#🧙┃mage
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cause they make like 50 items to do lightning meteor + lightning fireball
the synergy node between the skills doesn't work
EHG logic
I had more been referring to the set bonus in general not meteor specifically
We don't have all the info yet but I would be really surprised if the set bonus is not nerfed into the ground with the new set mechanics
it would be a very easy pick for any lightning based build
since even if you have to use a staff, you can use a good staff instead
and yeah it does occupy head slot which is inconvenient but as long as Twisted Heart is in the game you can make do
Even a good staff locks you out of a crit off hand, I don't think it's quite as much of an auto pick as you are saying. It will definitely be very good though
I would be very surprised if they pre-nerfed one of the most exciting beneficiaries of the new set changes
yeah that one is pretty annoying lol
sure but a ton of mage skills have crit in their trees, compared to something like idk primalist
also with the general power creep we now have a lot more sources of flat crit than before, so you have options. I agree that it's not obvious that these options are going to be stellar, but still
and yet, the vast majority of mages don't use a staff, despite having double the flat damage
they are also introducing more idol affixes, chances are there will be crit somewhere in there
without vilatria staves generally lose to catalysts, nobody is arguing that
I think vilatrias will make staves for lightning builds very good, don't get me wrong, I just don't think it will be even close to strong enough to be pre-nerfed
I guess we'll see, it's definitely a different build paradigm than now so it's easy to dismiss it just because it doesn't fit what is currently good
also I hope they do something to address the catalyst base problem and wrongwarp, although I'm not holding my breath for either
both look like items that I wouldn't put into the game to begin with cause they are just so obviously problematic, but clearly they have a different opinion
like what is the logic here, let's make 15 catalyst bases but only 1 of them is any good, sounds great, ship straight into the fuc king production
15 is a little unfair, obviously some of those are lower level bases that are supposed to be superceded by higher level ones, but I do wish some of the other high level catalyst bases were more competitive
I mean about 5 of them are clearly low level so we can discount them, and ofc I'm well aware that the balance of many other item types is also not stellar when it comes to bases, but catalysts were one of their most recent reworks. Could have used the accumulated experience or something
It was answered, depends on the affix
hi all, what is currently a good fire mage build?
Fire Frost Claw, lmao
with black hole can work? ignite
Idk if there's much Black Hole synergy there but ignite yea
it's a real shame that frost claw is fireball but better, lightning blast but better and ice barrage but better all in one skill
it's really a meme because the damage is pretty bad, the uptime is pretty bad, and the area is pretty bad too. If you want a very similar build that doesn't suck (as much), just play ignite glyph of dominion
It can work, technically, but it isn't good (as mentioned above). Something else ignite is probably your best bet. Or you could run meteor (w/ or w/o the belt), also definitely not meta, but fun.
can work if im sorcerer?
meteor + black hole? its not great but it works. Your slurp all the enemies into the black hole then they get obliterated by meteors
you can only play black hole on sorc
yeah black hole is a meme in general
What some easy ways to get haste on mage
Or just in general
Can’t use wrong warp anymore with what I was planning
The weaver boots are an easy way
shattered worlds relic in 1.2, kestrel or wings of argentus or quicksilver coil if doing melee stuff
Could also spec focus to give it to you and then keep refreshing it with teleport
while shattered worlds does just give it, I'ma argue that an uber exclusive drop doesn't count as easy
Yeah, I mean that relic is gonna be BIS for basically everyone
other than like cyborg's pen nib shatter strike
Yeah, excepting builds that rely on a unique relic obviously
Same thing for those gloves
other than maybe a low life ward build yeah
would need to do the math
tho granted frostbite shackles are still nerfed
Honestly I'm just glad there's something OTHER than frostbite shackles
The DoT defense and the damage from bosses as DoT is huge
Plus the insane base armor on the item
the damage taken over 4 seconds doesn't get affected by dot defense (like armor applies to dots)
Yeah, but presumably it applies your normal armor to the initial hit
yeah
sorry read dot defense and dmg from bosses as dot as meaning apply dot defense to the portion of hit dmg taken as a dot
I just mean it's huge because spreading that damage out is a massive surviability boost
100%
And Ward/sec builds are gonna love that
Yeah, that piece is insane for endurance stacking builds in general
Leech, bonus endurance effectively, the DoT effect, it's all big
Basically screams "did you want to be unkillable?"
