With Gamescom 2026 in full swing, the atmosphere surrounding Path of Exile 2 is reminiscent of the period leading up to its official launch. New information is emerging one after another, with a leaked gameplay video from Gamescom showcasing the new sword-based combat in Patch 1.0.
Based on the currently revealed gameplay, swords in Path of Exile 2 appear to feature very pronounced combo gameplay. Parry, charge, stance, and the seamless transitions between skills are likely to be crucial components of the sword-based gameplay.

This gameplay might be very interesting in POE 2 campaign, but by Patch 1.0 endgame, will we really have enough time and space to execute these combos?
Sword
From the content revealed at Gamescom, Duelist utilizes numerous sword moves, and clear combo transitions can be seen during combat. Besides Patch 1.0 sword gameplay, the official Path of Exile 2 team also showcased some monsters and bosses we hadn't seen before.
Some areas resembled Coliseum, and monsters resembling Hell Hounds appeared, capable of breathing fire from above; these are likely content from Act 5. Notably, sword attacks aren't simply a continuous stream of POE 2 skills. Many skills appear to have a charge up process, and their effects vary depending on your current state.
Based on the skill descriptions shown at Gamescom, sword gameplay will largely revolve around Parry, charging abilities, and chaining skills - these are currently the areas you should focus on most.
You can use the middle mouse button for parry, enter Blood Stance with the right mouse button, and then unleash a Blood Wave with the left mouse button. Other skills will also gain additional effects during Blood Stance.
If you use two swords, it seems you can gain Blood Stance; entering this state will also change the effects of other sword skills. Another direction is Sand Stance, which seems to lean more towards charge up gameplay. You need to build up power before unleashing your skill to deliver a stronger attack.
Cyclone
Of all the content showcased for Path of Exile 2 at Gamescom, Cyclone is undoubtedly one of the most exciting parts for players. Based on the current skill gem information, Cyclone doesn't require charges; it primarily consumes mana.
Cyclone also has a unique mechanic: if you pass over a Ground Surface with an Elemental Effect, you may absorb the corresponding POE 2 ground effect and transfer it to enemies hit by Cyclone.
For example, when you pass over Chilled Ground, Cyclone can absorb this effect, subsequently inflicting the corresponding Chilled Ground debuff on enemies hit.
Current information on POE 2 Patch 1.0 also indicates that Cyclone requires the use of dual swords or a single two-handed sword. This also means you might not use Cyclone while equipped with a shield or buckler, and Giant's Blood may also be restricted.
Giant's Blood is the keystone in Path of Exile 2 that allows characters to use two-handed weapons. Therefore, if Cyclone itself requires dual swords or a single two-handed sword, then equipping two two-handed weapons while using Giant's Blood might prevent you from continuing to use Cyclone.
Of course, these limitations still need to be confirmed after Patch 1.0 is officially released. Additionally, Cyclone will exhibit different changes under Blood Stance and Sand Stance. Blood Stance allows skills to generate Blood Waves.
Sand Stance, on the other hand, releases Sand Discs in the first few seconds of POE 2 Channeling. This indicates that Stance is not simply a matter of attribute switching, but may directly alter the attack method of sword skills.

Endgame
The real issue worth discussing in POE 2 Patch 1.0 isn't how flashy sword skills look, but whether combo gameplay can adapt to Path of Exile 2 endgame. In campaigns, this design easily made combat more engaging. You needed to observe enemy movements, parry, choose the appropriate stance, and then follow up with a skill.
For players who enjoy more strategic gameplay, this was clearly more interesting than simply repeatedly spamming skills. But POE 2 endgame is a different story. As characters level up, monster density, character damage, and skill range all increase.
Entering the map means facing numerous monsters, various mechanics, and the need to quickly farm Path of Exile 2 Currency. If every attack requires parrying, charging, and switching stances, the operational cost of combos could become too high.
This is currently the biggest problem facing sword design. When Huntress was first released in POE 2, some players already expressed dissatisfaction with parrying and combo-based gameplay.
However, Parry is already a fairly strong mechanic, and it's not absolutely necessary to play in POE 2 endgame. Therefore, we can't immediately conclude that sword will become a burden just because it emphasizes combos.
Another crucial issue is that Gamescom Gameplay doesn't fully represent the character strength of Patch 1.0. The characters used for demonstrations are usually pre-built builds, and gameplay demos are often adjusted to be more difficult. Meanwhile, sword final stats, skill scaling, and balance are clearly not yet fully determined.
Therefore, seeing sword require combos now doesn't mean you must stick to the full combo to fight monsters in Patch 1.0. Character growth in Path of Exile 2 is inherently very high. As the build matures, skill damage and range will change significantly.
Even if sword requires careful play in the early stages of POE 2, it's possible to clear large groups of monsters with a single skill combo in the late game.
If combos primarily serve as additional damage output during campaigns and boss fights, while the basic skills themselves still possess sufficient damage and mob-clearing capabilities, then this playstyle might become a defining characteristic of sword, rather than a limitation.
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Gamescom only showcased a portion of Path of Exile 2 Patch 1.0, and this sword design is quite promising. If the basic skills can ultimately be made sufficiently fluid, and combos provide a higher skill ceiling, then sword playstyle might simultaneously excel in campaigns, boss fights, and endgames, becoming a major feature of PoE 2 melee combat system.


















