PoE2 0.2.0 Patch Note: Active Skills Changes

       by        Game: Path of Exile 2 Guide        Tags: PoE2 0.2.0 Patch Note

The Dawn of the Hunt patch notes for Path of Exile 2 (Patch 0.2.0) are here, and with the update coming tomorrow, 4 April 2025, the skill roster is getting a major tune up. Grinding Gear Games is tweaking damage, scaling, mechanics and more - some subtle, some seismic. After all the hype, these changes promise to reshape the way you approach Wraeclast. Don't forget to bookmark us and check out our PoE2 store—whatever you can dream up, we've got you covered!
It's a long list, but we've got every detail covered - so let's dive in!  

General Tweaks: The Big Picture

Base Damage and Growth: Tons of skills have had their damage and leveling rebalanced - too many to list individually, so expect surprises when you socket these gems.  
Mana Costs: Attacks, Marks and Warcries get cheaper, especially at higher gem levels. More swing, less mana hassle.  
Minion scaling: Damage and health match early game norms, but taper off after gem level 20 Minion Mancers, adjust those late game plans.  
Travel skill cooldowns: Multiple travel skills now share cooldowns - choose wisely.  
Grenade Spread: Multi-projectile grenades (except cluster grenades) have a 40% tighter spread with Scattershot support.  
Cost Modifiers: Flat cost changes apply before multipliers; total cost tweaks still hit last.  
New Tag: Conditional: Skills like those needing Combo can't fire without their condition met—clarity for clutch plays. These set the stage—now for the specifics. 
 

