#🧙┃mage
1 messages · Page 76 of 1
At least not build-defining level of good
It might be good trash clear supplement damage for glacier orb build
you can use it on static orb, and use all the little orbs
so you in theory could apply a bunch of them with one click
The damage is tiny compare to the orb's damage
Oh it might be big if you dont take the mana stacking node
yeah you can just scale spark charge damage
like all the meta runemasters are doing right now
it could be insane
But why play orb if you dont take those lol
because in theory you can apply like 6 spark charges with one click, which is definitely a relevant amount
Thats because you can sustain FC
I mean 40 mana which is then given a 20% discount
its not the worst thing in the world
im sustaining an 80 mana cost meteor with a decent amount of effort with only 400 mana
idk if you say the meteor setup I made a week or two ago
40 mana cost isn't a big deal at all TBH
You spamming 80 cost meteor?
Direct use?
Thats interesting
very close to being good
and remember
thats a fresh character in CoF with no stash or anything
in 2 days of playtime
imagine if you actually invested into it
and got some CDR too
thats important obviously
Nah i dont count that as spamming
I didn't even have a lick of CDR
Far from
I mean thats because its a character thats like 2 days in lol
when you have floor trash everything looks awful
it will be a billion times better with the new nodes
because not only are you getting the 20% discount when you actually invest into mana
you are also getting the 40% AoE
for more overlaps
You're right non-mana stacking orb could be a thing
You get small orb + tendrils for spark charge
yeah thats what I was thinking
oh yeah
I forgot about tendrils lmao
that should be insane too
oh wait
are we stupid flick
wtf
just use ice barrage and that for single target
lmao
we are just stupid
so youd spam orb then use ice barrage for extra
Huh
so many spark charges
ice barrage can get over 40 mana
it does not specify lightning
Oh yeah
yeah lmao you use both for single targt, and just static orb for clear
Will still have to wait to see it's on hit or on use tho
The wording is a little confusing
I hope its on hit because if it was on use it would be so bad lmao
You never know
Says on hit in the node
Also almost all the more damage node from orb tree is conditional tho
its not when you use a skill and hit
So the damage might be not that good
spark charges do not inherit more damage
they never do
you just want to hit as many times as possible
Oh
spark charges have great damage scaling wiht enigma by themselves
Pretty sure you can
Basically any thing that cost 40 mana
And do a bunch of hits
dude imagine ok
ice barrage and volcanic orb
then you wouldnt have to scale cast speed at all
and run the volcanic orb setup that creates a bunch of the small explosions
like I did that one time
yea but lb has a 200% more multiplier for static charges, I don't think this is going to be very competitive
200% more mutliplier?
any key difference from the old meteor + mana strike builds?
im confused of what you are refrencing
oh you mean LB
yeah but LB is only a 40% chance
while this is 100% chance with better skills
you get 200% more for 40% chance, which is like 80% effiecency
while you can click static orb, and apply 6 spark charges in one click
hmmm
unless you can get a 40 mana lightning blast
I wonder if all the VO subskills will inherit the proc chance
it should in theory
does insidious conduction count?
That u need to test
thats channel cost, not actual cost
If wording is right it should work
yeah I think if it didnt work, it would be bugged
so basically we nerf the mana costs of frostclaw so people cannot spam unlimited spark charges so now the players increase frost claws mana cost so they can spam unlimited ( mana limited ) spark charges
hmmm, bugged you say, now that would be a first in LE
Do disintegrate get buffed or nerfed overall?
we dont know
we need to see the rest of the tree
but its looking ok for it so far
with just what was revealed, massively nerfed. But they claim that it has 24 changes, so that's likely 24 nodes reworked. And they've shown only 3
Other than that their preview reminded me how limp the baseline particle/animation for disintegrate is
That 2 core item will not work together.... That alone is a huge nerf
I just hope skill tree will make it same or better dps
Well, the combo is dead, which is super healthy, but we just have no idea how much better the skill itself will be. Presumably significantly since the only thing keeping is an okay skill was that broken combo
I'm planning to do a similar thing to your meteor build, but building pretty differently. Instead of using a bunch of different skills to regen your mana, just stacking up craptons of mana and using Focus. Just... have enough mana to be able to cast 20-30 meteors before needing to focus. I'll be using Vilatria's set for lightning meteor.
The new sorc nodes are going to be amazing for that sort of build.
I like to use one big meteor that just covers the whole screen, using Stardust and Apocalyptic Impact.
Thanks for ruining disintegrate.
they should make more niche/transformative/meme unques and less flat power level ones
Based off whats been shown in the devblog, ytall didnt do nearly enough to offset removing gamblers scaling from it.
I want a unique that makes it so buffs you get while channeling linger after you stop channeling. I feel like channeling could use a lot more interesting support: #1210288709543403520 message
Someone has been playing too much Slormancer 😉
I was never able to get into Slormancer, for some reason the gameplay didn't hook me.
Did they have something similar?
They have exactly that
You keep your channeling buffs for 4 second after you interrupt the channel
wha tthe heck is a slormancer?
i'm confused at what specifically they changed to make gambler's no longer work with ingvar's head. they shared some changes in the blog post indicating that was their design intention, but i don't think they actually shared the updated text for either of those uniques.
none of the changes they've showed so far actually break the ingvar+gambler's interaction... if i had to guess they probably changed ingvar's effect somehow
Who knows, they could have capped Ignivar's, could have changed how Fallacy applies, or something else entirely
someone should tell Ave she misspelled Ignivar's, btw
I tested 40 mana cost frost claw on sorcerer and can pretty much sustain it without the new mana cost refund. If they don't nerf frost claw mana regen, this will just be silly on sorcerer.
One cast of frost claw = 10 sparks charges on a single target
This can't be right 🙂
Add in 7-10 hits per second ice barrage...

They made gamblers not apply to channeled abiulities.
and it WAS spelled ignivars head but i always said ingvars
if they changed it because of me imma laugh my ass off
They didn't change it, unless they plan to change it in 1.1
I just use "we have disintegrate at home": Insidious Conduction Lightning Blast 😝
I tested it before but I was able to get 25 or sometimes more hits per FC cast with this weird tech: https://www.youtube.com/watch?v=jUWZ1dOfBqM
That's 25 spark charges per click. +the 12% of enigma and whatever other sources you have. at 150 int that would be 300 flat lightning enigma scaling over 7500 flat damage per click. Possible oneshot boss meme build there.
