#๐งโmage
1 messages ยท Page 74 of 1
๐ค what a pity is glacier can't convert to lightning damage so it must change the whole build if I use it
rinse and repeat
if you want massive burst
just spam orb until you go into negative
then press focus
you'll recover into almost 1/2 of your mana pool
ok let's try it
for the build i crafted i also use focus as traversal skill and use t7 ward gain on missing mana on boots
https://youtu.be/1S0mULfZSPo?si=s-xI5Et05SJ0gyze&t=210
This is the damage if you also use mana charged
๐ฑ ....I even don't know what he had done
no idea what he was stacking, but he could have one shotted anyway by just clicking static orb a few times
My brain is burst
what the hell...Let me show all info I get so far:
- He uses prismatic gaze and this helmet can generate a few gems by casting spells which less than 40 mana.
- He cast lightning blast a few times to increase cast speed and generate max amount of gems
- He cast static orb which coast over 35 mana to consume gems and max his damage
- the main sense of his gloves is convert spent mana to wards
I only has T5 miss mana convert to ward and I has no idea which unique gloves should I forge
๐ค wait the weapon he uses is two-hand
so he only can bonus skill level by his relic
Alright I guess 2lp blood of exile don't go wrong ever but I only has 1lp
Double font of the erased is the biggest confusion because affix on it is 100% rng
The helmet he use is useless for mana charged too...Up the damage is the main
font is solely for the %mana
I'm confused why all items for this area is miss mana convert to ward and no one is on the opposite
Damn the only way to last longer on casting spells is gain more mana?
https://www.lastepochtools.com/db/items/UAwJh2BGI
Oh...I guess this is the only item can solve this problem
What's arcane visage?
helmet base
ohhhh indeed
alright what I lack the most so far is helmets...arcane visage and runed visage
But what I want is mana regan so I prefer runed visage more
@warped zinc Can you share a bit your logic? I guess it's your video
#๐งโmage message
what u dont understand?
I don't know if anything I missed, I don't know if he has any skill level bonus, I don't know how he distribute the passive trees and skill trees so...A link solve everything
https://www.lastepochtools.com/planner/Qbr4pgWQ A link like this
Release / 1.0.6
Mage (35) / Sorcerer (64) / Runemaster (6)
โธ Health: 1,331, Regen: 52/s
โธ Mana: 419, Regen: 13/s
โธ Ward Retention: 418%, Regen: 93/s
โธ Attributes: 25 Str / 22 Dex / 86 Int / 10 Att / 2 Vit
โธ Resistances: 56% / 49% / 100% / 77% / 33% / 152% / 24%
โธ EHP: 1,654 / 1,556 / 1,961 / 2,309 / 1,376 / 1,961 / 1,294
โธ Endurance: 20%, Threshold: 266
โธ Dodge Chance: 4% (88)
โธ Armor Mitigation: 37% (1,902)
โธ Lightning / Spell
โธ None
โข Flame Ward (23)
โข Lightning Blast (23)
โข Teleport (20)
โข Focus (20)
โข Static Orb (23)
โข Boneclamor Barbute
โข Unstable Core
โข Wrongwarp
โข Fragment of the Enigma
โข Stormhide Paws
โข Blood of the Exile
โข Ferebor's Persistence
โข Liath's Signet
โข Twisted Heart of Uhkeiros
oh i know whats happening
the static max stacks bonus is applying to prismatic gaze trigger
thats pretty smart
nvm i misread
there's noting mysterious here guys
no need to overthink it xD
he's just stacking mana and press static
๐ฎ Thank you! Check it out now!
๐ฎ Armor...Increased armor? What?
๐ฎ The amulet is 0lp? What?
๐ฎ The gloves just for movement speed bonus and armor bonus? What?
๐ฎ He don't active recollection at all? What?
Oh So this master use gloves/relic/amulet/weapon to bonus mana
Spell cost mana of teleport is refunded
Ok he max the mana cost to max static orb's damage
He even don't active elementalist...What?
Zero point on reative ward and warden...What?
...What shock me the most is this build not for gaining ward at all but he still can gain enough wards
And...He don't stack intelligence?! My lord. Max intelligence is 51 but his damage isn't a problem at all
Hid focus is very simple exactly...Mana, spell damage, elemental damage, armor, done
hah my focus...? Intelligence, health, lightning damage, mana, cooldown recovery speed, cast speed... Oh yeah He even don't stack cast speed too
Well... My overthinking is too much really
Just want...more lightning damage ๐
it 7% increased, just awful
I put 6 points in it 
Anyway I just find how good these points for runemaster is
Never know ward is an optional selection in mage's passive trees (I cost 8 points on warden)
๐ซก My passive tree need a big repair indeed
The build is not minmaxed as mentioned in the video's comment, so don't take the gear and affixes too seriously
at 300 corruption CoF most likely he had to work with whatever gears he had
wtf did i just read
you want prismatic gaze to have a remote chance to cap your crit. Resist shred and less elemental damage taken are also great. Gear can be much better, i only played that character for a couple of days
Hey could someone recommend me a sorcerer build? My sorcerer is level 30 rn and I want to play him again
For runemaster but it's value for sorcerer too because most of skills is available for this class too.
Cold damage is easier than lightning damage to run a build so I don't recommend running lightning like me.
Oh that wand need lv.83...Forget it.
You can use mad alchemist's one to replace.
1500 mana DAYUM
He focus on movement speed and mana
dont play sorc especially if you are level 30, play runemaster instead
โ Level 30 suppose to choose mastery already
oh make sense if you mean create a new character
yess
itll take like an hour to get back there
leave the sorc for next cycle when we get some buffs
alr
lol
sorry but mine is lv.92 already so it's too late
Let me figure out the graduated build for this class at first then i guess I can just switch all items to the new one, runemaster
eh?
tfym leave it for next cycle?
@still tulip
ignore this dude
plenty easy to get a mage build goin
some pretty potent ones out there
If you havent picked your mastery yet, go rm, if you have picked sorc, you can always do sumn with meteor and aa
Yeah I have every mage class but I lost interest in sorcerer and thought I might give a try again
https://www.lastepochtools.com/planner/oPwD4GlB
Just update my ring and my amulet...Unfortunately the rng god want me gain more lightning damage than more mana 
Release / 1.0.6
Mage (20) / Sorcerer (56) / Runemaster (29)
โธ Health: 1,442, Regen: 30/s
โธ Mana: 625, Regen: 16/s
โธ Ward Retention: 386%, Regen: 25/s
โธ Attributes: 25 Str / 12 Dex / 78 Int / 10 Att / 2 Vit
โธ Resistances: 30% / 49% / 30% / 33% / 33% / 62% / 24%
โธ EHP: 1,512 / 1,528 / 1,323 / 1,509 / 1,512 / 1,703 / 1,270
โธ Endurance: 20%, Threshold: 288
โธ Dodge Chance: 2% (48)
โธ Armor Mitigation: 28% (1,225)
โธ Lightning / Spell
โธ None
โข Flame Ward (23)
โข Lightning Blast (23)
โข Teleport (20)
โข Focus (20)
โข Static Orb (26)
โข Unstable Core
โข Wrongwarp
โข Fragment of the Enigma
โข Stormhide Paws
โข Blood of the Exile
โข Julra's Stardial
โข Liath's Signet
โข Orian's Eye
โข Twisted Heart of Uhkeiros
The only gear part I can keep improving is helmet now 
if you're using wand + offhand
dont use prismatic gaze helm
replace fragment of enigma with a flat crit base
scale could be a nice one if you can get 2Lp and good slam
the issue of how to regen more mana still don't solve so if I cast static orb then cast lightning blast, I still run out of mana...
Give up cast speed and lightning skill bonus?
that's why i told you you need glacier if you want to play that way
Hey everyone. I am about to hit 60 on my rune master. I have been following the maxroll leveling guide, while it has been fine, I was looking for something more fun. Does anyone have any suggestions. I'm a new player btw.
but how do we know whats fun to you?
you can level pretty much with anything on runemaster, its just a question of quality of life, cause some skills vastly overperform others in leveling stage
you can level with hyrdaherdon for example, maybe youll like that
I kinda thought that almost all 3-rune Invocations are pretty decent... Some are even great.
i think a lot of them can easily doi 300 cor
shame that spell-dot invocations are so bad though... I had very high hopes for Il'kir's Storm Star, and it turned to be just trash due to its mechanics...
Guys, can u please advice about power, how good is affix for frostclaw runemaster.
Spell damage vs lightning damage vs elemental dmg.
Whats the diffrence between them for this build.
Thanks for advice..
if ur using prismatic gaze, imo spell crit chance is the best close to cap, invest also on spell cast speed on fc
Is the game any better yet stability/memory wise on super high end mono or arena w high cast spd and spell effects ?!
memory leak is still there
but already alot better than beta\ imo
do the casts from static's unlimited power qualify for the effects from atomic manipulation on the static orb tree (regain mana)?
static?
atomic manipulation says direct cast
so very likely no
that's... dissapointing
If i take Fading Echoes. Does this mean that the animation still starts from the my character but the explosion only starts from the 3rd glacier and then towards me? Or does this mean that my glacier now starts from the furthest (biggest) and explodes first and then towards me
How does Scales of Eterra + Elemental Nova interaction work?
