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★ HOT: Patch 0.2.0 Release and Details
┗ Rogue Exiles | Azmerian Wisps
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★ Classes | Best Classes | All Builds
┗ Huntress | Smith of Kitava | Tactician | Lich
☆ Uniques | Mapping Guide | Currency Farm
The Tactician is an ascendancy of the Mercenary class in Path of Exile 2 (PoE 2) that specializes in supporting allies. Learn more about the Tactician's mechanics, its confirmed skills, and its base class!
List of Contents
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The Tactician has an Ascendancy tree that mainly focuses on providing ally buffs to your party members, Minions, and Totems. This works great for Minion builds as they are always considered as allies, especially with the new minion skill called Supporting Fire.
Tacticians are the only class that are capable of dropping multiple banners throughout the field with the Whoever Pays Best ascendancy node. This is useful when playing with party members to help maximize both you and your ally's damage output and survivability.
We recommend equipping Defiance Banner for the added movement speed, armor, and evasion, while the War Banner will provide you with more attack damage and better accuracy.
Multiplayer Guide: How to Play Coop
When focusing on a Pin build, make sure to take the Right Where We Want Them ascendancy node so that all your Pin ailments will not only stop their movements but will stop them from performing actions as well. This works similiar to the Freeze ailment and is extremely helpful for crowd controlling large mobs and elites.
The Tactician ascendancy revolves around supporting the allies of Wraeclast with consistent buffs. Listed below are the skills shown in the Tactician Ascendancy showcase:
Skill | Effect | |
---|---|---|
1 | Spirit | ・8% increased Spirit Spirit Spirit is a reserve of power used to activate and maintain skills with permanent effects. Spirit-powered skills are managed within the Skills Panel. |
2 | A Solid Plan | ・ Persistent Persistent Persistent Skills are toggled in the Skill Panel instead of being used normally and often need to Reserve Spirit in order to be activated. Buffs Buffs Buffs are effects that boost a player or monster's stats for a duration or while a condition is met. have 50% less Reservation Unless otherwise stated, Buffs of the same type do not stack — only the copy with the strongest effect applies. Reservation Reservation effects prevent a portion of a given resource — usually Spirit, through it can also be Life or Mana — from being used for other purposes while active. Reserving a resource does not change the mximum value of the resource. |
3 | Presence Area | ・20% increased Presence Presence Your Presence is an area around your character within which certain effects (such as many Auras) are applied. By default this has 6 metre radius. The size of this area can be modified by Presence Area modifiers, but not by Skill Area modifiers. Area of Effect |
4 | Watch How I Do It | ・ Allies Allies Your allies include other players, Minions, and any other entity that fights alongside you and has its own stats. in your Presence You do not count as your own Ally. Presence Your Presence is an area around your character within which certain effects (such as many Auras) are applied. By default this has 6 metre radius. The size of this area can be modified by Presence Area modifiers, but not by Skill Area modifiers. gain added Attack Damage equal to 25% of your main hand's Weapon Damage. |
5 | Banner Area | ・ Banners Banners Banners are Persistent AoE skills that you can place on the field to provide buffs to both you and your allies for a duration. Skills have 20% increased Area of Effect |
6 | Whoever Pays Best | ・Can place multiple Banners Banners Banners are Persistent AoE skills that you can place on the field to provide buffs to both you and your allies for a duration. . |
7 | Suppressing Fire | ・ Projectile Projectile A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them. Damage builds Pin When a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified. Pin Certain skills and effects allow damage to build up Pinned. Once this build up passes the enemy's Pinned Threshold, they are Pinned, preventing them moving or being moved for 4 seconds. While Pinned, you count as Immobilised. |
8 | Pin Buildup | ・20% increased Pin Pin Certain skills and effects allow damage to build up Pinned. Once this build up passes the enemy's Pinned Threshold, they are Pinned, preventing them moving or being moved for 4 seconds. buildupWhile Pinned, you count as Immobilised. |
9 | Right Where We Want Them | ・ Pinned Pinned Certain skills and effects allow damage to build up Pinned. Once this build up passes the enemy's Pinned Threshold, they are Pinned, preventing them moving or being moved for 4 seconds. enemies cannot perform actions.While Pinned, you count as Immobilised. |
10 | Polish That Gear | ・Gain 100% of Armor Armor Armor reduces Physical damage from hits. Damage reduction is proportional to the size of the hit, and is more effective at reducing smaller hits. as extra Stun Threshold Stun Threshold Your base Stun Threshold is equal to your maximum Life. A Hit that deals damage equal to or greater that your Stun Threshold is guaranteed to Stun you, and the chance scales down linearly for lower damage Hits. A Stun chance of less than 10% is treated as 0%.
・Gain 100% of Evasion Evasion Evasion grants a chance to avoid enemy Strikes or Projectiles. Exact chance of success also depends on the attacker's Accuracy. Rating as extra Ailment Threshold Ailment Threshold A higher Elemental Ailment Threshold makes it less likely that being Hit by Elemental Damage will apply the relevent Ailment, as well as lowering the amount of Freeze and Electrocute buildup recieved. A lower Elemental Ailment Threshold makes it more likely, and increases buildup of Freeze and Electrocute recieved. |
11 | Armor and Evasion | ・15% increased Armor Armor Armor reduces Physical damage from hits. Damage reduction is proportional to the size of the hit, and is more effective at reducing smaller hits. and Evasion Evasion Evasion grants a chance to avoid enemy Strikes or Projectiles. Exact chance of success also depends on the attacker's Accuracy. Rating |
12 | Stay Light, Use Cover | ・Defend with 200% Armor Armor Armor reduces Physical damage from hits. Damage reduction is proportional to the size of the hit, and is more effective at reducing smaller hits.
