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gnoma
Feb 7, 2005

These poles made from wood, and the crossarms from iron.
The crafting system is already super smooth and is directly tied to getting full value from your items. It wouldn't make much sense to separate it from either of the factions. Crafting materials are going to be shared across factions so it also doesn't make sense to give one side better access to crafting drops.

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gnoma
Feb 7, 2005

These poles made from wood, and the crossarms from iron.
For starting fresh on the patch, the path of least resistance masteries are probably Paladin, Lich, Druid, and Beastmaster. Just because they get a lot of baseline defense from skills and passives. Shaman, Spellblade, and Sorceror are the masteries that have gone the longest without receiving updates and are technically the weakest. Spellblade and Sorceror are perfectly fine damage-wise but have fairly narrow paths to building survivability. Most Shaman builds play better as a Druid and its only exclusive skill, Storm Totem, has been plagued by bugs for a long time so it's the most maligned mastery. But it's still okay-ish and Storm Totem is getting some substantial buffs and fixes with the patch.

General tips:

Don't respec your main DPS skill while leveling. You can use the additional slots you unlock while leveling to experiment with skills on the side, but taking points out of your bread and butter damaging skill can be crippling. When switching over to a new DPS skill you typically want to spec into it for a little while and let it catch up in levels before fully committing to it. It becomes very easy to re-spec later in the game.

Press G in game to open the game guide. You can search for terms or browse categories and get very reliably good info about mechanics. https://www.lastepochtools.com/guide/ is a website version of the in-game guide.

You don't have to do the whole campaign. If you open the map and look in the bottom left corner you'll see how many passive points and idol slot rewards you've unlocked by doing quests. Once you have 15/15 passive points and 8/8 idol slot rewards you're good and can skip to running monoliths, which are accessed by a portal in the End of Time. If you do all side quests when they pop up during the campaign, you will naturally cap out on rewards after finishing the icy tundra area when you receive Heorot's Blessing, which I think is Act 6 or 7. Then when you feel like it, you can run the Temporal Sanctum dungeon and when you leave you'll exit into act 9, where you can kill Majasa for a not very important +1 to all attributes bonus.

Rushing straight to empowered monoliths is a good idea. The most direct path requires you to pick the higher level monolith unlock options when you're given a choice during the timeline quests. This includes challenging Liath to a fight at the end of the second quest in the Ending the Storm timeline. Clearing monoliths that are +15 levels above you is normal. Don't try to push corruption in normal monoliths, it caps at 50 and very much isn't worth it.

Every kind of progression is faster in empowered monoliths, especially once you've pushed corruption. For example, you're eventually able to run a Tomes of Experience echo, reset all your skills in the waiting room at the end, then pick up the tomes and instantly re-level all of your abilities to level 20 without having to fight anything. You will also gain stability faster and can trigger boss fights every 7 or 8 echoes instead of 15+. You can get up to 5 blessing choices after killing a boss instead of the base 3. You also get more exalted and unique echo rewards on top of higher loot quality from killing stuff. Sticking to one character and hitting 300 or so corruption will fill up your stash with a lot of good poo poo and give you a lot more options for new builds.

You don't need build guides to get started. Focus on doing one type of damage very well. Both crit and ailments are strong but you want to only focus on one. More multipliers are very good. You can search for "more" in the skill window and find good nodes to spec into. Attack speed and cast speed are very good. Multiple hits are very good.

Mana regen isn't free. Most builds will need to take skill nodes that improve mana economy and/or run mana generating utility skills and/or invest into some mana regen on gear.

You can run multiple minion types on necro if they have synergy but you want to make sure at least one of the minions is being scaled very well. Skeleton mages and regular skeletons can be good together, especially with Lich's Scorn. Sacrifice can make running skeletons, wraiths, and/or zombies together really good. Bone Golem(s) can help keep other minions alive by generating threat and help keep you alive when specced into Hunger. Always use Dread Shade on necro, it adds a massive amount of damage.

Beastmaster companions will almost always work best if you commit to one type. Wolves are very good if you want a big pack of companions and can be upgraded into a bigger pack of squirrels with a late game chase item, Herald of the Scurry.

Armour Shred (from weapon, amulet, and glove suffixes as well as passives/skills) and Resistance Shred (mostly from monolith blessings) are very important for scaling hit damage.

Slow (from weapon suffix, passives, or skills), Chill (weapon suffix, skills, or passives), and Frailty (amulet suffix, relic suffix) are really good ailments that improve survivability for all builds. They cap at low stacks so often you can get away with sealing a level 1 or level 2 affix to get their full value.

Don't get baited into running low life using Exsanguinous or Last Steps of the Living. They're old uniques that need updates to become competitive again.

This is the main site for builds: https://www.lastepochtools.com/builds/. Most builds but from 8.0 or later will still work in 0.9 with some minor tweaks and updating. A few will be non-functional due to major skill changes. Poison is getting nerfed kind of hard, so I'd be leery about committing to an old poison build right away.

Maxroll should also be launching a Last Epoch section very soon and they've hired good build makers from the community.

A few Youtube channels for good video/build makers: PerrythePig, McFluffin, Dr3adful, Amarathy, Trikster,
Lizard IRL(high end arena pushing guy), Terek(leveling and speedrun stuff)

I'd avoid builds from the Action RPG channel, they can be ok for leveling but aren't optimized well for later stages of the game.

gnoma
Feb 7, 2005

These poles made from wood, and the crossarms from iron.

Zotix posted:

Is there a rundown of what resistances are needed where?

