#🧙┃mage

1 messages · Page 77 of 1

glossy mountain
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crit multi benefits static orb

ocean mauve
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Nice, I'll give it a look

glossy mountain
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im post my build very soon, if you can give me some feed back 😛

ocean mauve
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Also I'm now obsessed with using mana strike to trigger frostclaw...as a sorcerer

glossy mountain
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its prob bad but hey 🤷‍♂️

shut escarp
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do you trigger lightning blast twice at the same time if you use double beam disintegrate?

harsh abyss
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LE is forgiving enough that most builds can get you to empowered monoliths, and as long as you aren't playing hardcore, you can always evaluate and respec to upgrade.

glossy mountain
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Does cdr work with internal procs?

harsh abyss
ocean mauve
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just wondering how fast I can get mana strike to attack

shut escarp
ocean mauve
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20% chance is not great

harsh abyss
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If you're using fast attack weapons with attack speed prefixes, you can get pretty fast for sure.

#

This thing could actually be amazing with mana stacking mana strike:

You aren't worried about flat damage, it's got an attack speed affix built in, so if you slam more attack speed on it, it could be strong. And if it's got a good roll, it's +4 to mana strike since it's a dex AND and int skill.

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And it's got big crit multi as part of the implicit, on top of that.

ocean mauve
harsh abyss
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Mad alchemist doesn't actually do anything for attacks though?

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You'd go for a crit build, not an ailment build

ocean mauve
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im trying to scale spark charge / FC not mana strike

glossy mountain
silk pewterBOT
#
Game Cycle / Version:

Harbingers of Ruin / 1.1

Class:

Mage (20) / Sorcerer (67) / Runemaster (26)

General:

▸ Health: 1,348, Regen: 20/s
▸ Mana: 1,369, Regen: 23/s
▸ Ward Retention: 140%, Regen: 147/s
▸ Attributes: 1 Str / 1 Dex / 32 Int / 1 Att / 1 Vit
▸ Resistances: 100% / 79% / 79% / 108% / 92% / 82% / 99%
▸ EHP: 1,715 / 1,715 / 1,715 / 1,870 / 1,715 / 1,715 / 1,715

Defenses:

▸ Endurance: 20%, Threshold: 351
▸ Armor Mitigation: 23% (957)

Damage Types:

Lightning, Fire / Spell, DoT

Buffs:

▸ None

Used skills:

Disintegrate (24)
Static Orb (22)
Focus (20)
Flame Ward (20)
Teleport (20)

Used unique items:
ocean mauve
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sorry I guess wrongwrap not mad alch

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...maybe not wrongwarp either

glossy mountain
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Not sure what idols

harsh abyss
# ocean mauve sorry I guess wrongwrap not mad alch

Sure, but as long as you're building crit that is still going to be better than alchemist or wrongwarp because you can't get attack speed on wands. More attack speed = more procs. And the crit multi and "+int skills" both apply to FC as well

ocean mauve
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yup

harsh abyss
glossy mountain
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everything else looks good tho?

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ill put a rare helmet

harsh abyss
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It seems fine, we'll have to see how it feels on the launch 🤷‍♀️

glossy mountain
silk pewterBOT
#
Game Cycle / Version:

Harbingers of Ruin / 1.1

Class:

Mage (20) / Sorcerer (67) / Runemaster (26)

General:

▸ Health: 1,362, Regen: 20/s
▸ Mana: 1,476, Regen: 22/s
▸ Ward Retention: 140%, Regen: 158/s
▸ Attributes: 1 Str / 1 Dex / 32 Int / 1 Att / 1 Vit
▸ Resistances: 100% / 79% / 79% / 108% / 92% / 82% / 99%
▸ EHP: 1,723 / 1,723 / 1,723 / 1,887 / 1,723 / 1,723 / 1,723

Defenses:

▸ Endurance: 20%, Threshold: 272
▸ Armor Mitigation: 24% (1,030)

Damage Types:

Lightning, Fire / Spell, DoT

Buffs:

▸ None

Used skills:

Disintegrate (24)
Static Orb (22)
Focus (20)
Flame Ward (20)
Teleport (20)

Used unique items:
glossy mountain
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that would be my helm then

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all my gear that has "reduced crit damage" are flex slots for res if i alrdy get 100%

ocean mauve
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nm lol the spark charge thing has to be on direct cast

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fail

harsh abyss
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Yeah they said triggered spells wont do it.

glossy mountain
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what if i tried to level with disintegrate right now

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how painful would it be XD

harsh abyss
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I wouldnt bother, personally, but you do you. Its only 4 days until the cycle starts.

glossy mountain
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true ill just wait

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disintigrate is a DOT skill, so elemental dot and dot increase both work right?

harsh abyss
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Yep

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Elemental DoT is the highest number for increased damage, so that's the one to aim for for Disintegrate. But since you're also scaling Static Orb, Lightning Damage is probably your best bet.

glossy mountain
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oh i see since itll effect both

harsh abyss
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Yep

glossy mountain
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rather than just 1 skill

harsh abyss
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Exactly, you want to scale both as best you can, otherwise you'd be better off not worrying about triggering the one you're not scaling.

glossy mountain
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yea true, im fix that then

harsh abyss
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Twinbeam might cause you some mana problems, but you can evaluate that as you go.

glossy mountain
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i saw ele dot had higher increase so my pepega brain kicked in

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higher number good

harsh abyss
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Yeah

glossy mountain
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because i have focus

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deplete my mana, cast flame ward (or something to take me negative) channel focus

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rense and repeat

harsh abyss
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Certainly feasible, if that play pattern works for you, then go for it for sure. I'm not sure I'd go for the Mana tunnel node on Teleport. It's just going to refund the mana cost of your initial disintegrate cost (5), and then be consumed. It won't affect the channel cost or static orb casts or anything.

glossy mountain
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If i could, i wouldnt take it

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i take it for the CDR

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tunnel finder

harsh abyss
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The CDR is less than the penalty from mana tunnel

glossy mountain
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ohhhhh

harsh abyss
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That node kinda gets you back into the zone of being able to use teleport more often

glossy mountain
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ok yea nvm

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any recommendations on where to go?

harsh abyss
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You'd be better off getting Comet Rush and/or Wormhole

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Wormhole gives you CDR on your other skills too so it'll help Focus cool down faster

glossy mountain
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oh perfecty

harsh abyss
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Also, since we're in "wording is very particular" world, none of it is CDR, it's ICRS (Increased cooldown recovery speed)

glossy mountain
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im guessing this is the best idols

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and getting small ones with mana

harsh abyss
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TL:DR, CDR doesn't have diminshing returns, 100% CDR = no cooldown
ICRS does, 100% ICRS = 50% cooldown timer (you can cast it twice as often)

glossy mountain
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is ICDR local and CDR global?

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oh i see

harsh abyss
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It's always local unless it says global

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Look at the wording difference between Comet Rush and Wormhole

glossy mountain
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oh i see ok

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so wormhole is global and applies to all my other skills

harsh abyss
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They always use Cooldown Recovery Speed because Cooldown Reduction is too easy to accidentally let people get instant cooldowns through some cheesy mechanics.

glossy mountain
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comet rush applies to the CDR of the skill iteself

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:noted

harsh abyss
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Exactly

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And if you look at Mana Tunnel, it adds a flat +6 seconds to the cooldown, which is then affected by cooldown recovery speed

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Which is why Tunnel Finder lets you get back down to a reasonable cooldown

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Mana Tunnel takes you from 5 second CD to 11 second CD, then if you get Tunnel Finder and Comet Rush, you get back down to ~6ish second cooldown.

harsh abyss
glossy mountain
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ah perf

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ty !

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1.8k mana with those idols

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LOL

robust gorge
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@proven haven what are you gonna play?

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im waiting for LE tools to update before i theorycraft

glossy mountain
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LE tools alrdy updated

robust gorge
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oh nice

harsh abyss
proven haven
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I've mathed it

robust gorge
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they hit the trigger builds kinda bad i think

proven haven
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I tested without the +250% AoE

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it's not a big deal

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you save 6 pts and put them into AoE elsewhere

robust gorge
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i mean the loss of mana gain on cast on trigger

proven haven
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it never worked anyway

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oh wait

proven haven
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not mana spent, gotcha, yea

harsh abyss
glossy mountain
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it makes it cost 0 mana

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but sorc scales with mana spent ?

robust gorge
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frostbite got like a 40% dmg buff too

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good for early game

harsh abyss
glossy mountain
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it says the channeling of disintegrate will be 0

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so how do i burn my mana?

harsh abyss
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Yeah, the bonus damage from sorcerer only applies to mana costs, not channel costs

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Static Orb will burn your mana plenty fast

edgy tapir
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Would spellblade's flame walker passive's threshold bonus of fire aura shredding fire resistance also convert to shred cold/lightning resistance when fire aura is converted? It is not mentioned as part of the conversion nodes so I assume not, but just want to make sure.

harsh abyss
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I believe Mike said that it would

edgy tapir
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oh that'd be nice bonus

harsh abyss
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That's one reason why I was considering using it. Easy lightning shred for my meteor build

glossy mountain
harsh abyss
# glossy mountain ok gotcha !

You might also look at "focusing" your Static Orb tree a little more. Right now you've got the little orbs that don't explode, and the charged ground that's caused by the explosion. If you drop the small orbs, you can take the Crit Multi node and put all the points in the Mana Charged node, which will be a huge boost to the damage of your charged ground. Plus, you'll get lightning aegis when you cast it, which is nice.