yea
just depends on what you mean by easy. easy to activate and maintain, it's the easiest. acquiring it is just a matter of time.
fair
It's kinda worse for ward builds in a way. Or weirder, at least. Since losing more ward means you start losing less ward from natural decay
Sure, but Ward/sec builds specifically are going to love it. Because of the way ward/sec acts as "regeneration" for ward, it will be a perfect counter for that type of DoT
Other ward builds won't like it as much because they rely on casting/hitting/etc to generate ward, definitely
It should be relatively the same between the two
ward gain on hit builds is still some amount of ward gained per second
Probably the loss in ward due to extra ward decay between taking 100% and 80-70% instant damage is not too significant
I think that point is more for if you get smacked multiple times and are low on ward
you decay less ward per ward when low on ward so when you need it the most the hit into dot part is extra helpful
buuuttt you still gotta math out if thats better than just more ward retention
Yeah, the new gloves are really strong for sure
Well, most of my Ward/sec is going to come from Gon runes, I'll probably go for other affixes on gloves
But I feel like for those gloves it's more of "good luck getting those gloves"
It's gonna be: toss them in a nemesis egg and accept your fate
+1 dex 😔
small question, are the gate staff and arcane ascendance the only way to increase manacost globally?
That's all I'm aware of, it's kind of a undesired stat for most things.
I was looking for a way to get lightning blast to 40 mana, but both is only 30 mana 😦
Yeah, some spells might not make it up to 40
Better than NOT +1 dex!
horns of uhkeiros
That's just a gate staff but worse
Hmmm.... Cleaver Solution + Bastion of Honor Focus Mana Guide build
Would be fun if it wasn't a huge PITA to get strength on mage gear
found u can also do flameward to grant it then refresh with teleport
Yeah that's another good one
Static is another way to get it triggered that you can refresh with Teleport
u gotta be quick with teleport lol, almost impossible to refresh if u dont have cdr in multiple places
It's pretty easy to get teleport below the threshold
Default CD is 5 seconds, you'll get 20% ICRS for just taking the teleport haste nodes, Sorc and Runemaster have easy access to ICRS on their passive tree
I don't think you even need any on gear to make it so you can have permanent haste uptime
As long as you aren't taking Mana Tunnel, at least
im not, with some of the passives checked u can have it up 100% just gotta be quick with it
ideally im just flamewarding in the beginning, holding down focus and teleporting off cd until mono complete
monkey build
Yeah, another way you could likely do it is with Static since you'll generate charges while you move while channeling
And it's instant to cast, so if you can generate enough charges every 4 seconds, you could just cast it over and over without interrupting the channel
Get a couple of the "gain static charges per second" idols, plus increased charge gain while moving and hit, etc
You could also make use of Stormchaser to double the charge gain while moving since you'll be moving while channeling
IDK if you can generate 200 charges every 4 seconds though
it prolly be too much investment
teleport also gives armor and ward retention
bummer that the stats gained from teleport node doesnt effect the haste gained
Runic fortress passive (runemaster) threshold (2s) seems not matching with other skills.
Could you please change the time threshold from 2 sec to 1 sec? You may decrease a bit the ward amount.
Flame rush has 1.5 sec with cd reduction gear, Focus has 1 sec threshold to gain mana and ward burst.
And the game punishes you when you stay still for a long time (even 2 sec).