Chapters 2 and 3 are void and physical resist. This is typically the most dangerous stretch of the game.
Chapters 4, 5, and 6 have a lot of undead. You want to add in necrotic resist.
Chapter 7 has two short zones of fire enemies, then a poo poo ton of cold. Mainly adding in cold resist is important.
Chapter 8, if you continue the campaign, is cold and lightning.
Chapter 9 has some nasty fire and poison enemies, the fire ones show up first. The Chapter 9 Boss, Majasa, can be pretty challenging if you're playing the campaign straight through and not overleveled from monoliths. It's ok to come back and kill her later.


After Chapter 7 you can go to monoliths which is a mix of everything. You need to balance resists with other defensive stats at this point. Close to 2k hp if stacking health, capped crit avoidance, close to 60% endurance, and 60-75% for all resists is where you want to end up by the time you finish normal monoliths. Some builds are safer and can get by with less.

gnoma
Feb 7, 2005

These poles made from wood, and the crossarms from iron.

Deki posted:

What builds are decent without uniques?

Some of these eventually want to equip uniques, but they come online and can push corruption without them.

Cold DoT Werebear: Maxroll Guide Video
You rush around the map using a movement skill and stop every so often to roar and blast enemies with a large area, cold DoT root spell. Druid is one of the tankiest masteries and the build plays fast with great quality of life. Boss damage is mediorce.

Shadow Daggers Bladedancer: Maxroll Guide
Very fast clearing rogue build that spawns shadows and turns them into spinning blades which proc a high base damage ailment that scales with crit multiplier. Good boss damage. Creating shadows can cost a lot of mana so there is some resource management involved.

Crit Hammer Throw Sentinel: Planner Video
You're a paladin that vomits out hammers in every direction while cheating mana costs to live at negative mana constantly. Great AoE and boss damage. It has good access to baseline tank stats like armor and resists but struggles to add in defensive layers in the very end game.

Glacier Sorceror: Maxroll Guide
This build uses a craftable unique helm. You stack mana and gain huge amounts of ward by casting a high mana cost nuke. This build won the community T4 dungeon race and is one of the highest performing builds for this patch.

Volatile Zombies Necro: Planner Video
An exploding minion build that destroys the campaign and normal monoliths with three skills. If you want to push corruption with it, you'd need to do some tinkering to find the best things to pair with it. I've used it for leveling to empowered monoliths and recommend adding in Bone Golem with the Hunger node. It transitions very smoothy into any endgame minion build if you do find an unique like Abberant Call or want to target farm Lich's Scorn or Bone Golem stuff.

Lich: Crit Deathwave Planner Video Maxroll Marrow Shards Guide
You turn into a fast, floating grim reaper thing with two movement skills and nearly permanent haste. You poo poo out damage everywhere, are one of the tankiest masteries in the game, and have a ton of leech. The downside is that you will occasionally not have your Reaper Form and Death Seal available and feel naked and weak without them. Also your other abilities won't have nearly the same impact as your two buff skills, which can be a little boring.

gnoma
Feb 7, 2005

These poles made from wood, and the crossarms from iron.

Papercut posted:

What's the best LE one-button or no-button build?

Avalanche Shaman can basically be played as an auto runner. Build Planner & Video Guide. The linked version of the build stacks cast speed and spams a basic attack to generate ward for sustain, but if you're not worried about pushing hard in the endgame you can stack health instead and use the spell leech blessing from the Black Sun timeline and maybe the health leech on crit node in the Druid tree to sustain. Also, the build can absolutely murder your FPS but that may be less of a problem with the new patch.

gnoma
Feb 7, 2005

These poles made from wood, and the crossarms from iron.
Totems are minions and scale off of minion stats.

When you hover over a skill the tooltip will show you what tags an ability has.



This is from Summon Thorn Totem. The first row shows what stats on your character are being applied to the ability. The second row shows up only for minion skills and tells you what their attacks are tagged as. Specing into poison chance nodes on the skill tree would add a poison tag on the second row. Taking the 50% cold conversion node in the tree would add cold and remove the poison tag because the cold node also converts poison ailment chance to frostbite chance. After taking the 50% cold conversion you could scale the ability by adding generic minion damage, attunement, or totem damage and by adding minion spell damage, minion physical or minion cold damage. You could also increase the frostbite chance by adding either minion frostbite chance or minion poison chance because all poison chance is being converted.

gnoma fucked around with this message at 05:00 on Mar 18, 2023

gnoma
Feb 7, 2005

These poles made from wood, and the crossarms from iron.
You definitely want to stack minion stats if you are building around a beastmaster companion. Spriggan (and to a lesser extent, wolf and crows) can work as a support minion but most other minions will have a low impact if you don't try to scale their damage at all.

Good builds for beastmaster:

Bleed Bear
Swipe Version & Barebones Caster Version
Bear has a node that retaliates with a thorn volley every time it takes 75 damage. You can also stack a lot of bleed chance and duration on it using gear and by spamming thorn shield on it in spriggan form. You end up with a walking thorn pinata that can ramp up to 400-500 bleed stacks and melt bosses. The swipe version is better at closing distance to enemies and has better clear in monoliths, while the caster version should do better versus bosses. I recommend taking eterra's blessing on thorn shield cast and using it as sustain and cleanse for yourself on top of being able to buff the bear some more. You need rage sustain from uniques to make it a workable option, though.

Bleed Wolves
Planner & Video Showcase
This uses a similar gear setup to bleed bear but you have a full pack of wolves (eventually squirrels) that scale really well with high investment. The build can push corruption and do fine with normal wolves, but eventually wants to use the Herald of the Scurry helm which is a fairly rare chase unique that doubles your amount of wolves, turns them into squirrels, and turns howl into a bigger attack speed buff. This lets you stack a lot of minion bleed stacks very fast and melt bosses while still maintaining decent clear. I haven't tried it with wolves yet, but the new bee relic gives all of your minions physical damage leech which works on bleed and should make the wolves/squirrels nigh immortal.