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Fortunately, LE is very forgiving with respeccing, so you'll be able to test out different setups and see which one you like most.

glossy mountain
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So

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i was talking to someone and brain storming

silk pewterBOT
#
Game Cycle / Version:

Harbingers of Ruin / 1.1

Class:

Mage (20) / Sorcerer (77) / Runemaster (16)

General:

▸ Health: 1,362, Regen: 20/s
▸ Mana: 1,617, Regen: 21/s
▸ Ward Retention: 159%, Regen: 172/s
▸ Attributes: 1 Str / 1 Dex / 33 Int / 1 Att / 1 Vit
▸ Resistances: 100% / 79% / 79% / 108% / 92% / 82% / 99%
▸ EHP: 1,768 / 1,768 / 1,768 / 1,965 / 1,768 / 1,768 / 1,768

Defenses:

▸ Endurance: 20%, Threshold: 272
▸ Armor Mitigation: 27% (1,247)

Damage Types:

Lightning, Fire / Spell, DoT

Buffs:

▸ None

Used skills:

Disintegrate (26)
Static Orb (22)
Focus (20)
Flame Ward (20)
Lightning Blast (22)

Used unique items:
glossy mountain
#

Came up with maan stacker on hit

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disintegrate procing tendrils/lightning blast/static orb/spark charges

harsh abyss
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Lol if you wanted to go one step further, you could replace Flame Ward with Static and charge that up and proc even more lightning blasts with it

dire zealot
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To people with more experience, does sorc look good post buffs?

harsh abyss
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Yes

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It's going to be much more competitive than before

dire zealot
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Do you scale it with high mana cost spells and go runemaster for lower cost ones, to take advantage of the mastery bonus?

harsh abyss
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I mean, depends on how you build really. But you can't get Runic Invocation without being a Runemaster, so it's tough to double dip too much between them.

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And you can't get most of the new powerful passives without being a sorcerer

topaz hare
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sorc has more than just mastery bonus that rewards mana stack

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early feeling is surely sorc for mana stacking and rm for everything else

dire zealot
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Ah okay, so it's still a mana stacker class but got buffed

topaz hare
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yep

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massively massively buffed

harsh abyss
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Yeah, Sorc is definitely big buffed for mana stacking.

dire zealot
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Trying to decide on a build for 1.1 with about no idea even what playstyle I want to do

glossy mountain
harsh abyss
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You're taking the glass cannon node. If something hits you you're already going to evaporate

dire zealot
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Is there a way to make mana stacking work with frost claw, or is runemaster just going to be better?

harsh abyss
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Best to just not get hit 😝

topaz hare
glossy mountain
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So heres a question

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the twin beam for disintegrate, are we thinking each beam has its own internal CD, and each beam can apply procs?

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So like i can proc 2 static orbs because of the 2 beams

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🤔

harsh abyss
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I don't think so

topaz hare
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the way it's worded definitely not, as long as the wording is actually accurate

glossy mountain
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each beam does dmaage independely

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the wording to me sounds

harsh abyss
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Yeah but you're still only casting disintegrate once

glossy mountain
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like they are each there own

topaz hare
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I meant the way this is worded

glossy mountain
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ahhhh

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there we go, yea i see your point

harsh abyss
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Now, the wording of Unbridled Power might apply to each beam independently:

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Same thing with shock applications

glossy mountain
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i think i know this but want to double check. this is hard casting only

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this wont work on procs

topaz hare
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yeah "direct cast" = no procs

glossy mountain
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perfvect ty

main dock
topaz hare
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there have been cases of EHG just forgetting to specify though

main dock
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Thanks, yeah the wording in all of fireball tree says "when cast" instead of "direct cast" so I don't think it'll work but might test it out

topaz hare
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has anyone looked hard at static orb mana stack sorc yet

glossy mountain
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like just using static orb?

topaz hare
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yeah sorry not your disintegrate stuff

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just like cast static orb

glossy mountain
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gotcha

main dock
#

I was thinking about a static orb mana stacker with spark charges

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Really wanna make a orbital ball lightning style mage like D4, but the orbital mechanic in LE is a little funky. It didn't feel great on a play test but might be better lategame in echos

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Mana cost is super high so think it synergizes well with spark charges and mana stacking

topaz hare
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I agree about orbital, I've played static orb builds before and always use shotgun instead

main dock
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Probably better synergy there with spark charges, if each smaller orb procs em

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That's probably the play..

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I'm either going to play that, or lightning fireball with spark charges

glossy mountain
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Im kinda cooking something with just static orb

proven haven
rough minnow
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Is fire aura back ? :p

spare glen
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No

rough minnow
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Distintegrate now can stack it 100% of the time, has in-built fire shred, can scale flat with int, has more area, has more multis from spellblade

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think that's not enough?

crude orbit
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why was black hole not touched lol

scenic sail
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void stuff got some new items, maybe that'll make it viable?

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Meteor also was not touched at all, which is pretty disappointing, some of those nodes on the meteor skills tree are really bad

crude orbit
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launch cycle I had the most DISGUUUUUUSTING weaver's will relic that rolled with + black hole on it and it would have been SOOOOOOOOOOOOOO nasty if the skill wasn't so just... idk what word to use. underwhelming? wonky? weirdly designed with the nodes? like the one node on the right side that has to do with combining damage types or splitting them or whatever I forget what it's called, but it forced me to take it to complete my setup to get where to a node I needed but a node on the path to doing so screwed me in the process

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but even without that the skill just kind of has some problems

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almost zero builds use it

crude orbit
scenic sail
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Yep, I've been playing meteors since D2! Lotsa fun

full bluff
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No news on the new uniques

scenic sail
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They put all kinds of info on that site, there are quite a few typos and confusing ways they've noted some of the changes, but there's a lot to read through

spare glen
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at most it could be trash 300 cor clearing skill

rough minnow
spare glen
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it might be ok for some additional clear on some builds time will tell

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as main dps i dont see that happening

rough minnow
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I have been looking at a 2x transcribers build

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if you disregard dominion, you could just pump fire auras for flame rush damage

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and flame rush you should be able to scale

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not sure if the flat from transcribers per flame aura would work on Flame rush's brand of subjugation

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as in, add flat to that brand

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can anyone confirm?

ocean mauve
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what scales / doesn't scale with overcharged detonation? the small orbs from scatter blast? tendrils?

queen mason
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wow This wand seems that to be designed for lightning sorcerer!

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I guess it can be replaced with wrongwrap after wrongcrap is nerfed a lot on recovery speed on traversal skills

robust gorge
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wait wasnt there a build that can get like 1k fire aura stacks

scenic sail
queen mason
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And I guess it'll become a popular item for mage players wow

woven moss
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Why are mages so op

scenic sail
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Nihilis looks really good, I'm looking forward to trying that

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That's like the Red Ring of Amulets

queen mason
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Oh indeed!

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I can imgaine how amazing if a player own both of them

scenic sail
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It'll be great but probably overkill for resistances, this could free up a ring though and allow me to use 1 red ring and 1 other kind of ring

queen mason
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oh sorry yeah I don't see -5% all resistance lol

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heavybreathing -20% mana regan too oh no

scenic sail
#

That's fine, I'm just saying with two red rings right now my resistances are already pretty much capped just by accidentally gaining others with things like vitality and my items I already wanted. But yea, those negative values are VERY cool because some people might not care about some of those and mana regen for example is super important for me so I'll care about that a lot

queen mason
#

This rolling range just as same as onmis

scenic sail
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It's similar to Omnis but Omnis never had negative values right?

queen mason
#

yeah. But both of them has a wide range haha

ocean mauve
robust gorge
#

havent dug yet

harsh abyss
#

Also, Nihilis will probably be popular for everyone. One of those pinnacle drops that's always good.

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It's gonna be a lot better in general now because you can add LP to your items

karmic vapor
karmic vapor
harsh abyss
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Well yeah obviously

grizzled lily
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more of a spellblade item I think because it is the only mastery that can compensate for the lack of crit. For mana sorc I think it is bad. For some jank void fire aura spellblade maybe.

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the new spellbade prodigy node that scales flat crit from int is kinda cool, opening up a lot of options

ocean mauve
#

hmm i'll mess around a bit

wispy rune
#

does it seem viable to go for the 1k mana on sorc without sacrificing too much damage?

harsh abyss
#

Damage comes easy in LE, for the most part, so sacrificing some for additional survivability is rarely a bad call.

wispy rune
#

hmm cool cool. wanting to do a meteor + blackhole setup as my started for 1.1

harsh abyss
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That's likely what I'm going to be doing. There's a lot more defense in the sorc tree, so I'm hoping it'll be less squishy in the early game.

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I'll be converting to a Vilatria build as soon as I can get the staff. I really like Lightning meteor

wispy rune
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with all the area node increases and the % mana refund it deffo seems fun. I worry about single target damage tho

harsh abyss
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You can scale crit multi pretty high for meteor, I doubt it'll be too much of a problem. Someone posted a meteor storm build doing T4 Julra pretty recently in just a few seconds. The "One big meteor" is less DPS than that, but should still scale fine.

wispy rune
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yea thats what ive focused on. done a starter build planneron LEtools and its mainly abou all the crit nodes.

wild sluice
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So i think I'm going to heavy invest in a lightning spell blade build. I just can't figure out weapons. Should I dual wield or should I do a 2H

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any thoughts?

