#π§βmage
1 messages Β· Page 75 of 1
did someone reach 10k already?
I dont know
explain the infinite
no further strength increase i guess
ok i need 2weeks for 10k xD
in poe delve stops scaling after 6k corruption
i cannot confirm it but once you reach 10k, it seems like the shade's HP reverse scale
means its HP actually decrease with corruption
lul
ok wth,,,since theres no reset in corruption i plan it to stay there xD
u just give me more work to do
but this is rogue and offline mode btw
damm this guy let the 20 second loading screen of boss in xD
doesnt matter
with the same setup
same everything
10k shades dies much much faster than 9k
with minimal difference you can say that it's RNG damage roll
but this this too big of a difference
also recently i tried the same setup with a 12k shade
and it dies even faster than the 10k
kekw
yeah..but after 10kc it will continue to increase right?
nope
huh what do u mean
the bladedancers damage is wierd π 0 dmg 0 dmg 0 dmg ... millions of damage and dead
that's my magic xD
and no it's not offline mod magic
im watching the online one
it almost looks like synch strike enables the big damage
oh mb i was just confused that after 10k u said its an infinite climb so im thinking on Shade fight kill rinse and repeat no more mapping needed, just fight shade again and again
oh i see
π and what do you do with perma shade fight ? selling his amulet 100x on merchants guild
yeah best farming spot for omnis
i just mean the shade got weaker instead of stronger with higher corruption after that point
okay,,i was excited for a moment there haha...i thnk 8k is enough for now...
probably something with him hitting an numerical limit and that swaps after 10k to reduce the further +health
anyway not a realistic corruption for all people that come to leaguestart π
I asked in ask-dev channel but didnt get an answer
yeah that's basically what Mike said
i will just hop on for 1-2 weeks on leaguestarts do abit of 1k corruption and arenas and take a break again
its around 3weeks more before cycle2,,i just want to farm favor on 8k on a crowded map and try the jungle queen gameplay
he said that if something can reach that number then that thing is the bigger problem lol
ye doesnt matter for now since anyway only 4 month cof farmers go there xD
yeah devs is the problem..they dont assist the issue immediatly like the gold issue
most peoplle will be always at the beginning of cycle where everyone starts at 100 corruption again ^^
most people don't even get to empowered mono
yea only cof so true...i was planing to paytowin on mg but i was save on the gold dupe btw...and maybe if i did that im pretty sure in on another game rightnow...
those also dont realy count towards finding and fixing bugs or topend problems of pushing π
same thing in poe most dont even finish the story
but also there you cannot look at them for balance reasons
yeah personal issue xD
i will always break stuff in arpgs xD no matter if a million people cant beat the lowtier content
so runemaster meta in 1.1 π ? have we concluded
nah for sure nope...coz of heavy nerfed in frostclaw...maybe spellblade i guess
π€
i found 1pc of exalted belt fit for the gameply u suggested but the the 2prefixes are already there by default..
wait frost claw will be nerfed?
yeah esp the gift of winter node,,,so bye mana refund
noooo
I "just" respecced into the meteor proc-ed by frost claw build
I guess if the mana consumption is too much I'll switch to fireball
but frost claw looks and feels so much better with all the additional hits and auto target nodes
idk why they will nerfed RM theres nothing op about it esp on very high corruption, they are glasscannon class,,what i found OP are 300kward sentinels
the most OP thing that allow omega corruption climb is snap freeze perma CC lol
Yah also 3secs shade kill on 8k shade with marksmann
What to do..it devs fault..
EHG already knew about this stuff before 1.0 launch
and even attempted to solve it
somehow still happen

just give boss CC resistance that increases everytime they got CCed duh
yeah thats nice then i will go with insta kill class then like what DA marskman does..the only reason i stick to rm coz corruption lvls cant be shared,,nobody wants to spend 15mins killing a boss even with a perma freeze xD
wherein theres a class that can do high dodge rate and can kill it in seconds and even do faster mapping than any other classes
(good) 300k Sentinels are a myth
nice mana regen π
i have a question about lightning blast, if i have frontloaded and focal blast, it deal the bonus damage to all enemies? Frontloaded only say it deal damage for each target chained
nvm, did the testing it is weird
One guy did it for sure, u may ask him how he builds it π #π±βsentinel message
thats a pure support paladin meant for Party play, which is not something EHG balances for (party play)
also its something thats being removed next patch already confirmed
and was not intended at all
We spoke about it, and you can look at his builds easily over the ladder.
But Cole is an exceptional player, combining excellent theory crafting with a really deep grind.
I guess you can take his VK almost as a ceiling.
True that! But a different side of the story
:white_check_mark: This character build is verified
Release / 1.0.6
Mage (20) / Sorcerer (11)
βΈ Health: 344, Regen: 10/s
βΈ Mana: 152, Regen: 9/s
βΈ Ward Retention: 506%, Regen: 24/s
βΈ Attributes: 4 Str / 15 Dex / 114 Int / 4 Att / 4 Vit
βΈ Resistances: 42% / 18% / 55% / 38% / 33% / 59% / 42%
βΈ EHP: 1,429 / 1,111 / 1,690 / 1,429 / 1,291 / 1,791 / 1,420
βΈ Endurance: 33%, Threshold: 69
βΈ Dodge Chance: 63% (1407)
βΈ Armor Mitigation: 15% (108)
βΈ Fire, Lightning, Cold / Spell
βΈ None
β’ Fireball (24)
β’ Flame Ward (20)
β’ Runic Invocation (20)
Homing node on Fireball seems to bug out sometimes at high cast speed values? Maybe just visual
wow high dodge rate...
yeah dodge too OP don't think I would ever run a build w/o it xD
depends on available suffixes
even Mage can hit 60%+ if u invest a lot
at least in the current patch/meta considering how well it synergizes with regen/wardgen and miigation
a lot of builds (most I think) can find a way to layer nearly every defensive mechanic in the game to a reasonable degree
Rogue is prob the weakest in that regard
https://www.lastepochtools.com/planner/oN3e255A
I think I've build a decent support RM. I don't play mage at all and don't have any idea of what I'm doing with it so I figured I'd ask
Release / 1.0.6
Mage (20) / Spellblade (15) / Runemaster (78)
βΈ Health: 3,112, Regen: 0/s
βΈ Mana: 137, Regen: 14/s
βΈ Ward Retention: 600%, Regen: 169/s
βΈ Attributes: 2 Str / 2 Dex / 113 Int / 2 Att / 2 Vit
βΈ Resistances: 143% / 84% / 77% / 43% / 82% / 45% / 59%
βΈ EHP: 46,499 / 46,499 / 46,499 / 38,571 / 46,499 / 35,769 / 39,914
βΈ Endurance: 20%, Threshold: 622
βΈ Armor Mitigation: 24% (961)
βΈ Fire, Cold, Lightning / Spell, DoT
βΈ Enchant Weapon (Active), Flame Ward
β’ Elemental Nova (24)
β’ Enchant Weapon (20)
β’ Glyph of Dominion (20)
β’ Frost Wall (20)
β’ Flame Ward (21)
β’ Titan Heart
β’ Frostbite Shackles
β’ Last Steps of the Living
β’ Aergon's Refuge
β’ Crest of Unity
β’ Oceareon
If flame ward is not up I lose allot of tank. Goes down to about 32k but that's not to bad either way. Plus it's meant to be more cast on allies when they walk through frost wall
Odd way to spell sentinel 
(but yeah, you are right, the main difference in class defenses are the things exclusive to each, like frostguard)
Healing Hands?
You're not seriously trying to argue that Rogue can inflate EHP more than Sentinel? Surely?
Depending on numbers tuning that could maybe change in 1.1, but as of now xD
Healing hands has been confirmed bugged right?
Or am I miss understanding
Pretty the numbers are just completely out of line, but the interaction is intended?
