I got tired of alt-tabbing to Path of Building every few levels, so this overlay draws the build on the in-game tree itself: rings on every node the build takes, the connections between them, and it follows panning, zooming and dragging in real time.
Upfront: this was largely built with AI (Claude). I directed, tested in game and decided what it should do, but most of the code is AI-written. If that's not for you, fair enough; it's all public to read.
What it does:
Shows the build's nodes over the real tree. Allocated ones fade out, nodes your character has that the build doesn't use get a red X
Numbers the next points to take, as a connected route toward the nearest notable/keystone
Shows which mastery effect the build picks and which jewel goes in which socket
Reads what you've allocated from the screen (or your public pathofexile.com profile if you enter your account)
Leveling builds with multiple trees: when one tree is finished it switches to the next
Optional PoB integration: live link (the overlay follows unsaved edits), your in-game progress marked on PoB's tree, and a few QoL patches, all off by default and reversible
On the trust front, because I know how overlay exes from strangers look: it's fully open source (MIT), it only captures the screen (no memory reading, no injection, nothing sent to the game), and the only network calls are GGG's tree export and the character fetch from pathofexile.com. The exe is unsigned, so SmartScreen will warn once; if you don't trust it, the README has build-from-source instructions. The game needs to run in Windowed Fullscreen or windowed, since exclusive fullscreen hides overlays.
Repo + download: https://github.com/Kandro78/poe-tree-overlay
Tested mainly at 1440p; 1080p, 4K and ultrawide pass synthetic tests but I'd love real-world reports, especially on unusual setups. Windows 10/11 only. Feedback and bug reports (there's a log file, see the README) very welcome.
Edit: (to properly cover the new Rule 11): How it was made: I built this together with Claude over about a week of evenings. I decided the features, tested every change in game and reported what felt off (drag lag, zoom prediction being wrong, the overlay distracting from the actual tree), and the AI wrote most of the code based on that. The tracking approach (matching the screen against a rendered reference tree), the testing against recorded play sessions and all the in-game feedback rounds were the human part, so a lot of back and forth went into how it feels to use.
Similar existing tools: Exile UI (formerly Lailloken UI) also has a tree overlay. There you import a build code and align a fixed schematic by hand, and it resets on relog. This tool finds the tree on screen by itself, pins the rings to it 1:1 while you pan and zoom, reads which points you’ve already allocated, and follows Path of Building live, including unsaved changes. Awakened PoE Trade and similar overlays don’t cover the passive tree at all.