Skill-by-Skill Changes Breakdown

Here's every named skill change, A to Z:  
Arc: Drops extra damage per chain, now chains 6-8 times (levels 5-20, was 2-5). Quality shifts to 0-2% more Damage per remaining Chain (was 0-5%).  
Archmage: Non-Channelling Spells gain 3% Damage as Lightning per 100 Max Mana (was 5-6% at 14-20), cost 6.7-6.1% Max Mana (was 5.35-5.05%). Quality now 0-10% reduced Reservation (was extra Lightning Damage).  
Armour Breaker: Armour Break reduced by ~20% across all levels.  
Artillery Ballista: Matches totem damage scaling (e.g., Shockwave Totem), explosion now 100% Physical to Fire (was 90%). Quality: 0 to -0.4s Totem Attack Time (was Attack Speed).  
Ancestral Warrior Totem: Clarified as wielding a Two-Handed Mace. Quality: +0-2s Duration (was +0-0.4).  
Banner Skills: Aura radius up to 4.5m (from 4), now tagged as Aura skills.  
Barrage: Repeats deal 50% less Damage (was 23-15%), adds 560-410% of repeated Skill's attack time to cooldown (max 30s, was 1440-1215%). Quality: +0-5% more Damage (was +0-15%).  
Barrier Invocation: Energy from enemy hits only, 1 Energy per 10 ES lost (was 5).  
Bleeding Concoction: 200% more Bleeding Magnitude (was 100%).  
Blink: Now a Travel Skill—zip away!  
Bone Blast: 40% chance to Bleed on Hit (was 20%).  
Bonestorm: Swaps debuff for Impale (30% Physical Damage added on next hit), 200% more Impale Magnitude.  
Cast on Minion Death: Energy from persistent minions only, underleveled minions give less in endgame (no penalty at 20+).  
Cast on Shock: 1 Energy per Power of shocked enemies (was 2).  
Cluster Grenade: Mini Grenade radius up to 1.4m (from 1.2m).  
Combat Frenzy: Frenzy Charge on Freeze/Electrocute/Pin, once every 5.3-4.1s (levels 8-20, was 2.48-1.58).  
Concoction Skills: Need unarmed set, deal only skill-specific damage, cost 5 Mana Flask charges (was 3).  
Conductivity: Cursed enemies get -25% Lightning Res (level 7, was -32%) to -29% (level 20, was -36%).  
Cold Snap: Explosion radius now 1.6m (was 0.7m).  
Curse Skills: Apply after 1.5s delay (was 1s).  
Dark Effigy: Crit Chance 7% (was 11%), impact radius 1.2m (was 0.8m). Quality: 0-20% Withered chance (was 0-50%).  
Decompose (Corpsewade Boots): Poison Cloud deals 10-19.5% Corpse Max Life (was 30-39.5%). Caps at 6 clouds with Gas Arrow/Grenades.  
Despair: -20% Chaos Res (level 9, was -32%) to -24% (level 20, was -36%).  
Detonate Dead: 8.8-10.7% Corpse Max Life as Physical (was 20%), 41-61 Fire Damage (level 7, was 28-43) to 139-208 (level 20, was 169-254). Scales past 20.  
Detonating Arrow: Explosion radius 2.4m (was 1.8m).  
Direct Minions: 0.5s cooldown.  
Elemental Invocation: 10 Energy per Power (Freeze), 2 per Power (Ignite, modified by threshold), 1 per Power (Shock) (was 3).  
Escape Shot: Freeze Buildup scales to 585% more (level 20, was 300%). Quality: 0-120% more (was 0-80%).  
Explosive Concoction: 200% more Ignite Magnitude (was 100%).  
Explosive Grenade: Cooldown 7s (was 3s), radius 2-2.4m (was 1.8-2.4), detonation 3s (was 2.5s).  
Eye of Winter: 75% damage as elemental type over ground effects (was 50%), fixes ground effect description.  
Falling Thunder: 50% more Damage per Power Charge (was 25%).  
Fireball: No Raging Spirit limit bypass, secondary projectiles ignore extra projectile mods.  
Firebolt: Max downward tilt vs. close targets—tougher multi-explosion hits.  
Firestorm: Improved Bolts Crit Chance 7% (was 14%).  
Flameblast: 15s cooldown (was none), 75% more damage per Stage (was 200%), radius 0.6m per Stage (was 0.4m). Quality: 0-20% more Cast Speed (was 0-10%).  
Flame Wall: Projectiles add 33-48 Fire Damage (level 20, was 64-91), bigger cuts past 20.  
Flammability: -25% Fire Res (level 7, was -32%) to -29% (level 20, was -36%).  
Flash Grenade: 500% more Stun Buildup (was 400%).  
Fragmentation Rounds: Explosion radius 1.8m (was 1.4-1.6).  
Freezing Shards: 5 projectiles (was 7), 100% more Freeze Buildup (was 50%).  
Freezing Salvo: Freeze Buildup to 107% more (level 20, was 50%).  
Frost Bomb: Pulse/Explosion radius 2-2.7m (was 1.7-2.4).  
Frost Wall: Cooldown 5s (was 3s), Ice Crystals life reduced past 20.  
Frozen Locus: 141-212 Cold Damage (level 20, was 89-134), radius 2.4m (was 2m). Chilled Ground scales 30% more Radius/sec, max 150% (was 40%, 240%).  
Fulminating Concoction: 200% more Shock Chance (was 100%).  
Galvanic Shards: 60% Physical to Lightning (was 40%).  
Gas Arrow/Grenades: 6 Poison Cloud limit, 20% more Radius/sec, max 80% (was 50%, 200%).  
Glacial Bolt: Walls last 8s (was 6s), Quality 0-10% Physical as Cold (was Attack Speed). Ice Crystals life cut past 20.  
Glacial Cascade: Quality 0-10% Physical as Cold (was Attack Speed).  
Grim Feast: Disabled, rework planned—no engraving.  
Hammer of the Gods: No cooldown, needs 20 Glory (from Heavy Stuns). Quality: +0-0.4 impact Radius (was cooldown recovery).  
Hand of Chayula: Clarifies triggering socketed Marks.  
Herald Skills: Attack Hits can't be evaded (description fix), on-kill effects don't chain from Heralds.  
Herald of Ash: Explosion radius 1.2m (was 1m), Quality +0-5% Overkill to Ignite (was detrimental 0-2% threshold).  
Herald of Ice: Explosion radius 1.6m (was 1.8m).  
Herald of Plague: Needs Martial Weapon—consistent now.  
Herald of Thunder: Bolt radius 1.4m (was 1.6m).  