You can also trigger a free FC with the melee node iirc so I'm curious if it would still count for that node. If so you could spam 40 mana cost FC with mana strike and apply an absolute load of spark charges
Mana strike version felt weak to me but I didn’t stick for too long with it
Mike confirmed triggers don't apply it: #👨┃ask-the-devs-not-support-no-bugs message
For all mana cost stuff, it goes off actual mana spent from directly casting
yea you could get a 40 mana cost FC that hits 25+ times
but I guess that makes sense, considering the mana spent gained as ward not working on triggers either
I kinda wonder how that works with normal multi-hit skills though. Like do the shrapnel from VO count as hits or are those "triggered"? If you use the frost claw node that makes each one of the claws hit, is that going to trigger it 5 times? Or is it just once per cast per enemy?
Sounds like the FC one is confirmed if you could make all 5 claws hit and pump the mana cost up to 40 using a Gale Staff or something?
So we want a spell that costs 40 mana an dhits a lot for the spark charges , do we also want a 10 mana spell to build up Runic Energy for Runic Invocation ? Would Invocations also count as the 40 Mana Spell ?
Depends on the invocation, some invocations cost more than others.
Aergon's Mirror Bolt build time?
Ball Lightning (GonGonGon) hits 4x a second and costs 64 mana as a base
Plasma orb could be hilarious, actually
Do a fireball for mana regen, convert it half to lightning so you get RahGonRah as a standard rune set, then constantly spam plasma orbs that orbit and hit?
The other obvious one would be hydrahedron.
oh wait, none of that works
"Requires 40 points in Sorcerer"
If you're looking at the most spark charges you could apply, you're probably looking at Ice Barrage + Volcanic Orb (if the shrapnel hits apply the charge).
Or, as other people mentioned: Static Orb with Scatter Blast is a bunch of hits as well
Ohhh right .. its actual sorcerer passives and not indirect runemaster buffs
Since the passive essentially just gives +100% spark charge chance to the skill, the shrapnel will inherit that ailment chance like normal
but you still need the node from lightning blast to detonate the spark charges fast enough right ?
Spark charge has no stack limit, if that's what you're worried about
Yeah, they'll detonate on their own, so unless you REALLY mind the 1s delay, you don't need LB to detonate them. That could be a really cool unique though.
"Spark charges do not detonate on their own, instead expiring after <time>
Detonate all spark charges when you hit the enemy with Lightning Blast
Spark Charges detonated this way do Y% more damage"
Would be fun. Give it like Z% more area per stack on when it pops or something.
Yeah, would create an interesting play style. Like use Mana Strike or someth ing to apply a bunch of spark charges and then <kaboom>
thats similar to popping all the ignite stacks with Conflagrate
So how are we solving for survival after ward nerf
pretty sure ward is still better than life with proper investment
equip wall of nothing, profit
there are lots more changes coming to ward and maybe health, we don't know until patch notes
is that one of the new uniques? is there a full list somewhere
ya. not sure about a full list but https://forum.lastepoch.com/t/harbingers-of-ruin-whats-new/71684 has a bunch. wall of nothing is this
it's probably a pinnacle boss drop so getting LP on it probably sucks, but it's really good
It’s certainly an interesting item
wait what's good about this? i thought ward decay threshold is bad
or am i missing something about the "12% chance to take 0 damage when hit"
ward decay threshold is a fine stat, it's basically just health
so what that item is doing is making endurance threshold about twice as good as normal, which is enough to be worth stacking
just be a hybrid build with not too much health, endurance covering your entire health pool, a few thousand ward on top
that makes sense
(obviously there will still be other ways, will depend on how much individual ward sources are nerfed. that's just one that immediately stuck out to me)
Well, you can stack endurance threshold without needing to endurance value as well, which means it could be good all on its own without worrying about health. Ward Decay Threshold is good for Ward/Sec builds because it lowers the floor where your ward regen is 100% effective and the new curve of ward decay is at "0".
The chance to take 0 damage when hit is straightforward and just... good
Also we're getting the Nemesis system, so even 0LP versions of this could be good since you can add LP to any version. And CoF might be able to duplicate the drops.
you can, but if you already have endurance covering most/all of your health it seems like it would usually be worth the pretty small investment to cap endurance and get a source of health recovery as well
unless you're doing something else with your health
Yeah, definitely can't hurt. I mostly just like that it effectively turns a suffix on Gloves, Helm, Belt, Ring, Relic into Ward Decay Threshold
That by itself is rad
what's a good cycle start sorcerer build?
Glacier, unless it gets nerfed. Big dmg in campaign and early monos
I always start builds with lightning Ele nova into the Spark Charge and AOE nodes, it makes the early game super easy because having spark charges basically doubles the damage of the build early. That kinda carries me until I can do whatever else I wanted. Plus you can add the Teleport nova nodes in to triple apply spark charges to things real fast, clears out most of the small mobs.
i'll give this a try
It's pretty easy, just put 5 points in the Spark Charge node, then get points in Elemental Expanse. That'll take you until you unlock your mastery, then you can kinda do whatever you like. It can be a little slow on bosses, but as long as you're diligent about upgrading your staff/wand (you want to -mana cost from them), your damage should be pretty fine.
Since it puts a spark charge on everything it hits, it clears screens super easy. And the mana cost is low enough that you can spam it through most fights and then use mana strike to recharge your mana
how can i view the brand of deception dmg? i tried to find but found no where to view the damage of the brand
IB should clearly work, but whether or not it works with all the VO subskills (which it has what, 4?) remains to be seen
if we had learned anything from playing LE, that would be that nothing is "normal" when it comes to bugs, oversights, and unintended interactions
Thats what I like about games like this, the developers make stuff, we the players get to try and "break it" 🙂
i love trying to break stuff 🙂 its fun for a while but also gets reported quickly
Hello, does anyone know how the halo effect node for lightning blast is supposed to work? it says 100% chance to trigger spark nova at first target hit with 4 points but it does not do anything for me, playing with elemental nova skilled and crest of unity. I also tested without crest of unity, there just is no spark nova. Spark nova should be the nova from elemental nova or is it a separate skill?
guess its a separate skill since the tree in elemental nova is called lightning nova.
Spark nova != Elemental nova
Yup, spark nova is a tiny aoe, it's kinda useless
yep seems like it 😄 ty
I'm pretty sure that it's also bugged
Any tier list for 1.1?
Fam we don't even have patch notes yet.
Some around S tier mage acolyte A tier maybe something rogue and F tier sentinel and primalist
no tierlist is the best tierlist
also heard the acolyte is d tier but didnt watch it.. 🤪
Lich maybe slightly outdated
Mage and acolyte do be lookin pretty stronk with current 1.1 info
Disintegrate is S+ tier in the fun list
Its bugged, doesnt work right now.
Its a triggered subskill that just doesnt function. I habe a build that uses that, plus the channel, plus allowing you to channel at zero mana that used to be super fun, but it's borked right now.