I believe this fix will be easy because you need to change only numbers but not the code.
you probably want to put this over in #1210289045310017536 lol this is just a channel for player discussion
Yes. Do I need to repost it there or can some admin move it?
also with the new patch, you can use the unique mana guide amulet to move while channelling focus, so that would make using the passive a lot easier
pretty sure you just need to repost it
hey I am reading a guide to plasma orb runemaster on maxroll right now. I am level 70 already but I dont know how to "become" a plasma orb
Plasma orb is a runic invoke right
I dont know xD
Ok yeah that’s Rah Gon Rah
😅
You know how to use runic invocation right
Thoughts on a purely proc-based Spellblade using Essence Weaver?
not really xd havent used it yet
So with it on your skill bar you get an orb based on the ele spells you cast
Plasma orb is the fire lightning fire spell
So if you cast fire ball -> lightning blast -> fire ball -> hit runic invoke you then cast plasma orb
Order matters for this unless you grab one of the nodes in runic invocations tree that locks you into a single invoke
oh ok
There’s like 40 invokes
probably playable, but probably not great since you can't use it with spark charges (enigma), and it's not a staff (no vilatria)
9 spells every 3 sec with that much bonus spell damage seems really strong, especially if we scale Frost Claw via the tree. Getting a T7 lightning damage roll via weaver's will is potentially over +1100% increased damage if I'm reading that correctly
True
glamdring would be the play with it. could be alright.
probably firebrand with spell conversion for crit multi, get frostclaw cheap as you can and have some mana regen, or take the mana proc node on passives.
Glamdring is a bunch of flat damage too, sure. I don't know if you'd go spark charge with this
not without enigma
You'd probably need to use mana strike, right? That many procced spells is going to tank your mana pool
you can get frostclaw to be pretty cheap
and you can get 3 mana every melee hit (spellblade node), and 15 mana every 3 seconds (runemaster node)
Smite is free by default
Is it? Hm.
Yea
So is Storm Bolt
So get frostclaws cost down then your gaming
I was seeing 3 mana, and storm bolt says it's 10. Website could be wrong, though
Oh smite is 3 mana base
You'd still want Volley of Glass for damage, though, I assume? Which raises the cost a bunch
Storm Bolt says 10, but I can tell you from testing a beastmaster using Gathering Storm that that's a lie.
Oh wait right time and faith + smite is why I think it’s free
Also, it might be because mana costs for triggered spells only happen if they say they'll happen, which alt-text would show us but we don't have
yeah we need the alt text for this one to see if it skips the mana costs
Given the amount of random bs that’s beeing cast
youd want to keep frost claws cost down anyways because of your other procs though
Ye
should be about 4 mana cost after volley + cost reductions
I was assuming I could use mana strike for this, which would feed me more than enough mana
Maybe that's not the play, though
dont think you actually need the mana from mana strike unless the procs from the unique cost mana
I was operating under the assumption that the procs would cost mana, yeah
Ok but can we make this into a pen nib shatter strike build
the costs are low enough actually that even if it does charge the cost im not sure you need mana strike
Ranged mana strike, don't really need to care much about FC mana cost
firebrand would give nice buffs though
Firebrand is way too slow
Mana Strike also offers Rune Sap, which if you're attacking fast enough is a lot of bonus spell damage
I considered shatter strike but concluded it would cost way too much mana without also using mana strike
Yeah, and not really much benefit to SS here
I feel like the crit multi from firebrand is enough to justify the slower speed
something like this as a starting template ~https://www.lastepochtools.com/planner/BgnZKKxQ
plus the flat damage
frostclaw is 5.7 mana plus it has a chance to restore 12 mana, so it's effectively less.
The restore 12 mana is only on direct cast, though, right
no
?
yeah its only on direct cast
the node works
is it bugged? they specifically changed that
i know it says direct, it works
what the hell
That's a bug, then, and I'm not gonna rely on it
remains to be seen but it's gonna be hard to compete against the claw+offhand in a proc build
I'd say it's just strictly worse in all situations
then you have 15 mana every 3 sec from runemaster, and 3 mana per melee hit from spell blade. it should be plenty without mana strike.