Crit Necrotic Wolves
Video with planners in the description
This build uses high level boots that drop from the Age of Winter monolith boss to add flat necrotic damage to wolves per stack of maelstrom you cast. It also makes the spell effect for maelstrom look very cool. Less high end damage potential than bleed version, but more style points.

Swipe Crowstorm
I don't know of a planner for this since it's a new build with 0.9, but you take the node in swipe that activates your companion ability every 2 seconds and use it to nuke with the crow companion ability, a big lightning AoE. You want to run it as a solo companion, since the more damage mods from that are bigger than the multi-crow version and it's way easier to keep one big crow alive and it lets you spec into the node that gives the crow basic attacks more damage but drains your mana. The build can also be played as a druid in werebear form, using the node that buffs companions when you use maul.

For the other companions:

Scorpion is playable as a minion poison build but poison is in a worse place than bleed currently and the venom nova it casts feels kind of slow and mediocre. The baby scorpions it creates notably don't scale with your gear and passives because they count as being summoned by the scorpion and not you.

Sabertooth is almost an entirely new ability this patch. I tried it with bleed bear gear during the pre-0.9 playtest and it performed a bit worse than the bear but seemed playable. Planner for a crit version that should be pretty good. The leap ability it has is actually pretty nice because it means it won't get stuck pathing back and forth between you and enemies due to the sometimes dodgy melee minion AI.

Raptor is an older ability that can do great single target damage with either crit or bleed but basically only has an autoattack. It has abysmal clear and has largely been surpassed by the other minions.

If you want to do damage yourself, swipe is an option but werebear kind of does swipe better than beastmaster.

Serpent strike got reworked with 0.9 and doesn't seem to be in a great place. It makes you very tanky with the dodge chance on hit but you're stuck only ever hitting enemies directly next to you with your stick which is awful for clear and is a very monotonous playstyle. I leveled to 82 using the serpent venom nodes in the tree and while the damage was ok and I felt immortal, I just couldn't stand how dull the gameplay was. It does work well as a sort of support skill in swarmblade builds, though.

gnoma fucked around with this message at 06:59 on Mar 19, 2023

gnoma
Feb 7, 2005

These poles made from wood, and the crossarms from iron.
There are a variety of ways you can approach monolith farming depending on what you're targeting. Raising corruption on its own is almost never the main goal so having a strategy based on that won't be especially rewarding.

Typically the first thing you want to do when you unlock empowered monoliths is grab all your high value blessings. So you go to Reign of Dragons first and get your crit avoidance in 1-3 tries or whatever. Then before you leave to go for the next blessing you hit up a shade node and push the corruption to like 122. Then you go to Stolen Lance for void resist and before you leave you do another reset and it will go to like 138 with the catchup boost. And then by the time you finish your blessings you're almost guaranteed to be close to or above 200 in a given timeline and can catch your other ones up there without much trouble. And 200 is really the only specific corruption number you care about since there are no more explicit rewards beyond it.

If you're target farming a specific thing it's always more efficient to maximize your quantity of drops. The item rarity boost you get for raising corruption has a broad but relatively small impact and isn't something that will help you find a single item faster. So if you're hunting for unique boots you want to go to Spirits of Fire and stay there farming the set/unique boot echoes and rune echoes (since runes of ascendancy also let you target unique boots.) You can also increase quantity by grabbing blessings from the left side timelines that give increased drop chance for specific slots. More general boots drops also means more unique boot drops.

Another approach is to use special end nodes that let you double and triple dip on targeting high value echo nodes. Red pillars (Vessels of Chaos) let you reroll the rewards on uncompleted echoes and blue-ish pillars (Vessels of Memory) revert all your completed echoes and let you reclear them. So there's a farming strategy where you heavily expand the web in multiple directions until you have multiple red pillars available and then you hit one and farm all the nodes that reroll into good rewards then hit the next red pillar and do the same. After you've exhausted the red pillars you will have a lot of completed nodes with good rewards so then you hit one of the revert pillars and reclear the web and repeat until all of the special pillars are gone. You will stack up like 7-15+ gazes of orobyss in the process which isn't efficient for pushing corruption, but you will still be better off because you maximized the amount of rewards nodes that are most valuable to you. Don't do this at low corruption, though. Hitting 200+ corruption for more blessing choices after boss kills and to have a chance at the shattered chain and omnis uniques from shades of orobyss and for more global drops to build up your stash is more worthwhile.

Also removing modifiers before boss kills isn't necessarily the best idea. Monolith bosses have a 'common' drop slot with two items in it and you'll always see one of those two items on every kill. But they also have 'rare' drop slots with I think 10% or below drop chance and stacking item rarity makes you more likely to see them and to see them with legendary potential. Since item rarity primarily goes up based on the # of modifiers you have active, you often want to go into bosses (and shades of orobyss) with 4-6 modifiers active to boost the drop rates. Some modifiers are also more valuable than others. Easy stuff like enemies apply marked for death might only give 18 item rarity while enemies deal 280% increased elemental damage might be worth 50 item rarity. And since the stability bar can overcap, you don't necessarily have to slow down or go out of your way to stack up rarity since you can wait and adjust after you're in range of the fight. If you're bored enough you can even fully overcap stability, stack up 6 modifiers, and do two bosses and a shade of orobyss all together since boss fights don't remove modifiers.