How does the game determine which element is being used since it's all 3 fire ice and lightning? Or does it just make scales of eterra indefinitely always on overload
Just tested with each of the Scales of Eterra. One of the overload would get cancelled by the other one, and seems like it is always fire > cold > lightning. cold + fire = cold goes overload, cold + lightning = lightning goes overload, fire + lightning = lightning goes overload.
I repeated a few times and quite certain it is not random
The infusions procs together
hmm, so I'm running a glacier build and I just got the scales. My damage skyrocketed but that 80% overload downtime is quite bad. My other filler is volcanic orb (ice) so yeah double ice isn't good.
I'm wondering if I were to play elemental nova, based on your testing, I would just use Glacier x9 > Elemental Nova x9?
or rather how do i make sure elemental nova triggers any other overload other than cold
sorry if i'm making it complicated haha
you can go cold + lightning if you can make sure you proc infusion with ele nova everytime
you always get the infusion then lightning go overload, never cold
when you say cold lightning means?
i up the skill tree in EN to make it cold + lightning based?
or just lightning
No, Scales of Eterra that procs Cold and Lightning, there are 3 version of it
If you use Ele nova with this, it procs both infusion, then lightning will go overload and cold never overload
and you can keep spamming Glacier
so how would the rotation set up be like?
I start with glacier then spam ele nova before it hits 10?
Always Glacier, then use Ele Nova to proc infusion
personally I think it is quite annoying to use
but if you can time it properly, you can 10s infusion for free every 20s without ever going cold overload
and for elemental nova I'm assuming I have to change it to lightning nova right?
tri element
oh
so i pump Ice Fire and Lightning in the skill tree?
yeah or just don't spec it at all
haha that makes sense, to test it out first
maybe the better choice is just to use a diff offhand
lmao
yes lol
are there any glacier specific uniques or something
or just those items that +Glacier
Not really
damn
thanks man, just tried it out. all i gotta do is cast ele noav once
and then spam the heck out of glacier
a bit of hassle but i can make do with this till i find a better offhand
Thank you! Just dropped another little tech for FC https://youtu.be/ujtdaJEuVTc ๐
i really hope so
when RM got released i was expecting ppl to come up with creative ideas, using multiple invocation with different runes combo
now we have FC - the game
https://youtu.be/-Gm8-AItFoA im following this build guide exactly and my gameplay looks nothing like this at all
i don't have anything oribiting me and my dash isnt a lightning ball
any idea why?
both those behaviours are caused by nodes in the trees of the respective skills. orbital fulmination in static orb's tree, energy equivalence in flame rush's tree
you should if you're following that step by step, the skill tree progression takes those nodes very very early
you'd have them by level 20-25
i guess i jsut did the wrong route then, im dumb i guess lol
I'm looking at the "skills and passives" section of the guide linked in the video description
if you scroll through the progression for flame rush/static orb using the scroll bar, it takes energy equivalence at flame rush level 3 and orbital fulmination at static orb levels 3 and 4
yeha i didnt realize i could see the step by step version, i just looked at the end version
ah rip
oh well lol, ty!
lesson learned I guess, np
Anyone have a good rune master build?
when you teleport with elemental nova (elemental dawn) skill node, does it cost mana or is it free?
i thnk its free if u spec ur elem nova
hey so my mate is playing runemaster and lvling up i boosted his lvl abit so he could get acces to the spells he want now he has issues doing the story he says he has issues killing stuff any idea what he is doing wrong?
theres alot of runemaster lvling guide out there one of them is this one https://www.lastepochtools.com/build-guides/allie---cast-on-crit-spark-charge-runemaster
Release / 1.0.3
Mage / Runemaster
โข Frost Claw
โข Lightning Blast
โข Flame Rush
โข Runic Invocation
โข Flame Ward
Monolith Farmer / SSF / Ranged
or have some1 powerlvl him to lvl 80, or if hes MG just give him that 0lp uniques like mad alch laddle, enigma,,twisted,prismatic, foot, strand, omnis, unstable core..etc..im sure he can finish story on this gear
What are some must have passives for any mage build in terms of ward stacking. I know technically any build can work and it's up to how you build it but are some go to passives that are just too good to pass up in terms of generating ward and ensuring survivability?
what would be a great way to generate mana for a sorc
Mage: Reactive Ward (really good all rounder for builds that can drop to 70% health consistently, like Low Life)
Runemaster: Edict of the Scion (only works with active runes on Runic Invocation), 5 points into Unsealed Mana then Arcane Focus (scales with overall cast speed, good for most builds that want to cast a lot of 0 cost spells), Sanguine Runestones (health regen focused builds got nerfed a lot tho, your resting ward isn't nearly as good as other builds)
Sorcerer: None, all are super conditional and inconsistent in ward gains
Spellblade: None, all require you dedicate to melee attacks and if you're not a spellblade or runemaster using a melee attack, they will do literal nothing
Depends on what kind of build you're going for, because the only real way to get a lot of good mana generation is from gear if you're not going Frostclaw or Meteor (still need to solve mana issues with Meteor through gear, tho, but the node that gives you mana back for casting meteor is real nice)
spamming meteor with lightning meteor
Urzil's Pride will help you out a ton
You can easily end up with 20-25 mana regen using that
What I usually do with that build is do as much mana stacking as possible, and then get Focus specc'd into the 1% increased mana regen per missing mana. Then when you get up to like 1200+ mana, you'll have enough mana to spam meteor for a long time without worrying about regen, plus always crit with meteors because you're usually above 400 mana, and be able to pop focus for a few seconds to regen a few hundred mana because you'll get SO much regen.
And then if you can get a bit of "damage taken from mana before health" as well, that'll be useful for that too.
I'm hoping in the next cycle Sorcerer gets a bit of mana love
It's weird to me that the "mana as endurance threshold" passive is inside Runemaster ๐คทโโ๏ธ
I also like to pop in the teleport "next spell is free" thing, it helps
Yeah, that's a good one too
especially if you go with the meteor shower style
Yeah, with lightning meteor I don't usually go with that because you can pick up the AOE node since you're already in that branch and it basically hits the whole screen.
I got the feeling that thematically, RM is more of mana -> defense and sorc is more mana -> offense, though I don't think either is 100% locked down to either class
TBH I think it's really just "Runemaster was built recently so it's much better designed than Sorcerer" ๐
All of their recent class updates/releases have blown the old ones out of the water.
yeah, RM is numerically really silly
There's also a lot of really interesting/creative stuff in there.
Whereas Sorcerer is pretty baseline
exactly, just like warlock and falconer ๐
I'm sure they'll get around to spicing up sorc eventually, I mean they have to, right? It's the CEO's class
I don't really mind it being a simple/straightforward class, those are important to have for new players. But I think it needs to have a bit more 'identity' than it currently does.
Like I'd maybe buff Lost Knowledge to be max mana instead of current mana, but move it beyond the chain so only sorcerers can get it. That'd basically enable a much stronger mana stacking -> ward combo for sorcs.
Yeah, that sounds in line with what Mike has said in the past, that it's good to have a simpler class
And maybe do more hyperspecialization compared to runmaster's jack of all trades. Convert damage within the passive tree (kinda like Rune of Winter in the mage tree) and have distinct fire/cold/lightning trees in the second half that are strong but exclusive.
I'm not personally a fan of RM, it's wonky, it's just really strong
does get points for looking really cool though
Also the build variety is immense, which is pretty cool
New Spellblade Passive coming for 1.1
damn i was hoping for armor
but pretty good too
@radiant vessel whats your take on this?

Interesting, they are leaning into the dex scaling for non-rogues it seems
Makes sense, I feel like every class should have 2 "main" scaling stats with support for one or two more for niche builds.
I bet that above node comes with the int stacking node actually being for spells only.
these bonuses do make other classes like druid look weaker which is funny
yup, mana sustain is actually quite an issue with mage. I'm kinda sustaining with Crit glacier + crit grants mana but on a bad day it looks really bad. Although I do have focus also but it'll be great if there was some item or passive that helps more with mana generation on hits etc
You can spec mana strike so that it gives you like 200 mana if you're out of mana but has a cooldown.
So as long as 200 mana can last you 4 seconds, you could theoretically sustain
It also gives it +120% area, so it should be easy enough to hit stuff with with that node
ahh okay. but how does reclamation node work? It says grant more mana on hit while out of mana. Does not being full count as out of mana or must it be negative?
Must be negative, but if you're casting big spells, you'll have enough time while negative to go for it
If you're not negative, it should give you ~140 mana
hmm ok. I had no idea about the cooldown mana strike that gives so much more mana. It sounds so much better than having to spam mana strike.
So if I get Arcanist Blade (+9) / Reclamation (+15 out of mana) / Mana Drain (+80% more) / Mana Cleave (Double mana gained) / Critical mana (+15) and the remainder of points in AOE since attack speed doesn't matter if it's a cooldown spell.
that gives me like 150 per swing?
