Time: 2025-12-06 by mmojugg Game: Path of Exile 2 Guide Tags: The Last of The Druids

Path of Exile 2 upcoming patch 0.4.0, dubbed The Last of the Druids, launches alongside the Fate of the Vaal League, bringing one of the most comprehensive balance passes yet. Whether you're tweaking your passive tree, hunting for that perfect wand, or scaling ignite proliferation, these changes aim to elevate underperformers and curb outliers without gutting favorites. Dive into the details below to gear up for launch. To view the full PoE2 0.4.0 Official Patch Note, please click here.
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In Path of Exile 2, the developers made a deliberate philosophical shift: your character's strength should come more from the items you find and craft than from the passive tree you get “for free" just by leveling. Compared to PoE1, individual passive nodes are noticeably weaker (roughly 10% bonuses vs 16% in the old game), while top-tier gear mods have stayed just as strong. The result? Gear feels mandatory and exciting, while the passive tree acts more like a specialization tool that multiplies what your items already do well.
This wasn't an accidental “nerf" to the tree. The team went back to fundamentals and asked: “What should the tree do? What should gear do?" The answer was to make the tree multiplicative and directional, so picking nodes feels like committing to a playstyle rather than just stacking generic power.
One quiet but important change is that nodes farther from your class starting area are intentionally stronger than the ones near the center. This discourages “class hopping" (rushing to another class's powerful wheel) and rewards deep investment into one or two sections of the tree. The outer ring and far paths should feel like a genuine power spike, not just a detour.
Patch 0.4.0 adds over 250 new passive skills, primarily expanding the Druid area but also filling gaps elsewhere—like new attack AoE clusters for Monk, projectile speed for Mercenary and Ranger, and remnant attraction between Witch and Monk. Flammability Magnitude nodes got massive increases, and small nodes now offer better remnant pickup range (20-25%). These multiplicative tweaks ensure the tree evolves without blanket number hikes, keeping monster scaling in check.
Life was completely removed as a base stat on the passive tree. The goal? Stop every single build from looking identical by auto-pathing to the same life wheel. Instead, you now specialize in the defensive layers that actually fit your character concept (armor + determination for a marauder, evasion + grace for a ranger, etc.).
Energy Shield currently sits in an awkward spot: numbers are very high and recovery (especially recharge) is too easy to bypass with uniques and leech. The developers acknowledge ES is still too strong after the current round of changes, but they're avoiding knee-jerk nerfs. The long-term vision remains: Life should be easy to recover but lower ceiling, ES should have a much higher ceiling but be heavily tied to recharge/delay mechanics. Expect continued tuning here.
+1/+2/+3 to spell skill levels has become the new “increased physical damage" for casters: if your wand or staff doesn't have it, the item is usually trash. The team admits this feels too binary and mandatory. While no direct nerf to the mod itself is coming in 0.4.0, several side changes help:
Change | Effect |
|---|---|
Foci no longer roll top 2 tiers of spell/elemental damage prefixes | Reduces offensive overlap on wand+foci setups |
Spell Damage/Specific Damage mods on Staves ~33% stronger (Divine Orb updatable) | Staves now outperform wand+foci purely offensively |
Focus bases get +ES (e.g., Cultist Focus 53→58 on Druidic) | Wand+foci lean defensive |
Essence of Sorcery/Battle: Lower +gem tiers (e.g., +3 attacks → +2 on 1H) | Less homogenizing crafting |
The long-term hope is to create multiple competing multiplicative scaling options for spell casters so +gem levels isn't the only “make or break" mod.
A huge under-the-radar change in 0.4.0 is a full audit of nearly every weapon base type, directly addressing player frustration with "upgrade" bases in Acts 3–10 that had lower effective DPS than prior tiers due to mismatched implicits. The team adjusted base damage, attack speed, and implicits across lines so progression feels smooth—upgrading almost always nets a clear DPS gain, eliminating those 10–20 level droughts. Endgame bases got new implicits for build variety (e.g., fast crit weapons, bonk heavies).
Weapon Line | Key Adjustments |
|---|---|
Greathammers (Oak/Ironwood) | +10% base damage; stun implicit 20-40% (was 30-50%) |
Spears (Winged/Forked/Branched/Pronged) | APS tweaks (1.55-1.6→1.5-1.55); bleed faster implicit; +endgame versions |
Broad/Grand Spears | APS 1.5→1.4; +10% damage; +25% melee strike range implicit |
Crossblade Spear | APS 1.55→1.6; prevent 3-7% deflected hits implicit |
Talismans (New) | 2H martial for Druid shapeshifting; swap forms freely; basic attacks per form |
These ensure campaign weapon hunting stays rewarding, with endgame choices tailored to playstyles (e.g., piercing projs, slow heavies).

Player frustration with Item Rarity (often just called "Rarity") on gear remains sky-high heading into 0.4.0. This mod directly influences currency drop tiers from monsters—think more Divine Orbs and Exalted Orbs instead of just Chaos Orbs and lesser scraps. At its core, Rarity boosts the loot table roll for higher-value currency. However, its implementation is a mess:
Hidden Diminishing Returns (DR): Effectiveness plateaus sharply after ~100-150% total Rarity (from gear, passives, etc.). Stacking beyond that yields peanuts, but hitting the sweet spot feels mandatory for efficient farming.