It might be good in some setups since the LB tree mutates it
Oof, just read
Yeah, it IS good if you build around it like I did: https://www.lastepochtools.com/build-guides/liaths-endless-lightning---infinite-lightning-blast-runemaster
But it was bugged all of 1.0 so I couldn't see how it held up 😢 Crossing my fingers for a fix in 1.1
TL:DR with Halo Effect + Insidious conduction, every channeled LB casts a spark nova. The AOE might be pretty small but when you're throwing out that many it clears screens like a dream
Anyone have any guesses on if the Frost Claw bounce hits will still apply the new spark charge sorc node?
Mike said triggers don't count but I'm not 100% on this for FC. It's an extra cast but it's a bit different than other triggers, still sort of the same skill? Idk.
It could count as extra 0 cost mana triggers of same spell internally.
I am really not sure on this one. The general rule is that skills that have skill trees don't inherit when procced, but since it's the same skill kinda proccing itself, it might.
It could be tested if we have something that is a really noticeable "your next spell does X" - if that thing affects the bounce stuff, then so should the spark charge thing
Wild guess that only 1 spark charge can be applied to a target from the same cast, no matter how many hits it does to the target.
Doesn't work that way for other skills like mana strike so I'd be very surprised if it worked that way for frost claw
The node does says on hit, so I would expect every hit to proc a spark charge
can always ask mike
at the risk of "oh hmm let me take this back to the dev team...."
😛
I mean I'm not sure why it wouldn't apply on hit for frost claw...then you're just saying FC's entire design (and not just the mana refund part) is unintended
FC == exchange mana for hits
Recasts should trigger? That's insane if so
I'm seeing a boss oneshot FC build in the making
I mean he didn't seem 100% sure, I wouldn't count on it until we test and see
Like why arent recasts "triggered spells"? It's a spell.... that's triggered
It feels like it would be a 0 cast triggered spell
Since the cost is already been paid in direct cast
right in which case it wouldn't trigger the spark charges
heh, to be fair though it's just one person and not "the devs"
Moderators are not devs at all. They do typically know a lot, of course
is this still the best leveling guide? https://cheatsheet.monster/lastepoch/
And I suspect Mike might have been being quiet on this because he hates spark charges 
maybe, seems more likely that it's the 4th and he's off 😛
He's Canadian, but I guess technically EHG is based in Texas, so idk lol
since this guide includes act 6-8 its impossible to be the best levelling guide ^^ doubles your leveling time if you do so
gotcha, mind linking a better one?
ty
wierd thos preview pictures dont work in this discord 😄
tried his levelling thingy and was into monoliths in 1 hour 44 minutes so i cant see anything beating that as casual player
that's dope
Ayy Canucks represent 🇨🇦
Im doing a lvling with my mage, im lvl 25 and im doing the glacier/maan strike build. its feeling like it fell off hard, any tips? (im currently feeling really squishy and my damage is pretty low)
get better gear with relevant stats, glacier is fairly good even beyond leveling
It's hard to give good advice for you without specific questions, but:
-Ensure that you're upgrading the base of your weapon(s). Higher tier bases add more flat damage, which is a significant boost to damage.
-Try and get at least 1 relevant damage affix on your weapons. Cast speed is always very good.
-Don't be afraid to pre-cast flame ward if you think you're going to take a lot of damage
-Get more health affixes on items
-Make sure you're getting resistances as well, if you're sitting at 0% monsters will do significantly more damage.
Hello, i have 20 intell , 20 attunement, and i have Ucenui's Sphere. Iam sorceress lighting, i use static orb with orbital fulmination nodes, and water orb from item dont work....
Are you hitting a boss or rare enemy? The 3 orbs per cast is a modifier to the item's cast on rare/boss hit, not just for any of your casts.
yes i had try on rare and boss
The orbs are reeally hard to see
No visual, and when i check my stats, no stats from item
Where the dummies are there's one that acts like rare mob I think? Might be easier to see
I'm pretty sure that this unique was reported as bugged early in the cycle and wasn't fixed since then
This is 40 mana cost frost claw now https://www.youtube.com/watch?v=ijwKbybslNM on sorcerer, if the changes aren't huge on frost claw and the spark on hit work on every hit...
What about 32? That's what it would be with new archmage 20% refund
I guess the refund happens after the spending (with a % chance), so you would still count it as 40 spend, then get 8 back
Right. So I'm saying if you're testing the mana sustain for spark charge you should test at 32 instead of 40
Or if it counts together, the refund is not useful for frost claw
Depends on how much mana you aim to get. I only have 300 here
there will 100% change on FC's refunding stuff so no point testing now tbh
That too
I am guessing they turn FC into a real spender (with all the recast nodes taken), so you have to solve mana somewhere else
My friend said playing a mage in 1.1 is cheating. Is this true?
isnt there an op build in every class?
Word on the street it’s just Mages for 1.1
Cole we've been over this already, you should not trust the voices
they are not your friends
avalanche shaman is the new op build by the way
the voices are ur friends, at least mines 😛
what does it even matter. Just play whats most fun for you. There will always be bad builds if youre into that
Just beat them with your sentinels bro! Make a broken build again xD
What’s the overall tankiest build which still does decent damage?
Maybe i have to strict of a loot filter. My res are pretty bad. Physcical,necrotic,posion,elemental are ~15%
Thats not too bad for level 25, you're taking about 10% more damage from those elements. Monsters do 1% ressitance penetration per level, so you want 1% resistance per level to counteract it. One of your biggest resists to watch is Physical, many things do that damage during the campaign. And then each act has a tendency to do specific damage types on top of that.
many loot filters highlight phys void and necrotic res up to lvl 35 and thats a nice rule to add ... since later you can anyway craft your shards on better gear
at the same time its normal to go to maps with 0 res and fix it there by about lvl 50-60 😄
the resistance calculation isnt " as bad " as in poe where you take 400% dmg with 0 res you take 175% damage with 0 res here vs lvl 75+ mobs ... still bad sure but not that bad 😄
so lvl 20 with 20 resistances is taking 100% dmg
PATCH NOTAES
frost claw somehow got buffed but they killed reowyn 😭
Reowyn’s Frostguard no longer grants 30% damage reduction. Its ward granted every 0.4s is now 20 + 1 per intelligence (from 14 + 0.5 per intelligence)
FC gutted, not buffed (as expected)
Gift of Winter’s chance to gain 12 mana on cast can now only occur on **direct **casts
It's probably still S tier, just not in its current spammy 5k+ corruption version
RM ward generation got gutted on the high end, as expected.
RIP Halo Effect, no bug fix for me.
New Sorcerer nodes look freaking awesome. % damage taken from mana before health on the tree is excellent
Also, the sorcerer mastery bonus got a HUGE buff
Mind over matter 😛
Yea sorc looks nuts !
Im excited
Since no bug fix for my lightning blast build, I'm probably going to do a lightning meteor vilatria build with a side of spellblade fire(lightning) aura.
spellblade finally playable?
