Warpath feedback

Why can’t we just have a normal build?

WHY DO YOU HAVE TO RUIN IT WITH SOME GARBAGE?!

How am I supposed to increase survivability if all LPs are spent stacking mana? Why make mana sustain impossible?

Why make it so that when mana runs out, the character becomes completely paralyzed? Whyyyy?

Why create a great build only to ruin it instantly with a crippling downside on a node without which the build is useless?

The PoE2 game designers would be proud of you.

And to top it all off — character movement while spinning is bugged like a steaming pile of trash.

What? Reducing the channel cost of Warpath is trivial, there’s 2 easy to get nodes in the tree that will do that plus the -3 melee mana cost reluc implicit affects the channel cost as well.

Because it doesn’t? Sentinel has quite a few zero mana cost skills if you’re going for a Warpath build that consumes mana.

Which node? There aren’t any in Warpath that have a “crippling downside”.

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This is why people shouldn’t blindly follow guides. You just pick the nodes in the build guide without looking at any of the other nodes & what they do.

I am comfortably killing Aberroth without taking the heavy mana cost & Abyssal Echoes nodes.
Warpath costs me ZERO mana & I never stop spinning,

Because you are trying to use a skill that costs mana. No man = no spin.

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I’m currently running a warpath VK and it’s working like a charm,mana drain is an issue if you try to maximize your damage output while having 200 Mana but that’s why Temporal Sanctum exists. Target farm an item until it drops with high legendary potential or use eggs from nemeses to upgrade it’s legendary potential if it doesn’t have one and use an item to make it legendary with the stats you’re looking for. The key to that entire mechanic is Loot Filter imo and it helped me a lot after finding a really good one. Give it a try. My mana won’t stop me from spinning for over a minute.

Three points. That’s all it takes.
Spec from level 4 and you can spin without it draining mana before even reaching the Ruined era.
If you add more points you will even regenerate mana while spinning, albeit slowly.

Reckless spin, maybe? -30% to elemental resists.
Though I wouldn’t call it crippling.

-30% ele resist is a fairly small drawback though, I wondered if he meant the node that increases the mana drain per sec for an increasing more damage modifier. But then both sides scale so… :person_shrugging:t3:

I think they’re referring to the “Warrior’s Fury” Node.
Extra Damage & Area per second of spinning, at a cost of +4 Mana per second of spinning.

If you can’t sustain mana, which they apparently can’t, then you have a big dowtime problem.

i see u havent play warpath.
manacost increases each second by 4. its garbage. and without this node, build is total garbage with no dmg

Or maybe you just didn’t build it right.
Here’s a warpath clearing 1000c with no mana issues:

And I should add that only 2 of the legendaries actually add mana.

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I’ve killed Aberroth a few times without taking that node. The build is perfectly fine without it.

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Sooo, after this patch today you cant Warpath and click shrines at the same time and now the build is complete ass.

I confirm, while spinning I can no longer interact with shrines/chests/nemesis which makes this build clunky. Ive reported that as a bug, hope it was unintended and will be reverted shortly.

Ofc its intended, you’re not allowed to have fun!

I’ve never understood why some people automatically assume malice when bugs are easier & more likely.

There. They fixed it pretty fast (despite the attitude of some people). Guess the devs forgot that you’re not alllowed to have fun. Probably a momentary lapse that won’t happen again.

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