Yeah, I'm not counting the bug that is HH
All I know is forge guard is too op
Either way, Senintel still has an inherent method of ward generation, and even post nerf will prob still be reliable, which rogue lacks
but yeah they both pale in comparison to Warlock/RM and I'm not sure if that will change much
Ward is just busted in comparison to health. If you're not going ward late game you're going to have a hard time
We'll see, rogue has GB and an actual LL node or falconer shenanigans
Silver shroud too if it doesn't freaking bug out again.
Haha late game? My RM is maintaining 4-5k ward at level 50 xDD
How 2 power level urself 101
idk which will come first, 500c or level 100?
RM is just busted. That's not even a question.
I'm also turbo geared with full slams xD, 2nd character after farming all cycle
nope..not as busted as healing hands and ista kill on rogues...
Also it seems like my assumption that Embers + Pierce was correct
it seems like fireballs pierce and cycle through/continue to hit the same target until reaching the end of their max range
need to test more
assuming the hit box is large enough for them to stay within homin proximity at least
vs. small hitboxes the projectile speed might prevent cycling
they can't hit the same target
they keep targetting them
but they just move through them
each fireball can only hit 1 target once
they will still try to home enemies, even if they have hit them
Good to know, ty
ffs, i got dced again on wave 940..
Rip
i cant screenshot it lol,,it happens on loading screen, transitioning to another arena theme...
You know what that's completely fair.
yes ofc i like them xD...
yeah and i tried again now and only 10mins into arena, dced again when on loading screen....so im fighting for not only mobs but also no to get dced...no other apps open, 400mbps internet speed idk man...
ofc i tried again and dced after 30mins on 400waves
u on cable or wifi?
cable
i just read some forums...some ppl switch from lan to wifi..gonna try again tommorow..
are u playing with last epoch with firewall off?
no mine is on
Particle effect of Fireball is pure class btw, I like how it gets a blue tinge if u convert 50% to lightning and turns into a full on lightning bolt at 100%
Feel like I have a Hadouken machine gun
Fireball hadouken audio mtx, EHG pls
https://www.lastepochtools.com/planner/BjkPmgEo Best leveling build in game, cycle start viable xD jk
:white_check_mark: This character build is verified
Release / 1.0.6
Mage (20) / Sorcerer (24) / Runemaster (50)
βΈ Health: 1,025, Regen: 23/s
βΈ Mana: 277, Regen: 12/s
βΈ Ward Retention: 642%, Regen: 127/s
βΈ Attributes: 27 Str / 14 Dex / 149 Int / 14 Att / 14 Vit
βΈ Resistances: 97% / 68% / 59% / 57% / 35% / 181% / 93%
βΈ EHP: 2,463 / 2,005 / 1,858 / 1,981 / 2,463 / 2,155 / 2,155
βΈ Endurance: 20%, Threshold: 205
βΈ Dodge Chance: 27% (792)
βΈ Armor Mitigation: 22% (700)
βΈ Fire, Cold, Lightning / Spell
βΈ None
β’ Fireball (26)
β’ Flame Ward (21)
β’ Runic Invocation (22)
β’ Flame Rush (21)
β’ Snap Freeze (21)
β’ Peak of the Mountain
β’ The Kestrel
β’ Mad Alchemist's Ladle
β’ Fragment of the Enigma
β’ Liath's Machinations
β’ Immolator's Oblation
β’ Fiery Dragon Shoes
β’ Red Ring of Atlaria
β’ Red Ring of Atlaria
β’ Orian's Eye
β’ Twisted Heart of Uhkeiros
Fireball also costs exactly 15 mana, so I can go Brand of Deception, 2 ez
No more dc issue, just pure carelessness on death...damn Soulcage!
@hushed elk push yours now xD
Carelessness happens after a forever lasting 6 hours run... They really need to change arena system.
I'll do a couple more runs, dying to bug at wave 1090 hurts
can def do 1.5-2k+
somewhat dependent on wave RNG and if I play perfect
yeah the mobs is nothing compare to 8kc,,i still ddnt see a cold/lightning element Bitterwing on arena xD
I've seen 0 bats or worms so far
this run last 4hrs btw..
i kept dc this morning so i followed the guide on dc and it works
wave 490 - 1090 was 3hish for me
i was from 135 xD
There's a bug w/ some movement skills and multiple inputs where it can lock all of ur abilities
only solution is relog/death as far as I can tell
if I hit the wrong keystroke it's gg, need to be precise with inputs xD
No bugged skill on my rm btw...
Same? If u mean bugged as in HH/Jelkhor
i mean i got no bugged movement/traversal skill when i was pushing
oh there was around 5secs that i think my connection almost lost,,,no frostclaw coming and i was rubber banding..it was when im on 700wave,,,almost died lol, very lucky
Grats. Ya the lightning eles and bats donβt exist in arena.
No need to go over 75 light, fire, void, or nec res iirc in arena.
Hi, Iβve only played rogue and wondering how is spellblade?
Spellblade in this cycle is not played that much by many, even when u check un ladder nobody gears up a spell blade. I think they might be good to try in cycle2 imo.
It suffers from having fairly few viable builds and is chronically squishy but can be good fun and dish out really good damage
Any runemasters here who can lead me to a viable build that can push high corruption while using many different runic invo combos? frostbite frost claw is just spamming it while sometimes using frostguard, and hydra/plasma is just spamming the same invocation over and over
A good Invocation build will never use multiple invoke spell
Because there will always be a single best spell
And if you're casting multiple spells it means you're not casting your best spell
Thus lowering your DPS
And then there's scaling issue
Ah, I wanted to cosplay as Invoker while running through the high corruptions. Oh well, staying with frost claw then cause it slaps
Nobody's stopping you from using multiple spells tho
But dont expect it to be better than using few specific combos
Yeah, I've tried a few of my own builds where I rotate and do combos but they all stagnate in early 100-200 range corruption monos, whereas plasma/frostclaw stays competitive up to my current 400+. So I asked just wondering if theres some viable wombo combo build that would be viable at higher corr
Looks like you havet dived deep enough with those
Plasma orb def can go much higher than that
You can try ball lightning
FC i dont count as invocation build
Oh yeah definitely, plasma orb is very competitive and more stimulating than just running frost claw, but it too became pretty bland after a while
Since none of its main damage come from invocation
True, I'll see if I can farm up better gear for the plasma build and try to use it for 500+
Any lightning invoke build can work
With shock stacking lightning brand
I forgot the name
That thing does omega damage
Nice, havent tried that one out yet. Tyty
this is the closest you will get to that playstyle
Thanks, imma take a look!
keep in mind that it was 0.9.2
RI spells dealt 7x the damage they do compared to what you have now

yeah but we have 50 times the powercreep lmao @rapid hinge
imagine a 2 LP fundemental criterion
π
ok I guess criterion wouldnt be good on that
that build is also before they fixed the bug with runebolt which made it have 20% less cast speed
then they buffed it with 20% more cast speed
I mean with the gear you can get in merchants gear you might legitimately be able to
thats just how stupid the power creep's been this patch
Ive never played a mage in the game, is it a ward spam type of class or can you go without ward
there used to be a time when you can go zero ward on a mage
it's past that time now i guess
Can't wait for them to ruin my entire build
They are supposed to buff disintegrate with the new tree.
You will even be able to choose your off hand
Did somebody say fundamental criterion - idk why I collected this crap
kekw
i just know that disintegrate is still gonna be terrible feeling to play lol
Disintegrate would be cool if you could make it into a Discoball Laser show like with Stygian Beams Life Drain. Channel while moving and also autotarget
they should make it like a permanent version of the 3 elemental beam invocation
so what's the main difference between triggering fireball off of fireball crits VS frost claw crits
I went for frost claw, everything melts, but my mana too, wondering if triggering on fireball crits might not be much much easier
but then I suppose I'd need cindersong and that's a big damage hit with bad spell dmg bonus
sorry not cinder song, the fireball wand *
oh actually nevermind that's the one lmao
question for frost claw build. is freeze rate multiplier really better than cold dmg? sorry im still on my 3rd day on the game.