Hexblast: Detonates Curses after 50% duration (no infinite), max 3 Explosions (was 9), radius 2m (was 1.6m, then 1.2m elsewhere—assuming 2m latest), damage down ~17%. Visual cue added.  
Hypothermia: -25% Cold Res (level 7, was -32%) to -29% (level 20, was -36%).  
Ice Shards: Radius 1.4m (was 1.2m), 16 active shards (was 12), 16 Bolts per clip (was 12), 700% more Damage after 0.5s (was 900%, 1s).  
Incinerate: 25% less Ignite Duration (was 50%).  
Leap Slam: 62-88% more Stun Buildup (levels 7-20, was 26-39%).  
Lightning Bolt: 200% more Shock Chance (was 100%).  
Lightning Conduit: Extra bolts on Shock consume, 20% more Damage per 5% Shock Effect (was 100%).  
Lightning Rod Arrow: Chains 6 times (was 8-14), 1s charge for burst (instant with chaining arrows).  
Lightning Warp: No Shocked Ground on Ball Lightning target.  
Magma Spray (Magma Barrier): 6-10 to 151-226 Fire Damage (was 4-7 to 234-351), 6-8 Added Fire per 15 Shield Armour (was 2-6), effectiveness 130-405% (was 120-490%).  
Magnetic Salvo: 100-140% Impact Damage (was 89-125%), 155-218% Explosion Damage (was 177-250%), 8 Missiles (was 14-17). Quality: +0-4 Missiles (was 0-20% Damage).  
Mana Tempest: Quality adds Lightning Damage (fixes non-working linger).  
Mantra of Destruction: Purple Flames last 8s (was 6s).  
Malice: Crit Weakness every 0.52s (level 19, was 0.64s).  
Molten Blast: Dual Wielding fires twice as many projectiles, 15% less Attack Speed (was 30%).  
Pain Offering: Aura 28-58% increased Minion Damage (was 29-44% more), 22-58% increased Attack/Cast Speed (was 30%).  
Perfect Strike: No auto-Ignite, 35% base Attack Speed (was 45%), wider close-range area. Quality: 0-20% more Ignite Chance (was Magnitude).  
Permafrost Bolts: Freeze Buildup to 186% more (level 20, was 80%).  
Plague Bearer: Stores 197-15257 Poison Damage (was 158-14989), reduced past 20.  
Poisonous Concoction: 200% more Poison Magnitude (was 100%), now Physical Damage base.  
Profane Ritual: Radius 2.2m (was 1.8m).  
Raging Spirits: Duration 5s (was 4s), 2 Spirits per cast (was 5), triggered spells clarified, spawn performance improved (staggered).  
Rain of Arrows: Arrow landing speeds up with projectile speed.  
Reaper's Invocation: 15 Energy per Power on Melee kills (was 10).  
Ripwire Ballista: Pins with 400% more Damage (was 250%).  
Rolling Slam: +1s Total Attack Time (was +1.5s), Mana adjusted.  
Sacrifice: Minions revive 66% more slowly (level 14, was 37%) to 60% (level 20, was 31%).  
Seismic Cry: Drops increased Warcry Speed.  
Shard Scavenger: Reloads Crossbow on ailment consume, once every 7.3-6.1s (was 9.3-8.2).  
Shattering Concoction: 200% more Freeze Buildup (was 100%).  
Shattering Palm: Random delay on explosions, no re-sharding on break.  
Shield Wall: Life past 20 matches Ice Crystals (reduced), radius 4m (was 3m). Shield Bash added on quick Raise Shield post-block.  
Shockchain Arrows: Chain range 8m (was 4m).  
Siphoning Strike: Shockwave radius 2m (was 1.8m).  
Skeletal Arsonist: Explosive Demise 12% Minion Max Life (was 15%), radius 2.4m (was 2m). Threshold adjusted for life scaling.  
Skeletal Brute: Quality boosts Stun Buildup (was Max Life).  
Skeletal Cleric: Heal Life adjusted, better AI (less melee rushing).  
Skeletal Frost Mage: Ice Bomb cooldown 8s (was 6s).  
Skeletal Reavers: Rage On Hit with Command: Enrage fixed.  
Skeletal Storm Mage: Chains scale to +4 (level 20, was +2).  
Skeletal Warrior: Disabled engraving, swapped to Skeletal Sniper. Sceptre version adds skeletons via Spirit reserve.  
Snipe: Attack Speed/Mana synced to perfect strike timing (description fix).  
Soul Offering: 56-77% increased Spell Damage (levels 13-20, was 32-39% more).  
Spark: 4-9 Projectiles (was 6-14), drops Projectile Speed. Quality: 0-30% increased Speed (was +0-4 Projectiles).  
Spiral Volley: 30% more Damage per Frenzy Charge (was 20%).  
Stampede: Quality 0-20% Aftershock Chance (was 0-30%).  
Storm Wave: 100% more Shock Chance.  
Stormblast Bolts: Drops 30% less reload speed.  
Stormcaller Arrow: 500% more Shock Chance (was 800%).  
Sunder: +1s Total Attack Time (was +1.4s), Mana adjusted.  
Tempest Bell: Impact 146-490% Attack Damage (was 145-316%), needs 10 Combo (was 4), destroyed after 10 Hits (was 10-19). Quality: +0-2 Hits (was +0-6). Shockwave 60-132% Attack Damage (was 96-211%), 30% Physical as extra per Ailment, triggers every 250ms, shared bell limit.  
Tornado Shot: Splitting applies to thrown Spears.  
Toxic Growth: Needs more Poison for max Radius/Damage, expiry faster, 15s Pustule Duration (was 6s), +1.5m Radius (was +1), 6 Arrows (was 8), 6 Pustule limit. Quality: +0-2 Arrows/Pustules (was +0-3 Projectiles).  
Unearth: Bone Construct lasts 15s (was 12s). Quality: +0-5s (was +0-4).  
Vaulting Impact: 54-88% more Stun Buildup (levels 3-20, was 30%).  
Vine Arrow: 1 Plant limit (2 with Overabundance), duration 8s (was 6s).  
Volcanic Fissure: 8 concurrent fissures, no aftershock eruptions.  
Voltaic Grenade: Cooldown 6s (was 3s), radius 2-2.4m (was 1.8-2.4), detonation 2.5s (was 1.2s).  
Wave of Frost: 390-585% more Freeze Buildup (levels 7-20, was 275%).  
Wind Dancer: 10% more Evasion per Stage (was 15-19%), stages every 1.44-1.12s (was 1.5-1.3), Gale Force 53-163% Attack Damage (was 40-125%), uses main-hand Crit Chance (was 5%), stages consumed on any Hit. Quality: +0-0.4m Radius (was +0-1 Stages).  
Withering Presence: Withered lasts 6s (was 4s), withers every 1.74-1.42s (was 2.78-1.58).