Yep pretty much.
Yeah no, it's just "if you hit an enemy" not "for each enemy hit"
The math checks out, but maybe one of the bonuses isn't getting doubled or something
Yep, I bet the conditional mana gain isn't affected by the increased mana gain (+80%) or the doubling. Without that, the (15 base + 9 Arcanists Blade) * 1.8 Mana Drain * 2 Mana Cleave = 86.4
Add a flat 15 from the crit and you're just over 100 mana gained.
ahh well yeah that makes sense now, it really is about 100 each time i use it haha
btw, are there any good uniques / sets for cold damage
so far ive been getting plenty of fire / necrotic
The Shattered Lance set is godly for melee cold stuff, but I'm sure there are other things too
I mostly like lightning stuff, so I dunno offhand, I'd just snoop around lastepochtools and see
yeah it's like mostly melee and other elements
i have not seen a dedicated cold one
without some minion stat
Well, you could definitely do a Dagorath's Claw cold build, using Frost Claw and cold converted lightning blast
It's insanely good for me
haha ive switched my build too much. I've more or less settled on Glacier / Teleport / Flame ward / Mana strike / Ice barrage (for ward generation). It's sad the only thing I can do to boost this is a +4 glacier +4 barrage chest maybe idk
there's also a lack of sets for sorc in terms of cold
there is one but it uses all 3 eleements i guess
I'm not really too enthusiastic about sets until they figure out a way to make them more engaging. Like give them LP or something so they aren't "Dead" slots once you find the set piece.
i think what they need is similar to LP system but instead of slamming affixes on it it makes less requirments for full set bonus, so you could get 4 set bonus with only 2 items for example
That gets weird when you have 2 piece sets ๐
Can't really go lower than that, or your "Set" is just a unique
why not
full set with 1 item
i think it would be cool if such system gave penalty like you get full set bonus but its weakened and if for example you get "4 lp" instead of 1 there is no diminishing
Or giving Sets extra pieces so you can mix and match , like a set that has 5 pieces but you need 3 for the full bonus
need more leaks
Alright pro mages, can I get some help regarding this?
Besides Mana Strike (let's just exclude that skill for now), which is the most efficient way to ensure that you never run out of mana without having to stand there and use Focus?
Now I know that it also depends on the skill you use. Some skills costs wayyy less mana, while others (Glacier / meteor etc) costs a bomb.
But in general, which is the most ideal approach without compromisnig too much on one or the other (damage vs mana efficiency)
- Spec more points into Mana / Mana regen passives - Make up for the damage via affixes on items
- Go for Mana / Mana Regen affixes on most of the items where possible - Spec no points in mana / mana regen passives, spec everything into damage / spell damage and other skills related to your build.
- Spread out some in passives and some in affixes (settle with the fact that you can never truly spam your >40 mana cost spells)
glacier has a node that grants mana on hit
that's critical hits and kills. I am already at 100% crit but it's still not very sustainable
oh yeah
just eats too much. unless maybe i just gotta stack mana to like 800-1000
In general, mana regen is very inefficient. Because you can't add flat amounts, you're never going to stack it to a point where you can truly sustain your big spells.
So it can be better to stack craptons of flat mana, then use the Focus node to regen your mana super fast (but only need to do it very occasionally because you have such a large mana pool)
man. thats a bummer. its like you kinda have to main the smaller mana cost spells and then supplement it with the occasional big ones
btw, if Elemental Nova has a cooldown (from skill tree), and you use frost claw to proc the elemental nova on hits, will it still work?
I'm not sure, I haven't tried it.
I know that the teleport nodes don't work if it has a CD though
Makes sense
also from what liz said apparently every proc in the game where it is not specified that mana cost ignored is a bug
and all cd ignoring procs are bugs too
so ye...there are tons of those
oh damn, that's a lot of bugs, heh
Is that really true? I think the mana thing is just a tooltip clarity issue, and cooldown ignoring procs seems super intentional since they'll normally have cooldowns or other limitations on them already.
from what i heard the cd on nova is a bug, as for other things as i understand they will fix some and fix tooltips on others, so we will see what will change
for example on a new skill healing hands its all very clear, if you take the cd node the proc states that cooldown is ignored and the mana isnt mentioned so every proc consumes mana cost
Interesting. The default is usually that it doesn't consume mana unless stated, though. I really just hope they someday do a whole consistency scrub of all the tooltips or something... pretty sure that would take forever though, lol
well looking at new skills the default is that mana is consumed and on older skills like smite procs etc its not
we can ask mike to be sure
Hey mages. A question: Is this build (https://www.lastepochtools.com/planner/BM6yl6ro) still great option ? (is it better than normal light frostclaw build like Frozens and others?)
Release / 1.0.3
Mage (20) / Sorcerer (23) / Runemaster (70)
โธ Health: 1,194, Regen: 30/s
โธ Mana: 262, Regen: 23/s
โธ Ward Retention: 706%, Regen: 65/s
โธ Attributes: 28 Str / 25 Dex / 170 Int / 5 Att / 5 Vit
โธ Resistances: 71% / 72% / 58% / 66% / 72% / 84% / 77%
โธ EHP: 1,873 / 1,891 / 1,673 / 2,241 / 1,891 / 1,957 / 1,957
โธ Endurance: 20%, Threshold: 239
โธ Dodge Chance: 6% (183)
โธ Armor Mitigation: 45% (2,700)
โธ Lightning, Cold, Fire / Spell
โธ None
โข Runic Invocation (25)
โข Flame Rush (22)
โข Frost Claw (26)
โข Lightning Blast (23)
โข Elemental Nova (25)
โข Boneclamor Barbute
โข Unstable Core
โข Dragorath's Claw
โข Fragment of the Enigma
โข Swaddling of the Erased
โข Strands of Souls
โข Blood of the Exile
โข Twisted Heart of Uhkeiros
Thank God for this because traversal healing hands is insane
Man, feels like all the good mages builds are centered around runemaster and the last passive which grants ward on crit to get you into the 10-30k range of ward.
can I find out, for snowballing in Flame Rush's skill tree, it says all lightning resistance shred from all sources is converted to cold shred. Of course the prerequisite is adding the node before that that changes ALL fire to lightning shred. So does this mean any Fire / Lightning shred will just automatically be converted to cold shred? Does this include blessings like Grand Breath of Cinder that has a chance to shred Fire Resis on hit. does that get converted to cold?
It's a chance so if it doesn't proc to convert fire to light it will still do fire Res shred
But when it does that light becomes cold shred yea ,very weird mechanics btw I m suprise if if the chance even afect the conversion thought to code it like that but if it states all sources then it should
Not sure how it's coded because generally LE doesn't support multiple conversions. I assume it just converts your base damage and fire shred to cold and cold shred at higher priority than the lightning conversion node. For it to be totally accurate, it'd also need to convert any lightning shred you have, too.
I'd recommend to test it if it matters to you.
hello, is there anyone with really high corruption(preferably 10k+) that can help me to test something on orobyss
You may copy ur build in offline mode and test it there with any corruption u want, im sure the theres ce/trainers out there, im curious too..but 7k+c orobys still around 7secs on lightning marksman
I've tested in offline mod already. Now i want to confirm if it's the same on online or it's just offline mod bug
How?
I dont see any character in offline ;/
New Disintigrate Skill Tree
Cant wait for " Disintigrate is now a Circle and you can move while Channeling" ^^
i wish they would a node like echo warpath
so if u channel for some time you leave a clone
But it deals Minion Dmg, finally a good minion Mage Build 
means nothing to me without knowing what the nodes do
whatever ehg has decided to do needs to make up for me losing out on a 16+x damage multi.
If it doesnt, congrats, they have killed disintegrate
Did they buff the ward node at all because 5 per second is pathetic
I couldnt care less about the ward node.
The important bits are if they gave us more damage or not since they removed the interaction with gamblers
losing out on a 16x or MORE damage multiplier thats multiplicative off of the rest of your multipliers is a MASSIVE nerf
i care about the ward node pls EHG tell me its fire
most likely it wont be
ehg has tendency to put meme nodes in trees
and that one is prime example
thats so unfortunateโฆ
what other meme nodes are there
If I'm playing Dragorath's claw, can the auto casted lightning blasts also proc lightning aegis?
Yes
OK thank you.
I'm guessing cast speed nodes on lightning blast doesn't matter much since the unique only says up to 3 lightning blasts a second?
Yup
A massive nerf to an obviously bugged interaction that they only didn't hotfix because you were the only one using it ๐
Wasnt bugged.
Had it been a bug theyd have patched it.