I guess it depends on how much you have of both. But most likely FRM is going to be more Dmg
Anyone wanna take a look at my current build and maybe share some tips on how to improve clear speed? https://www.lastepochtools.com/planner/BO3gMK2B
More info: basically I leveled with Fireball Spreading Flames and it worked great for the campaign but I feel that the Spreading Flames damage is starting to get kinda meh at this point (doing lvl 85 mono atm). Basic gameplan was fireball spreading flames to kill trash, flame rush into rares / bosses and it drops glyph and Igneous Rain invocation and it was okay. However now I feel that the fireball (especially the spreading flames part) isn't doing that much anymore π¦
One idea I had was to maybe swap to a big aoe Invocation with Lightning tag and use Brand of Deception from passive tree for AoE clear.... And change fireball to something else or just go ham on the ignite / cast speed / fire res shred part of it and forget about spreading flames. Dunno, any ideas are appreciated π
Also the gear and resistances are kinda bad, however survivability is not yet an issue π
:white_check_mark: This character build is verified
Release / 1.0.6
Mage (20) / Spellblade (6) / Runemaster (59)
βΈ Health: 1,046, Regen: 107/s
βΈ Mana: 265, Regen: 13/s
βΈ Ward Retention: 326%, Regen: 94/s
βΈ Attributes: 0 Str / 0 Dex / 75 Int / 0 Att / 5 Vit
βΈ Resistances: 54% / 74% / 67% / 50% / 58% / 71% / 5%
βΈ EHP: 1,113 / 1,340 / 1,244 / 1,174 / 1,152 / 1,300 / 786
βΈ Endurance: 20%, Threshold: 209
βΈ Armor Mitigation: 23% (689)
βΈ Crit Avoidance: 30%
βΈ Fire, Cold, Lightning / Spell, DoT
βΈ None
β’ Fireball (20)
β’ Runic Invocation (20)
β’ Flame Ward (20)
β’ Flame Rush (20)
β’ Glyph of Dominion (20)
β’ Ferebor's Persistence
β’ Soulfire
Hi guys, is there no really viable sorc lighting build atm?
https://www.lastepochtools.com/planner/olJKxmGQ Poverty Frostclaw AKA Hadouken Machine Gun xDD
:white_check_mark: This character build is verified
Release / 1.0.6
Mage (20) / Sorcerer (30) / Runemaster (63)
βΈ Health: 1,036, Regen: 27/s
βΈ Mana: 392, Regen: 14/s
βΈ Ward Retention: 766%, Regen: 144/s
βΈ Attributes: 14 Str / 14 Dex / 170 Int / 14 Att / 14 Vit
βΈ Resistances: 113% / 89% / 76% / 89% / 52% / 110% / 110%
βΈ EHP: 2,241 / 1,961 / 1,961 / 2,160 / 2,241 / 1,961 / 1,961
βΈ Endurance: 20%, Threshold: 207
βΈ Dodge Chance: 17% (556)
βΈ Armor Mitigation: 25% (1,114)
βΈ Crit Avoidance: 30%
βΈ Fire, Cold, Lightning / Spell
βΈ None
β’ Fireball (25)
β’ Snap Freeze (20)
β’ Runic Invocation (21)
β’ Flame Rush (20)
β’ Flame Ward (20)
β’ Peak of the Mountain
β’ Mad Alchemist's Ladle
β’ Fragment of the Enigma
β’ Liath's Machinations
β’ Immolator's Oblation
β’ Fiery Dragon Shoes
β’ Red Ring of Atlaria
β’ Red Ring of Atlaria
β’ Orian's Eye
β’ Soulfire
Runemaster... damn
yeah I was just linking my meme build lol
only using for leveling/low corr, going Flame Reave soon
for leveling a self made lighting build works fine and is fun but for higher corruption I see issues coming my way.
thank you very much
do you use wrongwarp?
I'm soon respeccing into it in like 2 lvl
wrongwarp lightning fireball
from what I've seen sorc is only used for fireball basically, cause it seems runemaster is better at everything else (too OP?)
nope, they're not,,rm sucks on single target dmg, only 2nd to sentinel when it comes to ward build and become glass cannon on high corruption.
idk I thought sorc was the meme of last epoch tbh, certainly feels like it playing it
although I rly like fireball
like I also have a lich and a bladedancer and those are so much better at everything, also much faster
personal experience tho so maybe I just haven't found the OP fireball build yet haha
yeah i hope they buff sorc too..like if rm is on tanky side..sorc should be on more dps side whether mapping or bossing...very few ppl build sorc and i thnk they are even have worst dps on bosses
I meant to say meteor *
somehow I always confuse the two
yes that's my main problem haha
tankiness is also indirect DPS
the less thing that can oneshot you
the less time you spend avoiding stuffs
the more time you spend hitting things
-> profit
@grizzled lily yo how's your static orb nuker going
not bad I suppose, with RM it can oneshot up to 1k cor and with Sorc up to like 1.3k
how do you play yours
one shotting shade?
yes
I like sorc a bit more with this playstyle
yeah same i actually think this is the only thing that a sorc can kinda beat a RM

since both the innate +flat mana and mana cost = increase damage helps a ton
I use Meteor CoC as well, it is pretty good
I go full utility with Glacier with Freeze and the ranged node
and rely on Meteor for clear and some DR
ohhhhhhhh
have more range, more cc
the mana cost synergy is def great but i always thought multiple elemental scaling is not it
very interesting
im using glacier, orb, ice barrage and flame ward
teleport also
I don't think mage get punished much by mixing elements in general, except for the little bit of penetration from Sorc passive
especially with wrong warp
yeah that's very true
oh yeah and ice barrage
in my mind the best thing the meteor gives is craterborn's fire pen
and since both glacier and orb do not have fire damage
true
it's kinda a waste
very nice
this might be my next cycle starter
assuming it wont get nerf
which is very not likely kekw
probably won't
sorc doesnt need a nerf
yeah
okay i'll try 2k shade right now real quick and see how it goes
do u use any kind of boss setup for shade
or just do it
I just do it
I probably should have a confluence of fate for bossing
but I don't
yes
800k when I'm idle, 3m when I'm using spells/potions
4m actually with everything on
do you need to do any kind of setup with your sorc
or just go in point blank range and smash orb
i can only get 2k shade to 70% HP on my sorc
i think i'm doing something wrong here
teleport -> potion -> arcane ascendence -> smash orb
my orb tooltip DPS is also around 4k
4m i mean
what is the potion for
teleprot is for julra ring proc right
potion for the unique relic for 40 flat necrotic
another benefit for going mixed damage
ok actually the setup i use has quite less DPS then yours
i still use the mapping set with red ring + dodge stack etc
ocearon should be much better
yeah since I'm going freeze with Glacier, the freeze rate per chill is useful as well
It is pretty good cc, pretty much always freeze trash first hit, and freeze elite mobs in a few hits
what did you slammed on the Julra ring if i may ask ?
should be spell damage for burst, but I slammed int for general purpose
@rapid hinge https://www.youtube.com/watch?v=fg5DWoklVx4 I uploaded some gameplay for my build
I'll to swap some DPS gear for mine later
how much damage does AA give you
i dont see any "more" on AA's tree so just assume it doesnt give much
It is mostly for the cast speed to sneak in like another static orb before boss DR kicks in
there is a slight delay I think
i think 4 seconds might be the delay at max
since i thought you can always snap freeze cheese anw
but it's very liklely gonna be changed next patch
4s is too much, I think it is like 1s or 2 if I'm not imagining it
yeah 4s is way too long lol
yeah they are addressing CC on boss
there's always chance that they'll mess it up again tho
like they did with 1.0 launch
π
I will be very surprised if they don't mess up plenty of stuffs again lol
since they seem to be in a rush
i just hope they'll be more consistent with the mid-cycle nerf/fix
than what happened in this first cycle
got a question - "conflagratioN" on the fireball tree gives 120% chance to ignite at max level, what exactly does that extra 20% chance give you?
i mean, 100% is a guaranteed stack of ignite
so is +20% another quarter of a stack?