Sets went unchanged right?
They didn't change them to add LP or anything. I think they said they're going to have a big update for sets in the next cycle but no big changes this cycle.
Sets don't show up in the notes anywhere, so probably no real adjustments.
oh rip i didnt noticce the gift of winter nerf
I'm not sure why people thought FC would get buffed. It was busted strong last cycle.
anyone know what's the second mastery bonus?
It used to be 1% increased damage per mana cost. The "Second bonus" just means the second bonus that the mastery grants. The first bonus is +50 mana
That's a huuuuuuge buff.
Every mastery/spec has a bonus. Sorcs mastery "bonus" is what changed in that text
Ohhh thanks
lol I don't active this node now
Refund 20% mana cost is very delicious!
Man we got a huge nerf… straight up removing the 30% HHa
From Frostguard? Yeah, that's totally fair though. That stacked with Flame ward gave a silly amount of damage reduction.
no black hole changes...
oh so recovery speed increased up to 25% instead of 20%. Good change.
yall doing sorc builds is more viable with the mana regen buffs or is it still crap compared to any decent 1k+ corruption build
I'm not sure it's good or not
I have a feeling that most 1k+ corruption builds are going to be significantly nerfed
It's very good
1k corr wasnt supposed to be a thing
they were but even then sorc is still crap compared to any decent high corruption build
Sorcerer is going to be much more viable now. Between sorc buffs and RM nerfs, it feels like it's probably going to be a lot more viable.
the devs stated that achieving 4 digit corruption numbers was a mistake on their part
uh am I missing something? Disintegrate seems to be absolutely gutted going by the patch notes
it is.
@weary hamlet
they removed the gamblers interaction, so we kiss a 20x multiplicative bonus goodbyw
ngl disintergate needed that nerf bad
so much for "they'll give it comp buffs for removing gamblers"
are you high?
it didn't really, it was average at best
do you have ANY ide how hard it is for disintegrate to be even remotely viable?
it was way to busted was able to hit over 100k dps at like level 20 with it, with basicly no gear
while also being a turret playstyle
more like 40x multi just from that
uh huh.... sure bud.... base the nerf / buffs off LEVEL 20 CAMPAIGN PERFORMANCE
and they even nerfed its base damage (via nerfing bonus damage nodes)
but now it can sh it out fireballs and volcanic orbs I guess, nevermind that it would have been a viable playstyle.. had they not also removed its mana regen nodes
Disintegrate is VERY meh in emp monos dude.
I just cannot even begin to understand the design direction there
Tell me you know nothing about the skill without actually telling me
They even removed its range node so that now it doesn't reach archer mobs shooting at you
pepega
really, i saw disintegrate and thought of the lightning charge stacking or w.e
its really looking that bad?
and static orb procs
They literally removed a 20x multiplicative damage bonus from it
well it's literally a 95% damage reduction from gamblers and nodes
with maybe a 30% buff from its baseline scaling
so now it will do like 7% of its current damage
which wasn't anything to write home about
...the baseline scaling is more than a 50% buff by default?
None of the " buffs " make up for the loss of gamblers
yea isnt the base a huge buff?
No, not really.
That's 60% more damage at the get go.
yea it's more of a 60% buff to effectiveness whicn isn't bad
but that's still nothing compared to gamblers
HAving played around with base damage stacking on dis pre 1.1, base damage buffs REALLY arent offesettin losing gambler.
I tested this already.
Multiple times.
and while you can now skip itemizing crit in favor of a little more ele dot, it still doesn't look good chief
Multiple different ways.
Also there are nodes that give More damage per max mana and per intelligence
yeah except they also nerfed some of the existing nodes
yeah that mana stacking node? its ONE PERCENT PER EIGHT MANA DUDE
Also the node that makes it longer is still in there. They just moved the location
I'll take this node definitely
1% more per 8 mana is a huge amount of damage though
Not when you stop at 300.
You could easily make that node 200% more damage
Because its all you can afford to build for.
All nodes about granting mana for sorcerer is in my net
Youre WAY too busy stacknig defensive stats and other stuff to stack mana enough for that node to matter.
if your playing sorc, your mana isnt going to be 300, it should be around 1000-1200
Oh no, you have to balance you build around offense and defense?
RM. Disintegrate was best an an RM due to defensive capabilities in 1.0
sorc is a mana stacker, why would 300 mana be the scaling ?
sure, but disintegrate has alot of mana stacking nodes, so sorc is prob going to be the play
hah? :( I'm far away from 1k
yea i get that
With RM you could instead go for Dragon's Tongue to give yourself more int stacking. That's an easy 50% more.
but not every skill is for every mastery
it's still gonna be better on RM I guess cause of the glyph synergy
With these new updates 1k will be more attainable, but still 1k mana is a lot
Also, Even with 300 mana, that's still almost 40% more damage for one point, which is pretty big.
And? 40% doesnt make up for the other 1960% you lose from gamblers
Like i think EHG wants disintegrate to work well with mana stacking. Im looking forward to it and hoping it works. The chnages looked resonable. just wondering why its dooming
Well no one said it's going to equal out. Gamblers was known to be super broken 🤷♀️
i dont think you seem to grasp how massive the buffs dis needs to get are, to make up for losing gamblers, which is all that made the skill viable you gronk
Damn I was hoping mana strike would get a fire conversion, got cold 😭
Eh, if it still ends up sucking, then they can easily buff it in a variety of ways. The Gamblers interaction needed to go before they could even try to effectively balance the skill.
they are buffing mana affix as well wow
Well you can't whine about something that was previously broken, my character Fireball + meteor didn't even get a mention. Meteor literally isn't mentioned at all and it's not exactly super powerful as is.
They nerf stuff thats actually broken.
wait a second, did they nerf the firebrand/flame reave build, for real?
EXCEPT IT WASNT BROKEN
must have been as overperforming as disintegrate pepega
DIS LITERALLY WOULDNT BE CAPABLE OF PUSHING WITHOUT IT
if the build can do 500c and kill all bosses, its fine
Hi, without gamblers dis cant do that.,
Also, it's broken from a "Can't actually balance the skill" perspective.
Isn't 300 where they said they want the general cap to be?
3 lps and 4lps
Consider the scaling. If it was barely capable of 300 without it before, imagine how thatll feel now./
you;d be lucky if new disintegrate doesn't fall off by normal monos
^
I mean I'll try it just for the luls and because I like to suffer
But it's hilarious as it stands right now
but i bet you money its absolute dog 💩
They just absolutely destroyed a build that was already average at the very best, and below average more realistically
You guys are ridiculous
but I guess I can now convert it to lightning, or something
says the guy that spent like a month arguing with people in the MG channel
Oh give me a Fing break, they clearly buffed disnitigrate and paid attention to it and you're complaining
pop off back to being a troll elsewhere.
not my problem that the developers cannot use a calculator
it ain't rocket science
" they clearly buffed it " yeah no they didnt. IN NO WAY do the buffes make up for 20+ X MULTIPLICATIVE damage boost loss.