・Enemies have an Accuracy Accuracy Accuracy is used to hit a target with an Attack, and is checked against the targets Evasion to determine that chance. Penalty against you based on Distance
Player and Minion Attacks incur an Accuracy penalty based on the distance from the origin of the damage to the target, with no penalty for targets within 2 meters and up to 90% less Accuracy for targets further than 12 meters away. ・Maximum Evade Evade Evasion grants a chance to avoid enemy Strikes or Projectiles. Exact chance of success also depends on the attacker's Accuracy. Chance is 50%
・Maximum Physical Damage Physical Damage Physical damage is one of the five Damage Types. It is the most common and the only one reduced by Armor, rather than by a Resistance. Reduction is 50%Most physical damage comes from Weapon Attacks, but some Spells and other skills deal physical damage as well. Physical damage over time can be inflicted with Bleeding. |
13 | Minion Damage | ・ Minions Minions Minions are summoned Allies which will accompany and fight alongside you. Persistent Minions will reserve a portion of Spirit while active. deal 20% increased Damage |
14 | Unleash Hell! | ・Grants Skill: Supporting Fire Supporting Fire Summon a hidden artillery squad trailing you, that can fire volleys of arrows on Command. The artillery squad counts as your Minions. . |
15 | Totem Damage | ・20% increased Totem Totem Totems are allied constructs which use skills for you. Totems are not Minions and their skills benefit from your stats, though they have their own defenseive stats and can be damaged or killed. DamageTotem Limit is shared between different types of Totem by default. |
16 | Cannons, Ready! | ・ Totems Totems Totems are allied constructs which use skills for you. Totems are not Minions and their skills benefit from your stats, though they have their own defenseive stats and can be damaged or killed. have 30% more Skill Speed Totem Limit is shared between different types of Totem by default. Skill Speed Affects the speed at which all Skills are used. Increases and reductions to Skill Speed stack additively with increases and reductions to Attack Speed, Cast Speed, Warcry Speed, and similiar stats.
・ Totems Totems Totems are allied constructs which use skills for you. Totems are not Minions and their skills benefit from your stats, though they have their own defenseive stats and can be damaged or killed. only use skills when you fire an Attack Totem Limit is shared between different types of Totem by default. Attack Attacks are skills that directly use your equipped weapon to damage enemies. Spells are not Attacks. Projectile The base damage, attack speed, and critical hit chance of an attack are determined using your weapon's stats unless a skill says otherwise. Attacks do not necessarily deal Physical damage — they can deal any damage type. Projectile A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them. When a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified. |
Skill | Effect |
---|---|
Unleash Hell! | ・Grants Skill: Supporting Fire Supporting Fire Summon a hidden artillery squad trailing you, that can fire volleys of arrows on Command. The artillery squad counts as your Minions. . |
Watch How I Do It | ・Allies in your Presence gain added Attack Damage equal to 25% of your main hand's Weapon Damage. |
A Solid Plan | ・ Persistent Persistent Persistent Skills are toggled in the Skill Panel instead of being used normally and often need to Reserve Spirit in order to be activated. Buffs Buffs Buffs are effects that boost a player or monster's stats for a duration or while a condition is met. have 50% less Reservation Unless otherwise stated, Buffs of the same type do not stack — only the copy with the strongest effect applies. Reservation Reservation effects prevent a portion of a given resource — usually Spirit, through it can also be Life or Mana — from being used for other purposes while active. Reserving a resource does not change the mximum value of the resource. |
Listed above are the best Ascendancy skills for the Tactician ascendancy. The Unleash Hell! node provides a new Minion skill called Supporting Fire which scales with your Strength and Dexterity. Pair this with Watch How I Do It to give your minions more damage, and A Solid Plan to help you equip even more Persistent skills such as Heralds, Banners, and Minions.
To become a Tactician, one must take on the Mercenary as their starting class and complete their Ascension Trials. The other ascended option of the Mercenary would be the Witchhunter and Gemling Legionnaire.
Due to the Mercenary's high AoE damage yet immobile nature, consider taking on trials that focus more on dealing with big groups of weak enemies that you can blast through!
Mercenary Class Overview and Ascendancies
Class | Ascendancy Classes |
---|---|
Huntress | ・Ritualist ・Amazon |
Mercenary | ・Tactician |
Warrior | ・Smith of Kitava |
Witch | ・Lich |
Class | Ascendancy Classes |
---|---|
Mercenary | ・Witchhunter ・Gemling Legionnaire |
Monk | ・Invoker ・Acolyte of Chayula |
Ranger | ・Deadeye ・Pathfinder |
Sorceress | ・Stormweaver ・Chronomancer |
Warrior | ・Warbringer ・Titan |
Witch | ・Infernalist ・Blood Mage |
Druid | Templar |
Shadow | Duelist |
Marauder | - |
Tactician Ascendancy Overview and Skills
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