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People keep trying to brute-force power charge upkeep through heavy stuns in PoE 2, and I get why. It works while you're leveling, enemies fall over, and you feel in control. Then endgame shows up and laughs at you. Pinnacle bosses don't care about your "one more stun" plan, and the moment you miss that timing your charges vanish and your damage feels like it got unplugged. If you're already thinking about rebuilding, it helps to plan around consistent crit scaling and gear goals early, especially if you're browsing POE 2 Currency to smooth out the transition without waiting weeks for drops.
Power Charge on Critical Strike doesn't sell a fantasy, but it does a job. You're not fishing for a stun threshold, you're not forced to stand in bad ground, and you don't need adds to "reboot" your engine. You just crit. That's it. Once your crit chance is in a decent range, charges stop being something you babysit and start being something you assume you have. On bosses, that reliability matters more than almost anything else. It also changes how you play: you can back off, keep your positioning clean, and still keep your damage online instead of gambling on one risky window.
If your main goal is flying through maps, Badge of the Brotherhood is the one that feels unfair in the best way. Matching frenzy max to power charges turns your whole setup into a momentum machine, and the "kill a rare, get charges" loop lines up perfectly with how PoE 2 mapping actually plays. Delirium, Ritual packs, juiced rares—anything with density keeps you capped without thinking. The trade-off is obvious the first time you walk into a single-target arena with no adds: it's not the same comfort. But for clearing. You'll notice the difference in the first two minutes, because your speed and crit scaling stop desyncing.
The slick tech is Resonance paired with Combat Frenzy. Converting frenzy into power charges means you can build your whole loop around ailments instead of melee contact. Shock, freeze, or whatever your setup applies becomes your battery. It's great if you're tired of "walk up, hope you don't get deleted, pray the stun lands." You can play at range, keep your rotations steady, and still sit on charges like you're cheating. It also scales nicely with modern elemental builds, because you're already investing into ailment application anyway, so it doesn't feel like you're wasting points just to keep charges alive.
If you're stuck choosing, I'd start with Power Charge on Crit for boss consistency, then branch into Resonance if your build naturally applies ailments, and only chase Badge when your mapping income can support it. A lot of players do it backwards and wonder why it feels shaky. Gear is the real wall, not the idea. If you're testing setups and don't want to stall out while you wait for a lucky drop, it's pretty common to use u4gm to pick up currency or items fast and get straight to the part that matters: seeing whether the build actually holds charges when the fight gets messy.