And it's worth keeping in mind that corruption on its own is an almost irrelevant number. Without taking modifiers into account any build that can clear 100 corruption can also clear 400 corruption with a bit of effort. And a build that can clear 400 corruption comfortably could clear 1200 because of how little enemies scale based on just corruption levels. What corruption really does is take modifiers like enemies deal 40% increased damage and scale them to levels that start becoming annoying and slowing you down. In particular, the modifiers that say undead enemies deal 80% increased damage or enemies deal 80% increased void damage scale up very high and when they're increasing damage by 460% or 720% you basically can't have them stacked up with any other offensive enemy modifiers and realistically expect to survive getting hit. Defensive modifiers like dodge chance, crit avoidance, and glancing blows also stack horribly together and will greatly reduce your clear speed. So at high enough corruption levels you start having to redirect your path through the web to avoid stacking bad modifiers, which means you're frequently taking less valuable echo rewards and killing your efficiency.

They key is usually just to find an arbitrary number above 200 that you can clear at comfortably and hang around there. For well optimized builds the number is usually in the 300-400 range. Overtuned builds and tanky masteries like lich and druid can go higher. But ultimately even though you can push any build to 1000 corruption if you're patient enough and take convoluted paths through echoes that avoid high threat nodes, it's kind of a meaningless exercise because the game doesn't reward it in any way. When leaderboards have been active it's been for arena only, where reaching a higher number actually means something because there aren't rng modifiers with wildly different impacts on difficulty.

gnoma
Feb 7, 2005

These poles made from wood, and the crossarms from iron.

Vinestalk posted:

The only resistance worth capping is crit avoidance. After that, stun resistance is good to get up imo. The damage resistances don't need to all be capped.

Building stun avoidance is mostly a trap. It will have some effect, but stun chance is also dependent on the amount of damage an attack does after mitigation and by your max health and current ward. Which means building typical defenses will improve your stun avoidance while also providing more general tankiness.

For example, on a character with typical health gearing and no points spent in passive trees you end up with 1812 hp. Adding in t5 increased health on chest armor would give you +257 hp, which is effectively also +257 stun avoidance. T5 stun avoidance in the same slot gives +525.

The numbers for how often you would be stunned with base 1812 health, t5 increased health, and t5 stun avoid would be:

250 damage hit - 18%/14%/11%
500 damage hit - 45%/38%/33%
750 damage hit - 73%/62%/54%.

And 1800 hp is the low end. As you take hp passives and add vitality the increased hp will gain effectiveness while the stun avoidance will always be the same.

The one place stun avoidance can be useful is on catalysts, since it's only really competing with resists which you might have capped elsewhere. Hybrid stun avoidance on amulet prefix is another place you can add it without sacrificing health or armor but amulet prefix is a fairly valuable offensive slot.

gnoma
Feb 7, 2005

These poles made from wood, and the crossarms from iron.

Diephoon posted:

I need to rebuild him to survive in there better but I'm wondering if any class can just say gently caress it and get to scrappin no matter how unoptimized their gear is.

Druid, Lich, and Glacier Sorceror. Druid gets unparalleled access to damage reduction layers in its passives. Lich has an extra health bar with reaper form, insane leech from its tree and has death seal which is the biggest defensive/offensive steroid in the game, albeit with only like 70% uptime. The Sorceror passive tree has a node that gives you big chunks of ward when you spend big chunks of mana and glacier has mana refund nodes that enable you to spam the skill and generate giant 10k+ ward stacks. The interaction is very likely to get nerfed though, as it was added in right before the patch dropped with minimal testing and is clearly overtuned.

Also it's good to keep in mind that for every class you should be investing very heavily into defense over offense to make progression feel good. Any damage reduction you can get from your passive tree is a required point dump, all or most of your idols should have health or vitality, and you want vitality prefixes on boots and chests and helms. You also want hybrid health and % increased health on every piece of gear it can fit on and flat health everywhere else. It's completely worth wearing gear with only the defensive stats you need and no offensive benefit as you level and progress through monoliths. Once you get to empowered monoliths and higher levels you start to get more of your defenses covered by empowered blessings and implicits on gear and after that is when you should start caring about investing into damage and possibly trading defense for offense.


Galaga Galaxian posted:

Otherwise, any suggestions for a setup thats basically "rapidly dash around, point in a direction and things over there just die"?

The devs are kind of against this in general. They want players to have to pay attention to enemies and dodge stuns and meteors and stuff. High attack rate, multi-hit stuff is also very much the meta for damage, especially single target. There are some options that kind of fit the bill though.

Earthquake Werebear has a nice charge skill that lets you speed through maps and, with a common unique from one of the monolith bosses, can cast a screen clearing nuke every 5 seconds.

Unarmed Paladin (Video) isn't as speedy, but has the biggest nuke in the game. You use a unique that requires you to have no weapon equipped in your main hand, but gives you flat fire damage per attunement and every 3-4 seconds you punch the ground and vaporize everything nearby.

Rogue has a short cd on its dash skill and generally plays pretty fast. I like this phys crit build that creates shadows using synchronized strike then dashes away, which causes the shadows to do an AoE nuke and then drop spinning blades that seek out enemies and explode and then you probably get some extra shadows off of kills so you throw a shuriken or wait til your next dash to get more exploding blades. It's a fun chain reaction setup that you can pull off every few seconds and the build is the best monolith farmer I've played. You never stop moving and it has good boss damage as well with shurikens.