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Might do cold...either way

upbeat imp
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if you are playing SB, probably wouldnt do a 2h

scenic sail
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Does 2H work with wands or just melee weapons?

upbeat imp
#

????

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you mean dual wield?

wild sluice
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Kinda looking at a frost claw melee build using mana strike...

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The theorycrafting is hurting the brain

upbeat imp
#

that got nerfed lol

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hard

wild sluice
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What do you mean?

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Howd it get nerfed...they literally just released the passive updates in the patch notes?

upbeat imp
#

that was a build that has been used but there was a patch note that called out

Macuahuitl now consumes 80% of Frost Claw’s mana cost when cast this way, and will not trigger at negative mana

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which is similar consumption to the passive as well

wild sluice
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Right..wheres the issue?

upbeat imp
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that mana strike wont be able to support that

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if you have a high proc chance and it cannot cast at negative mana

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you'll be dead in the water with a tiny mana pool that spellblade has

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:/

wild sluice
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Mana strike base refunds 15 frost strike can get all the way down to 12

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what am I missing here

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I mean regardless I can also do a lightning blast build off melee hits as well

upbeat imp
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you're realistically going to dump points into frost claw as a skill since the proc will benefit from points put into it.

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and the primary ones, will increase the mana cost

wild sluice
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Right that's what I'm saying though

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I can get that mana cost down pretty easily

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you have to do the same thing with the frost claw elemental nova build

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or I can just rock massive lightning fire aura stacks with lightning aegis

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who knwos

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knows*

upbeat imp
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yeah i just think the FC melee proc builds are played out and likely now wont work

wild sluice
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Worst worst case scenario I can't make it work right and go back to my fireball crit meteor build

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now that Sorc is super sexy

wispy rune
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embrace meteors

upbeat imp
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im a bit interested in trying to slam together a SS Parry build

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but no idea how that will work out

wispy rune
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im so keen for meteor build 😔 i dont wanna wait the 3 days

harsh abyss
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I think the Mana strike -> FC build will still work, but it won't be to the insane scale that it was before.

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And you might have to build it a bit differently

wild sluice
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There are like...7 different builds I want to try

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my ADD is not going to be hpapy

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happy*

harsh abyss
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Honestly that's kinda the beauty of Last Epoch. I rarely get to endgame because when my builds are functional and good, I move on to another build to try it out.

wild sluice
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Absolutely

upbeat imp
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wall of nothing looks like a v cute item

harsh abyss
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Yeah, it'll be good but probably also drops from the pinnacle boss, so I wouldn't start with a build that wants it 😝

upbeat imp
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ik

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still looks kinda cute

weary hamlet
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it seriously needs its coefficients buffed, it can get a ton of flat but it's not all that useful when it's at what, 170%?

crude ember
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hey, any good hc build for 1.1?

minor wasp
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"Frostbite now deals 50 damage (from 36)"

I saw they increased frostbite damage, is SS Frostbite stacking Spellblade still gonna work?

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Or am I going down the Int stacking Sparky Spellblade?

half pollen
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They buffed frostbite but nerfed most frostbite items,

viral pond
#

Mana stacking gonna be so cracked man lmao

weary hamlet
next lance
#

Hello there.
I would like to make fire dot build with disintegrate.
What would you recommend?:)

  1. Sorc vs runemaster
  2. Secondary skill - meteor from sorc or fireball/volcanic orb from disintegrate?
    Looking for experienced players advices🙂
    Thank you😊
weary hamlet
#

1 - probably RM for synergy with glyph, but it's not clear cut so far
2 - hard to tell what will be better, but now that you don't need fallacy and thus can use normal skills too, perhaps craterborn will be the winner

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but the rest of the points in meteor aren't going to be great unless you also use the teleport mana regen tech, which you might need to

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given how for some weird reason they decided to nuke the mana regen node in disintegrate

carmine hazel
#

sorc -> The second mastery bonus now grants 1% more spell damage per 2 mana cost, up to 50% more (from 1% increased spell damage per mana cost, unlimited)

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PoG

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Mana regen -> archmage

ivory shadow
#

What's your opinion on Celestial Doom, guys?

carmine hazel
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to 1.0.0

harsh abyss
#

I mean... the point was to buff them, so having them be overtuned compared to their lackluster state last cycle makes sense.

harsh abyss
ivory shadow
#

If one can even imagine such blasphemy

carmine hazel
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could be good for lvling, but tbh end game meteor-> all ?

harsh abyss
#

Nah, there are plenty of good options. Meteor isn't a clear best for all builds.

carmine hazel
#

for all, ofc not. Just for mana stacking sorc

harsh abyss
#

Nah, Static Orb builds also going to be popping off this cycle too

warm widget
#

YYou guys think disintegrate will be good?

harsh abyss
#

I'm sure people will come up with other mana stacking shenanigans

carmine hazel
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Disintegrate for lvling Yes, Endgame 50:50 for me

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afterall you cant move xD

warm widget
#

yeah thats not terribly good 😛

harsh abyss
#

The Lucomancer/Resurgence nodes will be good endgame, ensuring you can always be channeling at T3

#

Even on bosses where you have to move around a bunch.

glad lava
#

does arcane momentum stack up while channeling?

ocean mauve
#

been thinking about how to use the new static charge node

#

you can probably just shove enigma into chunky's mana stacker and make the clear smoother with glacier

#

or replace static orb with FC for single target if all recasts trigger spark charge

carmine hazel
weary hamlet
weary hamlet
ocean mauve
#

what did meteor get in 1.1 other than new archmage refund?

harsh abyss
ocean mauve
#

ah right

harsh abyss
#

Damage was never the problem though, it was survivability

#

And Sorc got a BUNCH of that

fathom junco
#

hey for rune master on the runebolt tree. Does attuned recovery stack with Amplified cascade? Amplified cascade says it gets the effects of attuned recovery and the passives are listed on that node. Does this override the attuned recovery node though?

carmine hazel
#

aaaaand whats more near 2100 mana you can Meteors w/o mana issues

ocean mauve
carmine hazel
#

so 1 skill build

ocean mauve
#

mana bulwark?

rapid hinge
#

sorc got a bunch of what

#

😅

ocean mauve
#

survival

rapid hinge
#

like what?

carmine hazel
#

mom

ocean mauve
#

that's what im asking 😛

carmine hazel
#

is back

ocean mauve
#

whose mom

#

my mom?

harsh abyss
#

Mana Shell, Mana Bulwark, Arcane Insight, and Mana Ward

ocean mauve
#

eh

harsh abyss
#

Mana Shell is the big one. On the high end you could build defenses with things like Twisted Heart, but it was getting to the point where you could equip those things that sucked big time.

ocean mauve
#

not convinced damage taken from mana before health is actually good, 50/50

harsh abyss
#

It is, because it's a 5:1 conversion. 5 points of damage = 1 mana

rapid hinge
#

flameward tree?

harsh abyss
#

Every other source of "Damage done to mana before health"

rapid hinge
#

really

harsh abyss
#

There are a couple helmets, helm and chest affixes, etc that all work like that

ocean mauve
#

hmm

rapid hinge
#

where exactly 5:1 was written im very confused

harsh abyss
#

It's in the alt text, which isn't in LETools, but it's shown in the flame ward node

carmine hazel
#
  • you can change that to fire and you got fire res, + endurance apply to all dmg taken
rapid hinge
#

like did you test it?

harsh abyss
#

I know that it's the same for the other existing affixes and stuff, yeah

#

It might not work that way with Mana Bulwark, but that would be a weird choice.

rapid hinge
#

aight im gonna ask dev to be sure

harsh abyss
#

Fair

ocean mauve
carmine hazel
#

Seed of Ekkidrasil check that

harsh abyss
#

You never have to use twisted heart, there are other defensive options. Mana Shell is just going to be a very good source of ward, which Sorcerer didn't really have after they nerfed Lost Knowledge from its original state.

#

Between Mana Shell and Arcane Insight, Sorcerer can have a lot of really good passive ward generation

ocean mauve
#

I think defense in this game is so much about playstyle too. Spam from distance > cast slow from distance > spam from close > cast slow from close

#

one of the reasons FC overtook plasma orb runemaster...you just build so much more ward spamming vs invoking

#

ward rampup speed when you hit a pack is important too

harsh abyss
#

That got pretty heavily nerfed this patch too

ocean mauve
#

sometimes you just get randomly one shot between packs

#

this is why I think AOE is gonna make or break meteor to some extent

#

AOE is defense, at least when mapping

harsh abyss
#

That's why having good ward/sec and ward threshold is very good for Sorc's defenses

#

Also why I'm planning to get the Fire Aura nodes from spellblade

#

That consistent PBAOE damage while moving around will be a handy backup for Meteor

ocean mauve
#

fire aura is around you right

harsh abyss
#

Yeah

ocean mauve
#

would be nice to get AOE at a distance

harsh abyss
#

With the area nodes, it's a pretty reasonable size. And the passive that gives area and the threshold bonus also gives Int now, which is great.

spare glen
#

@radiant vessel soooo how is spellblade now?

ocean mauve
#

wonder how much difference maxing out dragon breath makes

radiant vessel
#

Basically crit is free af now

#

Everything else is practically the same

carmine hazel
#

Spellblade gonna be good

harsh abyss
spare glen
#

rip so no chonk for sb?

ocean mauve
spare glen
#

😅

ocean mauve
#

yeah

#

im saying I couldn't find a way for spellblade to take advantage of the easy crit capping

#

on par with the current RM / sorc meta builds

spare glen
#

oh i misread mb

ocean mauve
#

like maybe you want to use a shield??