Yes
It's 20% to apply a second stack
this build is brilliant, love it
What is the maximum damage taken from mana you can get realistically ? And is that defense invest worth for high content compared to to chunkypapas op sorc ( which was my secret plan B starter for 1.1 since it looks so strong and my starter might be killed by patch π )
I saw a tanky sorc that did no damage tho π so itβs hard to tell
tried to look it up in the search, got nothing, so here goes:
Does anyone know what happens in the following scenario:
- Dragorath's Claw equipped, as well as Fragment of the enigma
- Trigger Frostclaw via melee attack (30% chance nodes)
- Volley of Glass is specced
Here the questions:
- Does every projectile from Frostclaw have a chance to trigger a lightning blast from Dragorath's Claw, or is it once per Frostclaw-trigger
- Does every projectile from Frostclaw have a chance to trigger a Spark Charge?
100% is possible - depends on your definition of realistic
@west summit I basically made that setup in this video; https://youtu.be/5FRL3YEL_vw - It seems like yes every projectile from FC can trigger LB. It does say "on crit" not "on cast". And yes they do seem to all also trigger Spark Charge. At least it seems that way from some testing I did
I see your gear is very very pushed, do you think it's possible to make an elemental crit sorc with more tame gear? Like for example no legendary? I like meteor, and wrongwarp is rly cool too, wondering if just focusing on elemental dmg + crit chance/multiplier would be OK with wrongwarp and the belt (I also have the amulet and the helmet)
in this case I imagine the damage would come from move speed bonus / elemental damage / spell damage / crit chance+multiplier
My gears are a lot cheaper than it looks (if you are MG), it just takes a lot of Julra runs
with just Wrongwarp and Peak of the mountain it should still work decently
but stacking mana is a must even with just exalted
if you cut 1lp off Strong mind, Grimoire, Peak of the Mountain and Wrong Warp, these uniques are basically free
and t7 max mana cost nothing when I made the items
ah I'm offline CoF
so I'm already happy to have most of the uniques you're running
I'm missing ocean smth, the second ring, and the boots
yeah it is a lot harder in CoF I suppose
the rest I have, so I think I could give it a try
Playing off meta MG, you get plenty of stuffs for free, no one use these items
40 flat is 40 flat, it is great, the DR is massive too
Wrongwarp scales all spell damage so doesn't matter much that it is necrotic
oh the flat necrotic spell dmg ?
ah I see
so you're rly all in on the move speed buffs basically
so that there's no need to focus too much on one element
interesting
Yea I like the flexibility that it brings, I think focusing one damage type is not as important on Mage especially with Wrongwarp
I find this concept rly cool, I'm almost at the req. level for wrongwarp and will def. switch then
I'm already running a crit build with the meteor belt so I have a decent tome already
biggest problem is mana really, but if I stop caring so much about fire damage and more about mana it should be easier to get a big boost
yea I don't care about increased damage in gears at all, just int and mana
Wrongwarp carries hard
nice
Great thing with the orb build is it doesnt really require any item to work
I see it also scales off of mana
And it can scale really high
@grizzled lily have you tried the mental aegis node in flameward with the build
I googled it and the answer from the answer i got it works with ward
If that's true it can greatly increase tankiness
I did actually, but I am no where near the point where I need it yet
it is a tryhard node
So it works with ward
I think so
temporary reactive tankiness, too tryhard for me
with the flame ward on stunned node, maybe? But I would rather just not get stunned
Are you thinking about using it directly by pressing flame ward or cast on stunned
Both
My setup i used for arena is more focused on defense of course
3k dodge 3k armor
Red ring
draining mana is also a bit scary, lowering ward generation
Those kind of jazz
Yeah good thing is you can kinda monitor the rate of mana drain vs dam reduction
With how many pointa you put in it
Yeah i also havent tried it, just an idea because i dont know how it works. There are still some more thinga i want to try out
Like mana spent gain as ward stacking
For example
It looks like it's miniscule compared to just stacking max mana
yeah think so
how is spellblade? anyone know if it's good?
I like the idea of a dual wielding mage
haven't kept up with the news about the new patch, had they said anythign about addressing sorc issues and design?
they haven't said anything specificially about sorc
but they confirmed there will be changes for all class/mastery
and judging from how unpopular sorc is atm you can expect (good)changes
They cooked something with Disintegrate , and thast all i know about that
if that's the kind of "changes" that don't actually change much of anything like what we had on 1.0 release, that's literally worthless
idk what you mean by that but it's not like you can do anything other than just wait and see
π€·π½ββοΈ
Make spellblade great again
All classes matters
New ward bug for mage, for those who are mana stacking; https://youtu.be/durYp91Pcjo
i've noticed this before
got a question - a few days ago I learned 120% chance to ignite is basically 1 guaranteed ignite +20% chance to add another stack of ignite, does that same rule apply to other stuff too? i've got a mace with +242% chance to shred armor on hit, so is that like 2 guaranteed shred stacks + 42% chance for a third every hit?
Yes
for any other traversal skill, once you press the skill button it will always finish the traversing animation
but with focus you can animation cancel it
You can macro that focus cancel stuff for max efficiency ^^
would not say its a bug , just that traversal skills with super low cd and no mana cost can become sort of dum
using that affix on my manastacker Judgment pala for a while with Volatile reversal since i dont use rebuke and Apostates or healing Hands fo ward
the "bug" is focus
not the experimental affix
afaik focus is the only traversal skill in the game where you're not immediately traverse when u press the button
Unbound thought and Conveyance. So the Teleport of Conveyence is too delayed if you just tap it.
wait .. one of the nodes shouldnt work with the other
I'd say it's a bug that you can use the skill without putting it on cooldown
Frozen .. is your game bugged XD
well Focus has a base cooldown of 4 seconds , im looking at the LE tools build planner right now ... why isnt it put to cooldown then .. very weird
It does go on cooldown if you actually complete the traversal
But there is a delay
If you just tap it, the "cast" doesn't finish but game still considered the skill as "used"
So as i said the Teleport of Conveyence is too delayed if you just tap it
Ah yea
So it seems to be an issue with the fact that its also a channeling skill because those have normally a wind up animation , i was almost afraid that either Smite or Hh could also aboose it somehow
@proven haven mind if i use your video to ask the devs?
Sure @rapid hinge
ok tyvm!
imagine WrongWarp's 1s invul not only work on teleport/transplant but on every traversal skill kekw
perma invul here i come
Increased CDR is T7 on Boots and Belts and maxroll is 32%
Teleport has Tunnel Finder ( 50% Cdr ) and Comet rush ( 20% )
Mage passives Mage flurry ( 9 % )
Runemaster has Ancient Inscriptions ( 1% cdr per 4 Int )
Sorceror has Recollection ( 20% )
hmm i dont think you can get Teleports Cooldown to under 1 second
Has anybody tried Dr3ad's Brand of Devotion (or whatever) autobomber build to any success?
Brand is very strong but massively unpopular atm because of meta stuff. I see no reason that you cant make them work
You cant
Im talking about abusing focus' bug with wrongwarp
If the invul works with all traveraal skill
isnt that just transplant and teleport to trigger ?
can i reach 200 corr using Firebrand and Flame reave with calamity helmet, jasper's searing blade, flame wreath and ashes of mortality?
I had TP down to 1.9s on my Runemaster without CDR gloves, or opal rings - that's 112% CDR character sheet. I could probably go to 140% but you would need well over 200%
The closest pseudo perma immune I think you could get is using jungle queens with potions reduce traversal cooldowns slammed on it
theres also the boots iirc. I forget the name, the orobyss ones
i havent factored in Uniques or T7 potion of Schmoove
some testing in offline for funsies, I think this is the lowest possible cooldown without shrine buff
How much total cdr on this 1.5s tp? With t7 belt and t7 cdr boots, maybe 180int...