Decoy Bomber marksman is another big nuke build that requires more setup than earthquake or judgment but still feels very blasty and you have shift for frequent dashes. You maintain stacks of a fire damage buff using cinder strike and toss out an exploding fiery decoy every 4-5 seconds. The build guide for it is a little out of date, you'd have to put a little effort into updating it, but it's a fun playstyle.

gnoma
Feb 7, 2005

These poles made from wood, and the crossarms from iron.
The devs have specifically said that they aren't going to add a different leveling method. They think that using dungeon keys to skip to different sections of the story is good enough and want to add more dungeons to give more skip options, but have given no info about when the new dungeons might be added.

gnoma
Feb 7, 2005

These poles made from wood, and the crossarms from iron.
From the studio director on discord:



Also, these two recent reddit posts from him are probably the most information about future content plans and endgame stuff that the devs have revealed:

post 1

quote:

Love to hear it! Yes, we already have lots of additions to the end game planned. We know we need things like - random events - very challenging static boss content - more incentives when you level past 100 - more axis of progression when you reach end-game - more item types that are not main-slot items

We still have plenty of polish to get into the core game experience, the remaining masteries, item factions (trade systems | bazaar) and then we have some awesome things planned for further end-game expansion.

post 2

quote:

We have a lot planned for the Monolith and end-game systems. 1.0 is just kickoff for the game and then we plan to add additional content every 3-4 months for years - much of it will be expanding the end-game. We actually have the first two LARGE monolith expansions already planned!

gnoma fucked around with this message at 03:16 on Apr 8, 2023

gnoma
Feb 7, 2005

These poles made from wood, and the crossarms from iron.

Galaga Galaxian posted:

Anyone got a suggestion for a minion-based build where I, the player, am still actively participating/attacking myself?


Beastmasters don't really get meaningful attacks to use if they build around one of their companions, but they get a broader set of support abilities than necro. An example would be this Sabertooth Build that keeps up frenzy totem, warcry, and maelstrom and uses swipe on a 2s cooldown to trigger the sabertooth's flurry swipe ability.

You can build around your own attacks and have a companion following you around for buffs, see any summon spriggan build. This is an older swipe build that uses a wolf for howl and to keep up aspect of the lynx for crit damage. Storm crows fit into primalist ward builds with their intelligence buff and goodberries, but ward builds are kind of inferior to just building health and playing druid. Companions in these setups feel like more of a liability than dynamic pieces of your build though as they tend to die easily.

Hungering souls lich wants to keep 3 minions out to meet a condition on one of its big damage nodes, but it will just be 3 measly skeletons that you don't even spec into. Forge guard can use multistrike as a way to summon its forged weapons, but I think channeling warpath works better and is just you spinning around and spitting out sword minions periodically.

All of the minion subclasses have a build where you summon a single minion and spam a skill on them that makes them do more damage. Necro - Bone Shatter Golem, Forge Guard - Shield Throw + Manifest Armor, Beastmaster - Thorn Shield + Bear, Shaman - Upheaval + Storm Totem.

gnoma
Feb 7, 2005

These poles made from wood, and the crossarms from iron.
Any lich build will make it across the finish line just from reaper form and death seal being super strong. Physical is also one of the main damage types for acolyte so you have a lot of options.

Marrow shards (with bone spinter nodes), rip blood (with blood splatters), transplant, and sacrifice all work well as crit builds. You'd want to focus on just one ability though and support it with transplant and bone curse probably.

Bone curse on its own is bugged/exploitable right now due to the cursed limbs node procing the one hit falloff, guaranteed crit node with no cooldown. Ignoring the bug, it's still good with the infinite duration and cursed limbs nodes.

Harvest can be converted to physical but it's just ok. Soul feast can also be converted but no clue if you could get it to do anything besides stack armor with the poison consume nodes, which is what it's usually used for.

Transplant is probably the best option for applying bleed.

gnoma
Feb 7, 2005

These poles made from wood, and the crossarms from iron.
Well you won't be able to combine the exalted axe with Volcanus because Volcanus is a sword. But when you make a legendary item it just adds in the new affixes as extra lines on the item. It doesn't interact with existing affixes at all.

gnoma
Feb 7, 2005

These poles made from wood, and the crossarms from iron.
Warpath being a toggle was a bug and it got changed back to a channel with the 9.1 patch.

On the discord one of the dev replied with this when asked about keeping around the toggle as an accessibility option:

gnoma
Feb 7, 2005

These poles made from wood, and the crossarms from iron.
There should be new info coming out next week from Gamescom. The devs have been pretty silent since multiplayer release but 1.0 is supposed to be out this year.

gnoma
Feb 7, 2005

These poles made from wood, and the crossarms from iron.
Hydrahedron is very good and the rest of the invocations are kind of pointless.

Runemaster's passive tree is a really good improvement at least. Instead of choosing between 7 slightly different types of increased damage you get stuff that scales crit, armor, ward in ways that isn't identical to prefixes on gear. Which makes the prefixes on gear more impactful and makes getting good gear feel better.