#

and basically be the new pally

#

easy crit capping frees up catalyst and helm slots mostly, but what OP thing do you want in those slots instead

harsh abyss
#

Dual wielding is a massive damage buff, and it also frees up weapon affixes that would normally be for crit

ocean mauve
#

don't think damage is SB's problem, it's mana / def

#

I was playing a shatter strike SB with a healing hands pally in like..week 2 of s1, crazy damage

#

you have so much flat dmg from enchant weapon + passive tree, tons of attack speed

#

just have to get some increased dmg and you're good to go

#

I'd bet on sword + board before dual wield

harsh abyss
#

Ngl, mana stacking mana strike sorcerer feels like it might be really fun

ocean mauve
#

you mean FC triggering?

harsh abyss
#

Not even that, just stacking mana to use the "current mana as flat damage" node

ocean mauve
#

yeah might be good

#

although mana strike has serious QoL problems

#

tiny AOE

#

even with investment

#

gonna have to clear with something else probably

#

and at that point why aren't you just using static orb 😛

harsh abyss
#

You might use static orb as well actually. Use orb to create charged ground and use some mana, then stand in the charged ground mana striking to regen it.

At 1000 mana, you're getting 150 flat damage and 100% base crit chance from the mana strike, so you never need to scale crit chance, and static orb scales off of crit multi with no need for crit chance investment

#

So you could easily scale both.

ocean mauve
#

yeah, might be good

#

seems a lot easier to just scale static orb for 1-shot though

harsh abyss
#

Even so, by scaling static orb charged ground you're basically scaling mana strike by accident, heh.

#

So they pair well

ocean mauve
silk pewterBOT
#
Game Cycle / Version:

1.0 / 1.0.6

Class:

Mage (20) / Sorcerer (54) / Runemaster (39)

General:

▸ Health: 1,018, Regen: 20/s
▸ Mana: 1,509, Regen: 17/s
▸ Ward Retention: 379%, Regen: 0/s
▸ Attributes: 5 Str / 5 Dex / 97 Int / 5 Att / 5 Vit
▸ Resistances: 62% / 82% / 62% / 78% / 54% / 83% / 57%
▸ EHP: 1,351 / 1,534 / 1,351 / 1,874 / 1,268 / 1,534 / 1,294

Defenses:

▸ Endurance: 20%, Threshold: 204
▸ Dodge Chance: 1% (20)
▸ Armor Mitigation: 43% (2,457)

Damage Types:

▸ Fire, Cold, Lightning / Spell

Buffs:

▸ None

Used skills:

Teleport (20)
Meteor (22)
Static Orb (22)
Focus (20)
Glacier (20)

harsh abyss
#

The small orbs. If you're creating charged ground you dont need them

ocean mauve
#

also I'm not sure how damage scaling works with manacharged + overcharged detonation

#

do those multipliers work with charged ground? tendrils? small orbs?

harsh abyss
#

Detonation and Small orbs are only hit damage, so you wouldnt scale them and the charged ground together. Manacharged is all damage, which is why it branches to the charged ground

dusk gorge
silk pewterBOT
#
Game Cycle / Version:

Harbingers of Ruin / 1.1

Class:

Mage (39) / Spellblade (66) / Runemaster (8)

General:

▸ Health: 1,220, Regen: 25/s
▸ Mana: 137, Regen: 8/s
▸ Ward Retention: 200%, Regen: 45/s
▸ Attributes: 6 Str / 11 Dex / 30 Int / 6 Att / 10 Vit
▸ Resistances: 42% / 18% / 42% / 0% / 0% / 10% / 10%
▸ EHP: 979 / 830 / 979 / 744 / 744 / 789 / 789

Defenses:

▸ Endurance: 20%, Threshold: 244
▸ Dodge Chance: 2% (44)

Damage Types:

Cold, Fire, Lightning / Spell, Melee

Buffs:

▸ Enchant Weapon (Passive)

Used skills:

Flame Ward (20)
Mana Strike (20)
Volcanic Orb (20)
Enchant Weapon (20)
Snap Freeze (20)

Used unique items:
dusk gorge
#

Does the Preparation node work for Channelled skills? 'next spell +200% inc damage + slow every 3 seconds'?

harsh abyss
#

Only works for the first hit

vale tartan
#

wouldve been cool if the damage wouldve been snapshotted

dusk gorge
#

Dang thanks

harsh abyss
#

Yeah, would be cool, but snapshotting in general is bad because it lets some things be way more powerful, and then they have to be balanced around the snapshots, and it creates a crappy design space where you HAVE to snapshot for the skill to be good.

dusk gorge
#

Yep.

harsh abyss
# dusk gorge https://www.lastepochtools.com/planner/Q9PpkJkA Feel free to roast my Negative ...

Thoughts:
-I'm not sure you want the ring. You're not scaling minions at all, so the crabs are gonna suck.
-Not sure why you're taking the cold branch in Enchant Weapon. If you want cold, you should definitely convert mana strike to cold for better synergy. Or you could take the Lightning branch and have synergy there.
-VOrb isn't my favorite way to go negative mana, but it'll definitely work.
-You might want to look into using Surge or Teleport instead of Snap Freeze, both have useful aspect that could synergize with the build. Especially since you're summoning crabs instead of evading.

dusk gorge
#

Yeah sorry the ring was a holdover from testing, in fact the only reason I considered this setup was because they added Evade and so you can move around without teleport at negative mana, and snap freeze I can use before going negative for armor buff and stuff.

Oops I forgot to take the cold mana strike node, mb.

harsh abyss
#

Yeah I thought that might be the case, or you were planning to use the new sword that converts it

#

I'm pretty stoked to see how evade feels in general

dusk gorge
#

Thanks for having a look either way, I must say it's probably a complete meme.
I like how many super basic builds are now available for spellblade; flame reave spam, flame brand spam, cold mana strike + regular shatter strike, etc.

proven haven
#

Except with spellblade

#

With that plus sorc node you basically* dont need to build any crit on gear at all

#

What an embarrassing auto correct

harsh abyss
#

Here's roughly what I'm thinking for Mana Stacking Mana Strike Sorcerer: https://www.lastepochtools.com/planner/B73kXEKB

Keep high mana by Teleport -> Free Static cast -> Mana strike, which regens mana and drops meteors. You stack int and mana so Vilatria's set gives all your spells a decent amount of flat damage, and Mana Strike gets a ton of flat damage from your mana pool. Your mana never drops low because you're constantly regening with mana strike and your only actual mana cost is from the meteors.

You scale Crit Multi without needing to worry about crit chance, because Charged Ground from Static Orb scales off multi, Meteor always crits because you're always above 400 mana, and Mana Strike has 100% crit chance because you're always over 1000 mana. Your other crittable things (Static Orb hits, Mana Arc hits) get a decent amount of crit chance from your int scaling, but you don't necessarily care about them critting as your main damage source.

silk pewterBOT
#
Game Cycle / Version:

Harbingers of Ruin / 1.1

Class:

Mage (30) / Sorcerer (68) / Spellblade (15)

General:

▸ 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

Defenses:

▸ Endurance: 20%, Threshold: 188
▸ Armor Mitigation: 9% (218)

Damage Types:

Lightning, Fire, Cold / Spell, DoT

Buffs:

▸ None

Used skills:

Meteor (25)
Flame Ward (21)
Focus (20)
Black Hole (20)
Teleport (20)

harsh abyss
#

Oh yeah

silk pewterBOT
#
Game Cycle / Version:

Harbingers of Ruin / 1.1

Class:

Mage (20) / Sorcerer (68) / Spellblade (25)

General:

▸ Health: 906, Regen: 20/s
▸ Mana: 955, Regen: 16/s
▸ Ward Retention: 206%, Regen: 105/s
▸ Attributes: 1 Str / 1 Dex / 39 Int / 1 Att / 1 Vit
▸ Resistances: 39% / 15% / 39% / 0% / 0% / 1% / 1%
▸ EHP: 757 / 644 / 757 / 610 / 588 / 592 / 592

Defenses:

▸ Endurance: 20%, Threshold: 181
▸ Armor Mitigation: 11% (277)

Damage Types:

Lightning / Spell, Melee

Buffs:

▸ Enchant Weapon (Passive)

Used skills:

Mana Strike (20)
Meteor (22)
Enchant Weapon (20)
Static Orb (21)
Teleport (20)

ruby bluff
#

manastrike without teleport strikes is going to feel eh

dark jay
dire zealot
#

Anyone know if mana stacking or otherwise, Glacier would be good? What would you build in terms of defenses?

harsh abyss
#

No, but it does add an additional hit that gives you more chances to proc meteors

harsh abyss
# ruby bluff manastrike without teleport strikes is going to feel eh

Well, part of the point is that you're dropping Charged Ground on big enemies and standing in it, so you're mostly going to be on top of them anyway. That also keeps them in fire(lightning) aura range, which will shred their resistances in addition to all the shocks you'll be applying.

crude orbit
harsh abyss
#

Which node?

crude orbit
#

I haven't played in months so I don't remember off the top of my head I have terribly unmedicated adhd so forgive me for the memory gaps, but I'll try to explain the general idea I had

#

so my build idea revolved largely around Armageddon node where black hole can cause meteors to fall every second

