I dont think this is a good idea. Some skills should have a higher cost to get to depending on your class; a str class should find it difficult to pick up int skills and vice versa, tho I do wonder about the armor/ES armors we see out there.


The skills don't have a "higher cost" to get to, they are IMPOSSIBLE for other classes to get to because the nodes simply don't exist.


But, lets assume you play a ranger, why would you want to spec into starting nodes of a Witch? Even if the minion nodes were present in that region of the tree for other classes, the amount of points to get there would be not worth it. Not at all. What is that discussion about?

"

...tho I do wonder about the armor/ES armors we see out there.


There are hybrid classes so there are hybrid armor types.
if you nerf 10 gems out of 30, you automatically buff the other 20!
"
Mouser#2899 wrote:
"

I'm all for player freedom, but I dont think this is a good idea. Some skills should have a higher cost to get to depending on your class; a str class should find it difficult to pick up int skills and vice versa, tho I do wonder about the armor/ES armors we see out there.


The skills don't have a "higher cost" to get to, they are IMPOSSIBLE for other classes to get to because the nodes simply don't exist.


No thats incorrect.
Last edited by Nyon#6673 on Jan 7, 2025, 3:48:04 AM
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ibims111#7338 wrote:

But, lets assume you play a ranger, why would you want to spec into starting nodes of a Witch? Even if the minion nodes were present in that region of the tree for other classes, the amount of points to get there would be not worth it. Not at all. What is that discussion about?


Maybe there's a hybrid build there waiting to be found. Maybe I just want some company from my minions. The point is it should be the player's choice. But we can't make that choice, because the nodes aren't there.

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Nyon#6673 wrote:
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Mouser#2899 wrote:

The skills don't have a "higher cost" to get to, they are IMPOSSIBLE for other classes to get to because the nodes simply don't exist.


No thats incorrect.


Show me how to get to the witch's +minion nodes on a mercenary.
Last edited by Mouser#2899 on Jan 7, 2025, 4:45:18 AM
The passive tree is bad anyway.
It's way too restrictive and doing something "out of the ordinary" is heavily punished. It's also not very original or interesting.

The PoE1 tree was way better.

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