But it doesn't sound like they are going to be working on older masteries until after 1.0. So basically everything but the new masteries, druid, and some op minion builds are going to feel kind of bad still. Maybe the the faction stuff will work out well and there will be some cool looking new areas or new bosses. The path from 0.9 -> 1.0 has been very underwhelming.

gnoma
Feb 7, 2005

These poles made from wood, and the crossarms from iron.
No, the health drain keeps scaling up forever. Against a training dummy you can leech hard enough to stay in it for a very long time, but in actual gameplay there will inevitably be downtime in your DPS that forces you out. You do reach a point where you can stay in it for an entire mono, let it drop in the safe zone, then start the next mono with a fresh reaper form and keep that cycle rolling fairly smoothly.

gnoma
Feb 7, 2005

These poles made from wood, and the crossarms from iron.
Crit Death Seal with Marina's Lost Soul for stacking damned on yourself is pretty smooth and has been the best performing lich build for a long time on the arena ladder. builder link

There's a bugged chain sacrifice build on the current patch using the new putrescence rings and experimental zombies affix on belt that instantly kills bosses and drops you to 3 frames per second and it's probably the strongest build in the game.
https://www.youtube.com/watch?v=iIlNCqm3_MM

gnoma
Feb 7, 2005

These poles made from wood, and the crossarms from iron.
Biggest thing is loading times when it tries to transfer you to a different server. It's like 5s to 15s if you're online solo but in a group it can go up to 45s or more. This is the #1 thing they've said they're working on atm.

Random disconnects that require you log back in, get invited to party, and teleport back. Very annoying when it's happening over and over again.

Zones won't always load properly if you walk or click into them, you can go somewhere and have it just be a black void. You can work around this by only using teleport to party member, but that's only really effective in monoliths.

Joining a party in dungeons can teleport you into a wall and doors will put you in the wrong place.

There was a bug where your character spawned as two different copies and your camera followed one copy and inputs controlled the other copy, which was basically a soft lock, but it might be fixed with the most recent patch.

De-sync and rubberbanding are the areas where I think they've made biggest improvement, but still aren't totally solved.

Lunge, the main movement skill on sentinel, stops working if your party member kills the target you lunge to before you get there. Movement skills run into more problems than others in general.

Projectiles can get blocked by allied players and minions so if you want to be a bow guy and your friend is a skeleton army guy, good luck. Also they changed some stuff with auto-aim recently and now some skills are passing through enemies and hitting them from the other side and there are more zone geometry things that can block projectiles.

There is small but noticeable input lag for all abilities in online play compared to offline. It's hard to notice if you never played offline, but some skills like rogue shift feel sluggish.

Offline has had tons of bugs too since multiplayer launch, which it rarely experienced beforehand. Quests that don't work and block progress, character getting lost, infinite loading screens in dungeons. The most playable mode has been online solo, where the game mostly works and you just deal with slower loading screens in the campaign and dungeons due to the server transfer thing.

gnoma fucked around with this message at 01:30 on Oct 22, 2023

gnoma
Feb 7, 2005

These poles made from wood, and the crossarms from iron.
The most concrete thing I've seen about multiplayer stuff is this discussion with a dev from the official discord (Mike W is the dev)



The same dev has also said that multiplayer optimization is their top priority for1.0. Will probably hear more about it once there are actual patch notes and maybe once testers are outside of NDA.

As for new endgame stuff, there may be some surprise stuff in 1.0 but they've said it will be more of a focus for later patches, 1.1+.

gnoma
Feb 7, 2005

These poles made from wood, and the crossarms from iron.
Make sure you aren't stacking bad modifiers early on in empowered. Giving enemies multiple damage mods like Undead Enemies Deal x% damage and Enemies Deal x% Physical Damage is really tough.

You really, really want to be in empowered monos once you have them unlocked. Empowered blessings are a big component of gearing and the improved exp and item drops are noticeable. Hitting them at level 80 is typical. The 10 extra levels and 50% damage and health are actually pretty small increases to monster difficulty. Modifiers lasting longer and becoming more annoying is the big thing to look out for. (And should change to some degree with the corruption tweaks in 1.0).

gnoma
Feb 7, 2005

These poles made from wood, and the crossarms from iron.

bamhand posted:

Think they'll ever make swapping blessings easier? That might be my only major complaint of any of their major systems. They should let you keep the highest blessing of each type that you've found or something.

Yes.

https://www.youtube.com/watch?v=tp2Twpd8cZ8&t=1186s

gnoma
Feb 7, 2005

These poles made from wood, and the crossarms from iron.
For multiplayer, I've seen it recommended in the discord to have all players select the same region when they start the game (US Central, EU West, or whatever). Supposedly that cuts down on some of the overly long loading times.

Just Another Lurker posted:

How does the offline play hold up?

Offline and online seem to operate off of slightly different builds and the small differences between them can feel kind of weird. Some of the more obvious things I've noticed are offline monoliths still having an extra loading screen when you go to the rest zone, old warp tunnel animations still playing during the story, and doors in offline dungeons getting revealed after killing x amount of enemies instead of only showing up when you're right next to them.

For the 0.9x patch cycle at least, the online version of the game has received more support and attention from the devs and online solo seems like their favored mode. There have been times where story progression has been broken in offline specifically and it's taken a week or two to get hotfixed and Temporal Sanctum was inaccessible offline for over a month before the Runemaster patch.

The upside to playing offline is that all the buttons feel better to press and movement is way smoother with no rubber banding. Shield Rush is an example of a skill you can only play offline currently due to the poor netcode.

The cycle/league mechanics for the near future are supposed to be universal additions for all versions of the game. So the only things missing in offline will be cosmetics and ladders. Also the community doesn't take offline seriously because of the ability to edit saves and some old rear end drama with a youtuber.

gnoma
Feb 7, 2005

These poles made from wood, and the crossarms from iron.
Runemaster has benefited from some wild bugs and tuning. If we get new stuff at that level in 1.0 and similar lack of fixes, the game is going to be really wacky.

Currently you can get 7x elemental penetration from all sources with a single node in Runic Invocation, 32% base crit for all abilities from a bugged node on the passive tree. Permanent Flame Ward uptime with 5 points spent in Frostwall, effectively making you immortal since Flame Ward is the strongest defensive layer in the game.