#

I got a weaver's will relic to drop which had max + black hole skill points on it I think and then my other BIS stat that I needed so I was juicing for a while and I (think) my plan was to juice black hole to hold aoe/trash mobs in place with its cc aspect while meteors just rain down and wipe trash

#

and I had a bunch of conveniently coinciding stats that worked with the nodes past Red Giant node, but Red Giant node stops Black Hole from pulling enemies

#

I even had several variations of it where you could have it pure cold or pure fire but tl;dr as it stands right now it's just kind of wonky and requires too much finesse

#

which is why you saw almost nobody using it

ocean mauve
#

basically scale dmg taken as mana to the moon with max endurance (seed of ekkidrasil), and permanently sustain mana with super fast mana strike

#

tried to solve dmg with just scaling flat melee + glamdring + cheap FC procs, but prob not enough dmg

#

life sustain should be insane though unless I'm mis-understanding seed....60% dmg reduction from endurance + 1:5 conversion + maxed out mana strike + tons of attack speed

terse folio
#

Hi I’m planning on playing mage for the first time this league and am wondering what people think is the best league starter build to go with?

terse night
#

Does anyone know how Disintegrate talent Flame vent works? Will it spawn a base instance fireball or if you have fireball as one of your spells will it spawn that instance instead with full talents?

tender pelican
ocean mauve
ocean mauve
#

seems better than mana stacker and doesn't rely on frost claw mana refund bug? did something else about it get nerfed?

shut escarp
#

wdym glacier static orb, is there any interaction between these skills?

shut escarp
#

ok, I guess this explains it 😄

spare glen
#

damn it is what it is i guess

#

🤔

weary hamlet
#

they can't be mage biased mate cause that would imply that they give a sh it about SB

surreal arrow
#

literally killing off muh freeze builds q_q ehg why

weary hamlet
#

a few limp fixes over 5 years ain't it chief

surreal arrow
#

oceareon did nothing wrong

spare glen
spare glen
weary hamlet
#

let's make a build that can permastun bosses, what could go wrong?

spare glen
#

🙂

surreal arrow
#

Are bosses even freezeable after these nerfs. I'll go for a testrun after I get all the gear I guess but yeah, that was a massive archetype obliteration.

spare glen
#

hopefully not, or maybe once in 3-4 seconds at most

#

nobody else could do it and it was overpowered, so it makes sense and shouldnt be in the game imo

surreal arrow
#

No king rules forever... something new gonna take its place :)

#

What it gonna be - viper strike or mana strike? Or maybe erasing strike :D

urban ridge
#

the funny thing is the first character i ever made was a sb, and i realized pretty quick it felt awful.

proven haven
proven haven
#

I am kinda thinking int stack is the way to go because spellblade now has the new int -> flat crit scaling node, in additional to sorcs int -> % crit, this means you can easily crit cap.

#

In 1.0 FC was free when proc'd with melee, now it has a cost, that makes volley of glass harder to sustain, but maybe we can make it work idk

ocean mauve
#

I was semi-stacking int anyways just didn't bother to do it on all gear

#

less survival, way more dmg probably

proven haven
#

my only concern honestly is mana, 1.1 spell blade should be stronger than the thing I built in 1.0

#

the damage was not an issue

#

ward is higher for spellblade, but we lost ward elsewhere so idk what the balance is there

silk pewterBOT
#
Game Cycle / Version:

Harbingers of Ruin / 1.1

Class:

Mage (20) / Sorcerer (11) / Spellblade (72) / Runemaster (10)

General:

▸ Health: 1,080, Regen: 20/s
▸ Mana: 743, Regen: 14/s
▸ Ward Retention: 478%, Regen: 231/s
▸ Attributes: 13 Str / 23 Dex / 107 Int / 13 Att / 13 Vit
▸ Resistances: 59% / 75% / 72% / 54% / 54% / 67% / 70%
▸ EHP: 2,164 / 2,509 / 2,436 / 2,458 / 2,084 / 2,335 / 2,390

Defenses:

▸ Endurance: 65%, Threshold: 281
▸ Dodge Chance: 3% (92)
▸ Armor Mitigation: 37% (2,037)
▸ Crit Avoidance: 98%

Damage Types:

Lightning / Melee, Spell

Buffs:

▸ Enchant Weapon (Passive)

Used skills:

Mana Strike (28)
Enchant Weapon (21)
Frost Claw (24)

proven haven
#

@ocean mauvethe bounces on FC ony work with direct cast btw

#

glamdring not useful for enigma build, very little damage added

#

you probably want volley of glass for more chances to apply spark charge

#

Gift of Winter also says "Directly casting FC Costs less mana..."

#

so I don't know if that applies either

#

I'm worried it doesn't

#

Assuming Gift of Winter doesn't work with melee proc FC, even without Volley this is what your mana would look like;

unreal umbra
potent hatch
#

did sorc get any compensation f or the ward retention nerfs that I missed? cuz sorc doesn't really have other defensive options but also couldn't abuse ward like warlock or paladin could.

harsh abyss
#

Sorc got HUGE defensive buffs

potent hatch
#

where? in the 1.1 patch notes?

harsh abyss
#

Ward per second per 10 max mana, damage taken from mana before life, ward threshold, mana spent gained as ward

potent hatch
#

I'm building my character there. was gonna do a lightning disintegrate proc build but we no longer get the free mana on channel. so I have to spec heavily into mana regen to make that work + the Mind Over Matter mechanic sustain

ocean mauve
ocean mauve
proven haven
#

every time you go below 0 you tap cooldown focus for big burst of mana

ocean mauve
#

definitely, will be huge burst of survival

harsh abyss
#

Yeah, as long as it takes you a decent time to run your mana pool, you'll have no problem using focus for that big burst

ocean mauve
#

does mana drain (+80% mana gained) apply before or after all the flat +mana gain

harsh abyss
#

Not 100% sure actually, I haven't tried it

ocean mauve
#

testing...

unreal umbra
#

anyone making a glacier lvling build?

ocean mauve
harsh abyss
#

That's not too bad

ocean mauve
#

depending on how tanky it feels, might even be able to sub dragorath claw in

proven haven
#

you have -80% mana from teleporting strike

harsh abyss
#

I'm gonna mess around with it and see how it feels. I seem to remember it being mostly fine once you get the AOE nodes, but it's been a while since I played around it heavily

#

Like a lot of stuff, having evade for repositioning and stuff might make it feel a lot better, too

hollow bolt
#

shatterstrike spellblade get a buff?

gloomy topaz
#

hello, since Sorcerer Mastery passive increase spell damage based on mana cost, does that mean -mana cost affix is bad for the build (assume you have unlimited mana)

harsh abyss
#

Well, the new bonus caps at 50% more mana. So after 100 mana cost, there is no direct bonus unless it scales the skill in other ways (like static orb, for example)

stable terrace
#

i feel like a spark charge FC enigma sorc could be crazy spicy damage with the 100% spark charge for 40 mana spells- theoretically that should be 5 spark charges for each cast with volley of glass right?

#

the only problem is idk how the heck you would sustain 40 mana cost frost claw. you can't take 3 points in gift of winter for mana refund to get it to 40 cost

#

i guess you can run feelsbad focus and mana tunnel, does feel that for spark charge you're stacking int rather than mana though

ruby bluff
#

sorc does get mana sustain in the passive tree so it might be fine?

#

can stack mana and int

proven haven
#

it actually applies a lot more than 5 spark per cast

#

between 15 and 30

stable terrace
#

right because it casts multiple times

lucid plank
#

Fireball/meteor viable? 😢

stable terrace
#

holy crap really 30?

proven haven
#

potentially

stable terrace
#

boss damage gonna finally be great right in time for pinnacle boss

proven haven
#

it seems to be very strong for this

lucid plank
#

When sorcerer builds come out?

proven haven
#

I am most likely league starting sorc FC

stable terrace
#

having a 25 mana cost was just barely sustainable with triple gift of winter last season so 40 seems crazy with nerfed gift of winter

proven haven
#

you aren't spamming though

#

you click once into a pack

#

and it will die from spark overlaps

stable terrace
#

oh yeah and we will want to take malice in order to get to 40 mana anyway

proven haven
#

I am planning to run 1k+ mana

#

take the refund

#

also do the focus thing

#

and not really grabbing much cast speed

#

Dragorath might actually be s-tier for this too

stable terrace
#

if the math si right though if you take more than 1 point of gift of winter it brings cost under 40?

proven haven
#

with all those sparks, the LB insta proc

stable terrace
#

unless you're not using a wand

#

hmm

proven haven
#

it does yes

stable terrace
#

maybe claw actually has a benefit with no -3 mana cost

#

although LB proc not being free but 3 mana instead might be rough too

proven haven
#

well ladle beats claw because of the cast speed mainly

#

but we aren't as worried as FC Nova

stable terrace
#

true, i assumed we would still be doing nova spark charge

proven haven
#

yea probably

stable terrace
#

but maybe its not even needed if every single FC already spark charges anyway

#

the clear is really nice for nova though

proven haven
#

It's only nice because of all the cast speed

#

without that it won't be as pog

#

anyway gnite I got cooking to do still

lucid plank
#

Fireball/meteor u believe is what tier?

reef flume
#

With buff for disintegrate, should go socerer or RM? I like disintegrate

stable terrace
#

sorc got lots of buffs and RM lots of nerfs so probably seems like sorc better overall