It's technixally only losing out on a +100% crit multi
It was an intended interaction, and the only reason its going bye bye is to prevent people from using it on other channeled abilities, and due to them doing something to channeled abilities in 1.1
and no
not how that works
it doesnt have crit mult
it cant criot
it took your crit chance, and turned THAT into a multi
so 1600 % spell crit = 16x dmg multi multiplicativ ewith other multis
which enabled the entire build
It was unintended, because channelled abilities weren't supposed to be able to crit anyways ๐คท and then they forgot bout the single item that allowed something to do that
^^^^
^^^^^^^^^
If it had been unintended it wouldve been patched
liek the other unintended stuff they patched out
for the other classes
Ignivars was, not gamblers + ignivars
no gamblers ignivars is intended in the current design
its just they have planned to change it in the future
and I would hope if they do a disintigrate rework they make it viable without the offhand so you can play it normally
Ehh that's not reall what they said in the patch notes when they reverted it ๐คท
You completely misunderstood them
Ok
they said that them putting the caveat of " doesnt work for channeld abilities " into the game durin cycle 1 was unintended
NOT that the interaction with ingvars was unintended,.
kain all but confirmed it WAS intended
in 1.0
Agree to disagree
They did say the patched soul gambler wasn't intended to go live til next cycle
They also said they're patching it because it wasn't intended to work with ignv that way ๐คท but that it wasn't fair to brick the only viable disintegrate build
wait thats not right
either post a source, or shush
they patched the amulet from the dude because of the dupe
not because the item was op lmao
Regardless, a 1600 percent more damage multiple is wild
you could repeat 20 billion amulets from the quest
Two separate things
Not really?
Disintegrate on its own is extremely weak
Even with 1600% more it still does not do enough damage
It needs ingvars to scale
its a fault of the skill being 4 years old
i mean i got it to corr 800-850 befor ei quit
but that was min max to hell
Yeah, I'd love to see a disintegrate rework
oh I know but you get what i mean
There was a singular patch which was hotfixed, where they adjusted would gamblers to not work with channeled items
and considering the devs believe corr 300 is viable, im happy with that
it shouldnt need the offhand to work
gamblers isnt working on your disintigrate
its working on your character sheet
unless they do something to it to make up for removing a 16+ x multiplier from gamblers + ingvars, i will not touch cycle 2.
when you get the auto crit it gives you 100% flat base crit
I don't disagree, and neither did EHG, which it why they hotfixed the 1.1 change out
and you can multiply it
thats how the auto crit shrine works too
if you go and take one and you have increased crit, it will jump significantly
thats how its worked for like 4 years lmao
Yeah, I think that scaling method is silly and should be removed because of how broken it is. But the rest of the skill should be reworked so it has 3-5 different viable build to it that ARENT that build.
they stated they wanted to remove this eventually
Its not broken lmfao, its literally needed to make disintegrate viable past corr 200
the only way it BECOMES broken is abusing support LL chain
That's what I mean though. That specific interaction is broken. But the rest of the skill shouldn't be garbage and should scale well in other ways.
I had a buddy chain to me with his LL, we stacked up.. 10k spell crit?
Bruh we aren't disagreeing with you.
We're just saying a 16x multiplier on a skill is stupid.
Is it though? Look at half the other classes sitting there with way more
It means the skill is unhealthy
on skills that arent poodoo without it
well its less about that and more about the game having bad design
you shouldn't require that to function lmao
THE ENTIRE GAME wasnt ready for 1.0
What skill had a 16x MORE multi on it?
It's like.. while that interaction exists, you can't balance the rest of the skill because it would make that interaction become insanely powerful.
and? Itrd bring dis up to the same level of stupid as frostclaw.
Yall act liek dis is mages most broke thing
and its not
Damn claw is.
THAT is the very epitome of overtuned.
Bruh claw needs (and will get) hard nerfs... Dis shouldn't be as strong as claw, because nothing should be as strong as claw
no that line was from 1.1 closed game client(where they removed interaction) and that somehow made into 1.0 live version, it was always intended
they even said that they accidently got that into the game from they closed dev client
judgment has even more it has like 20x from one node ๐คฃ
Which node give judgement 20x?
the per mana multiplier
it can give even more with insane investment
pretty sure its the hardest hitting skill in the game after they nerfed dive bomb
I think dive bomb can hit harder if you count a bleed pop @spare glen
If I'm trying to play Fragment of Enigma with Lightning Blast (no frostclaw), should I just go for as much cast speed as possible? Also would Convergence on LB tree be better than Closed Circuit?
Also, for the RM passive does brand of deception > order's imposition even work with the playstyle I'm going for above?
And if the bulk of the damage is from spark charges from Enigma, does this mean I don't need to build crit? I just go for cast speed as fast as possible and lightning damage?
what makes frost claw so strong?
in the skill tree you can get +2 projectiles and make them fire in sequence and all hit the same target giving 5 hits and 500% damage effectiveness per cast plus a node that gives you added spell damage equal to melee damage making jasper's searing pride staff give you 275 flat spell damage by itself
this guy has good guide for LB rm btw https://www.youtube.com/watch?v=AkwJg5IdDYA&lc=UgxceNGijnAK71TRt654AaABAg.A1HuA9YfXgbA1I1qLMNdrg&ab_channel=Pinchingloaf
ty
yes, it uses your Spell Crit chance
Any Hit can Crit
only spell crit? so normal crit chance doesn't add anything?
then Spell Crit will boost both spark charge + lightning blasts crit chance right?
Crit Chance work
Spell Crit Work too, it just rolls higher
If my crit chance says 25% on the stats page. It means I need a total Increased Crit chance of 400% to hit 100% crit chance correct?
No, it means you are at 25% including any Generic Flat Crit Chance and Increased Crit Chance
ah damn. and if both spell crit and crit chance works, does that mean I just need either one of them to be at 100% and it'll be enough?
also does it mean that if both Crit + Spell Crit is at 25% each, technically my total is at 50%?
Like example if I start at 0%, I go 50% Crit chance vs 25% Crit / 25% spell. Are they more or less the same? Or will the spell take 2 instances of 25% crit chance proc?
sorry im very confused about this 
Oo
They are the same stats (almost)
If you have 100% Crit Chance you will also have 100% Spell Crit Chance
Spell Crit is a subset of Crit
You dont add them together
If you consider a Spell, it will be affected by Crit Chance and Spell Crit Chance
So base Crit is 5% and if you have 100% Inc Crit and 100% Inc Spell Crit, its like having 200% Inc Crit giving you 15% Crit Chance
ok thank you very much. Can I ask one more thing. For lightning blast, the node that grants extra damage to chill / shocked enemies, it doesn't affect Spark Charge damage right?
No and for 2 reasons
- Spark Charges are weird and not affected by the skill tree that procc them (unless specifically stated)
- Conditional More Dmg does not apply to subskills
https://www.lastepochtools.com/planner/Qq8OgL5A super super rough draft, might need to drop dodge entirely and stack more LR/solve mana
Release / 1.0.6
Mage (20) / Sorcerer (13) / Spellblade (30) / Runemaster (50)
โธ Health: 994, Regen: 24/s
โธ Mana: 533, Regen: 15/s
โธ Ward Retention: 526%, Regen: 25/s
โธ Attributes: 29 Str / 9 Dex / 119 Int / 9 Att / 9 Vit
โธ Resistances: 132% / 34% / 111% / 34% / 34% / 43% / 43%
โธ EHP: 5,352 / 3,321 / 4,683 / 3,995 / 5,352 / 3,547 / 3,547
โธ Endurance: 20%, Threshold: 199
โธ Dodge Chance: 57% (2341)
โธ Armor Mitigation: 40% (2,273)
โธ Block Chance: 75%, Mitigation: 38% (1,121)
โธ Fire, Cold, Lightning / Spell, Melee
โธ Enchant Weapon (Passive)
โข Runic Invocation (20)
โข Fireball (20)
โข Flame Reave (24)
โข Flame Rush (20)
โข Enchant Weapon (20)
โข Peak of the Mountain
โข Urzil's Pride
โข Eye of Reen
โข Bulwark of the Last Abyss
โข Orian's Eye
โข Immolator's Oblation
โข Sunwreath
โข Red Ring of Atlaria
โข Fiery Dragon Shoes
โข Unvar's Exile
Is there a way to deal w/ stuns w/o TP idols?
I need to take Flame Rush and convert to cold if I want perma Reowyn's (not sure how else to generate Heo, Rah, Heo)
Haven't played a melee build in a long time, and I'm assuming stuns would be a pretty big concern at high corruption
I'm also not sure how RM works in general, and I'm only running Unvars idol because I assume ur runes continuously reset/generate if u don't consume them and I want to be able to cast Reowyns w/o needing to pay attention to rune count
i thnk Frozen has a melee version of RM using mana strike
xDD
I only do self cooks m8
w/e I'll prob mess around with it last couple weeks of cycle
still need to roll my Falconer
think it's gonna be insane if stuns aren't a major issue, Flame Rush kinda helps with that maybe if I play really well
assuming I can solve for mana and get to 60%+ dodge the EHP might actually rival my Warlock (probably not)
yeah stuns in high corr is very annoying..did u try playing with it using teleport,,theres stun immunity node there and an idol that extends its stun immunity
That was my primary question lol..