@buoyant glacier
Wow 159 thats too high aldy...idk if the wrongwarp teleport cdr which has a max of 55% will also affect this..
yea everything is max roll @buoyant glacier - max int and max cdr on every piece that can get it
not realistic obviously but just to see limit
Mages be crazy
What do you guys level with for Rune Boi? I only really find guides for glacier or frost claw leveling.
shouldn't be an issue, the build is not that bad
@grizzled lily looks like the hard cap is around 1.8k for the static orb build if you want to 1shot shade
i can only get 2k shade to around 25%
sounds about right
and i got up to around 13m sheet DPS after julra proc
yea
but can still do slow fight
focus and round 2
I think boss DR punish big burst harder? Not sure about that mathematically but it feels that way
so it maybe better next cycle too
i dont really know but it wont matter anw
screw this stupid boss DR mechanic
will you go MG again for cycle start or COF this time?
CoF, kinda tired of MG
i actually think if you omit all the unintended overtuned abusing
this is actually the best build
good mapping
good bossing
amazing for arena
yeah could very well be but have to see other changes
not very gear dependant
1 very nice thing is + flat mana is a common prefix
so very easy to find t7
i researched the bazaar alittle bit yesterday
and you can even find double t7
with flat mana + dodge
or flat mana + armor
for very cheap
for now lol
they're all common affixes
so def much more easier to drop than let say t7 frostclaw
true, cant be expensive for how common they drop

the biggest piece would be Unstable Core
that sheet is a pain
and maybe Orian if you really want to minmax
it's a defensive item anw
difficult to find armor shred
Are there any other items to boost speed for wrongwarp scaling outside of that unique ring gloves and belt ?
Cuckoo? Iirc it has Haste effect
To my knowledge haste effect is either capped or bugged in some way
I experimented as warlock with haste effect and boots with 50% haste effect on top and I had the same max speed as with citadel anti crit boots so the extra haste did nothing
Cuckoo as I heard does work but maybe also only up to cap Iβm not sure
π itβs not like this game has a wiki or people care much about math so itβs more experiment or believe it works or not
https://www.lastepochtools.com/planner/BMdeW7LQ
LF info if this build is capable of high corruption(around 500+).
It's self made, so I'm not sure if it's good.
Release / 1.0.6
Mage (25) / Sorcerer (25) / Runemaster (63)
βΈ Health: 1,188, Regen: 27/s
βΈ Mana: 149, Regen: 11/s
βΈ Ward Retention: 663%, Regen: 150/s
βΈ Attributes: 33 Str / 20 Dex / 148 Int / 10 Att / 10 Vit
βΈ Resistances: 99% / 75% / 99% / 75% / 75% / 85% / 85%
βΈ EHP: 4,774 / 4,750 / 4,774 / 5,437 / 4,394 / 4,416 / 4,416
βΈ Endurance: 20%, Threshold: 238
βΈ Dodge Chance: 4% (108)
βΈ Armor Mitigation: 44% (2,600)
βΈ Fire, Cold, Lightning / Spell
βΈ Arcane Momentum (3/3), Jagged Veil, Preparation, Runeword Cataclysm, Runeword Hurricane, Flame Ward, Lightning Aegis
β’ Lightning Blast (25)
β’ Teleport (21)
β’ Snap Freeze (22)
β’ Flame Ward (22)
β’ Runic Invocation (23)
β’ Twisted Heart of Uhkeiros
β’ Fragment of the Enigma
β’ Mad Alchemist's Ladle
β’ Static Shell
β’ Prismatic Gaze
β’ Omnis
β’ Strands of Souls
β’ Blood of the Exile
β’ Red Ring of Atlaria
β’ Red Ring of Atlaria
So this is basically the normal frostclaw build without frostclaw I assume so it can go very far ^^
Yeah, I have almost 0 mage masteries knowledge, I just put some stuff I found around 300 other builds π€£
But I don't like Frost Claw.
Frost wall can also shoot lightning blasts that one was cool
Also very budget friendly with the 2 red rings , the Omnis and stuff :p
3 Lp Ladle and 3 Lp Exile boots are also fast to get
at this point thats more of a final end goal of a build .. almost
I have all those, so it's np. I basically have everything. Just need to slam the chest, helm and boots.
Ahh i see
I 'f'ing forgot I used all alchemist laddle lp3 T_T
Gonna have to remove the shock.
3 Lp ladle is actually reasonable , its just annoying to get and if you know what you are doing ( Lakeside Trial )
Ah, I know the farm. Boring af, tho T_T
@grizzled lily so ! I've been running your wrongwarp build (although with non-BiS items ofc) and I'm quite enjoy it! I just unlocked empowered monos and I'm cruising so far, bosses especially melt from 2-3 lightning lightning orb casts and I'm still just at about 650 mana, so with better gear it'll just get easier. "Big" bosses like mono last bosses take a bit longer but the build has so much dmg reduction (also the time bubble thing working on those bosses? Amazing) and (weirdly) less mana problem than sorc builds I played before, so it's rather easy to play around bosses mechanics.
One thing I'm practicing is the "way" to play the build: from what I understand I need to always keep the arcane infusion thing at 5 stacks to get the movement boost and massive damage increase, so I'm trying to constantly have haste, the time warp movespeed boost, and the passive movespeed buff, rocketing on the map to the objective.
One thing I want to confirm is: when do you use meteor? Do you jsut plan on triggering it passively from crits with the belt? My glacier has basically 100% crit chance but I get frustrated when it doesn't trigger meteor on small groups of mobs, so I have to use it manually. Static orb if I get it correctly is for bosses mostly for massive burst damage (?). Also, why not use experimental boost that gives haste on traversal skill, seems like it'd be amazing to always keep haste always on? Or with your setup you always have it anyway?
another question, do you just use glacier for mana regen basically? For me at 650 mana it's not super great yet but I imagine the 1% mana refund on crit becomes much much better at 1K+ mana
sry for wall of text, this build is really cool and I want to understand it well to improve my playstyle π
I see
Glad to know that the build levels fine as well, that was the one thing that I'm not 100% sure. Arcane infusion I don't really keep track, if it happens it happens. If a group of mob is so small that I can't reliable proc Meteor, I just Static Orb it. And yes for my Sorc version, Glacier is just utility for freeze and mana regen and procing Meteor.
