Reaping staff

Well, I know that I am trying to join heat and soft together by doing this but I am trying to experiment with Reap on "non-magical" class. I spent currency, I even made a tree (not so good but not that bad). I even have "kind of OK" equip, enough to do, idk, something.

But I realized that I have meelee attack with "Spell" tag. Ok, maybe I need to switch to ES or Armor-ES and maybe some options will open to me. But it all looks like it should be attack. Ok, maybe skill itself should remain as Spell, but staff need to be Martial weapon. Like, I am playing Mercenary and I have node "Increased damage of two-handed weapon" which mean any two-handed weapon will be buffed by this. "Ok, - thought I - I can buff myself with this. Because this buff for two-handed weapon, not attacks using it". But it doesn't work.

Ok, I understand the current game logic. Shouldn't it be different with this item base? It's very strange I can't have a possibility to build it in way that, yeah, "seems possible". I made some kind of working concept using nodes around my start nd a bit of far (63 lvl) but I have no more ways to go further. Like, "closed" sign in any way except playing other class or follow to other class area on the skill tree for tiny buff with huge passives chain. It's strange and main reason of this is the fact this staff isn't martial weapon. i can't leech, I can't block, I can't anything, but Reap have classic melee mechanics, even being a Spell. Imho.
Last edited by ImtheRequiem#3270 on Sep 9, 2025, 8:35:28 AM
Last bumped on Sep 9, 2025, 12:29:01 PM
the skill on the staff has the tags "spell" "Aoe" Duration" and "physical".
besides duration, these are the only things that will affect its dmg, no where does it say it's a "melee" "attack" or used with a "two-handed weapon". this is all information that can be found by looking at the skill ingame.
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Oldcraft#9611 wrote:
the skill on the staff has the tags "spell" "Aoe" Duration" and "physical".
besides duration, these are the only things that will affect its dmg, no where does it say it's a "melee" "attack" or used with a "two-handed weapon". this is all information that can be found by looking at the skill ingame.


Yes, and that is what I am talking about. It's just melee skill forced to be a Spell, which is kind confusing. I took nodes for physical damage, added and buffed armor breaking, skill speed, crits and... It's just doesn't work. Like, in my... concept of build it should work at least for clearing acts. Like, damage is ok, all is ok but I have no options to make it work even with not bad items. For example, I can't even use Herald of Blood as additional clearing option which seems like pair ability, it requires Martial weapon. The same with Wind dancer which I like to use as def and trigger skill. Thank God nodes for bleeding requires only Hit.
Seems like this skill should be something between Spell and Attack, not just Spell.
Last edited by ImtheRequiem#3270 on Sep 9, 2025, 8:56:07 AM
Honestly I kinda don't understand GGG here. They moved from sockets on items to allow freedom but they introduced item based skills.
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nomed#3159 wrote:
Honestly I kinda don't understand GGG here. They moved from sockets on items to allow freedom but they introduced item based skills.


This is a trap of perception. This is not 'item based skill', this is an item you using. Mechanically it has skill, but this is like basic attack for this weapon, like other basic attacks for other weapon.

But if to speak about whole pool of skills then yes, maybe PoE2 need more, you know, old LEGO style. Today in the morning I have read one post in some social network, I think this guy turned described our feelings in words:

Spoiler
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What's worse is that many mechanics seem to have barriers set in place that prevent players from interacting with them even if they try. It feels like the fun is being intentionally limited.

One of the reasons I consider PoE1 my favorite game of all time is because you could completely deviate from the meta and still create something weird and unique just by thinking about how certain systems could interact with each other in ways no one had thought of before. I loved going into public lobbies, showing off my weird creations, and seeing people's reactions. That feeling of discovery, experimentation, and creation was PoE to me.

I don't see that in PoE2. All builds feel linear, and some options just outshine others in scope. Unique items don't add variety to builds. They either give standard stats or are so weak that there's no point in using them. Even most of the "unique" effects aren't unique or special.

If nothing changes, PoE 2 will never be as special as PoE 1. The creativity, the chaos, the sense of creation - that's what made PoE legendary.

POE2 should be slower and more methodical, and that's fine. But at this rate, POE2 will turn into another ARPG with very good graphics, bosses, sound, etc. Almost everything except the core gameplay.


Few days ago I made my LMG mercenary with armor piercing rounds, found a way to recieve rage for a cycle and had that feeling. Like, I said it to my friend like "Now I finally felt the Path of Exile I love"
Last edited by ImtheRequiem#3270 on Sep 9, 2025, 12:32:12 PM

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