Once the 0.4 update drops on 12 December with The Last of the Druids, anyone sleepwalking their build planning is just wasting a league start, and if you are already eyeing gear or u4gm poe currency you are probably doing the right thing because Limit Stacking is about to flip the script on how persistent skills work, turning what used to be awkward cap juggling into a straight-up arms race in how many overlapping zones you can cram onto the screen before your frames give up.

Limit Stacking Goes Wild
Overabundance is the real pivot here, and it is not the bland support it used to be; now that 20% quality is effectively a +1 limit, every extra bit of investment suddenly matters, which means you are not just chasing raw damage rolls any more, you are chasing extra instances of the skill itself, and once you pair that with the new Stormweaver buffs jumping to +2 elemental limits you are not clearing packs so much as paving over the map with Frozen Locus fields, stacked four or five deep, or Earthquakes whose aftershocks keep going while you are already looting the next screen.
Druid As The Engine
The new Druid class slots into this whole thing a bit too well; Vine Arrow and Toxic Growth look like they were made for abuse, and once you get a few levels on Vine Arrow the plant cap climbs fast enough that you end up with a little forest pinning everything in place, then you swap into Toxic Growth and those plants turn into 20 plus pustules that explode into poison in every direction, which sounds messy but feels amazing when you watch rares melt; if you lean into the Oracle side of the tree the buffed collection range makes hoovering up your remnants a lot less of a chore, so the build stops feeling like a micro-management simulator and more like you are just surfing a wave of self-sustaining damage.
Element Mixing And Defensive Value
Refracted Infusion quietly ties the whole idea together because once you start mixing elemental damage types inside all those overlapping zones, you stop getting hard-walled by one weird resistance roll on a boss or rare, and the defensive side is not bad either since so many of these fields get stun immunity baked in, meaning your Volcano carpets, stacked shockwaves from Gathering Storm, or clusters of Locus zones keep ticking even when the screen gets spicy and you are forced to reposition instead of channeling like a turret.
Cost, Scaling And Why To Play It Now
The catch is the price tag, because if you want to push this setup properly you are going to burn through a pile of quality crafts and chase specific corrupted modifiers, and that means you are watching gem rolls and poe 2 divine orb price more than you might like, but once you get there you walk into a boss room, drop half a dozen Volcanoes or a cloud of shockwaves, and the health bar just evaporates while all your fields keep going no matter how hard the fight tries to stun you, so if you are not at least thinking about breaking the limit cap in 0.4 you are probably leaving one of the most ridiculous, short-lived power spikes the game has had in years on the table.