#

meteor feels like it'd be at least A tier, fireball didn't really get any changes and odesn't really synergize with the sorc mana stacking buffs so dunno if that good

lucid plank
#

😢

#

Lets w8 sorcerer builds

rapid hinge
#

that's what im trying to do

#

becuase fireball has a lot of refund possiblities, so you might be able to spam it alot more compared to let's say 40cost FC

#

but looks like you wont be able to use enigma so meh

glossy mountain
#

Wait

#

does this mean, if i can make static orb cost 600 mana, itll have a 1200% more multi?

rapid hinge
#

yes

glossy mountain
#

and if i can gurantee a crit

#

how is that calculated with my crit multi?

rapid hinge
#

it calculates normally

#

crit multi is always multiplicative with other damage pool

glossy mountain
#

so if my crit multi is 300%

#

itd be (1200)x300?

rapid hinge
#

yeah

glossy mountain
#

ughhhh

#

i think im cooking lol

rapid hinge
#

mana stacking static orb nuke is not a new idea if you dont know

#

🤷🏽‍♂️

glossy mountain
#

Well

#

ive only played like 2 builds so forgive me

#

mage is new territory for me

#

but this is what im thinking

silk pewterBOT
#
Game Cycle / Version:

Harbingers of Ruin / 1.1

Class:

Mage (20) / Sorcerer (86) / Runemaster (7)

General:

▸ Health: 1,054, Regen: 20/s
▸ Mana: 1,462, Regen: 21/s
▸ Ward Retention: 254%, Regen: 175/s
▸ Attributes: 5 Str / 5 Dex / 45 Int / 11 Att / 5 Vit
▸ Resistances: 87% / 22% / 62% / 127% / 22% / 27% / 64%
▸ EHP: 1,388 / 904 / 1,223 / 1,551 / 904 / 935 / 1,251

Defenses:

▸ Endurance: 20%, Threshold: 211
▸ Dodge Chance: 1% (20)
▸ Armor Mitigation: 28% (1,314)

Damage Types:

Lightning, Fire / Spell, DoT

Buffs:

▸ None

Used skills:

Disintegrate (27)
Static Orb (23)
Focus (22)
Flame Ward (23)
Teleport (22)

glossy mountain
#

So im basically scaling my disintegrate with crit chance/max mana. And then thats also making static orb also hit hard.

#

atleast thats my thought process to far

rapid hinge
#

why do you scale disint with crit chance?

#

is there any new node that convert crit into damage for disint

glossy mountain
rapid hinge
#

oh ignivar

#

dk how can i forget that 😂

glossy mountain
#

So i have 230% more damage on it now

#

What do you think? is this something that can work?

#

im very scared of survivability, i have liek 1.5k ward sustain ?

rapid hinge
#

if you ask me i'd say it's overcomplicated and not strong at the same time

#

what's your main mechanic for damage here?

#

are you planning to play on low/negative mana or are you actually using your mana to cast spell?

wispy rune
#

how much extra size on meteors is too much extra size?

rapid hinge
#

do you know that Culnivar will drain all your mana when converting it to ward if your mana reach full?

dark jay
wispy rune
proven dome
#

will shatter strike + frost claw procs be viable

dark jay
#

from my experience, +125% aoe on skill tree plus around 40% aoe on gears are shotgun territory

proven dome
#

seems like that could do well with screen clearing trash

#

idk about boss dam

glossy mountain
rapid hinge
glossy mountain
#

i could use the new wand

rapid hinge
#

just ditch the static orb after channeling for 3 sec node

glossy mountain
#

the static orb wand

rapid hinge
#

i'm very doubtful that you'll ever stand still for 3 seconds in this game

#

ever

#

your skill choosing doesnt make much sense to me becuase

#

i dont think disint is a good clearing skill

#

since it's a laser skill

#

and its damage potential needs to be ramp up

#

and you dont want those while clearing

glossy mountain
#

yea but i can keep the ramp

rapid hinge
#

let alone both

glossy mountain
rapid hinge
#

i'd see it work if you use orb as a clearing skill and disint as single target

glossy mountain
#

lucomancer last 4 seocnds

wispy rune
#

ur not gunna ramp up when clearing trash tho.like ur only gunna channel for a second or two then start moving again

rapid hinge
#

even if it works

#

it's still a laser skill with line-shape hitbox

wispy rune
#

disint for a boss killer makes sense as flick says. but for clear its weird

rapid hinge
#

and that doesnt clear well

glossy mountain
#

crap ok

rapid hinge
#

tbh i'm very doubtful that all these new shiny things for disint would work at all lol

wispy rune
#

disinterate deffo seems cool with all the new buffs. but clearing withit is going to be slow

rapid hinge
#

all these stuff can't even compensate for ignivar+gambler

#

and it was meh even with ignivar+gambler

glossy mountain
#

back to the drawing board

#

ok how baout this

silk pewterBOT
#
Game Cycle / Version:

Harbingers of Ruin / 1.1

Class:

Mage (20) / Sorcerer (81) / Runemaster (12)

General:

▸ Health: 1,331, Regen: 20/s
▸ Mana: 1,973, Regen: 21/s
▸ Ward Retention: 274%, Regen: 224/s
▸ Attributes: 5 Str / 5 Dex / 50 Int / 11 Att / 5 Vit
▸ Resistances: 91% / 70% / 66% / 56% / 48% / 53% / 75%
▸ EHP: 1,727 / 1,645 / 1,584 / 1,607 / 1,360 / 1,415 / 1,727

Defenses:

▸ Endurance: 20%, Threshold: 266
▸ Dodge Chance: 1% (20)
▸ Armor Mitigation: 26% (1,190)

Damage Types:

Lightning, Fire / Spell, DoT

Buffs:

▸ None

Used skills:

Disintegrate (26)
Static Orb (26)
Focus (22)
Flame Ward (23)
Lightning Blast (26)

wispy rune
#

i feel like laser skills are just rough in arps most the time, coz standing still is always rough

glossy mountain
#

this is a "on hit" build

#

but my damage is mostly from spark charges

#

i think i should get rid of ignivar for fragment of the enigma

#

but not sure

harsh abyss
#

If you're relying on spark charges for damage, nothing is better than Enigma in the offhand

glossy mountain
#

okay dope !

#

my 2nd one might be a bit more clunky because im use focus as a traversal

#

and i havent really seen how that would look

wispy rune
glossy mountain
#

Yea focus seems like the skill for any mana issues

wispy rune
#

oh im having focus on it either way, just depends if i also need mana strike or not.

glossy mountain
#

what really caught my eye was, mana that you regen is also converted to ward, so it can also be a oh shite button if im low on mana at that same time

#

i think im abandon disintegrate then. Maybe ill do a hard cast lightning blast spark charge build

harsh abyss
#

I'm sure there'll be some spark charge sorc builds. With the new lightning node that gives your 40+ cost spells guaranteed spark charges... Icy Barrage can apply a crap ton of them.

azure panther
#

worth anything?

shut escarp
#

The only thing I thought would make disintegrate great is using it with lightning blast, static (auto triggering lightning blast) and spark charges

#

so disintegrate would be a mean to trigger a lot of lightning blasts/static charge explosions

rapid hinge
#

at 3/3 you can trigger 1 lightning blast per second

#

which is very far away from "a lot of"

weary hamlet
#

this ^ disintegrate triggering skills is just much worse than using those very skills directly, also disintegrate itself does not hit

#

so it's useless for ailment application

rapid hinge
#

5 charges/second for static is also very far from being relevant

shut escarp
#

you trigger 1 blast from disintegrate, 1 from static, then you also trigger spark charges from disintegrate and 2 more spark charges from each lightning blast

#

but I am new to mage so I understand your point of view

weary hamlet
#

if you want to stack say spark charges by spamming crap, you can always go for multiple better builds - like LB possibly w/FC from the dagger, mana strike, or even the newly enabled static orb 40 mana build

#

the triggered spells from disintegrate look very meh in comparison

#

heck depending on whether or not that sorc passive works with all the VO subspells, using VO to stack up static charges might be the play

#

it does what, 36 hits per cast?

rapid hinge
#

has anybody asked devs about static orb's small orb applying spark charge or not?