Bug abuse builds have become really prevalent on the arena ladder and on youtube.

T4 Julra in 7s using Meteor and Arcane Ascendancy cast speed bug.
https://www.youtube.com/watch?v=BHiv5M3PMXA

T4 Julra in 10s using Shatter Strike. Frostclaw procing on self bleed application.
https://i.imgur.com/PQCb9oQ.mp4

1800 corruption shade of orobyss. Runic Invocation penetration abuse. Flame Ward spam with Frostwall. Unspecced Snap Freeze to permanently interrupt the boss.
https://www.youtube.com/watch?v=mdf69JEELPo&t=729s

gnoma
Feb 7, 2005

These poles made from wood, and the crossarms from iron.
Short version: The initial few cycles will be universal content. This may or may not persist.

There will be a separate cycle environment for 1.0. It seems like for now it's intended to just be a fresh start and fresh economy with separate ladders from legacy.

A longer dev response, from discord two weeks ago:

quote:

Hey, that's me. I can elaborate.

We aren't prepared to lock in a permanent answer to this question. We like to be agile when it comes to things like this and me promising you one way forever means I'll probably have to break my word.

Initially, the first couple cycles will roll out to everyone everywhere all at once on patch day. This is because our first few cycles that we have planned are things that we know we want in the base game for sure.

One hypothetical situation that I think is likely will go like this. Let's say that we have a cycle that the new mechanic is shared with everyone but there are 5 unique items that we aren't sure if they are going to work well. So we put them in the new cycle only. Maybe one of them needs some tweaks to be good so when the cycle rotates, they get added to legacy with some minor changes.

It is possible that in the future we restrict full mechanics to the cycle as PoE does it. It is also possible that we don't do that either. We need to be able to react to feedback and gameplay patterns.

This is all just a very long winded way of saying that the initial few cycles will be universal content. This may or may not persist.

gnoma fucked around with this message at 17:03 on Jan 26, 2024

gnoma
Feb 7, 2005

These poles made from wood, and the crossarms from iron.
Here is an infographic showing off the passive tree stuff (courtesy of Marvel Heroes legend Tony Bing):
https://www.reddit.com/gallery/1abl6ck

And imgur albums of tooltips:
Passive Tree - https://imgur.com/a/9B2QgoJ
Ghostflame Skill Tree - https://imgur.com/a/X7InqDB

I don't think we will get to see the warlock stuff in a reasonable format until maxroll or lastepochtools get approval from EHG to put it on their build planners closer to release. The Youtuber/Icy Veins guy who got picked to do the reveal fumbled it hard. He wanted to spread everything over a week's worth of 10 minute youtube videos and is scrambling to release stuff faster after receiving backlash.

gnoma
Feb 7, 2005

These poles made from wood, and the crossarms from iron.
Maxroll has the Warlock preview up in passive/skill tree format. https://maxroll.gg/last-epoch/news/warlock-wrap-up-falconer-teaser

The same post also has the passive tree for Falconer.

gnoma
Feb 7, 2005

These poles made from wood, and the crossarms from iron.
Boardman21 is pretty reliable. His main schtick is level 1 to 76 leveling guides for popular builds but he has some general info videos like:

https://www.youtube.com/watch?v=q4M2skyWYFc&t=543s

The best place for information about the game in general is https://www.lastepochtools.com. It has a mirrored version of the in-game guide (which hasn't been updated in ~2 years but is still fairly useful) and a resources section where you can quickly look up items, skills, monolith and dunegon information. The glyph you are asking about is a Rune of Creation https://www.lastepochtools.com/db/category/runes/items.

https://lastepoch.tunklab.com/ is another good site for looking up skills and items and has calculators for stuff like eHP, armor scaling, and unique drop rates.

gnoma
Feb 7, 2005

These poles made from wood, and the crossarms from iron.
https://www.lastepochtools.com/planner/ also has everything in planner form.

gnoma
Feb 7, 2005

These poles made from wood, and the crossarms from iron.

Traitorous Leopard posted:

Well I'm basically done with 3.23 in PoE and am looking to try out LE again for the release. I've only played like 10 hrs or so a while back, so I'm interested in build suggestions. Here's my favorite aspects of some PoE builds -

- Cool visual effects, specifically explosion/herald chains. This is prob the most important deciding factor lol
- Trigger builds such as cast on crit (do these exist in LE?)
- Ranged builds. Bow or spells preferably. Not opposed to melee but not what I usually go for either

Building around Bleed Overload and Rip Blood on Warlock or Lich should fit what you're asking for. Bleed Overload casts a spell called Rip Blood every second while its active. Rip Blood can be specced to recast itself when it kills enemies and has a subskill in its tree called Blood Splatters that deals area damage. It can be triggered via a movement skill (Transplant) and used as a spammable for single target. Hitting 25 stacks of bleed to trigger the overload is pretty easy even for a crit build, so you don't even necessarily need to scale ailment damage.

This is what the necrotic conversion looks like on Lich currently without the extra casts from Bleed Overload:
https://imgur.com/poJcRPR.mp4

No planners for it but here is a recent build guide for a physical lich version: Wrong Warp Blood Explosion 160% Movement Speed Lich

Another good option for flashy, satisfying clear is spark charges on Mage. It's a lightning ailment that explodes for a big hit after 2 seconds or when another spark charge is applied. It uses a unique offhand called Fragment of the Enigma that is pretty easy to find and scales with int and spell crit, which makes it an easy fit for many Mage builds.