Ground Effect Fixes

Skills with expanding ground effects now scale radius (not AoE), with nerfed values:

Gas Arrow/Grenade, Decompose: 20% more radius/sec, max 80% (was 50%, 200%).

Skeletal Sniper Poison Cloud: 20% more radius/sec, max 80% (was 40%, 200%).

Frozen Locus Cold Ground: 30% more radius/sec, max 150% (was 40%, 240%).

Sceptre Aura: Bonus Discipline and Purity Auras from sceptres now also buff the wielder - share the love!

Why It's a Big Deal

This skill overhaul is a whirlwind of tweaks—mana relief for attacks, minion rebalancing, and a flood of buffs (Bleeding Concoction's 200%!) and nerfs (Hexblast's triple-explosion cap). New mechanics like Impale and Conditional Tags add depth, while radius boosts and cooldown shifts keep combat flowing. Whether you're a spellcaster or a skull crusher, tomorrow's drop is your chance to test these changes and find your new favourite. April 4th can't come soon enough!

Thanks for Reading

Patch 0.2.0's skill changes are a treasure trove for tinkerers. Get ready for April 4th and stay tuned to MMOJUGG as Dawn of the Hunt lands!


Special Pack for Your Endgame:

Also, we made some packs for your endgame! Easy Trading (Divine x50, Exalted x400), All-in-One Quality Pack (Etcher, Whetstones, Scraps, Baubles), and Ultimate Skill Pack (Gemcutters and Jewellers). Awesome, right? Check them Out!

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