I'm obviously not the only one that complained about Merchants guild, there were thousands of people that had my same complaints and many of them just stopped playing the game.
"buffed" in the same way as they buffed FG by removing anvil stance
That doesn't matter, you haven't even played the game yet or seen the new uniques, stop whining
Idk im seeing disintegrate have alot of synergies (mana,static orb, lightning charges)
by the way they didn't even mention any changes to fireball and LB channeling modes, not even the developers give a sh it about them
Brother i have over 800 hours logged in the game. screw off.
Wanna see what they did to my main skill Meteor?! NOTHING, literally NOTHING, it's not even mentioned in the skills
it looks fun, and the values seem decent ( ihavent played current 1.0 disintegrate)
Dont comment on it then please
Because they absolutely gutted it
yes so they want to make it into yet another proc-based spell that does nothing by itself? Why do they have such a raging bo ner for this design?
I have 919 hours on this game, what does that matter?
We dont need more frost claws, we need more spells that are viable on their own and offer unique playstyles
IM sorry but the patch notes are right there
anyone can read it
stop gate keeping
If yo uhavent played dis in 1.0, you cannot truthfully say that 1.1 dis is better.
Period.
its not.
At all.
Disintegrate scaling looks like its going to rely on mana stacking. Sorc is becoming a mana stacker
Even remotely better.
they are multiple buckets to scale the skill, we just gotta wait and test and see
HAv efun playing disintegrate on sorc and missing out on RM defensive bonus;s!
You can't complain until you actually play the damn game, jesus
HAv efun playing with a skill taht requires you to be stationary, while also not being able to use the defensive buffs that made that viable!
Praesidium seems like a pretty significant defensive bonus that's new. 1 ward per second per int is pretty significant.
All of LE builds are broken when they have MULTIPLE multiplicative nodes and scale to the moon. All im saying is disintegrate looks like its getting that same love
did you see sorcs defenses? or read them?
sorc has basically MIND OVER MATTER from POE
we have DR % and we have damage taken as mana before life
and we have alot of ward generation
like theres alot of changes
admittedly many of those were also rightfully gutted
Mana taken before life is also going to be really good with the channeling changes where you can regen mana while channeling.
^
rm lost the 30% DR
by that logic disintegrate was broken in patch 1.0, except that it wasn't
RM also lost a LOT of ward generation at the top of their tree.
I think RM is becoming the squishest out of the 3 masteries
neat, they gutted rm too?
they had mana stacking nodes? and they had the new nodes being added to sorc/disintegrate tree? what are you talking about? please stop dooming. We havent even tested it
rm was super broken, what are you talking about?!
1.1 is going to be borderline doa.
Nah, they still have crazy ward generation from frostguard
I dunno, 1.1 looks pretty good to me. No one is forcing you to play it if you don't want to.
Im prety sure @barren pawn @weary hamlet arguments are. "LE sucks, no matter if theres changes. It sucks and everything sucks. I havent tested it but it sucks because I KNOW. If you didnt play the skill before the patch notes, you cant say anything"
Did i miss anything?
Yea, I'm much happier with them improving the base skill of disintigrate, rather than having it rely on basically a bug. I'll give it a 2nd try this time around
it won't be all that crazy, especially with the nerfs to ward retention, and 30% dr was better than any reasonable amount of ward
Yeah, but the 30% DR was also busted AF, so it makes sense for it to go away 😝
It was like Flame Ward but permanent uptime
no it doesnt.
Yea mana stacking sorc with disntegrazte is looking cool for me
screw all of you for supporting this crap.
bro the only person I see here who is simply butthurt is you
i think mana strike spark charge is dead
shouldve taken the refund when the MG blew up.

🤔
Why? I don't think it's really changed much.
alright maybe also Kyo
cant wait for this to go up to like 30k if we are lucky, only for it to crash again.
frost claw trigger was severely nerfed and we lost closed circuit too
also repulsing strikes was nerfed too, but i knew that was gonna happen
reowyn frostguard is dead
Like almost any game in existence when there is an update?
Meteor literally didn't even get a mention and there's one tiny change coming to fireball. I know my character will improve a bit, but it feels bad seeing almost no mention of my character type.
so how are 2h shatter strike spellblades looking? biggest nerf i saw was the less crit damage per sword
That's gonna happen sometimes, not every skill will get updates every patch. Meteor feels pretty decent right now to me at least.
There were lots of 2H updates, did you watch the little 10 minute video overviewing the changes?
nah i just read the notes. i'll check our the video tho if there's more info there
Meteor will benefit a lot from the improvements in mana regen, mana affixes and mana stacking, because I was already doing that but now there will be huge benefits for it, which is great.
There's definitely some stuff about 2h weilding
Yeah, lots of indirect buffs there
Here's the video: https://www.youtube.com/watch?v=i6CnogUkGDM
Sorcerer in general is probably gonna feel a lot better, which is gonna be big for meteor builds
Nah, RM just won't be massively op
Sorc isnt, it has DR and damage taken as maan before life
and has high ward generation
Yeah, no surprises there
damn runemaster got hit hard
The ward changes mean that RM is probably still going to be fine.
It just won't be invincible
RM is absolutely going to be fine
edict of the scion, celestial doom and jagged veil got cooked
And still head and shoulders above sorc/spellblade
Possibly, we'll have to see how some of the new sorc changes hash out
I'm huge fan of SS Spellblade, any good news from patch for him?
There's a lot of ward threshold and other defensive buffs in there
Yeah, it was too stronk for sure
I'm not sure if SS got nerfed or buffed. It seems like buffs from how I read it though.
Spellbalde still looking like paper
its never been about dmg
it's been about survivability
where in the video do they talk about the 2h change?
I dunno, just watch the whole thing, it's 11 minutes long
oh
i understand...
Warden’s Echo now grants a 4% chance per point to cast Frost Claw (from 8% chance to cast Elemental Burst). It consumes 80% of Frost Claw’s mana cost when cast this way.
i did, i didnt hear anything about 2h vs 1h
they want you to use spellblade for mana strike triggers now
and i dont see anything mentioned in the patch notes either
Mana and Mana Regen (hybrid affix)
Can no longer roll on sceptres
Sceptres are dead?
I dunno, I feel like the main prefix people wanted on scepters was the -5 mana cost at T7
That change gives staffs a little more identity
sceptres are still the only weapon with life leech
Yeah, that too
Ctrl+F "Meteor" -> 😭
Meteor got huge indirect buffs because Sorcerer in general got buffed
yeah not really excited about a lot of this
Massive meteor buff, right here
Balance-by-nerf is just boring
Uhhh, I'm not sure if you're being sarcastic, but that's a nerf for meteor, not a buff
What?
