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>> Sujet : U4GM Where to Start Druid in PoE2 Guide Last of the Druids
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Aujourd'hui à 09h32
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After a week with Path of Exile 2: The Last of the Druids, I'm not gonna pretend it magically fixes endgame fatigue. The patch has bright spots, and then it has bits that feel like they shipped with a shrug. Still, I can't lie: I'm having more fun than expected messing with the new Druid and even chasing weird gear angles like PoE 2 Items that make experimental builds click without needing a perfect stash tab setup. The Druid Kit That Actually Lands. The Druid's the clear win here, mostly because it doesn't box you in. You've got Talismans as the new weapon type, and they're basically the doorway to shapeshifting. What's funny is how fast that turns into "what if I put this on a totally different class?" and suddenly you're theorycrafting at 2 a.m. The three forms each scratch a different itch: Bear is for people who want to stand their ground and trade hits, Wolf is pure forward momentum, and Wyvern asks you to pay attention. It wants you consuming corpses, building charge, then swapping between casting and close-range follow-ups. You can ignore the "intended" rhythm, sure, but the kit feels best when you lean into it. Ascendancies: Small Tweaks, Big Routes. Shaman and Oracle don't reinvent the wheel, but they do add real choices. Oracle in particular changes how you look at crit on the passive tree, because it opens paths that just weren't as tempting before. It's the kind of thing you notice after a few respecs, not in the first hour. And that's good. It gives Druid builds a reason to branch instead of all funneling into one obvious answer. Vaal Ruins Has a Cool Hook, Then Trips. The League mechanic is a neat idea on paper: roam maps, find six Vaal beacons, unlock the temple controller, then lay out your own run. The prosthetic limb swapping is genuinely unhinged in the best way ______________________________ Nord ou Sud ? Alam560 n'a pas encore choisi son camp... Bientôt peut-être ? Population : 8
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