I can't run TP if I want to generate Heo runes
need Flame Rush cold conversion to generate Heo, Rah, Heo for perma Reowyn's buff... but I can't be stunned while channeling Flame Rush
so if I position well it might not be a huge issue
my ward will prob be very high also
the dodge/mitigation also isn't reliant on Ghostflame like it is for my Warlock, so being stunned here and there might not be as much of an issue maybe
I think that is the primary thing, I'll still have all of my defense active when being stunned and Orians, so it's probably fine
My Warlock loses 70-80% of defense if I get caught and stunned when not channeling
in ur planner u have alot of block and dodge btw and with orian im sure u wont get one hit
yeah I forgot my Warlock is made of paper if I get caught when not channeling and stunned, it will prob be fine
dropping TP for Flame Rush + Perma Reowyn is worth (assuming Reowyn works how I think it does its basically mandatory)
if u want tp u can spec snap freeze or put unspec snap freeze in 1st and 3rd skill slot,,but idk if thats applicable to u
RM actually seems to have pretty insane mitigation/EHP potential lol
yeah I can't do that lol I thought about it
oh its not coz ur using enchant mb
I still need to finish my Warlock and farm some gear (have most of it already), should have time
I actually might just do this instead of Falconer (RIP 4lp JG Queen lol)
i havent seen yet 4lp jungle only 3lp as cof
I was farming 4lp Chains of Uleros... Hit JG Queen like week 2-3 and didn't hit chains for another month
RNG...
i really want to reach atleast 50% dodge on my rm but its hard where to insert it lol
Yes, but dodge is too OP to pass up
imo it's mostly mandatory if u really want to push w/o cheese
my TP has 2.1cd and im using wrongwarp,,i need to replace strand of souls to get high dodge,,
Mage has no real built in dodge functionality, but can still hit 60-70% if u try and get resist from idols
coz even if im 1sec immune every 1.1 sec i still died on some 1shot xD
yeah, that's how I feel about gimmicky immunity stuff
if not 100% reliable it goes in the bin
GF is pretty reliable cause u can choose when to hard cast to ramp damage, Wrong Warp stuff seems a bit meme though
Thank you. Do you think it's better to go Sorc or RM if I'm trying to go for superfast lightning blast + spark charge crits?
Like Sorc has passives that boost crit, but RM has invocation which you can set as Covenant Arc for that lightning damage + cast speed. Which do you think is more worth it?
Basically Sorc but you go for cast speed gear or RM but you go for crit strike chance gear
yeah rm go for first cast speed, crit chance/crit multi
My favorite combo for mage is broken right now ๐ข The Halo Effect node in lightning blast just... doesn't function.
https://www.lastepochtools.com/planner/AKZv2gXo ok final draft
Release / 1.0.6
Mage (20) / Sorcerer (13) / Spellblade (30) / Runemaster (50)
โธ Health: 994, Regen: 24/s
โธ Mana: 581, Regen: 15/s
โธ Ward Retention: 572%, Regen: 57/s
โธ Attributes: 21 Str / 17 Dex / 126 Int / 9 Att / 9 Vit
โธ Resistances: 132% / 62% / 111% / 72% / 34% / 81% / 60%
โธ EHP: 11,039 / 8,510 / 9,659 / 12,428 / 11,039 / 9,659 / 8,363
โธ Endurance: 20%, Threshold: 199
โธ Dodge Chance: 51% (1984)
โธ Armor Mitigation: 53% (3,423)
โธ Block Chance: 75%, Mitigation: 30% (696)
โธ Fire, Cold, Lightning / Spell, Melee
โธ Arcane Shield (4/4), Immolator's Oblation (20/40), Jagged Veil, Reen's Ire (20), Runeword Inferno (10/10), Apocalypse, Frenzy, Enchant Weapon (Active), Flame Rush
โข Runic Invocation (20)
โข Fireball (20)
โข Flame Reave (24)
โข Flame Rush (20)
โข Enchant Weapon (20)
โข Peak of the Mountain
โข Urzil's Pride
โข Eye of Reen
โข Bulwark of the Last Abyss
โข Orian's Eye
โข Immolator's Oblation
โข Sunwreath
โข Red Ring of Atlaria
โข Fiery Dragon Shoes
Question, does anyone know if mana refund on Runic Invocation can exceed 100%?
meaning if 140%, would I be net positive by 40%?
In the fireball tree there is a node. It's one of the end nodes on the left side if I remember correctly. It says that it turns all crit chance into stun chance 20 times. Can someone explain the relevance of that node? I can't understand why turn crit into stun.
they trie dnerfing it and inadvertenly buffed it to oblivion, and then never fixed it
My guess is if youโre running a DoT and/or glass cannon build, the stun is a better defensive tool for the latter, while crit is essentially less valuable for the former. Just my guess though.
So crit damage falls off in late game thus making stun more valuable in late game?
Pretty sure the answer is no
Okay, I actually found the reference, definitely no
It's explained on at least one node in RI's spec tree
not that it falls off, but that different builds call for different stats
Ok thank you
What build you running?
In fireball still tree there is a node called Imolated core which says my fire ball will have additional fire and lightening penetration. Does this mean that my fire ball will be doing fire and lightening damage?
In the fireball tree it is ny assumption that it's better not ti get Skira's gambit since it will reduce cast speed a lot and more speed = more chance to crit?
No, but there is a node that splits fireballโs damage to a 50/50 split of Fire and Lightning
Often the reduced cast speed nodes grant benefits that offsets the negative cast speed
I am new so really have no idea but the concept is a fire mage that is mobile with teleportation and further increases offense with fire barrier haha
ah let me know what other skills you end up using
Is there an application or something where I can test the numbers?
Thereโs a test dummy in the arena but it has no resistances so it shows your unmitigated damage
No armor either
I will ๐ I am just level 15 right now so I don't have access but I know for mastery I will choose rune master.
Thanks.
donโt forget you can also convert some skills to fire to stay with the theme but expand your possible choices
I'll look into it once more things unlock ๐
@queen mason Why shocking? (dont wanna spam there)
Because I played about 300h on necromancer and still can't get a set of top gears like yours
I guess you're experienced on diablo-like type of games
I had +9 on volatile zombie before but my gears don't support me to keep it ๐ because I don't know the thing I need the most is intelligence
Uf d2, spent like dunno 2-3k hours on that or more no idea , couple hundreds on PoE.
But tbh I watched a ton of youtube guides so I could avoid mistakes early. Biggest thanks to Frozen cause I love this build.
I made all mistakes on the basic of how to play Diablo-like games while I played necromancer, the first class ๐
Start to get the logic until I played the fourth class, sorcerer.
Never watch and find any guide to figure out different builds before played sorcerer.
So... Going much better on current class, the fifth one, marksman haha
And my playtime is 599h now
Had I built the own comfortable zone in this game?
No, far away from it lol
Guys how would put 36 points in ele nova plyaing with frostclaw? Need ideas ๐
thats how i did it
anyway to speed up CD of teleport? the 6 seconds feels slow
stack cdr alot
im using wrongwarp as rm and my teleport cd is 2.1
my current cdr now is 97% and cdr doesnt have a cap as per LE tools so i thnk u can go beyond 100
You must go even further beyond!
Looking for better use. Maybe dump shred arm and crit multi for ward gen ?
New Disintegrate spoiler
how to get luco/amp stack tho ๐ค
i bet will be related to bee summoning
the more the bees the more the lucomancy or whatever is named ๐
idk unless they redesign how the skill works fundamentally its probably will still be garbage
stationary dot channel is just too dangerous
oh sorry not garbage, i meant viable 300 corruption build ๐
I mean for all we know, Lucomancer could gives you 10% Less Dmg Taken per stacks
i dont think that will help, if it can facetank itll be broken and devs will nerf it if it cant facetank its just not good
but either way skill mechanics holds back the skill itself
would be much cooler if we had similar thing to void warpath so for example with 1 stack of Lucomancer you summon 1 clone that channels beam to nearby enemies for 2 seconds
idk but being able to get the tier 3 beam going without having to stand still for at least 2 seconds is pretty huge
depends on how y get those stacks
idk at least in my experience in high corruption you ALWAYS have to move
staying still for whatever amount of time is just bad
unless you perma stun things
but its a dot, so it cant do that
we need to wait to see how to get those stacks
if it's some thing like
gain 1 stacks everytime you channel for 0.5s, not using disint in 4 seconds reset the stacks
you can take advantage of it with something like wrongwarp
my idea is if they make it so that you can "precharge" the stacks before combat(without too much hassle), then maintain it while fighting without having to actually stand still for too long. It can be good
Does anyone know if you have Embers + Homing + 100% pierce on Fireball if the same projectile will cycle multiple times?
meaning will it pierce and return to hit the same target until reaching its max range?
i dont think it works like that
something with a projectile can only hit 1 target once
Embers changes that...
just curious, can test it myself when I level anyway
embers make multiple fireball can hit same target
doesn't really matter cause it's just for my leveling build
not 1 fireball can hit one target many times
yeah true ur right
but i need to test
yeah I misread it, you're probably right
was just wondering if going for pierce would be worth
cause I'm mostly just using Fireball to apply spark charges anyway
i never actually thought of FB that way but if that's the case then FB dps would be massive
due to the flameburst
yeah it's only for leveling before I swap to flame reave
but yeah I'm gonna proc spark charges + flame burst
idk how many Oblation stacks I can maintain with CS penalty
less than 10
but again it's only for like up to 500-1kc before I swap Flame Reave
7-8 is the usual number
yeah with Flame Reave I'll be able to maintain 20+ with good roll cause enchant weapon ignite duration
but prob 5-10 with Fireball
I assume the ignite duration on Enchant Weapon is global and not specific to melee attacks
which should give me 4s ignite duration @ 5.5 a/s (maybe 4.5-5 depending on mana, might have to go for lower AS)
15-20 is prob a more realistic number unless I get a near perfect roll + slam
Guys I made my first build (Rune Master). I would appreciate feedback. The concept of this build was to be highly offensive with focus on crit and getting those crits through mostly ignite. I have not put any equipment on since I don't know what's realistic regarding that.