Haste uptime is fine with just Wrongwarp, but if you can get haste on traversal on your boot it could be better for slightly better uptime
one change I made is that I don't use the helmet, cause I only have the unique version of it, and without mana regen or other bonus on the helmet I feel like it just guarantees crits but doesn't do anything else. I think if I could get it with leg potential I'd def. swap it in
I use the mage helmet that gives 15% more max mana and other QoL stuff, put static orb levels on it too
you'd have to get crit from somewhere else if you dont use Peak
thus giving up on flat mana prefixes on all the slot that you spent on crit chance
which is huuuuge
I'm currently at 60% spell crit chance on my character screen, and glacier has additional base crit chance
I suppose Peak is not that important in this comparing to other builds because mage gets a lot of increased crit naturally
so I feel like I'm at 100% with glacier
from testing at least glacier crits always
yeah it is mostly for Static Orb crit
glacier is not the main thing you want crit for
Static Orb has really bad crit
I haven't found a skull that gives bonus mana as well, the best one I have is T6 spell damage and T5 crit multiplier
oooh ok
But I guess it takes a while until you really need that extra crit damage from Static Orb
so you can take your time with the helm
t7 mana slam on a Fire/Light Scales is also good
a perfect slam 2LP Scales is BiS i think
I'm running the solo meteor setup for now as well for less mana problems so it crits 100%
yeah definitely
I'm surprised you are able to fit Meteor at all with 600ish mana
it's true I'll need the helmet if I switch to the multiple meteor setup cause I imagine you can't fit too many points in the base crit chance node
you know what I didn't even think of scales
I do have a couple of those and with LP
scale is sick
tho keep in mind
in my setup i run full cold damage
i dont think you can use scall with chunkypapa setup
ooh ok
I do wonder how cold static orb compares
I was very scared of 0 life leech on this build at first but the amount of ward you can get really compensates
damagewise i think kinda the same
but it gives me option to use scale
I could free up some idol space to include some mana spent converted to ward as well and it works wonders
I see
and it fits the theme xD
yeah could be good early on, I don't think they scale well though
you need more crit chance tho with this setup right? Since you lose the double crit chance bonus from the sorc passive node
unless you just don't take this node
I like being a elementalist more than being cold mage, more 'hipster' so to speak lol
i dont use meteor
full cold damage as i've said
Ice barrage + glacier + cold orb
ice barage's 60% more cold dam is another reason i use cold orb
I think the ice version is also more reliant on having +4 Static Orb when lightning can get away with +2
since you need the 2 point to get to the conversion node
and Static Orb's points is really tight for the damage nodes
yeah i already counted that in with the damage compare
you make it up with 60% more damage from ice barrage
and a little better overscale with cold pen etc
and mourningfrost for bossing if you're really tryhard
and tbh even +4 Orb is not enough
i want moarr
there's so many damage node in Orb tree
basically cold can scale penetration from ice barrage and other places, and lightning/mixed can scale random flat from Grimoire and Confluence of Fate etc
yeah i dont think there is a single best way to do it
probably quite similar all things considered, just scaling in different way
at least not by a big margin
it entirely depend on what items you can get along the way
true
overall I just rly like what wrongwarp is trying to do, stacking movespeed is a lot of fun in ARPGs and being rewarded with a big dmg boost for it feels good
π and i thought im the only one super hyped about chunkys build
i'm surprised that there's noone making that build this cycle tbh
you can easily reach at least 1.2k arena wave with only decent gear with it
and get rank 1 sorc
instead we have discount FC build at the top of Sorc ladder
π€¦π½ββοΈ
might be tied towards nobody looking at the arena ladder at the end of cycle
you wont get witch hunted for having a good run at the end of a cycle
there's a lot of builds that are very strong that people aren't playing right now. I myself did not know that Runic Invo could keep casting Static Orb into the negative, as they disabled Zombies casting skills into the negative as well, hence why I never touched it myself
yeah
I think, I havent looked at his build for a bit
so idk if it was or not
but I know for certain they don't like it when skills get cast when your mana is negative
but those are 2 different skills with pretty much zero relation no?
am i missing something?
isn't runic invo casting his Static Orb like 3 times or whatever
the version he was talking about
was the one that uses spell cascade to cast static orb multiple times
or at least the version they had me watch before
we are talking about chunky's build right?
not exactly chunky's RM build but glacier + orb combo with mana stacking in general
and yeah i think they forgot about this
yeah thats the thing chunky showed me
was like obliterating a shade with spell cascade putting him into the negative and casting a billion static orbs
thats what I thought we were talking about π
are u sure that those orbs were casted when he was already in the negative
they might not have
or those orb were the thing that lead him into the negative?
I have to go look at the footage of the build again
ohhhhh
see
this build is completely different then the one chunky was showing me
yeah this is the meteor coc one lmao
you mean this one?
i think you're half right
orb were NOT casted when you're in the negative
but when he was on aroudn 100 mana
3 orbs were casted simultanously
resulting in -1000 mana
so it's not the same case as pre-1.0 grand sacrifice
i mean it's not game breaking
its ok his setup still works very well even without this kekw
this is just funny TBH
and if you're going by word it can still be justified as intentional
since you're casting 3 spell at the same time with the RI node
so the way runic invo says its wording, it seems like its casting one spell at a time, and not all at once
ohhhhhhhhhh
yeah but it says it casts them with a few milliseconds of interval instead of all at once, but thats like the devs decision on that
i didnt notice the interval
yeah the interval
I mean I dont care TBH
thats just a dev question
yeah
if it was instant that would make sense it just dips you like that
but since there is a technical interval, in theory with the logic the rest of the game has, it shouldnt do that but who the f*ck cares kekw
either dev forgot about this, or the game tick is longer than 0.24 second which is very likely not the case
its just I have spent the last 5 years learning about Last Epoch-ese so this is one of the specifc rulings they have
i.e. procs should not go off if you are at negative mana
thats how they stopped the zombie apoclypse anyways
i think it could be that they havent coded the actualy mechanic for negative mana casting, and the sacrifice fix was just case-by-case patch
yeah its just from what i have asked the devs, they believe that procs should not be able to proc if you can't spend the mana for them
and apparently this patch it is rumored that there is going to be a gigantic change to procs
where they follow the rules of cooldowns and mana costs
unless stated otherwise
so like for instance, the FC Nova setup, the node that gives you 100% increased area but 4 second cooldown wouldn't be good anymore because it would put your ele nova on 4 seconds of cooldown even if you proc it etc
but thats just stuff I heard them talking about on the dev streams etc
these things should be 100% consistent all across the board
if they dont have the base ground for all of those atm. They should have done it by 1.1
including all the runic invo builds that use flame rush to bypass runic invo cooldown
that would be sad but π€·ββοΈ
Fk my life, after target farming Unstable Core for a while, I finally get it in a random unique mono, perfect implicits but minimum affix value possible (+15 mana and +30% ele dmgβ¦.)
Back to farming I guess π
Speaking of that, I was playing around with static orb and noticed flame rush wouldn't proc it unless I had enough mana for both skills, not allowing me to go negative, seems inconsistent / weird
RI doesnt allow you to cast from negative either
it allows triple cast even if 1 of the spell would bring you to negative
No no, not cast "from negative" it doesn't even allow you to go negative.
If my static is 500 mana I need like 520 or whatever mana for it to trigger, otherwise the orb just doesn't trigger at all
I tried to make a flame rush + LB refund static orb build that uses the missing mana gained as ward and it didn't work. So close to being a thing. It felt pretty smooth in maps but I didn't get enough ward
Its very sad imo "Mana used Gain as Ward" doesnt work with proccs but only Direct Uses
Yea that also killed it. I had a 900 mana cost static every 2 seconds. It would have been glorious
what is LB?
oh lightning blast
Wait really?
I feel like it is a bit misleading to be fair, I would figure all the mana spent is "used", even some alt text saying "direct cast only" would be nice for this sort of thing
Hmm These skills are cast at 0.24 second intervalls after the invocation
means there is One intervall and all spells take that first intervall spot at once
thats to be honest a pretty common coding mistake if you ask me
i think if there is only one non channeling spell then thats the cause of it because i guess its expected that people have more of them in the hotbar
Does make a difference if they are the same skill or different for this? I feel like it would be harder to accidentally code that logic in a way to only bypass the interval thing if the skills are the same while also still casting them the appropriate number of times. I could see a scenario where someone overwrites the keys of something with the same internal identifier or and only cast once when 3 of the same spell used, or messing up the interval so that the 3 spells always cast together
its hard to say how its coded without datamining it
i can only assume how its coded based on how i wouldve done it and guessing that its the most probable one
Demn, thats sad. Ive never targeted unstable core since every rm started using cotm 2/3months ago but a funny thing happened when i took the unique armor prophecy randomly it ddnt dropped me 2lp unstable its always mostly 1lp and 3lp, i threw all my 1lps when i gathered 4 pcs 3lps but ddnt try to slam them.
Hi I never played sorcerer, I think i may leveled one next season.
What are the good leveling sorcerers to go fast to empowered (from scratch start of cycle) ?
I fear that the maxroll lightning blast static orb would be terrible for mono target, it should be good for clearing fast, but I don't trust that this can work for boss.
What do you pro mage player use ?
If you take the node that Elemental Nova channels, does cast speed matter for it?
I know for Flurry for example it does matter, but in case of Nova I can't see a difference and it is phrased a bit different
Alt text
Reading in my arpg! Blasphemy!