#

i think somebody already asked but somehow i cant find it right now

half pollen
#

Mike said that subskills wont apply spark charges. But i dont think the small orb are actually a sub skill

#

In the end we need to test stuff anyway since bugs always find their way

solar peak
#

So, frostbite got some base dmg buff, but less chance to freeze. is it better now or worse?

rapid hinge
#

small orbs are straightup the orb but smaller

#

😂

weary hamlet
#

and Mike can also be wrong

weary hamlet
#

At least now the impact of snowdrift is a little smaller, although I still doubt that dropping it will be an option

solar peak
#

Thinking about Frostbite Frostclaw build, so it should be slightly better?

marsh furnace
#

does anyone have a planner for static orb with the new unique?

stable terrace
#

i guess theres a few items i.e. staff that increase mana cost that could get it to 40 but then you can't use enigma

crude ember
#

why do u want to increase mana cost?

stable terrace
#

there's the new passive that gives spark charge on hit if youre mana is above 40

#

mana cost* is above 40 for lightning skills

#

which theoretically will be insanely good with spells that hit a whole bunch

#

frost claw is possible although not easy. fireball also would be great if it worked because it fires like 6 piercing homing fireballs which shotgun

crude ember
#

ahh sounds sick

rapid hinge
#

kinda memey

dark jay
#

arcane ascendance adds 5 to base mana cost, i think that also scales up with piercing heat

stable terrace
stable terrace
dark jay
#

i can test in game, 1 bit

#

yeah +5 from AA with +66% from 2 points in Piercing Heat will add 8 mana cost to boost fireball to 40 mana

#

most build using electric fireball usually has the AA with 4 casts node anyway, it's a bit clunky to use but with fast cast speed it feels pretty good

stable terrace
# dark jay i can test in game, 1 bit

it is kinda interesting- i do wish they would update AA because its way outdated, either give it more damage instead of increased or reduced movement speed instead of immobile. just fees super clunky, i only tried it once on disentegrate and even with a immobile channeling skill it felt clunky

#

what are you guys planning to early cycle start/level with? there's tons of great sorc endgame builds (between enigma, mana stacking), but not sure what to play until can get gear for it

#

i guess the old glacier or maybe even meteor cycle start will be decent starter with the more damage with mana cost?

dark jay
silk pewterBOT
#
Game Cycle / Version:

Harbingers of Ruin / 1.1

Class:

None

General:

▸ Health: 1,051, Regen: 20/s
▸ Mana: 726, Regen: 14/s
▸ Ward Retention: 60%, Regen: 49/s
▸ Attributes: 14 Str / 1 Dex / 15 Int / 1 Att / 1 Vit
▸ Resistances: 0% / 0% / 0% / 0% / 0% / 1% / 1%
▸ EHP: 692 / 692 / 692 / 722 / 692 / 696 / 696

Defenses:

▸ Endurance: 20%, Threshold: 210
▸ Armor Mitigation: 13% (349)

Damage Types:

▸ Lightning / Spell

Buffs:

▸ None

Used skills:

Fireball (29)

dark jay
silk pewterBOT
#
Game Cycle / Version:

Harbingers of Ruin / 1.1

Class:

Mage (20) / Sorcerer (71) / Spellblade (15) / Runemaster (6)

General:

▸ Health: 1,173, Regen: 20/s
▸ Mana: 2,077, Regen: 38/s
▸ Ward Retention: 420%, Regen: 244/s
▸ Attributes: 14 Str / 1 Dex / 105 Int / 1 Att / 1 Vit
▸ Resistances: 85% / 83% / 85% / 78% / 92% / 79% / 90%
▸ EHP: 1,820 / 1,820 / 1,820 / 2,118 / 1,820 / 1,820 / 1,820

Defenses:

▸ Endurance: 20%, Threshold: 235
▸ Armor Mitigation: 35% (1,861)

Damage Types:

▸ Fire, Lightning / Spell, Melee

Buffs:

▸ Arcane Shield (1/1), Craterborn, Enchant Weapon (Passive)

Used skills:

Meteor (27)
Teleport (20)
Mana Strike (21)
Enchant Weapon (20)

stable terrace
#

if only we could get flat mana regen but at this point it probably would be too broken if we got flat mana regen with sorc buffs

dark jay
#

new meteor with archmage will cost 98 mana
teleport gives me 1 free cast, mana strike help sustaining if i run low
i'm still thinking about 5th skill, either glacier to clear, or snap freeze for survivability

#

also it helps now that the more mana sorc stacks, the more regen we get for no investment

#

glacier's critical rejuvenation is actually super good in clearing maps cause it procs on individual crits

stable terrace
#

i was thinking of cycle starting with straight self-cast meteor. the problem is we only have 8 base mana regen even with like 300% mana regen that is only 20-30 mana per second

dark jay
#

so hitting a big pack with crits gives you like 10% mana back

stable terrace
#

but yeah glacier mana stacking definitely will be great

#

harbinger literally will use like 1k mana in a second though lol

dark jay
#

dont fall for the mana regen meme, just stack as much mana as you can and it will work out

stable terrace
#

maybe focus with negative mana with the 10% mana buff

harsh abyss
#

Mana stacking meteor will probably be very good.

dark jay
#

you dont want to go into negative mana because meteor's crit is limited at 400 mana

#

so just use glacier for clearing, and meteor to shotgun bosses

#

with enough aoe, meteors will overlap

harsh abyss
#

Even without big regen, you could just use focus and have a big enough pool to never need to regen during combat.

proven haven
#

that was using above 400 mana tech, the free regen / new 20% refund will just make it even smoother

harsh abyss
#

Yeah, should be super good. I'm planning to do Vilatria meteor with maybe flame aura to clear little mobs as I run around casting meteors.

dark jay
#

sorc's new mana shell change is cracked by the way

harsh abyss
#

Yeah, it's super good.

carmine hazel
#

yep

stable terrace
dark jay
#

with 1500 mana, you get 150 ward per sec, that's almost as much as 1k hp with exsanguinous

stable terrace
#

oops i mean mana shell

harsh abyss
#

Sorc has real defenses now, its awesome.

stable terrace
#

end game sorc is going to be absolutely insane though with how much mana you can stack

#

i'm sure next patch there will be a bunch of caps to sorc

carmine hazel
#

it's a a 8 - 10k ward possible

proven haven
#

150 psec kinda weak alone, you could just get that from low cooldown flame rush

carmine hazel
#

its only 1 part man

stable terrace
#

i'm just excited/hoping for low knowledge to be good again

#

lost*

proven haven
#

yea yea 100%, it will be good and its free

harsh abyss
#

Lost knowledge got nerfed

stable terrace
#

i thought it got buffed this patch after the insane nerf last patch?

harsh abyss
#

Nope, it got further nerfed

stable terrace
#

oh darn

harsh abyss
#

5 ward per 10 current mana to 5 ward per 15 current mana

stable terrace
#

i misread

harsh abyss
#

1/2 to 1/3

stable terrace
#

sadness. i guess EHG isn't dumb cause it was gonna be broken

harsh abyss
#

But combined with all the defensive buffs sorc got is pretty fine, yeah.

proven haven
#

Has anyone asked if this can refund 40% with > 1000 mana?

#

35 * 3 = 105

harsh abyss
#

Yeah, its 100% chance with 5% double chance. Mike confirmed that in the dev chat I believe

dark jay
#

what the heck really?

carmine hazel
#

yes

stable terrace
#

wow didnt' even think that was gonna be possible. not that consistent but will feel good when procs. i guess it very slightly changes your mana math

harsh abyss
#

Yeah, at 1000 mana its effectively 20% mana refund always. I wonder if its gonna stack with teleport refund so you can use a big cost like static orb to regain a big chunk of mana

proven haven
#

I am just here wondering if it's worth investing for 1k mana, that's a big jump from 300

stable terrace
#

were you ever able to refund more than 100%?

proven haven
#

Unless you scale mana into defense or damage meaningfully

harsh abyss
proven haven
#

yea or mana tunnel + meteor

#

can be a mana generator

harsh abyss
#

Yeah

stable terrace
#

yeah meteor mana tunnel tech but i assumed its cause hte meteor refund worked differently

#

ooh that will be really nice, basically makes mana tunnel generate mana for everything with the sorc passive

harsh abyss
#

Yeah, we'll have to test it

harsh abyss
proven haven
#

yeah technically you could have a 900 mana cost static orb, and refund 95% of that

#

every 4 ish seconds

stable terrace
#

anyone played with the LB refund nodes on static orb? idk how clunky the playstyle is

carmine hazel
#

id rather cast 10 Metors

stable terrace
#

but it seems now with the extra refund you can essentially refund 100% of static orb cost

proven haven
#

the meteor refund doesn't stack though

#

but yeah meteor is there too

#

I think it's like 70 something % refund

carmine hazel
#

it doesnt matter at 1500 + mana you can cast meteor w/o mana troubles at all at 1s/cast

#

that take care of mapping

proven haven
#

oh thought you meant using it specifically as a mana gen

stable terrace
#

mana tunnel meteor generator actually does seem like an even better idea now if it refunds 120% +meteor refund

#

takes 2 skill slots though...

carmine hazel
#

boss you just bonk with arcane ascendance

harsh abyss
#

You dont even need AA, just cast big meteors, heh

carmine hazel
#

its free dmg

#

so why not

proven haven
#

for lols 215, could get it higher depending what you want to do

#

you'd get 73% of that on average evry 4 ish seconds - 40 ish mana per second, eh

#

pretty good I guess, big investment

stable terrace
#

yeah 140 mana refund if the 20% stacks with mana tunnel

#

not bad at all

harsh abyss
#

I like to go the other way. Just use 50 mana cost meteor and be able to cast 20-30 them before needing to regen. And thats before the refunds or normal.mana regen.

stable terrace
#

i guess the 40 mana cost frost claw will have a few ways of maintaining mana

carmine hazel
#

id rather stick with 1s cast meteor for map clear

proven haven
#

yea it is pretty good map clear

carmine hazel
#

so I can use for both map and boss clear

proven haven
#

the single target in 1.0 on meteor was pretty meh but maybe better now

carmine hazel
#

anyway sorc = OP GTG

stable terrace
#

meteor basically just got like a 40%-ish buff from the sorc mastery though right? idk if other ways to scale single target damage

carmine hazel
#

hardest hitting skill in game JUST got 50

#

50 % dmg increase

#

just

proven haven
#

Has this not been updated in planner?

harsh abyss
#

Yeah, the text just isnt updated

proven haven
#

ahh okay gotcha

rapid hinge
#

how good/bad is fire FC?