Overall I think they did improve meteor simply by improving mana, mana regen and passives
It's not strictly either, depending on mana cost
50% more is waaaaay more than 200% increased
It'll end up being a buff, but enough of a buff? Unsure
yeah that's a nerf to meteor lol
28% more damage for meteor's initial base cost is MUCH more than 56% increased damage
It says clearly that it was 1% per mana before now, it's 1% per 2 mana and capped...?
yeah man there was nothing in there about 2h
All sources of increased damage are additive together. Sources of more damage are multiplicative with each other
guess it wont really matter if you cant get teh dmg off before u get 1-banged anyways
lol
Sorc is also way more defensive now than it used to be.
Getting ward per second per 10 mana is HUGE for their first points
Going from squishy bug to slightly tougher bug is still a bug
Huh, interesting, so through different syntax it got an indirect buff, huh, well I'm looking forward to trying it
no amount of ward is going to stop the fact that there is practically no damage reduction now lol
Yeah, sources of More damage being multiplied means that as long as you have a bunch of sources of Increased damage, More damage is always going to be way more valuable.
The Mind over matter node alone is insane for sorc as a denfensive layer
from a sorc perspective, guess it doesnt matter.
Sorcerers never had that, so yeah doesn't matter 😝
sorc has DR
People just need to get good at popping flame ward before they take damage instead of reactively
But remember, this is only for health. It won't add DR to your Ward
oh really? I thought DR would apply to the damage and then calcualted to your full HP bar. is this also going to be true with mana?
Because then sorc is going to look alot squisher if thats the case
it's not true for mana, no
It's "Damage taken from mana before health"
DOPE
The good news though, is that it's a 5:1 ratio
RIP runemaster... The amount of Nerf bat we were hit with is oof
yea we are gonna be tanky ish
wait wait i misread your comment
Yeah, it'll be a good defensive amount. But it's not going to make you invincible.
from what zerax just said, it looks like it will be
It already exists in game as an affix on chest/helm, and it's 5 damage = 1 mana. So it won't completely eat your mana instantly either.
disintegrate/focus/teleport/flameward/static orb/fireball
these are the skills im considering
Bulwark is gonna be poor. 10 point investment, the +mana is so low it's a bad joke, and 20% not inc DR is equally poor
It's better than nothing, but it's not good
apparently fireball can now shred lightning
no. he clarified it later, it's literally damage taken from mana before health. if DR only affects health, mana pool is unaffected
they had that mechanic like that in a previous build of the game and naturally, it was incredibly OP
Well, generic damage reduction is calculated before health or ward or whatever. So if you have a generic "30% reduced damage" that'll happen before your ward, health, or mana take damage.
It could before with the Liaths Gloves
OKay i need reclarification. From what i understood, DR is not applied to Ward. Only HP. But for mana, the mana node says "damage taken from mana before health" meaning it would be HP, but its being converted to our mana
Endurance used to affect ward if you were at low health, that was the bug. It made the "Drain health for ward" items super OP
Here, I'll explain it in full
endurance also used to work on MoM
i found the patch note from forever ago
it's not DR
it was endurance affecting the mana pool from MoM
appreciate it !
Yeah, makes sense.
all good. probably gonna give this game a year or two before i touch it again anyway.
GL fam.
o/
Say you have "10% damage taken from mana before health". Damage taken from mana before health happens at a 5:1 conversion.
When you get hit for 100 damage, assume you have 0 source of generic damage reduction (from armor, flame ward or whatever).
Assuming you have 0 ward, you'll take 90 health damage, and 2 mana damage
Assuming you have 1000 ward, you'll take 100 ward damage
It only converts damage that would be done to your health as mana. Damage done to ward is unaffected.
Hmmmmmm ok good to know
It's a good defensive layer, but just like MoM in PoE with Energy Shield, it only affects things that go to your health.
also wouldnt it be 88 HP dmaage and 2 mana damage?
No, because it converts the damage, it doesn't reduce the damage.
It converts 10% of the health damage done into "mana damage" at a 5:1 ratio
Another scenario: If you have 50 ward
You'll take 50 ward damage, 45 health damage, and 1 mana damage
wait wait back to scenario 1
you have 10% DR from a 100 damage
means you take 90 damage
It's not damage reduction, it's damage conversion
then from that 90, the ratio is applied
OHY
io see
thats my fault i was thinking with DR
yea i get you now
10% of the damage taken to your health is converted to mana damage. So 10 of your 100 damage taken is taken as mana damage (10). Then, that damage that is converted to mana is hit with th 5:1 ratio, so you take 2 damage
The math gets way more complex when you have sources of damage reduction, resistance, and stuff like that added in, but the principle still stands
yeah and then that 10, is converted to 5:1, whcih is 2 mana damage taken
Yep
so in reality, this is very good for big hits
So if you have a huge mana pool and good mana regen, it will help stop damage that you take that gets through your ward.
rather then many small hits
Technically it works the exact same on both of them 🤷♀️
Because getting hit for 100, 10 times, would cost you the same amount of mana damage as getting hit for 1000 once
If you get hit 10x for 10 damage each vs 100 dmaage from one hit, it would be the same conversion of damage?
LOL i love how you answered my question before i sent it XD
I'm not totally sure what happens when you get your damage reduced to less than 1 mana. Does it take portions of a mana or something? IDK, but it's small enough that that's never going to be your cause of death 😝
I would assume it rounds to 1
Possibly. It's pretty inconsequential either way
true true
i mean we can do 10000 vs 1000 for 10x hits and see how the math looks?
brb
i mean either way, its very nice defensive layer to have
I mean, it's the same thing.
Take 10000 damage: you'll take 9000 health damage and 1000 mana damage (200 actual mana lost)
Take 1000 damage 10x: You'll take 900 damage 10x (total of 9000) and 100 mana damage 10x (total of 1000) (200 actual mana lost)
oh okay, then idk what im talking about XD
You'll have other possible defensive layers that change the value of the calculation. Things like Armor, resistances, block (and block value), dodge, Endurance, Ward, Ward generation, Health/Mana regen, etc
So like any ARPG stacking multiple defensive layers will drastically improve your survivability.
I think the defense that a lot of people underestimate in regards to ward builds is Dodge. Especially when you have a good amount of Ward/Second or Ward/Cast, rebuilding your ward can take some time and having 30+% dodge chance is a pretty significant survivability upgrade.
if it worked with DR, then crown alone would be what - effective 80% DR? Obviously it can't work like this
doesn't matter
.........
Yeah, the crown is crazy strong as it is.