:white_check_mark: This character build is verified
Release / 1.0.6
Mage (29) / Sorcerer (25) / Runemaster (57)
βΈ Health: 1,137, Regen: 43/s
βΈ Mana: 142, Regen: 8/s
βΈ Ward Retention: 554%, Regen: 74/s
βΈ Attributes: 13 Str / 0 Dex / 122 Int / 0 Att / 0 Vit
βΈ Resistances: 72% / 18% / 72% / 0% / 38% / 0% / 0%
βΈ EHP: 1,486 / 975 / 1,486 / 839 / 1,030 / 809 / 809
βΈ Endurance: 29%, Threshold: 293
βΈ Dodge Chance: 4% (106)
βΈ Armor Mitigation: 11% (278)
βΈ Fire, Cold, Lightning / Spell
βΈ None
β’ Elemental Nova (22)
β’ Flame Ward (21)
β’ Runic Invocation (22)
β’ Teleport (20)
β’ Lightning Blast (24)
β’ Prismatic Gaze
β’ Exsanguinous
β’ Mad Alchemist's Ladle
β’ Fragment of the Enigma
β’ Strands of Souls
β’ Telf'un's Mirage
β’ Ring of the Third Eye
β’ Ring of the Third Eye
β’ Devotion
β’ Twisted Heart of Uhkeiros
When you take the convergence node on lightning blast that causes it to chain to the initial target repeatedly instead of other enemies, the single target damage is very high, but it can't clear effectively. Static orb is used to fill in clear so all bases are covered
Question: Is there any point to having a higher than 100% chance to apply a status effect like ignite?
Yes
200 % chance gives you 2 stacks per hit
Awesome, thanks
It's actually one of your best stat for ignite build
I was looking to couple Elemental Nova (fire) with Teleport's Elemental Dawn, Dusk and Midnight nodes but these only work if Elemental Nova doesn't have a cooldown. If I put a point in Infernal Nova (+4sec cooldown for EN) will dropping 3 points into Conflagrating Speed (+105% Cooldown recovery speed) cancel that cooldown and allow the use of Teleport's Elemental Dawn, Dusk and Midnight nodes?
I wasn't sure so thanks.
wish that they would add ann unique in 1.1 which refreshes surge cd to make it into a flicker build somehow
you already have it atm
traversal cooldown reduction on potion use
is what you're looking for
nah, we need instant cd reduction, like 95% at minimum to make it works
There are some movement skills that come pretty close already, and lethal mirage is kinda flicker strike, thematically anyway.
what makes frostclaw so degenerate andable to push 5k+ corruption? is it the interaction with enigma? the ward gen? some bugged interaction?
@qanar the mana refund that allows it to be spammed forever
how do you get to 100% or so manarefund? Or you just don't take any node that add mana cost?
Mana efficiency idols, mana cost reduction on weap, the skill tree node
Snap freeze
Eh?
?what confuse you
The only bottleneck for giga high corruption pushing is the shade fight
And every build that can push that kind of number has a way to cheese the fight
Right right
For any RM/Mage build it's perma CC with snap freeze
The extra casts become mana positive
Hi, i'm new to the game and looking for a rune master build that not Frostclaw+ EN spam, can anyone recommend one?
Thank you
Guys , did anyone made a Fireball Machinegun build or has a link to one ?
https://youtu.be/GjxO5RHARPo?feature=shared
French video English subtitles available.
Also pretty old but most things can be adapted
I made one using lightning https://www.youtube.com/watch?v=v5P4F7CD8jU
Planner was updated at 1.0 nothing really changed. Well the shield is not updated so it seems it has not be updated seriously.
Check out the Maxroll Fireball Sorc
is this a serious build
Yes, why this question ? It is a fireball spammer, not the most efficient build in the game obviously, but it is probably a good enough one using fireball. You are free to share your superior build using fireball.
well other than the fireball homing visuals being super derpy
Hi guys is there any good endgame build for Sorcerer that uses Flame Rush?
oh i mean it needs an update
i thought it was up to date with new patch etc
but clearly not since it's using bastion
hey guys m coming back to the game just before the new cycle, is metear sorc good now or does it still have scaling issues
mana issue = scaling issue though, as meteor damage is only reasonable when you spam it
which you can't do that easily
(* cries in manaleech*)
Pretty sure you can make it work though, if you really lean into it. Or use the belt so you can proc it while spamming a mana generator.
Except , you can , turned out to scale with mana , you scale mana . 1500 Mana is a good number
frostclaw just gaslighted us into believeing that magicians dont need that much mana
opposite is true , MOAH MANA
see chunkypapas Static Orb build , uses over 900 mana per cast
Spark Charge meteor sorcerer let's goooooo
Disintegrate changes are massive
absolutely massive
New nodes, plus flat base increase
The Base damage on Disintegrate has been increased from 15 to 24, and itβs added damage effectiveness increased from a modest 300% to a generous 480%.
Plus the channeling changes in general are a huge thing.
and evade
Gonna make things REAL interesting.
I would love it if EHG can conjure something cool with channeling and Evade. Maybe a flavor that increases burst of channeling after evade
I'm just hoping for some key bug fixes, one of my favorite builds is a channeled lightning blast build, but the Halo Effect node jsut... doesn't work.
I know there were some hitbox shananigans
I'm super stoked to look at the new mage/sorcerer passive tree. The new Mana Shell is gonna make mana stacking so much more defensively viable for a Vilatria build
Waiting to see Sorc patch notes
The class's unique skills leave a lot to be desired to pick it over a RM
I have a feeling that Arcane Ascendence is going to get a big indirect buff from the channeling changes.
I don't think they are aware of the mana builds before the sorc buffs lol
true kekw
Well, sorc is one of the oldest ascendencies isnt it? It was pretty outdated compared to RM
prepare for the build to pop off hard
they better are nerfing something else or this is absolutely busted
The ward retention nerfs are pretty significant
even the ward change is prefect amount for build rely on generating ward with mana
holy jesus these buff directly to the build
<10k is what I get most of the time anyway
they fix every problem the build has - not that it has many
Yeah, its fixing a lot of sorc builds and making mana stacking better in general
Hopefully theres more mana stuff in the latter half of the Sorc tree to encourage people to actually be a sorcerer.
this is already plenty
you won't have enough passive points anw
if there's actually more
getting 200 ward per second for free as well with 2000 mana
solve dying randomly before stacking ward
Yeah, even early game getting a 'free' 30-50 ward per second will be meaningful for sorcs
yeah that node is basically a nobrainer freebie
you will take it even without the ward per second
hmm actually not
Definutely nice for Sorc to get a good early game defensive option. Probably wont feel SO squishy compared to RM
4 mana per point is ok at best
At 5 points, you're probably gettinng around 30-40 ward/sec right when you get the 5th point. That's huge at that stage of the game.
Especially with the higher ward retention at low ward numbers.
the nodes highlighted in the article definitely don't make up for the loss of the gamblers fallacy build, we have to see the rest of the tree
not for disintegrate though, as long as they don't touch the ramp up/mana gain on trash kill nodes
but I like how it can possibly make other channeled skills more worthwhile
tbh I wouldn't mind a mechanic where you can press the channeling skill again to pump a burst of channeling ticks into it, at a cooldown/drawback/some timing restriction
Or perhaps a simplified version where you use your channeling skill as usual and for each damage tick that lands it stacks up a resource, and when you hit a certain threshold your skill is replaced by a shorter duration empowered version
would make more sense in context of boss fight design
Its definitely healthier for the game. Infinite ward builds were way OP
for sure
but that's the result of all the dumb ward generator
I'm pretty sure that more than just that node isn't working with channeled LB right now
i dont think ward decay formula is the problem
not like my opinion matters
we'll see how it goes soon
They're probably nerfing those ward generators too. But this will protect against other insane outliers from popping up
They still need to address the crown in some way, perhaps by baking this mechanic somewhere into sorc passives. Tying the classes entire survivability to one annoying unique feels bad. Always had for that matter
It doesn't really need a buff, it needs a rework. It doesn't serve a good function right now, it's play pattern is wack
true lol
Yeah, I'm hoping this gets added in the second half of the sorc tree in some form. That would really give them the mana stacking identity.
