Video summary
The Two New Kalguuran Skills EVERY Build will Use - REPULSION and REFUTATION - PATH of EXILE 2 - 0.5
Main summary
Key takeaways
Storyline (context)
- The video is not focused on a traditional narrative “storyline” in Path of Exile 2.
- Instead, it examines new rune-granted Calguuran skills and how they can fit into almost any build using Aldor runes.
Gameplay highlights: the two key skills
1) Reputation (Calguuran skill) — defensive + offensive utility via “parry”
Core idea: Reputation spends all your Ward to grant a short buff that provides:
- Block all blockable hits in all directions (no shield required).
- Applies Parry to enemies.
What makes it different from normal “parry”:
- It offers proper blocking against:
- Melee
- Ranged
- Even effects like explosions/slams
- Only certain dangerous hits typically bypass it (e.g. major boss “red flash” hits and damage-over-time).
- You can move and fight normally at full speed while blocking.
Parry debuff effects:
- Disables enemy evasion
- Enemies take 50% more attack damage
Extra synergy noted:
- Parrying “counts as hitting,” helping trigger things like Repulsion interactions.
Balance/tuning discussion
The creator argues Reputation is “not balanced” in practice because:
- Runic Ward cost is effectively negligible if you’re blocking most damage.
- Ward regen is high and can be boosted heavily (including via specific mods/runes).
- Uptime can be made near-full using supports plus passive duration/cooldown tuning.
- Improvements to the heavy stun threshold make stun effectively trivial unless intentionally tested.
2) Repulsion (Calguuran skill) — automated “curse explosion” damage engine
Base behavior: Repulsion is a curse that grants fragility (tooltips are unclear; the creator couldn’t confirm details).
When applied/consumed:
- Cursed enemies explode when hit, dealing physical attack damage in an area.
- Explosions generate substantial:
- Knockback
- Stun buildup (stun scales with fragility stacks)
Curse usability + key advantage:
- As a curse, Repulsion can be placed on Blasphemy.
- Manual-casting Repulsion costs Ward.
- But when used via Blasphemy, it does not cost Ward (major QoL win).
- With Blasphemy active:
- The curse is applied around you constantly
- When explosions consume it, the game quickly reapplies it
- This creates an autobomber-like loop
Why it’s powerful even though it’s not “weapon damage”:
- Even though it doesn’t directly use your weapon, it still counts as an attack.
- It can benefit from:
- Flat added damage (e.g., gloves/rings)
- On-hit effects / leech / life gain on hit
- Additional status application ideas (poison, blind, bleed) if your build supports them
The “how to automate it” core loop
- You generally need constant enemy hits so the curse repeatedly consumes and triggers explosions.
- On-hit/auto-hit supports and minion/summon sources are emphasized as ways to keep it going.
Strategies & key setup tips (from the video)
- Use Reputation on almost any build (if you can access/maintain Runic Ward):
- It blocks nearly all blockable hits without shield requirements.
- It applies a strong debuff (evasion disabled + enemies take more attack damage).
- It lets you keep full mobility during the defensive window.
- Aim for near-permanent Reputation uptime by:
- Increasing duration and cooldown recovery (supports are noted as important).
- Using passive nodes that increase duration.
Repulsion “autobomber” approach via Blasphemy
- Put Repulsion on Blasphemy for constant area coverage.
- Be ready to manually trigger once to start the chain (hit an enemy initially).
- Scale with AoE increases to expand both:
- Curse coverage
- Explosion impact
Automation tech example: Living Lightning
- The creator uses Living Lightning to keep enemies being hit often enough to repeatedly trigger Repulsion.
- It requires only a small amount of lightning damage to work reliably.
Initialization sequence described:
- Hit enemies once → Repulsion explosion triggers.
- That explosion helps set up/summon/activate Living Lightning hits.
- Minions repeatedly hit cursed targets.
- Repulsion keeps looping as long as monsters remain nearby.
Gem management tip (important UX gotcha)
- When trying to “cut supports” for Repulsion while it’s socketed in Blasphemy, you must check the All Gems tab.
- Otherwise, the game may focus on supports attached to Blasphemy itself and show confusingly limited options.
Repulsion scaling expectations
The creator expects build archetypes to form around:
- Damage scaling autobombers
- Map clearing with minimal input
- On-hit builds using Repulsion as an always-on offensive utility tool
Sources / gamers featured
- Zigg D (speaker/creator)