PapaPetro
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Collective punishment for cracking the timeless jewel algorithmStill a bit butthurt about the half-arsed move to Divine Orbs as the standard currency, though.
Collective punishment for cracking the timeless jewel algorithmStill a bit butthurt about the half-arsed move to Divine Orbs as the standard currency, though.
CptLance explains how to use the new Masteries to enable RF leveling from lvl16 onward.
Both the +1 regen per fire res and +50 flat regen masteries are now.EDIT: not a new mastery though is it? Seem to recall that mastery being in the game since the mastery addition.
Yeah, but why would you go shadow for RF? What am I missing?decent fire mastery is far away for shadow too...
funYeah, but why would you go shadow for RF? What am I missing?decent fire mastery is far away for shadow too...
You could try using Soul Thief and Blood Drinker for sustain until you get your Trickster Ascendancy. You'll have to keep moving constantly and seeking out enemies in order to stay alive. Doesn't sound comfy to me, which is what playing RF is supposed to be all about.decent fire mastery is far away for shadow too...
My bad! I forgot to tag the post "Not Safe For Grunker"is it just me or is it getting hot in here
Both the +1 regen per fire res and +50 flat regen masteries are now.EDIT: not a new mastery though is it? Seem to recall that mastery being in the game since the mastery addition.
Maybe it's time I do an RF build? The fact that you had to spec into it at high level, and the seemingly low damage always put me off before.
I do like builds that have a lot going on. Some of the most fun builds I've played:I'm not sure you'd enjoy RF though. You seem to enjoy novelty builds and builds where main skills are active if I recall, and RF is kind of the opposite.
That's Pfizer levels of misinformation. Plague Bearer is what allows you to do red maps early on poison builds. Were you using Magna Eclipsis? Were you running it on Shadow or Occultist.plagueberer doesn't scale well past yellow, but it's very fun
To be fair, this is Jungroan and arrogance comes easy to him. It's easy for him to get that kind of gear in 2 days, but if you use Pohx's ressource, you'll see how to get most of that gear eventually.I saw the video Kjaska posted which was apparantly "2 days into HCSSF", and I haven't got a clue how to even get the items he talked about as being easy.
If the drop is good enough you don't need crafting at all. In fact, very often crafting is counter-productive b/c optimizing an item usually involves Runes of Removal RNGing away the affixes you wanted to keep.In a crafting heavy game...Crafting expansions
He is right though. The more crafting you have the less you care about gear loot.
Last Epoch shows us that this is utterly incorrect if you do crafting properly. It‘s an idea as old as RPGs: make your crafting complimentary to your itemization instead of parallel to it. It’s not rocket science.
In Last Epoch, you can't craft your item in the traditional sense. Rather, any item you would put on you would also craft. So you have a system where loot is a two-step proces: first, you get excited for the item drop that you need, then you need to sculpt it by crafting. One proces doesn't exclude the other - you need both the drop and the crafting.
As I recall it maxes out at 1 million stored damage (ie 120k base dps), so in early maps and leveling you can kill most things just by popping it and watching, but 1 million damage is kind of peanuts later in the game.That's Pfizer levels of misinformation. Plague Bearer is what allows you to do red maps early on poison builds. Were you using Magna Eclipsis? Were you running it on Shadow or Occultist.
I just did a quick t15 run on my BV Occultist in SSF Standard without adjusting my tree. It was still smooth as butter. The max storage was 1,4mil and you have to remember that you're pumping that damage via Withering Step and blasphemy'd Despair. If you don't have a Magna Eclipsis, just use the Honourhome unique helmet.As I recall it maxes out at 1 million stored damage (ie 120k base dps), so in early maps and leveling you can kill most things just by popping it and watching, but 1 million damage is kind of peanuts later in the game.That's Pfizer levels of misinformation. Plague Bearer is what allows you to do red maps early on poison builds. Were you using Magna Eclipsis? Were you running it on Shadow or Occultist.
For the build as a whole I believe you, but I recall plaguebearer basically soloing bosses, essence mobs, etc during campaign, and somewhere around yellow maps it kinda lost the ability to reliably solo strong rares. But it was also ssf leaguestarter, so you probably can push it further, it just lost a lot of power relative to bv. I was also assassin(as was custom at the time), which scales the poison better than the plague.I just did a quick t15 run on my BV Occultist in SSF Standard without adjusting my tree. It was still smooth as butter. The max storage was 1,4mil and you have to remember that you're pumping that damage via Withering Step and blasphemy'd Despair. If you don't have a Magna Eclipsis, just use the Honourhome unique helmet.As I recall it maxes out at 1 million stored damage (ie 120k base dps), so in early maps and leveling you can kill most things just by popping it and watching, but 1 million damage is kind of peanuts later in the game.That's Pfizer levels of misinformation. Plague Bearer is what allows you to do red maps early on poison builds. Were you using Magna Eclipsis? Were you running it on Shadow or Occultist.
Yes, compared to Occultist the Assassin has a weak Plague Bearer, but his single target poison dps is significantly better and you don't have to rely on the Plague Bearer for that. Nowadays Assassin is trash, so you're better off just going Pathfinder.But it was also ssf leaguestarter, so you probably can push it further, it just lost a lot of power relative to bv. I was also assassin(as was custom at the time), which scales the poison better than the plague.
never used Hydrosphere for "final target" before, guess it's not necessary anymore for Nemis/Vengeant Cascade enjoyers...Simplified projectile returning. Previously some effects that caused projectiles to return specified they only did so at the end of their flight, others only from a final target, and a few from either case. Now all effects that cause projectiles to return do so in any case that they can.
Remove Damaging Ailments when you Change Stance
Stance Skills have +6 seconds to Cooldown
This is the perfect example of the GGG having no clue what they are doing in regards to balancing.The Gain Adrenaline for 1 second when you switch stance Mastery seems too strong. Will you change it?
Yes. The stats for that Mastery are now:
Remove Damaging Ailments when you Change Stance
Stance Skills have +6 seconds to Cooldown
It's also a perfect example of GGG having no ability to learn from past mistakes.This is the perfect example of the GGG having no clue what they are doing in regards to balancing.The Gain Adrenaline for 1 second when you switch stance Mastery seems too strong. Will you change it?
Yes. The stats for that Mastery are now:
Remove Damaging Ailments when you Change Stance
Stance Skills have +6 seconds to Cooldown
From "Best passive skill in the game" to a completely useless trap pick. They even changed it from offensive bonus to defensive bonus.
Perma onslought is still in however, although that is a specific node, and paying 10% mana reservation for perma onslought is maybe not amazing.