Summary
As Patch 0.5 draws to a close, it's time to reflect on the builds that defined this season. Version 0.5 brought a complete overhaul of endgame progression, a much larger Atlas passive tree, and substantial build diversity, making PoE 2 feel like a "real ARPG" for the first time. I played over a dozen builds this season, and if you want to test multiple setups without breaking the bank, you can find cheap POE2 Currency to fund your experiments quickly. These four stood out as the most memorable, each scored on Damage, Defense, Budget, and Enjoyment.
Build 1: Supercharge Slam Detonate Dead
This build completely changed my opinion on mace skills. Fire Spell on Melee Hit constantly procs Detonate Dead, turning clear from mediocre to amazing. Rares often have more HP than map bosses, making every Supercharge Slam explode spectacularly.
The Lineage Gem Runes of Aftermath gives infinite empowered uses from Infernal Cry—60% extra fire damage for almost every attack. Effigy of Cruelty and Frost Wall provide 10% base crit with no extra effort. Twisted Imperium offers great budget weapon scaling.
Damage: 8/10. Excellent but reliant on Effigy for crit capping. Whiffs feel bad with slow attacks. Needs investment for Expeditions.
Defense: 9/10. Block plus huge Ward with Darkness Enthroned providing 10% max life as Runic Ward. Constant guard generation meant I cut defenses for more damage.
Budget: 6/10. Rakiata's Flow is essential—without it you need Frost Bomb, Elemental Weakness, and penetration. Everything else is cheap.
Enjoyment: 4/10. Standing still to deal damage with slow clear speed hurts. For Ritual where you're in a circle anyway, it jumps to 9/10. Otherwise, too bothersome.
Total: 27/40
Build 2: Storm Caller Arrow Fork Abuse
A heavily slept-on skill. Abusing it with Spirit Walker and Lioneye's Glare created an extremely effective, budget-friendly character. Multiple players took this concept further with more investment.
This gave me the biggest headaches—many copied the POB without watching the video, complaining about Lioneye's being disabled when they didn't build Zero Presence AoE correctly.
Damage: 8/10. Great for the price. Only downside: using Frost Wall on isolated enemies.
Defense: 7/10. Warden HP scaling works well, especially with high AoE keeping enemies away. Could invest more into evasion deflection.
Budget: 5/10. Everything cheap except Mageblood and Rocky Outcrop. Lioneye's effectiveness versus expensive rare bows bumps this up. You don't actually need Mageblood—a rare belt works.
Enjoyment: 9/10. Frost Wall on single targets is the only annoyance. Otherwise, clearing from range avoids most endgame friction.
Total: 29/40
Build 3: Firestorm Viridian Amazoness
The pinnacle of Ward stacking this patch. Easiest to play, easiest to set up. 2.2k Ward, 1.9k HP, 70% evasion with deflection—the best defenses I've had in 0.5.
Firestorm is fun with proper infusions. Dodging Storm Weaver entirely was a highlight. This build made Amazoness one of my favorite ascendancies.
Damage: 8/10. Scaling AoE for clear hurts single-target consistency, especially against small hitbox enemies. Pushing further gets expensive.
Defense: 10/10. Never felt unsafe. Even 200% Delirium Abysses were comfortable. Amazoness is just balanced.
Budget: 5/10. Self-crafted wand, specific Darkness Enthroned roll, high evasion pieces, and Arakaali's Fang made this the most expensive build I played.
Enjoyment: 8/10. Long Firestorm cast time was the only issue. Needs significantly more cast speed.
Total: 31/40