There really isn't a reason why it can't just be a node at the top of the passive tree. You can still opt out of using it if you want to stack ward
The crown farming mechanic is cute but it's a relic of a bygone era
And it is in fact needlessly annoying to get
Yeah, definitely agreed
And its existence holds back the rest of the design space around the "damage taken as mana" mechanic
maybe if they gave it a hard capped duration of maybe 3-5 seconds with a cooldown, and a range of powerful effects to customize via its tree, it would have a defined niche. As a relatively weak all around buff it's neither here nor there, and using it in the mana drain mode feels bad when you are already penalized for standing still
HOWEVER being able to add LP to uniques with the harbingers/nemesis makes the crown much more viable.
I like this mechanic in principle, very old school style mage design, but it will keep being a balance problem as long as you need to spend a ton of time farming it (to a decent standard). Like you'll have to make a half assed ward build and then swap halfway through
No other class is so dependent on one item for its survivability, it just breaks the gear progression
And yes we did whine about it a lot, back before we even had any alternative
We kept whining about it when they made twisted heart
They still don't seem to give a sh it though
Ehh, endgame power builds that dont work early game are fine IMO. Since respeccing is so easy, its fine to have builds that only come fully online late.
Imagine if bladdancer was ultra squishy until you get a chase unique instead of just getting all the survivability in the world for free from its talent tree
The problem is lack of a decent alternative and drastically different power curve from any other class
Most classes/builds scale defense linearly with itemization, for sorc it's nothing then a massive power spike then again nothing
Yeah, but with some of the other changes, it seems like there WILL be defensive options other than damage taken as mana builds
So you can use those as an interim option until yoy can get the crown online.
yeah I mean you'll still haev the nerfed LK and this new passive ward from max mana node
still feels kinda bad
i think i start to like diesintegrate now
We'll have to see what other changes there are to really be sure.
I was hoping theyd buff LK and move it to the second half of the sorc tree.
Like make it max mana instead of current, but leave it at 50%
50% of max mana is still giga broken
imagine you have 2k max mana
and spam a relevant skill let's say 3 times per second
which at merely 40 mana per cast isn't much of a stretch
Not any more broken than the RM capstones that give you ward per crit on every crit.
neither of those things should be in the game with this kind of tuning
True, we'll have to see what RM nerfs look like, heh
tbh I was fairly disappointed with the RM design which was just sorc but power crept instead of something truly original in actual gameplay. Way too little incentive to cycle through invocations or use them situationally. Way too much random procs and cast speed scaling nudging you towards just a regular arpg style spammy build
and I guess that the choice to make ele nova of all skills proc-spammable is a complete head scratcher, the visual noise it generates is off the charts
Im returing player, im reading the QOL that was just released, is sorc gonna be a mana stacker basically?
looks like it
they had basically nothing to work with when it comes to ways to differentiate sorc from RM, other than mana stacking effects
sounds fun
barring a complete rework of either of the two classes which apparently isn't on the table right now
thats like afk 3k ward with reasonable intelligence
insane
so another 15% increased mana, 20% mana refund, 3000 stationary ward and 50% mana spent gained as ward
the only worry I had for the build was dying randomly before ward stacked up
the functioning ward will be lower tho
significantly lower even
with the new ward decay
I think it should be similar at 3k
i mean afk ward below 4k ward is " even better " a bit
yeah at lower than 4k it's easier to stack
Under 4k it will be higher
but be honest nobody would play ward if it's just 4k
ward gets bricked hard at the 10k point
yeah i just calculated if you want to keep 10k stable ward you'd need almost twice the ward per second
75% more to be precise
wait so with 1k mana archmage refunds all spell cost, no questions asked?
that depends, if you can get an extra 4k ward on top of your other stuff at low investment, that's a viable hybrid build
the stable ward for the build should be around 20-25% lower
zero health and 4k ward obviously ain't cutting it
not sure if hybrid will be the way then
if you consider it's easier to stack a bigger mana pool
you probably read that wrong, it is 100% chance to refund 20% cost
say if you are running ignite glyph runemaster, your options for defensives are fairly limited
those types of builds could benefit from buffs to incidental ward per second effects
60% chance to restore 20% mana cost
Shouldn't it be 105%? 35x3?
i dont think hybrid will ever be a viable option if youΓ©r talking about absolute optimized build
did i misread something im sorry π might be
I wonder if 105% means there is 5% to double refund lol
asking the real question here
If you think about it, ward is the non endurance stacking option. So you need to stack 2.4x as much ward as health to equal out not having any endurance. So the 10k soft cap makes some sense
except 10k is not the soft cap
soft cap is 4k
isn't this quite broken? it's effectively 0 mana cost with 1k mana since you can go into negatives anyway and it will get refunded
4k is the even softer cap
after 4k it starts decaying exponentially faster
err no, it only refunds 20%
so you need 1.2k mana to sustain mana pool with glacier now
I'm completely blind thanks
it refunds 20% of the cost, not 20% of your mana pool, that would have been ridiculous
although yeah EHG don't exactly have the best track record of not putting obviously busted things into their game
so I get the confusion
Lol that would be amazing.
just make static orb cost all your mana pool then you restore 20% of your max mana pool xD
You can think of that node as compensation that indirect casts on frostclaw will most likely no longer generate mana including the nodes that let it jump 1 or 2 additional times
Ever Onward and On through the Snow were able to trigger Gift of Winter and thats seemed to be unintended behavior
the better question at that point is how you are going to regen the other 80% of your 2k mana pool
Easily you just wait 3 minutes
Yeah, this definitely won't help on builds that trigger stuff.
Since triggers definitely won't refund
I've always thought the Wisdom node should be "+1 flat mana regen per 100 max mana" to help out massive mana stacking builds. Even using Focus with 2000 mana, you're still going to have to take 13+ seconds of channeling to regen your mana pool from zero.
you can also get a ton of mana with mana strike like 170 per attack if im not completely off
It's a bit less, like 130. Some of the nodes that add mana like Critical Mana don't scale with the % bonuses or the doubling from Mana Cleave. Unless that's a bug
I understand they want to limit sources of flat mana regen so people don't just "solve" mana, but high mana builds definitely could use some regen help.
crying in Harbinger of Stars
im new to this game... playing as a mage any tips for starting
Try the ability glacier π unlocks lvl 5 or so
Don't stand in enemy abilities if you can help it. Their range is shown because they're going to do serious damage.
yeah i got this one good on a big lure
im lvl 13 now
what about when it comes to spending points
not quite sure how ward stuff works yet
Ward is a decaying health pool that stacks on top of your normal health. Ward will almost always be taken before regular health, only a few special cases bypass it.
not dying too much yet
Ward Per Second is effectively "HP Regen" for ward, but it will even out at a point where the ward decay rate equals your ward regeneration rate.
The early game is fairly easy but there are some big abilities that will kill you quick. The game is good for experimentation, don't be afraid to refund points to try out different stuff with your abilities. Though I'd recommend having one 'main' specialized ability that you don't respec often jsut to keep it at max power while you try other abilities out
frost claw \ snap freeze\ teleport\ ele nova \ glacier is what i use now
does this wording mean that if you cast a 40 mana skill that hits multiple times, it will only proc once?
or for every hit
I would assume since also on channeling stuff only the first tick counts as something the other ticks donβt count as an additional cast
But tripple charge from glacier or whatever would be cool
static orb go brr
if that works
im insta starting mana stack static orb if it does
Glacier and static orb anyway got buffed xD
I'm highly considering a Vilatria Meteor build to start out.
i should probably play that build anyway
It's a fun one. I like to do the "single giant meteor" path to get as big of crits as possible. I'm also considering putting some passives into the Spellblade tree to get the fire aura generation and the teased node that has flat damage per int for fire aura. That way I can use the fire aura stacking to kill the little gribblies and just cast meteors on the big stuff
280 per with the cooldown node, 140 without it irrc. Still you gotta mana strike a ton to regain all that
you still wouldn't want to use it over lb if you are building static charges I think
With all the increased mana cost nodes on fireball and a max rolled gate staff you can get fireball to exactly 40 mana... Could this actually be powerful, or just meme-tier?