🤔
Mana certainly can be decimal, just like health - the UI just rounds up
although now after having a second read over for the new sorc tree, I start to doubt whether it will be better than ward until the very endgame/optimized mana gear
sorc gets a lot of free ward retention
I think it'll be something that's good as an extra defense instead of being your only defense?
you can't have ward with the crown equipped
but ward will work with other sources of damage to mana
sure
Is it just me or are there still no uniques for glacier even with 1.1 patch on the way.
I don't like the crown because it sucks to craft 🤷♀️
there are still no uniques for a good 80% of skills in the game across all classes
meanwhile a few skills have like 5 uniques each
at least they didn't nerf glacier
it wasn't worth nerfing (just like disintegrate wasn't, yeah)
without 0.9 LK glacier is a fairly average build
that's good to know
maybe 1.2 will be better

We also don't know what a lot of the new uniques are
they are on letool
Oh, are they? neat
ofc mage can wear this
It would say below if it had a class requiremetn
yes, only gladiators can equip that
the secret sixth class
dont be mean to him, hes probably new
that said for most intents that's a better version of crown
Yeah
again I think it will be less optimal with ultra bis gear, but better with average gear
o.O
ah ok ty
tbh, i thoughgt it was a sentinel class, because i dont know anyhting about them
all i have played is necromancer, blade dancer and warlock
Any recomended web to check runemasters builds?
Gettin back to the game after 6 month he he he
lol@ehg game design. They add synergy between disintegrate and fire aura, and update the fire aura nodes in spellblade. The updated node: triggers WHEN YOU ARE MOVING
you can't make it up
reality is more hilarious than any meme
You can find several on maxrollgg or YouTube , not updated to 1.1 yet though
Yeah I know, probably it will take at least 2 weeks before seeing updated versions. But I think i missed a lot of things in these 6 months so a lil bit update could help. Gonna take a look at it. Thank you!
@grizzled lily looks like the build got buffed to the moon
😁
especially with the wand
@harsh abyss if in the tooltip of a skill it says something like "for short duration on cast" it has to be hard casted, and cant work with procs?
I'd like to say yes, but their wording sometimes needs work.
Usually they'll try to say "Direct cast" if you need to cast it yourself, but there are definitely instances where "cast" actually means "Direct cast"
hyperspecific wording is really important for ARPGs, but sometimes their tooltips haven't been up to snuff
You missed a point. Mana spend increases soelk damage is now capped, so s 923 mana static orb won't be as effective anymore
what was that from?
This, probably: #🧙┃mage message
i dont see this anywhere 🤔
The mage passive has a cap now
So you won't get 900% increased damage, just 50% more
Also Overcharged Detonation got nerfed to 2% from 3%
2nd usually the cost is around 450, and i'd take 50% more voer 450 increase anyday
Yeah, people keep thinking that change is a nerf and don't understand the "more" vs "increased" difference
well not anyday but it shouldnt be very different
yeah i saw this, one step back after few step forward
still positive after all
Yeah, still very strong
for sure stronger than 1.0
Honestly I think the biggest change is the boss ward breakpoint stuff. That's going to totally change how bosses feel compared to 1.0
the orb's damage in isolation can be a little more or little less. But overall performance of the whole build is definitly significantly stronger
"Mana Stacking Sorcerer" is gonna have like... 10+ build variations now, I bet.
idk. From what i've read in this channel i've already seen some people misunderstanding quite a lot of things
I feel like most of the complaints have been about their builds being nerfed
everything got nerfed 
things that arent nerfed probably were not that good to begin with so
"hey guys we looked at player satisfaction when diablo 4 nerfed everything and thought we'd do the same"
I dunno, I feel like most skills were untouched for the most part
how viable will lvling with disintegrate be XD
According to some folks in here, it'll be complete garbage. But in reality it'll probably be fine.
Just don't use any outdated guides for it because the builds will be totally different.
must invest in mana regen early on
im trying to do my own build a bit
LE is definitely more fun for making your own builds, IMO
trying to make disintegrate/static orb the build
and maybe somehow get spark charges implimented
static orb with that new wand will be fun, cast on evade
I just learn that there's a new sentinel weapon called event horizon and I wonder, why tf is it not a black hole unique
lol, fair
the much bigger question is whether this now makes VO good, it costs around 110 mana in a single target DPS build which maximizes the more damage passive
tbh VO isn't terrible as it is, and with 50% more it might actually be good
maybe now is the time for the VO on flame rush node to shine
also since this should be inherited by ailments this might be huge for the VO frostbite build
despite the nerfs to frostbite uniques
Yeah, maybe. I've never liked VO much so I haven't used it much
nerfing frostbite but giving us this is so dirty :p temptation is real
the real question is, is disingrate finally good
And not like for proccing other skills but as a main skill itself
dual wield Yruns with pen going below 0% change :p
the right side of the tree has alot of damage scaling for the spell itself
it looks decent imo
it looks good but IS it, (I guess we'll only know for sure come Tuesday but, let me meme!)
listen im cooking in my planner, im post it here soon so pplc an roast me lol and make it better 😛
looks to be much worse than before even when factoring in all the buffs to sorc passives and what not
which is quite baffling
They should just let disingrate have 5 beams for free
It might still not be good
but it'd be funny
especially if the beams slowly rotate around you
just give it a non-channeled conversion where it would perhaps summon a few beams that would rotate around you
oh wait nevermind
no
then u already have your answer kekw
but you CAN empty your bar so fast you'll believe that disintigrate is an actual sorc skill
holy moly trying to catch up on people's thoughts about patch notes and working through 20 pages of cringe from @weary hamlet / @barren pawn is not fun
yeah reading your crap is also not fun. Ever tried looking in a mirror?
kids these days
what crap lol
no reason not to go always crit meteor
you're literally walking cringe dude
(sadly we can't make it water/ice and pretend we're SotN Trevor)
What are some good nodes for VO? im looking at this tree and all i see is 3 options (convert to cold, scale with shrapenel explosive ground{w.e that means}, or fire gflyphs of doom)
everything you say makes me recoil in second hand embarrassment. you literally fit the bill for every meme making fun of people who are just smart enough to be maximum cringey but not smart enough to be actually useful to society
you don't take cold conversion since you can have it for 1 point in mage passives
Can we just get back to discussing actual builds please
yea im trying to change the subject shhhhhh lol
you pick up explosive ground, glyph, all the multi damage nodes for the core (some of which also apply to other subskills), then if you have + skill you'll have a few points left which you can use for nodes that buff or nerf its speed until you reach a value where it stays within the models of bosses/larger elites for the entire duration
What are some ways for a Spellblade to blow out their mana pool as fast as possible and go deep into the negative? Volcanic Orb?
You can spec Static so that it costs 250 mana, heh
If you aren't stacking any mana that'll instantly take you negative. Or you can cast it when you get to low mana to drop super negative.