Release / 1.0.6
Mage (36) / Sorcerer (19) / Spellblade (6) / Runemaster (52)
โธ Health: 930, Regen: 20/s
โธ Mana: 103, Regen: 8/s
โธ Ward Retention: 60%, Regen: 0/s
โธ Attributes: 1 Str / 1 Dex / 9 Int / 1 Att / 1 Vit
โธ Resistances: 18% / 18% / 18% / 0% / 0% / 1% / 1%
โธ EHP: 623 / 623 / 623 / 559 / 559 / 562 / 562
โธ Endurance: 20%, Threshold: 186
โธ Fire, Cold, Lightning / Spell, DoT
โธ None
โข Fireball (20)
โข Frost Wall (20)
โข Runebolt (20)
โข Flame Rush (20)
โข Runic Invocation (20)
None
its just rng bro...number of kills/run doesnt matter
I don't think you can sustain fireball mana cost with frostwall cast on pass through
at least not with 14 mana per cast
with tri-elemental runebolt maybe? But the single target damage looks awful, both runebolt and your setup of fireball do not do good dps
I think Frostwall + fireball is a cool underexplored tech though, but need to solve mana and single target somehow
Thank you. I am reworking the build.
Guys I made improvements to my Rune Master build that I posted yesterday. As suggested I have removed some of the wasted nodes, invested more into mana stuff etc. I gain fire runes from frost wall, ice rune from flame rush and will have to depend on the combo of rune bolt to give me lightning rune. I have not really invested in nodes for crit in the passive tree since I just don't know how good they are. The idea of this build is manual invocations, and comboing my base spells with frost wall. Fireball, flame rush and rune bolt all benefit by going through frost wall. Let me know what you guys thinnk. Oh and also playing with brand. Frost wall and flame rush apply the brand for me to take advantage of brand nodes from the rune master passive tree.
Release / 1.0.6
Mage (30) / Sorcerer (15) / Runemaster (68)
โธ Health: 1,002, Regen: 25/s
โธ Mana: 138, Regen: 13/s
โธ Ward Retention: 118%, Regen: 12/s
โธ Attributes: 1 Str / 1 Dex / 17 Int / 1 Att / 1 Vit
โธ Resistances: 0% / 0% / 0% / 0% / 0% / 1% / 1%
โธ EHP: 609 / 609 / 609 / 612 / 609 / 613 / 613
โธ Endurance: 20%, Threshold: 200
โธ Armor Mitigation: 2% (31)
โธ Fire, Cold, Lightning / Spell, DoT
โธ None
โข Frost Wall (20)
โข Fireball (20)
โข Flame Rush (20)
โข Runebolt (20)
โข Runic Invocation (20)
None
Updated the build. Fixed the no way to get lightning rune problem by make rune bolt purely lightning.
I'm doing a plasma orb build with reowyn shield, are there any other invocations that would be useful?
is there a good lightning cold build so i can use my scales of eterra
Anyone happen to know if sources of % more crit (Flame Reave - Chaos Flare) are multiplicative with your critical strike chance modifier or total crit value?
I assume it would be total crit value after other modifiers are applied
but that also seems too broken
it would be if that one single skill is the only DPS skill that you're using
im looking at fireball's more crit chance vs ignited enemy
while it's super dope for the fireball, it doesnt work with flameburst
and flameburst is a pretty big part of the DPS it's meh
yeah I'm aware of that lol...
I'm asking how the modifier is applied, because it matters
it's a "more" modifier
idk if it modifies your critical strike modifier or total crit value of the skill
multiplied after everything
yeah idk just wanted to make sure
wording made me think it might just modifier your critical strike modifier
idk hopefully Mike responds
cause I think it might actually just modify ur critical strike modifier and it matters
"multiplicative with other modifiers" would lead me to believe it would be 1.4 (40% more) x 3.5 (350% increased crit chance) for 490% crit chance that is then multiplied by base crit
now that I thin kof it that's prob how it works
You end up with a higher number if it's applied last after total crit value is calculated
based on that it looks like it would be applied after base crit scaling, but I'm still skeptical
yeah, you never know ๐
it's just annoying cause I don't want to overcap crit and there's no way to really test in game, need actual confirmation
I also find it hard to believe it would work like that, because it's too broken
looks like I end up 82% or 88% anyway, so I guess it doesn't actually matter, most likely don't need to worry
it's strong for sure but i dont think it's broken
but it could be just me after years of playing Death's Door bladedancer

my point is that it would be less strong if it multiplied ur crit modifier rather than total crit value
but I feel that way about a lot of things in the game xD
yeah
There are too many sources of highly efficient stat values
i never realized capping crit with some class is actually a problem
becuase i spent my whole LE life playing bladedancer
I mean both mage and Warlock also have insane stuff for crit scaling
prob build/skill dependant though
^this
capping crit with for example Static Orb is quite a problem
with just peak of the mountain and +9% base crit I'm basically capped, with only ONE point in Chaos Flare...
it could be 160% more crit instead of 40 lol
88.2% crit with Peak (perfect roll) + 60% crit from passive tree and 1.4 multiplier from Chaos Flare @ 14% base crit on Flame Reave
and Fireball/Flame Burst/Fire Burst are all 75-80% due to Int to Crit scaling (Calculated Destruction)
Think my RM might actually go kinda hard, excited to test it
Thought I would use flame rush as traversal skill, but now itโs a nuke that burns half of my mana, retina and turns everything on the screen into blinding messโ๏ธ๐ฟ So now Iโm just using my feet. This is what I call disappointment
yours does damage?
I think soโ๏ธ๐จ๐ป
It autocasts 6 tri-elemental novas with like 400+% radius almost every flame rush(rarely itโs 3), plus I have gigantic fire glyph of dominion with good rate of ignite due to my global ignite chance(and radius increase from fire aura radius increase, which is frost in my case:D), plus I trigger runic invocation with it, which summons runebolt turret(or even two, I am still not surexD)which uses my runebolt tree and while standing on glyph shoots 60+ tri-elemental runebolts in 3 seconds each of which applies frostbite and ignite and has an an explosion with a radius based on resistance, which is increased while staying on a glyph. Simultaneously I fire 5 runebolts with huge rate to restore mana and use the flame rush again in few seconds. It also gives me a lot of wardโ๏ธ Oh, and I have 20+% chance to cast elemental nova when hit, which also gives me ward if I remember
The only problem, I donโt have a slot on my skill bar to place there a teleportโ๏ธ๐ฟ Running is tiring
But char is an old man, maybe it is how it should be
My RM on 7k 13min shade kill no Last laugh ๐ด
๐ด
cant wait for cc nerfs ๐
yeah cc nerfs and insta/few secs shade kills
Do we know how much Hp Shade has as a Base ?
and now that i think about it , Shade can be anywhere from Level 58 to Lv 100 and then some more with Corruption and also has different forms that might have different HP :/
Huh .. say Level 60 but i guess in empowered Monos hes Lv 100 , but still no idea how much Hp he has .. or any mob
but enemies have 87% damage reduction on Lv 100 , so thats also nice to know
Who is cc?
Crowd Control
Guys I have been doing a lot of shattering but I cannot spend anymore gold on Runes of shattering and am out of it. Thus, I was wondering if I should do monoliths while doing the campaign. I am currently level 44 Rune Master.
ok thank you
shhould I satter thhe ones with skills? Those from my understanding are valuable so I can sell them on the market.
Nobody gonna buy non exalted items
I mean shatter them for suffix
and then sell the siffix on the market
you cant selll suffix on market
and even if you could nobody would buy it btw
since exalted and lp items is all that matters and you cant craft those with shards
Ty โค๏ธ
Now that i read it again ... does the passive skill Sphere of Protection triple its effect if the enemy has all 3 status effects ?
No
tip to the jar "reading is too hard" ,it is literally clarified with alt
havent pressed alt on that , reading helps yeah
It's usually fairly clear when something like that stacks
It late , brain not braining
All good, happens to everyone ^^
still flat 8% DR , could be worse
8% DR is very valuable, i'd say most mage builds take the node even if they don't use any of the nodes after it
Does anyone know of a cold based build focusing on fire aura converted to cold. Best I could find is cold aura ice barrage from 2021
fire aura=garbage
Like my aura of decay build...woohoo!