Here is what it looks like with Elemental Nova:
https://imgur.com/nnSpY2f.mp4

There are a ton of versions of it since it's a popular archetype. Lightning Blast, Runic Invocation, Frostclaw, Mana Strike.

gnoma
Feb 7, 2005

These poles made from wood, and the crossarms from iron.
Spellblade is good. The ward on hit and defensive layers it gets make it very tanky and every skill you'd use on it handles 500+ corruption and T4 bosses fine. You can also trade away defenses for glass cannon Shatter Strike and get super fast boss kills:

https://www.youtube.com/watch?v=xUfbJl2q39U

It's an older mastery so doesn't have a lot of bugs and overtuned stuff like Runemaster, but is very solid. I've taken multiple versions to end game and can recommend it if you want a flashy melee with teleport that can no sell 95% of boss attacks.

gnoma
Feb 7, 2005

These poles made from wood, and the crossarms from iron.
Paladin has the higher floor, Void Knight has the higher ceiling. Void Knight has better late game uniques like Ravenous Void, Bulwark of the Last Abyss, and Anchor of Oblivion and because you scale with vitality you get tankier. Paladin has a lot of baseline defenses that make the transition into empowered monoliths easier but because you're scaling mana with Devotion you lose out on vitality prefixes on the chest and helm and don't have similar high value legendary items to shoot for.

Nova Hammers is stronger on Paladin though, due to that build having a harder time capping crit and scaling the same on either mastery.

gnoma
Feb 7, 2005

These poles made from wood, and the crossarms from iron.
That will work well.

gnoma
Feb 7, 2005

These poles made from wood, and the crossarms from iron.
Online and offline are slightly different branches of the game. There are some noticeable differences like offline still has an extra loading screen when you go to the safe zone between monoliths and it has an older, better version of the door locator mechanic in dungeons. There are numerous bugs for skills that are offline or online specific. And some other minor things like warp tunnel animations playing offline when you time travel during the story. For someone who's played for a couple years, it kind of feels like offline is becoming a fossilized version of the game even though it does get all the updates to items and skills.

There have been multiple times during the 0.9.x patch cycle where offline had a game breaking bug that blocked progression for a week or more before getting a fix. Hotfixes for major online bugs were usually released within 24 hours. It's hard to predict whether that's a trend that will continue or if it was simply of result of the push for 1.0.

Playing without the bad netcode does make the game feel way better, mainly due to more responsive movement skills and no rubber banding.

gnoma
Feb 7, 2005

These poles made from wood, and the crossarms from iron.

Clarste posted:

Played a Spellblade through the campaign yesterday, and wow was that rough. Eventually I got some sort of combo going, but overall it was the most awkward class I've tried (not that I've tried many).

Spellblade has a generator/spender playstyle and not everyone likes it. Shatterstrike and Flame Reave are pretty great for leveling but they don't come fully online until you get Firebrand around level 40. It's kind of common to stick with generic mage leveling skills like Glacier and Frostclaw until you're able to full commit to melee. There are some leveling uniques like Sunwreath that make it smoother to go melee.

It's not really smart to build both spell and melee damage at the same time. The spell trigger side of things is more about stacking attack speed and spell damage together and ignoring melee damage. That type of build is heavily enabled by Dragorath's Claw and the Macuahuitl node in Frost Claw. This is what a full build for it looks like: https://www.lastepochtools.com/planner/PAV4w7RB. The goal is to trigger 90 spell crits in 1.5 seconds or less to reset the cooldown on Static, which is a big multi-hit spell nuke on its own.

gnoma
Feb 7, 2005

These poles made from wood, and the crossarms from iron.
It's not making it in for 1.0, via discord:


Overall the patch notes look good, hopefully there are way more bug fixes than what's shown because it's missing a lot.

gnoma
Feb 7, 2005

These poles made from wood, and the crossarms from iron.

MerrMan posted:

What are my best bets for non-minion builds? Looks like a lot of the popular mage builds are Runemaster, but those also got nerfed in the patch notes. Is the maxroll site generally reliable as a starting place? I know this game is slightly less obtuse than PoE in terms of mechanics, but a little guidance can go a long way in an ARPG.

Runemaster got off relatively light, still very strong. The other top mastery options are going to be the new stuff, Falconer and Warlock, alongside Druid. After that Paladin, Necromancer, Lich, Beastmaster, Bladedancer will continue to be very good, just a little behind the new stuff. Marskman with the new Blast Rain build will perform like top builds, but its other builds will probably be mediocre. Spellblade will be fine, but not pop off as much as the top stuff. Same with Void Knight. Forgeguard, Sorceror, and Shaman are kind of weak choices but they have like 1 to 3 builds that work for them and can't be played by other masteries. Druid is going to be better than Shaman at taking advantage of the new Tempest Strike and Gathering Storm skills for Primalist.

Maxroll is reliable for the most part. Builds from from Volca and Bina are really well optimized. Lizard's builds for Lich, Hydrahedron, Bone Golem and Warlock are great. He has a lot of other builds that he copied over from the community pre-0.9 without ever playing them and they haven't been updated for new tech so they are a bit questionable. They should still serve as good starting points. McFluffin has more dad-style builds and aren't as optimized for pushing really high level stuff. If you play echo Warpath, I'd definitely go for dual wield Eye of Reen and Shadow Cleaver with the Cyclone of War node over his Apathy's Maw setup. Vision's Roid Mage is a solid minion build and Boardman's Devouring Orb should also be fine but not overpowered.

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gnoma
Feb 7, 2005

These poles made from wood, and the crossarms from iron.
The patch notes showed no changes to the shaman passive tree which is its biggest weakness. And the nodes they showed work for Druid. Like Werebear getting to proc Tornado is going to be huge for its damage

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