@grizzled lily thoughts on this? https://www.lastepochtools.com/db/items/UAwRgLAzAbA7EA
thanks
im not chunkypapa but that would be great if it was a wand
yeah....hard to make up for the offhand crit
without using an offhand i dont think you can get crit for orb anywhere
but cant be 100% sure what is better
since that thing has a lot of flat dam on it
there can be a case where a non-crit hit using that staff can do more damage than a crit from wand+offhand
right, extra awkward though that the staff scales crit dmg if you want to lean into doom pulse
I mean, if you ignore the doom pulse scaling, you could do something like Static Orb mana stacking
And then the doom pulse would just be extra damage every once in a w hile
we're talking about static orb manastacking
Yeah, you'd just not worry about crit scaling and go for as much possible mana as you could.
Focus on Static Ground, you don't need crit chance, just crit multi.
that's where you'd have to actually test/calculate it out
also it this ever work with orb it'd be with chunky's 3 elemental build
for my variation which is full cold it's certainly not better
500 flat mana, which would presumably be scaled up by % mana increases, would be massive
since i wouldnt be able to full take advantage of the doom pulse
Imagine if you managed to slam a T7 mana on that thing, lol
yeah the text is iffy .... "gained as maximum mana"
I'd assume it wouldnt scale with % until tested otherwise
I just erased
EVERYTHING
OMFG
LOL
i was going to post my mana stacker i cooked up
brb 10 mins
rip
any new uniques stand out as super OP? Nothing mage-specific as far as i can see
alot of these new items look very trappy for mana stacking sorc lol
this one
probably the best of them
oh yeah overall
for the +13 base crit in offhand?
Its a dagger though, isnt that rogue only for offhand?
That might be good for a mana stacking mage actually. Use Mana Strike for flat lightning based on current mana, wouldnt that give you +4 to the skill?
atm a new item has to compete with wrongwarp
and mad ladle
good luck with that
😂
Mad ladle too stronk
100%
Dope !
any way for mage to cast necrotic or void spell
doom pulse seems insane if we can break it...500% dmg effectiveness and +1 flat per 10 max mana
like 2000 base dmg with just the staff + 3000 mana
it's LPL 70 tho
https://www.lastepochtools.com/db/items/UAzBsGYFYHYg This is the item I want to experiment with for sorc most
and a boss drop also
i have a strong feeling that this is a trap
Health + Mana, damage to mana, endurance applies to mana, max health -> endurance conversion, and 4-8% dodge
just like wings of argentus
trap because high LP level?
why is it good?
won't that just drain your mana? mana stacking sorc is generally starved for mana no
^^
the idea is to actually use your mana for dmg
That's the "come what may" bit
I'd rather play and test interesting stuff than meta builds
If I hit 300c I'm good
if you play COF
there's a chance that you'd get to 300c before you see that item
😂
i wonder if FC is still just top of meta with new spark passive
doesnt the change to recast not refunding just kill it?
5 hits for 40 mana? Maybe
We've got conflicting reports on the recasts not triggering more charges, too
yeah you're mana starved now...but getting potentially tons more spark charges per cast
or maybe the damage is enough 🤔
And, you have to be a sorcerer to get the node with the spark charges, which changes things significantly.
Truth that
so maybe less spam but way more dmg
yeah 25 spark charge per hit is quite bonker
We don't really know what that'll look like with the new boss ward mechanic either. Sustain might be more important than burst.
maybe new meta is just glass cannon + flame shield + stack tons of life and reactive ward
Reactive Ward + Silver Rune is definitely super strong.
don't know what sorc would glass cannon with though....fireball?
meteor is suspectible to swarm-y mobs
I'm thinking about Meteor + Flame Aura. Do Int stacking Vilatria's, and get the flame aura node that is +2 flame aura damage per int
Basically just walk around and meteor big mobs while the little ones die around you.
just for clairfication, this shots 1 big orb, explodes, and x points allocated of orbs come out yes?
Technically the big orb doesn't shoot hte little orbs, you do
they come out at the same time
You shoot a big orb at enemies and a bunch of small orbs fly after it at the same target
and is the condition to be "direct" cast?
how are you gonna have any crit chance with staff and helm taken
no offhand, no prismatic gaze
Always be above 400 mana: 100% crit chance with meteor
No scaling crit chance needed, but you'll also have scaling crit chance per int from the sorcerer node as well.
i see
You might not even need that node at a certain threshold. Meteor has +8% flat crit on the tree that you'll be taking anyway. Pair that with a ton of increased crit from all the int you'll be getting... you'll have a pretty high crit chance anyway.
got a planner?
Not yet, I didn't realise LETools was updated and I've been working. But I'll put one together here shortly.'
i like this idea, straightforward
I did a similar build on release. It worked mostly, it's just "walk around and drop meteors on everything. Use focus to regen your mana occasionally when you aren't in combat". I never really encountered a scenario where I didn't have enough mana to blow everything up.
It'll just get smoother with the spellblade node, because you won't have to use another meteor on stragglers
I mean you can also run glacier or something
just to clear stragglers
Nah. More meteors are better.
"Prodigy now has a threshold bonus which grants +1% critical strike chance per 15 intelligence" this is insane no
It's good, probably no insane though.
If you're stacking an insane amount of Int, you'll get +8-10 flat crit chance, which is very good.
Frees you up from needing some other source of flat crit
Would mana > crit multi for the static orb. Mana stacker 🤔
SUUUPER quickly tossed together, probably not perfect.
https://www.lastepochtools.com/planner/o3RYMREB
The points are pretty tight, those 15 in Spellblade might not actually be worth it with all the good new nodes in Sorcerer.
Harbingers of Ruin / 1.1
Mage (30) / Sorcerer (68) / Spellblade (15)
▸ Health: 942, Regen: 20/s
▸ Mana: 448, Regen: 14/s
▸ Ward Retention: 206%, Regen: 55/s
▸ Attributes: 1 Str / 1 Dex / 39 Int / 1 Att / 1 Vit
▸ Resistances: 39% / 15% / 39% / 0% / 0% / 1% / 1%
▸ EHP: 777 / 661 / 777 / 622 / 604 / 608 / 608
▸ Endurance: 20%, Threshold: 188
▸ Armor Mitigation: 9% (218)
▸ Lightning, Fire, Cold / Spell, DoT
▸ None
• Meteor (25)
• Flame Ward (21)
• Focus (20)
• Black Hole (20)
• Teleport (20)
Im mostly deciding what i want on my relic slot (prefix). level for disintegrate/mana/crit multi
Levels of your primary skill are usually pretty valuable. If you're taking the node that makes Disintegrate do more damage per max mana, then it's probably better than crit multi.
Because then you're adding more damage to both your spells. Where Crit Multi doesn't actually benefit disintegrate.