23.01.2026, 10:28
That Va'a of the Death Armala clip isn't just another flashy boss melt; it's a peek at how we're going to make money in Path of Exile 2. The build in the footage looks tanky as hell with 5,000+ Energy Shield, the kind of setup that lets you stand your ground instead of panic-rolling. But the real story is what drops after the boss goes down, and how fast you can judge it. If you're already thinking about farming and trading PoE 2 Currency, this is the sort of detail that changes your whole route through endgame.
Waystones Replace Old Habits
The first thing I clocked was the "Waystone (Tier 15)" on the ground. That's basically your high-end endgame ticket, like the red-map territory from the first game, but with new language and, likely, a new loop around sustain. It's not just "run maps until you're out" anymore. You can already feel the pressure to keep a stash of high tiers so your pace doesn't die. And if Tier 15 is showing up in regular footage, it tells me the devs expect players to live in that band, not just visit it once in a while for a big moment.
Loot Labels Change Your Tempo
The tier labels on bases are the bigger deal for day-to-day play. Seeing "Pronged Spear (Tier 3)" or "Feathered Mitts (Tier 4)" right there on the floor is a straight-up time saver. No more picking something up just to realise it's a trash base, no more squinting at filter colours and guessing. When you're speed-farming, those tiny pauses add up, and this system cuts them out. A Tier 4 shield isn't automatically good, sure, but it tells you it can be good, and that's the difference between stopping for it or letting it rot on the ground.
RNG Still Laughs at You
What made me laugh was the player's vibe after the explosion: not excitement, more like "yeah, maybe." That's the truth of it. High-tier bases raise the ceiling, they don't hand you the prize. You still need the rolls, you still need the right affixes, and you still need the patience to brick a few crafts along the way. Then there's currency and vendor value in the mix, like Artful Chimes and whatever else drops. If Gold is tied to crafting and NPC services the way it's been hinted, people might actually start scooping up rares again just to sell them, which feels weirdly old-school in the best and worst ways.
Building Power to Farm Power
The fight also screams "pay the entry fee." You're not walking into Va'a in bargain gear and hoping for a miracle; you're investing first so you can farm harder content later. That loop is familiar, but Waystones and visible base tiers make it more transparent, and probably more competitive too, because everyone can spot value faster. If you don't have time to grind every night, it wouldn't surprise me if more players lean on trading and top-ups, and that's where U4GM fits naturally for buying currency or items to keep a build moving without stalling out for days on bad drops.
Waystones Replace Old Habits
The first thing I clocked was the "Waystone (Tier 15)" on the ground. That's basically your high-end endgame ticket, like the red-map territory from the first game, but with new language and, likely, a new loop around sustain. It's not just "run maps until you're out" anymore. You can already feel the pressure to keep a stash of high tiers so your pace doesn't die. And if Tier 15 is showing up in regular footage, it tells me the devs expect players to live in that band, not just visit it once in a while for a big moment.
Loot Labels Change Your Tempo
The tier labels on bases are the bigger deal for day-to-day play. Seeing "Pronged Spear (Tier 3)" or "Feathered Mitts (Tier 4)" right there on the floor is a straight-up time saver. No more picking something up just to realise it's a trash base, no more squinting at filter colours and guessing. When you're speed-farming, those tiny pauses add up, and this system cuts them out. A Tier 4 shield isn't automatically good, sure, but it tells you it can be good, and that's the difference between stopping for it or letting it rot on the ground.
RNG Still Laughs at You
What made me laugh was the player's vibe after the explosion: not excitement, more like "yeah, maybe." That's the truth of it. High-tier bases raise the ceiling, they don't hand you the prize. You still need the rolls, you still need the right affixes, and you still need the patience to brick a few crafts along the way. Then there's currency and vendor value in the mix, like Artful Chimes and whatever else drops. If Gold is tied to crafting and NPC services the way it's been hinted, people might actually start scooping up rares again just to sell them, which feels weirdly old-school in the best and worst ways.
Building Power to Farm Power
The fight also screams "pay the entry fee." You're not walking into Va'a in bargain gear and hoping for a miracle; you're investing first so you can farm harder content later. That loop is familiar, but Waystones and visible base tiers make it more transparent, and probably more competitive too, because everyone can spot value faster. If you don't have time to grind every night, it wouldn't surprise me if more players lean on trading and top-ups, and that's where U4GM fits naturally for buying currency or items to keep a build moving without stalling out for days on bad drops.