Fire aura is legit worse
its not even doing well with all perfect rolled idols
take skills and nodes that integrate with fire aura and can also be converted like frost ward and surge
the most support for fire aura is in spellblade so make sure you choose that
Speaking of the devil
more int stacking benefits....
Fire aura still won't deal any damage with that, though, sadly
yeah dman fire aura xD maybe on campaign yah
in which mastery of mage in 1.1 that has dex with crit chance? that maybe fine compared to that fire aura thing
sb
oh so its locked for sb only
hope so otherwise mages will start abusing mourningfrost even more than they do now
You can increase glyph of dominion area with it at least
If you want a burning Aura .. use Pala instead with Judgment
fire aura has been fine to me
REally? Fire aura reliably clears for you?
Its damage is so damn pitiful
It was fine at 100c
a lot of ur messages are pretty smug you know
I like building for it of course I donโt use it on its own but it kinda has a support system
Yeah, it does do fine up to empowered. Bosses take forever and you can't really push it beyond that, unfortunately. If any changes do make it viable, we'll find out I think, and I might try the new node eventually regardless lol.
Anyone here that plays Rune Master with Manual invocations?
Is it possible to have 80% cooldown reduction via nodes and gear?
Yes, it's not even unreasonable
well, to be more specific, you can get 80% cooldown recovery speed
actual cooldown reduction you don't really get from almost anything other than uniques and skill specs
im running 97% cdr on my rm, i have t7 on belt, t5 on boots and 183 int, cdr build is good for wrongwarp to reduce teleport cd and other skills
thanks ๐
hey, is there any guide for a wrongwarp build? I'm a sorcerer, I dropped wrongwarp and the electric tome thing that pairs well with it
oh lmao just seeing you guys were discussing wrongwarp already
I have heard that spells from runic invocations do not scale well in end game. Is this true?
If it is true then why is this the case?
The skill tree just doesn't have much multipliers. And most of the power budget of RI is in Fundamental Criterion, so it is difficult to do damage with RI without fitting your build to that unique. If you can though, like Plasma Orb, then RI can still be good.
Is fundamental criterion a node? The passive tree has a lot of nodes that can help amplify damage though.
FC is the unique chest. The tree has some nodes but they are not enough. I have a build that use most of the damage modifiers and double cast with copied scroll, and the damage is still barely relevant
hi guys im new to last epoch - i enjoy mages in other ARPG. Does anyone recommend a build or particular guide? "Sorcerer Leveling" looks funner than "Runemaster Leveling" on maxroll
If you like to torture yourself with complexity then rune master manual cast using all 40 spells is the go to
Can I have a look at your build please?
You can still play the the 'Sorc levelling' on Maxroll with runemaster
check the mono clearing to see the RI damage
it is overlapped with Glacier and Static Orb procs though
Thanks
It may not be too obvious but my Freezing Cascade hit for like 5k~6k per hit, with 250% added damage effectiveness
so on average for an RI with ~1000% added damage effectiveness it is like 20k damage and with double cast thats 40k
I hhave no idea if those numbers are good or not XD
Not that good as main dps but good enough for clearing trash
What are considered good numbers in end game?
not an easy question to answer but even 'zdps' super tanky build like divine bolt healing hand still hit for like 20k per hit few times per second
I see
Thanks
Playing Rune Master. Doing the campaign and am currently lvl 57. I just got purple tier necklace. Manafused Rubg Amulet Of Sparks. Should I use this immediately and slap affixes on it or save it for end game?
Cdr? Not cooldown recovery speed?
For sure. I think if you canโt chain cast it with flame rush, the skill will loose almost all of its utility for me) oh, and runebolt turret actually uses your runebolt tree
It's recovery speed, there's no global cooldown reduction in the game at all
You sometimes have it on a skill tree. But yes, no global
Still think though you donโt need this if you donโt use the flame rush chain cast
I am running a manual cast Rune master. Learnt 25 invocations so far. So I don't have cooldowns for anything. I just want my teleport to be on a cooldown of like 1 second. Is it possible to have teleport in a 1 second CD?
temporary yes
Temporary meaning?
check experimental affix on belt
oh thats what i meant btw
U can check for reference on teleport cd in fire totem thingy RM build it is very fast
See if I can find a guide for it but I m on phone
Might wanna check it was updated but the move skill tree should be same
As long if it's not that blood rush jesus take the wheel
It's made to fast cast a rotation and have the teleport available again
Thanks
And also that skill the hydro can carry u untill corrupted very easy
It hits so damn hard
So I beat Nagasa. Now I need to do monoliths of fate as the quest. Do I just jump in or do I need to like do some prep work?
I am level 61
My gear is probably trash ๐
Devs need to make a story discussion channel.
complete all ur passives quest and idols slots
There is a story?
i like it
Who's excited for the new season?
me:)
imo the storytelling is not the game strong point at all (one of the worst campaign I've ever seen in an ARPG) but I'm happy it's good at what matters a lot more for this type of game, the build variety, drop system, the action itself etc.
I just wish we'd meet more of the campaign bosses in the post game, as their "upgraded" version. Like gimme a powered-up Liath fight or smth
like I rly liked what grim dawn did with the crucible, it's what the arena should be
if u have a friend inv him to farm with u,,u can farm alot effectively esp when it drops who knows he can get 1lp/2lp for u
so many ppl getting 2lp/3lp heart aldy,,even me i bricked 5pcs 2lp,,,and alot of 1lp in stash
But you know it can just drop from the Boss, not in echoes?
Have not farmed it for a while, but seemed to be more a rare one, yes
If it is, for example, around 10% chance, one may find it in 5 runs while another one may not find it in 20.
lastepochtools says "rare" too, so don't worry too much.
Goodluck bro, you're now a bit frustrated on drop alone xD...wait after u get ur 1lp/2lp and brick them couple of times. Anyway u will be immune to it.
I agree, the college ( I think it's this one) side quest is the most memorable for me cause it actually used the travelling in time thing
Guys I am playing a manual cast Rune Master using all 40 spells. I need to cast my skills fast to be able to invoke faster. I was wondering how much cast speed you all think is sufficient? I am currently sitting at 133% cast speed not counting skill specific cast speed like fireball etc.
why do u use all 40 spells
fun ๐
Do Shatter Strike recasts get all bonuses from the initial cast? Like if I have a buff where the next melee attack deals more damage
Ok boys and girls here is my ultimate sweaty Rune Master build! Please have a look. Would appreciate any feedback โค๏ธ The concept is Offensive Rune Master whose main damage is invoked spells to consistently crit, consistently dealing damage by invoking spells fast and using all 40 spells (Spells will be chosen based on need and situation), defense comes in the form of wards, mobility comes in the form of teleport which also boosts damage output so I will be teleporting every time before I unleash an invocation. Please feel free to ask me if you have any questions.
Release / 1.0.6
Mage (38) / Sorcerer (20) / Runemaster (55)
โธ Health: 924, Regen: 30/s
โธ Mana: 464, Regen: 27/s
โธ Ward Retention: 611%, Regen: 100/s
โธ Attributes: 4 Str / 4 Dex / 113 Int / 12 Att / 4 Vit
โธ Resistances: 92% / 92% / 92% / 100% / 98% / 91% / 96%
โธ EHP: 1,220 / 1,220 / 1,220 / 1,367 / 1,220 / 1,220 / 1,220
โธ Endurance: 20%, Threshold: 185
โธ Dodge Chance: 1% (16)
โธ Armor Mitigation: 29% (1,351)
โธ Crit Avoidance: 115%
โธ Fire, Cold, Lightning / Spell, DoT
โธ None
โข Fireball (20)
โข Frost Wall (20)
โข Lightning Blast (20)
โข Teleport (20)
โข Runic Invocation (24)
None
I see, this is your self build rm very nice
so lets say my biggest problem for the leaguestart is getting stunned( for the content i have planned) ... so i have to play runemaster ( anti stun idols ) to fix that problem ... are there other mechanics or classes that have a good way to get stun immune ?
stun avoidance directly reduces chance to be stunned and health indirectly reduces chance to be stunned
this does not help the equation when every hit stuns you no matter the stun avoidance or hp/ward combined
so i get stunned with a 100% chance by those monsters and only have full stun immunty as option and i just know about the mage idols and cant find anything googling
Damage reduction also indirectky increases stun avoidance
So cap resists, get armor and generic DR
I never felt the need to get stun avoidance outside of the amulet hybrid health mod, and only because it's convenient there
I even used dual [[Heirloom of the Last Nomad]] for a long time until I got both my red rings
This ring is extremely underrated with high lp btw, it's really hard to beat a good 3/4lp
Also get crit immune too, most notable times I got stunned was before I was crit immune
Crit is twice the incoming damage so twice the stun chance
Empowered monos like to give mob crit mod a lot
The idols can work with low teleport cdr, but high opportunity cost imo
I used the hierloom legendarys a lot on last leaguestart but they killed me to many times so those are counter productive to get stun immune โฆ same as basically every build does need to go crit immune in some form so that is expected for hard content
My biggest enemies is still stun โฆ in monoliths there is not too much problems around stun same with bosses you usually survive since after the stunning hit the boss chills for a bit
In arena tho you gotta be stun immune or die and loose your run all the time to being stunned or sitting in a poison cloud that ticks for 10-60k damage per second
Third thing that can kill you in arena is disconnecting but that is harder to solve depending on the build and how many memory leaks your abilityโs stack up ( looking at you shadows / projectiles )
And ye even as old 400k ward warlock you get stunned with a bazillion effective stun threshold and then you die in 0,2 seconds of not moving
so I respecced from a pure fire disintegrate build to a fire frost claw crit build that triggers meteor, it feels so so much better, cruising now at lvl 70 with a lot of potential to improve dmg and defenses, unlocking empowered soon
I feel like disintegrate does way too low damage compared to how vulnerable you need to be when you use it
Get some dot so you still leech while stunned? Build dodge so you don't get hit?