#

FC can be converted to fire right

harsh abyss
#

But yeah, its 1% more damage per 2 mana cost, up to 50%. So meteor is 25-50% more damage.

nimble shoal
proven haven
# rapid hinge how good/bad is fire FC?

pretty good, you can use the more armor node in RM for free more multi, and also run Frost Guard invo with teleport. Normally you need Cold - Fire - Cold, which means you can't fit teleport and lightning frost claw and still manage that. This enables wrongwarp tech, or even with ladle it's still pretty good and I enjoyed it.

Unless you mean ignite, that's also a thing

vale tartan
#

100 Mana cost = 50% more so thats very neat

midnight idol
#

whats a good spellblade build for cycle start?

proven haven
#

Frost Claw for Spellblade, also Frost Claw for Runemaster, and for Sorc, I think Frost Claw

midnight idol
#

damn was hoping for some new, played frostclaw twice

viral pond
#

I'm so torn on choosing btween a mana stacking meteor sorc or avalanche on shaman☠️☠️

harsh abyss
#

Lol you don't have to do frost claw. It's just a really strong skill.

harsh abyss
viral pond
#

But 5000%~ damage effectiveness on avalanche looking hot n spicy aswell ngl

harsh abyss
#

Yeah, for sure. I just like Sorc more in general

crisp lintel
#

frostclaw sorc might be better now then frostclaw runemaster or?

stable terrace
#

1.1 guides aren't really out yet since patchnotes just came out, but

hidden dirge
#

has anyone got disintegrate to work?

stable terrace
#

they should be mostly applicable. meteor should be mostly straightforward, build damage and decent +mana, then use a combination of teleport mana tunnel, focus, mana strike to regain mana

silk pewterBOT
lyric gyro
stable terrace
#

no one knows because patch hasn't dropped yet, there may be corruption changes, and its hard to feel the impact of ward nerfs on high end

#

certainly there will be a sorc build that is able to get to high tier corruption, but it may need to be a different build using new uniques like seed

eager sparrow
#

You all will be surprised how bad meteor builds is)

stable terrace
#

yeah i'm not sure it will be S tier, probably A tier at least

#

i dont' think it has the single target scaling of something like spark charge

eager sparrow
#

From 1.0 to 1.1 meteor has got almost nothing and was probably 1 of the worst builds in the game

simple jewel
#

So why meteor instead of coc meteor

#

Is there any advantage

stable terrace
#

eh it got 40% more damage from sorc mastery and lots of defensive buffs

eager sparrow
#

Problem is not damage but mana and new focus will not sustain in any way

#

You will be standing still for 5 seconds waiting mana

#

Then cast some meteors and than again...

stable terrace
#

not really if build correctly, the 20% mana refund passive will help a lot

eager sparrow
#

I was 1 of those people who tried making meteors work

rapid hinge
#

I think if you massively stack your mana pool with all the new mana passive sustaining is less of a problem

stable terrace
#

there's multiple 1.0 build guides i literally just linked, it wasn't a top build but saying its one of the worst in the overexaggerating

rapid hinge
#

but meteor's damage is not exactly as impressive as you imagine

eager sparrow
#

And probably the closest thing was dragorath claw mana strike

stable terrace
rapid hinge
#

but the worst part i found with meteor in general is the fall speed 😁

stable terrace
#

vs something like frostclaw

rapid hinge
#

it's so slow

eager sparrow
silk pewterBOT
#
Game Cycle / Version:

Release / 1.0.4

Class:

Mage (20) / Sorcerer (62) / Runemaster (28)

General:

▸ Health: 2,879, Regen: 20/s
▸ Mana: 317, Regen: 9/s
▸ Ward Retention: 637%, Regen: 0/s
▸ Attributes: 3 Str / 3 Dex / 143 Int / 3 Att / 11 Vit
▸ Resistances: 53% / 66% / 53% / 55% / 73% / 66% / 84%
▸ EHP: 3,720 / 4,180 / 3,720 / 4,264 / 4,445 / 4,180 / 4,556

Defenses:

▸ Endurance: 56%, Threshold: 576
▸ Armor Mitigation: 29% (1,389)

Damage Types:

Fire, Cold, Lightning / Spell, Melee

Buffs:

▸ Enchant Weapon (Passive)

Used skills:

Frost Claw (21)
Mana Strike (21)
Meteor (26)
Flame Ward (21)
Enchant Weapon (21)

eager sparrow
#

Oh, stop, it's fake build

stable terrace
#

it seems much more likely that static orb or spark charge will break the game than meteor

#

or glacier

copper thistle
#

If meteor isn't the best, then what do you think is for 1.1?

carmine hazel
#

well it kinda is

rapid hinge
#

well glacier + orb is nuts in 1.0 and only got better now

rapid hinge
#

spark charge u kinda need to actually see how it works in reality

stable terrace
#

500 corruption is plenty for vast majority of builds

#

i'll try meteor cycle start but i agree its probably not going to be endgame top tier

eager sparrow
#

Well, meteor is working, but focus is... kinda slugish skill

#

You want progression in echoes and you standing still regenerating mana for seconds)

carmine hazel
#

15k mam is enough to sustain 1s cast of meteor

eager sparrow
#

Well with new mana burst from focus it can be good actualy

carmine hazel
#

1,5k

eager sparrow
#

You will need to stay 1-2 seconds

#

Regain some 200~ mana and be good for some meteors

carmine hazel
#

O.o

#

archmage

eager sparrow
#

I will definitely try again building meteor, but I will not build any hope

#

Meteor can and I think will work and even beyond 500 corruption 99%, but mana-management will be unfun still

#

And no, DO NOT use coc, it's a trap

#

You will burn your mana for no reason in 1 second

dark jay
#

you dont use the belt for coc, the real money maker is ||fall speed||

#

with 1.1 sorc, the class will play itself if you stack mana

stable terrace
#

unfortunately you can't really turn off the coc?

harsh abyss
#

You don't really need to when you've got like 1000+ mana

eager sparrow
#

Unfortunately belt I think still bugy

harsh abyss
#

You'll have enough mana to blow through any encounter without regen

glossy mountain
#

has anyone done the math on what the mana regen looks like if you mana stack?

eager sparrow
#

I was doing infinite amount of crits with Dragorath and 2-3 seconds meteors will not procing)

carmine hazel
#

40-48 more or less

harsh abyss
#

It's not wonderful. You can probably get up to 20ish actual mana regen

stable terrace
#

max mana doesn't affect mana regen at all

glossy mountain
#

so whats this node

#

do

stable terrace
#

its only a tiny bit of additive mana regen

harsh abyss
#

If you have 1000 mana, you get 50% increased mana regen rate

stable terrace
#

aka 4 mana per second

harsh abyss
#

Yeah

stable terrace
#

you'll have to use other ways to keep mana up

glossy mountain
#

more mana gives us more regen

harsh abyss
#

Base mana regen is 8, all % increases affect that. There are NO sources of flat mana regen

glossy mountain
#

oh i se

eager sparrow
glossy mountain
#

damn thats lame

harsh abyss
#

Max mana doesn't give you more regen except by using the Desperate Meditation node.

#

within focus

glossy mountain
#

i thought the 5 was flat

#

not

#

%

#

rip

rapid hinge
#

it's still good

stable terrace
#

mana refund and other mana techs (oom focus or mana strike) will be needed

harsh abyss
#

But even with that, 2000 max mana is 2000% increased mana, so you'd be at 160ish flat mana regen while channeling focus. So it'll take you ~15 seconds of channeling to get to max mana from 0

carmine hazel
rapid hinge
#

but not the de facto if you're making a buil

harsh abyss
#

The Archmage passive is going to be a big deal. 20% mana refund is pretty huge.

rapid hinge
glossy mountain
#

44/second on a 2k mana build sounds awful

rapid hinge
#

you're skipping some of the most presicous affix

eager sparrow
#

Yes and this is huge problem

stable terrace
#

yeash it feels you should get like 50-100% mana regen to a little bit of smoothness

eager sparrow
#

You giving up so many needed affixes for mana

#

And what about damage than

stable terrace
#

and get mana other ways

#

rather than mana regen prefix

harsh abyss
#

I feel like with Archmage, when you have 2k mana, your best bet is to just Focus between encounters 🤷‍♀️

eager sparrow
#

It needs testing and it's fun to min max that build of course

carmine hazel
#

560k 120 mana cast

stable terrace
#

mana tunnel + archmage refund meteor hopefully will work together for 168% mana refund

harsh abyss
#

The good part about meteor mana stacking is that you don't need to stack crit chance. You can rely on the 400+ mana node and just stack crit multi

stable terrace
#

for nonmeteor builds

rapid hinge
#

😂

#

meteor's tree is so non-optimal

eager sparrow
harsh abyss
#

How do you lose 90% multi?

carmine hazel
#

yeha how

harsh abyss
#

You just... also take those nodes?

carmine hazel
#

i do get astral cataclysm

rapid hinge
#

i assume if you take guarantee crit node you will not put more than 1 points in the flat crit node?

shut escarp
#

so in general how bad is spellblade, because I am theorycrafting the updated firebrand with as much attack speed and crt as possible

carmine hazel
#

its not exclusive

harsh abyss
#

Yeah, take both of them. It's not like they're exclusive.

rapid hinge
#

or you just take both?

#

okay

harsh abyss
#

God, if branches were exclusive like that, this game would suck

rapid hinge
#

then you jsut skip the right part of the tree altogether?

harsh abyss
#

For a Vilatria build: