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U4GM Reviews poe2 Martial Artist Ascendancy

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发表于 2026-6-8 16:25:54 | 显示全部楼层 |阅读模式
Patch 0.5.0, Return of the Ancients, is the sort of update where you log in and realise your old routine won't quite work anymore. It lands on May 29, 2026, with the Runes of Aldur league, a reset Atlas storyline, new endgame routes, and a lot of item system changes that'll matter even if you mostly care about farming PoE2 Items for your next build. Existing Early Access characters stay playable, and everyone gets a free passive tree refund, which is good news because the passive tree, defences, leech, crafting, and several skill setups are all being touched.

The league mechanic is built around Remnants. Each area has one, and you engrave Runic Recipes into its slots to create a chosen item. Some Remnants only have two slots, while rare ones can have up to ten, so the ceiling gets pretty high. There's a catch, of course. More Runeshapes mean more enemy waves, and each wave picks up extra runic modifiers. Beat the encounter and the crafted item is yours. Monsters can also drop Verisium, the metal used for new crafting systems. Farrow, the new NPC, guides this through campaign quests, unlocking Verisium Runeforging, Alloys, Unique base upgrades, and Ancient Runes as you move through the acts.

Runic Ward is probably the defensive mechanic players will argue about first. It kicks in when you hit one life, then absorbs damage while regenerating separately from life. Low-level armour can gain it without a downside, but higher-level armour gives up part of its usual Armour, Evasion, or Energy Shield to make room for Ward. Unique armour can be Runeforged too, though the same trade-off applies. It also affects Trials of the Sekhemas, since maximum Runic Ward is added to starting Honour. If you're comparing gear, checking market values, or browsing Path of Exile2 Items for sale, you'll want to look at Ward potential instead of judging bases by old defensive numbers alone.

The Atlas overhaul is bigger than a few map tweaks. Fixed points of interest now sit at specific locations, giving the endgame a more guided feel. The Origins of Divinity storyline starts after an ancient protocol wakes up to purge corruption, and the first tower leads into the Fortress system. Fortress maps grant Atlas Passive Tree points, replacing the old point method, and the tree has more than 300 nodes. Since players can eventually allocate the whole tree, respec pressure drops, while multi-choice nodes can still be swapped. Pinnacle bosses now have deterministic quest versions and harder repeatable versions, which should make progression feel less random without making farming too soft.

Delirium, Breach, Ritual, Fate of the Vaal, and Expedition all change in visible ways. Delirium gets a new story, a fog progress bar, a 7-wave Simulacrum, and a new pinnacle boss key. Breach adds Stabilised Breaches, Vruun, and The Genesis Tree for jewellery and catalyst rewards. Ritual now uses locusts to point toward altars, focuses endgame rewards on Uniques and Omens, and adds the Queen in the Mists through its tree. Fate of the Vaal moves into the core game with Ancient Beacons and Energised Crystals. Expedition is folded into Ocean Exploring, with islands, faction leaders, and a Runes of Aldur pinnacle path.

Two new Ascendancies give players fresh reasons to reroll. Martial Artist turns the Monk toward illusions, body runes, bells, and unarmed play. Spirit Walker gives the Huntress spirit companions tied to Stag, Owl, and Bear themes. The patch also adds Kalguuran skills and supports, new runes, client-side build guide files, and balance changes that matter straight away. Leech now favours the strongest active instance, bleed no longer punishes player movement, Tempest Bell has a three-bell limit, and party aura-style effects are being cleaned up. If you're planning a starter, don't just copy an old tree. This patch wants a fresh pass.

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