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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
There are numerous changes to the Tactician's Notable Skills. The following have received changes: Cannons, Ready!, Right Where we Want Them, Polish That Gear, Suppressing Fire, and Whoever Pays Best.
A new Strategic Embankments Notable has also been added. This node causes your Totems to grant Embankment Auras, which different buffs based on the totem used.
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| Skill | Effect | |
| 1 | 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. |
| 2 | 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 Weapon's Damage. |
| 3 | 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. .
・There is no Limit Limit Certain skills can only have a limited number of effects active at once. on the number of Banners you can placeIf a new effect is created while at the maximum number of effects, the oldest effect will dissapear. Certain support gems and items can modify skill effect limits. |
| 4 | Suppressing Fire | ・40% more Immobilization Immobilization A target is immobilised if it cannot move, for example due to being Frozen, Pinned, Heavy Stunned, or Electrocuted. buildup. |
| 5 | Right Where We Want Them | ・Projectile Damage builds Pin
・ 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, being moved or Evading for 3 seconds. They are also Light Stunned when they become Pinned. enemies cannot perform actions.Pinned targets count as Immobilised. |
| 6 | Polish That Gear | ・Gain Deflection Rating Deflection Rating Deflection Rating provides a chance to Deflect damage from Hits, preventing 40% of the damage from those Hits and Ailments they inflict. Exact chance to Deflect also depends on the attacker's Accuracy. equal to 20% of Armour.
・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. |
| 7 | Stay Light, Use Cover | ・Defend with 200% of Armour.
・Enemies have an Accuracy Penalty against you based on Distance. ・Maximum Chance to Evade is 50%. ・Maximum Physical Damage Reduction is 50%. |
| 8 | Unleash Hell! | ・Grants Skill: Supporting Fire Supporting Fire Recruit artillery Minions that takes up positions behind you. They will lay in wait for your Command then fire volleys of arrows at the target location. . |
| 9 | Cannons, Ready! | ・+1 to maximum number of Summoned Totems
・ 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. |
| 10 | Strategic Embankments | ・Totems you place grant Embankment Auras Embankment Auras Totems you place which grant Embankment Auras give a different Aura Buff to Players in range depending on the kind of Totem, as follows: Artillery Ballista grants 40% increased Immobilisation Buildup. Siege Ballista grants 50% increased Damage against Immobilised Enemies. Mortar Cannon grants 15% of Damage Gained as extra Fire. Shockwave Totem grants 30% increased Area of Effect. Ancestral Warrior Totem grants 40% increased Glory Generation. Dark Effigy grants 40% increased Damage over Time. |
| Skill | Effect |
|---|---|
| Right Where We Want Them | ・Projectile Damage builds Pin
・ 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, being moved or Evading for 3 seconds. They are also Light Stunned when they become Pinned. enemies cannot perform actions.Pinned targets count as Immobilised. |
| 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 Right Where We Want Them node provides essentially makes your Pin Damage act as an easy means to Freeze enemies
Additionally, Watch How I Do It gives your minions more damage, and A Solid Plan to help you equip even more Persistent skills such as Heralds, Banners, and Minions.
| Tactician Ascendancy Mechanics |
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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.
※ Select the latest patch for the latest builds, but click on the earlier versions if you want to see Legacy builds!

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

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| Class | Ascendancy Classes |
|---|---|
| |
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| Druid | Templar |
| Shadow | Duelist |
| Marauder | - |
Tactician Ascendancy Overview and Skills



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