Anyone who has been deep in Path of Exile 2 since the 0.4 patch knows the Vaal Temple is not some side activity, it is the backbone of endgame mapping, and that is exactly why a lot of players quietly lean on poe2 power leveling when they want to get builds rolling faster so they can actually enjoy it. You see those Vaal Beacons popping up on the minimap all the time, the big circles with the red crystals. Clear the corrupted packs, light up all six crystals and you bank a temple charge. On paper it sounds easy, but the real value is stacking those charges instead of burning them right away. Once you are in red maps, especially T16, it feels way better to sit on a full 10 stack and then slam back to back temples in one go instead of constantly breaking your mapping rhythm.
Why Early Temples Feel Awful
A lot of newer players rush into temples as soon as they see them in Acts 1 to 3 and then wonder why the rewards look like vendor trash. The early stuff is stuck on the present timeline layout, no real boss density and the loot table feels flat. The whole system opens up once you hit Act 4 and Doryani starts playing with the past and present. That is when the antechamber grid actually matters and your choices start sticking around. From there you want to think about pathing, not just slamming rooms wherever there is space. If you just drop high value rooms on short branches they will rot out fast and you end up losing your best pieces before you even get a chance to farm them properly.
Building The Snake
The current meta approach people call the Snake feels weird at first but it makes sense once you see decay in action. You basically twist one long chain from the entrance through all the rooms you care about, so your key stuff sits in the middle of that spine. Rooms decay from the ends of each chain after a run, so if your tier 3 Corruption or Architect room is sitting on a tiny tail, it is gone in a couple of runs. When it is buried deep in the snake you buy it more time. You do not have to be perfect, just avoid short dead ends holding anything important. Over a set of ten runs you will notice you keep way more of your high tier rooms alive and your board does not collapse after one bad sequence.
Room Synergy And Medallions
The real currency comes from planning synergies, not just slamming upgrades on whatever the console offers. Commanders next to Garrisons is a classic combo because it lets you push into tier 3 Hall of War consistently, and once you have that online the extra crafting options and global buffs start to carry your whole mapping session. Medallions are the other big piece that people ignore until they lose something painful. Since the hotfix, the ones that lock in tier 3 rooms are basically insurance for your best tiles. If you can roll or farm enough of those before you start a big chain of runs, you can protect the rooms that actually matter. And if you manage to spawn Xipocado, the Royal Architect, do not skip him, his fight is a bit of a slog with all the construct phases but his vault selectors, like Kishara's, can spike your income hard when they line up with currency nodes.
Powering Up For Real Endgame
Of course none of this feels good if your build folds the moment you meet a juiced Queen Atziri or try to run a fully stacked Zantipi temple. You can grind chaos recipes, flip rares and pray your corruption chambers do not brick your only weapon, or you can shortcut a bit and use a service like U4GM to pick up the currency or items you need to actually field a proper character. A lot of players only tap it after a bad streak of decay wipes out a carefully built board, but using it earlier can mean your gear is ready by the time your temple layout starts to look serious, so you focus on mapping, building clean snake paths and chaining profitable runs instead of spending your weekend stuck in scuffed gear.