Indirect Complexity: It filters through multiple layers—monster loot pools, drop weighting, map modifiers—requiring devs to simulate millions of drops just to quantify its impact. Players can't see this in-game, leading to rampant misinformation.
Build Tax: Forces sacrifices in damage/resists/recovery to slot it, homogenizing min-max gear and punishing creative builds.
Total Rarity | Currency Impact Example (vs 0% Baseline) |
|---|---|
0-50% | Mostly low-tier (Alteration → Chaos) |
50-100% | Balanced mix; ~20-30% more mid-tier |
100-150% | Sweet Spot: Optimal high-tier chance; ~50%+ Div/Exalt |
150%+ | DR kicks in hard; marginal gains, wasted slots |
No full excision yet—devs need replacement mods to avoid emptying affix pools—but 0.4.0 delivers a targeted nerf to curb abuse:
Reduced Top-Tier Rolls: Max per-suffix Rarity on gear dropped (e.g., former ~25% T1 rolls now capped lower, like 15-20% on rings/amulets/helmets). This ramps prefix pressure, making 150% stacks harder without dedicating entire items.
Tier | Pre-0.4.0 Max | 0.4.0 Max | Slots Affected |
|---|---|---|---|
Low | 6-10% | Unchanged | All |
Mid | 11-14% | Unchanged | Rings/Gloves |
High | ~20-25% | 15-20% | Amulets/Helms |
Map-Side Compensation: Tablet mod "Collector's" buffed from ~7-10% to 18-30% increased Rarity in maps, shifting some burden to Waystones.
Devs (Jonathan Rogers et al.) are prototyping direct replacements—think new suffixes for currency multipliers without the bloat. Once mod pools stabilize, Rarity vanishes entirely. This aligns with PoE2's gear philosophy: exciting chase, not mandatory tax. For Fate of the Vaal, aim for 100-120% via 2-3 smart rolls + tablets; overstacking is now actively counterproductive.
Lightning dominates raw hit damage, shock scaling (up to 5x), and clear, but GGG's "lift others" philosophy shines: no lightning gutting, instead targeted nerfs + massive buffs elsewhere. Shock skills now additive with tree; outliers like Lightning Rod (limit 10) toned. Ignite feels additive ("free DPS"), so auras fixed (no infinite stacks); major scaling incoming (keystones hinted).
Category | Key Changes |
|---|---|
Lightning/Shock Nerfs | Arc/Plasma: 50% inc shock mag (was more); Conduit: 10% more dmg/5% shock (was 20%); Rod limit 10 |
Cold/Ice Buffs ("Ice Ranger") | Glacial Lance/Fangs: +freeze buildup, 80% phys→cold; Ice Shot cone +50%; Hailstorm bolts 40-50→stores; Permafrost pierce 2-5 |
Fire/Ignite | Explosive Spear: +100% ignite mag; Incinerate: +DoT; Stormfire: shocked take % ignite as lightning |
Chaos/Phys | 90+ skills buffed overall (e.g., Reap crit 11→14%) |
Gaps narrow; cold utility (freeze/chill) + fire DoT ramp up viability.
Virtually every ascendancy got buffs—numerics, reworks, new nodes. 90% focus: elevate underperformers. Ice Ranger skills (above) + fragments massively improved.
Ascendancy | Highlights |
|---|---|
Pathfinder | No Contagious/Practical; Running Assault: no heavy stun sprinting. New Path Seeker: Witch/Marauder starts +4 pts each. Travel: dmg/def/cost options |
Acolyte (Chayula/Shayula) | +10 max darkness/lvl; leech 7→15%; purple flames 5→8s; +50% remnant effects |
Blood Mage | Curses: 100% reduced life regen |
Tactician | Death From Above: CD 40→20s, faster/more volleys; ballistas: speed/dmg tweaks + spell totem crit |
Smith of Kitava | +200 armour/notable; new body implicits (glory/thorns/spirit); crit dmg red 50→100%; ailments immune; fire spell +200% dmg@20 |
Others (Stormweaver +infusions, Titan aftershocks) ensure variety.
The biggest news for long-term health is the balance team's expansion from ~2 (Jonathan/Andrew) to 5 elite players (top ladders/QA vets). This accelerates fixes for spectres/minions/archetypes, new classes, and meta shifts—without league delays. Over 90 skills, 250+ passives, uniques/lineage reworked; iteration ramps up.
No. +250 new nodes (Druid focus); outer/multiplicative stronger. Power grows via options.
Likely very strong; no major nerfs this patch. Recharge focus continues.
Indirectly: Foci lose top damage tiers; staves buffed 33%; essences lowered. Less mandatory.
Yes: Aura fixes; +mag on skills (Explosive Spear 100%). Keystones planned.
Fixed: Bases (hammers/spears) adjusted for consistent DPS gains; new implicits/endgame options.
Top rolls trimmed; replacements in works. Phasing out soon.
Toned (shock/Conduit/Rod nerfs); cold/fire/phys huge buffs. Gap shrinks.
Swords confirmed later. Claws deprioritized; Talismans = Druid melee now.
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