Best stun avoidance = Movement Speed and Traversal Skills ๐
You die in milliseconds what does Leech and dodge do
This does not work in an 10 hour arena run
I'm playing Arena levels where 150k ward won't save you, too. And I stick with my statement.
Even more as high ward builds have kinda low max hp usually. At certain levels you need to dodge certain attacks manually or stun is inevitable.
1.5k with pala is very strong yes
that also might be the realistic highest you can get next league ... well pala should be dead but for the meta builds i cant see how they go over 2k
white mobs hit for 45-60k per hit on 2300
so that even allows 400k warlock to be stunned easily
u mean 2300 waves on arena?
ye
at that stage you are used to dodge the poison clouds but if you get touched once by a bird you get killed in a fraction of a second
it is hard to tell but 1k arena is 3k corruption roughly in my book
arena doesnt scale too much with monster hp
coz i get killed here in jsut secs if i dont dont ground poison
but damage movementspeed attackspeed castspeed
the bosses have some big health at 2.3k but normal mobs you can still mostly oneshot same as they oneshot you
yeah maybe ur right thats sames fair ratio coz im on 8kc rn
yah ikr but i thnk high armor will save u?
you have to be stun immune to be able to go to your max
mobs have 300% movespeed attackspeed in high arena
so the second you stop moving you are gone
yeah iknow my rm now is a glasscannon
and i only have max 30k ward while mapping
are you freezing or just pure damage ?
wrongwarp fits my mapping the most...perma haste and with snap freeze and wrongwarp stun i have 2cc...and around 150ms
i run like ninja xD.,.and 2.1s teleport cd
thats what i currently think will be the best for 1.1 launch
even with lowered ward
my probem was just all runemasters vids i checked those builds where so slow walking
i invited a 3k freeze rate RM on my corr and he cant even freeze a small mob,,what a shame
yah laddle build very slow ms...even if with haste buff perma active..
But worngwarp has maybe 30% less dmg and 50% less ward against rare enemis coz u dont have branding..but mapping ward on non rare mobs same..
for the 2300 warlock i played with profane veil duration, root and fear to keep mobs locked out while im in bubble for 10 seconds
i dont have 4lps
core of the mountain is a good choice
:white_check_mark: This character build is verified
Release / 1.0.6
Mage (28) / Sorcerer (21) / Runemaster (64)
โธ Health: 1,199, Regen: 27/s
โธ Mana: 320, Regen: 11/s
โธ Ward Retention: 772%, Regen: 38/s
โธ Attributes: 40 Str / 27 Dex / 174 Int / 17 Att / 17 Vit
โธ Resistances: 76% / 68% / 76% / 68% / 79% / 106% / 74%
โธ EHP: 3,571 / 2,920 / 3,125 / 3,454 / 3,571 / 2,891 / 2,862
โธ Endurance: 33%, Threshold: 308
โธ Dodge Chance: 13% (428)
โธ Armor Mitigation: 48% (2,970)
โธ Fire, Cold, Lightning / Spell
โธ None
โข Frost Claw (25)
โข Elemental Nova (22)
โข Runic Invocation (22)
โข Teleport (20)
โข Flame Ward (21)
โข Prismatic Gaze
โข Core of the Mountain
โข Wrongwarp
โข Fragment of the Enigma
โข Strands of Souls
โข Blood of the Exile
โข Red Ring of Atlaria
โข Red Ring of Atlaria
โข Orian's Eye
โข Twisted Heart of Uhkeiros
ye holy sheed that is a good character
ahm i thnk now since i have wrongwarp...Prism wraps is the best armor if its 2-3lp,,but u need to have %increase armor and armor/reduced dmg from crits
if you really want to push arena
swap belt for junglequeen with t7 traversal cooldown
couple with wrongwarp
unless you're playig with your feet
you cant die
yeah for 16s perma invu
arena deaths are usually result of 1 second of not focusing
that combo pretty much fix that
^^ that sums up my deaths ye
oh damm i missed the 1 second invulnerable from wrongwarp .. thats op
yeah i might try that belt to be familiar with potion gameply
but its very hard to time for me btw like in lightless arbor boss 1st stage i hardly can timing his slam xD
if you're worried about the ward loss from not using strands of soul
it's actually not that big if you also get 100% potion health converted to ward somewhere
on my BD i have around 10k stable ward
but when i run arena my ward is constant at 15k
due to the excessive potion addiction lol
xD
i definetly have jungle queens on my play list since it sounds fun af ๐
it really is
it also makes your gameplay active
which is a huge plus
at least in my book
You dodge and you don't get stunned
damn 2.5secs..if i wear a t7 cdr boots it hnk tleport cd is 1.9iirc
saw an 2.5k corruption necromancer early in 1.0 league and that looked so funny to me
with jungle queen traversal reset
0ne thing i would like to understand is the increased stun immunity duration from orians eye amulet
junglequeen likely will get nerfed next patch tho
i had that on my radar but im not sure what vallue you get from that
it doesnt give much benefit for Mage i assume
since you can get stun immu from teleport
do you even take that node?
i tried that belt before and ddnt like the gameplay but i try in my corr...also i ddnt like the gameplay worngwarp...but when i saw Retribution using it so i tried
nah it will increase the cd on teleport on massive amount
but you get access to the 50% CDR node behind that no?
so its hard to tell if the high invest in cooldown and stun immune from teleport is worth vs 1-2 stun immune idols
yeah i will try to spec again to check,,last time i thnk the cd is around 5s?
or not enough point to justify that
theres a stun immune idol..will it only work if i get that node?
no it works regardless
stun immune idol works itself but its a giant one
i was asking this like 1month ago, cant ge a clear answer
wow wth
it completly blocks the mana efficiency with frost claw to be slotted in
^ this
it's a huge commitment
but i still get damage on something like necrotic lasers xD thats a 1shot
not if you're invul
yeah true,,need to remove volley of glass
๐
what? so even if i dont use the jungle queen?
with wrongwarp i mean
the downside of wrongwarp + junglequeen is the random teleport
which can be huge issue
yeah xD
being unkilllable for a second after wrongwarp sounds fine to not die tho ๐
well i only used it coz i can assasinate the boss/objective on echo faster that flamerush rm
coz i dont care how many mobas chasing me coz theres CC and immunity
It's worth trying if you want a change of gameplay
and can potentially gives much better arena result
for my experiment i crafted a negative mana sorc build
with wrongwarp + jungle queen
yeah but with alot of immortal eyes,storm cage and rares surrounding, the remaining 1.1 sec vulnerable time is deadly...i have to maintain 20kward+ or run away like craxy xD
you can just teleport > hit for 1sec > pop potion > teleport
rinse and repeat
i dont think you'd need more than 5 seconds to clear a pack
yeah that what im gonna try and be used to it
is jungle queen realy that high on the nerf hammer list ? i know its op but i havent seen many figure out how to abuse this
really xD
depends on the pack,,some packs full of rares, giants take forever to kill with WW
at least on launch week i havent seen many use it
best corruption climb build is literally a JQ abuser kekw
outside of empyrians group and some asian speedrunners
actually every single top corruption climber is JQ abuser if im not wrong
currently i assume this could be very true ๐
theres no ccorruption ladder if im not wrong
no leadearboard on corruption...the last guy i know was Vieth who reached 7.3k on his rogue
havent seen one on yt
I mean just look at it
well the devs here have a corruption ladder but its not public ^^
Wraithlord is JQ abuser for sure
wth?
so whoever is beyond is the fault why stuff gets nerfed next league xD
devs mentioned this?
yes in one of the last streams of the devs
where they play and talk about upcoming stuff
well Mike said everything that can do 4 digits corruption are basically design mistakes
so you can safely expect
nerf hammer
xD
yeah np xD
they want us to be at 300-500 corruption but we will anyway break something again ^^
i was just focused one one class btw thats why i manage to go high
i played falconer but my build got completly destroyed
its not fun to kill shade in 15mins...but we have tiktok/fb reels
Every classes have something broken that allow them to go nuts
- a bit of warlock since thats the other new class