Would be a shame if it was just outright worse.
its a unique so you wouldn't be putting set shards on it anyways
yeah i know
triple the implicit will result in pretty high spell damage via glamdring
at that point you might as well use mana strike and static to dump that mana, at which point you are firmly into the ole good static build that wouldn't want this
could go full utility on firebrand and pick up the ward/armor nodes instead
Feels like you wouldn't want to scale the damage of firebrand in this scenario? You just want a fast utility melee attack to proc the spells off the spear and the 50% chance to cast frost claw via melee through the tree and skill nodes
I'm no mage expert, just spitballing here
well you do have the implicit melee damage for firebrand to work with. just depends if you'd rather have some armor and a bit of ward gen or a bit more damage from your utility skill. depends on how defenses feel.
If it turns out I need less mana returned from Mana Strike I can always shunt a bunch of that into ward generation via the skill tree
90 crit multi is hard to pass up on firebrand vs mana strike not really doing anything.
rune sap is nice and all, but vs the flat/multi
I guess it comes down to the mana costs of the procced spells and if I can get enough attack speed elsewhere
You can also spec Firebrand to refresh all stacks with one attack, so you can firebrand once and then use a different ability a bunch of times and maintain the buffs
So you can juggle mana strike and firebrand to do both
Could, yeah. Feels like I'm low on available skills to do that, though
why do you say firebrand is too slow? both skills with max AS on tree mana strike is only 8% faster.
yeah it's possible but i hate buff maintenance. it's why i don't include firebrand on my spark spellblade, plus i'd have to drop spec on flame ward to do it.
Mana strike has a faster base attack speed, according to LEtools : 1.692 vs 1.467
Maybe not that much of a difference, but that probably scales with all sources of attack speed to it may end up being meaningful
Oh totally, same, but it IS a thing.
yeah i calculated it. it's 2.03 vs 1.86
That's just with the tree though, there's also a lot of other sources of attack speed that you can snag
thats not super helpful, that gap will widen with more ias from other sources
how does the weapon speed play into this? it's a slow 2h which would bring differences closer, right?
no, base weapon attack speed is a multiplier
right it's 0.94 so it would bring down the total speed
yeah but it brings them both down by the same proportional amount
it wont change the gap between them
sure, just when the numbers get small i don't really care anymore.
Also I'm not sure why LE Tools lists the default attack speed for firebrand. Its use duration is 1.5 seconds. It's slow as hell last I remember trying it.
I feel like with small numbers the difference would feel MORE meaningful
uh.... what? its not even close to that slow
mana strike is just fast
Yeah, idk how LE Tools calculates base speed
Yeah, not sure why the base speed for firebrand says 1.4 uses per second, that makes no sense
At that difference though, you're getting more than 2x as many mana strikes
I don't know if I understand the correlation between use duration and attack speed
took the AS from my spark spellblade and factored the AS from firebrand and mana strike both at their tree's max speed.
yeah thats more accurate
Use duration is related to how long it takes to use the skill one time
1.5s use time is so far off its not even funny. Ive used firebrand a fair bit, its not 1.5s lol
not even close
like literally just use the skill one time and youll see thats not the case
How exactly it's related, not sure
tbf you'd need to use it at least 2 times
sure, point is its very obvious its not 1.5 seconds, thats absurd
Well, some quick testing hopping in game, the attack speeds do feel pretty similar
1.5 seconds is definitely not truth
Though maybe that has an effect on the amount of scaling you get from attack speed?
Yeah so maybe the base speeds are the right ones
maybe the 1.5 seconds is total animation time if you dont cancel the end of it with another action?
Okay, VERY rough testing, tossing on a 20% Increased Attack Speed piece of gear has a larger affect on Mana Strike attack speed than Firebrand attack speed
i think its going to be very hard to determine something like that accurately without recording and counting
I'm doing that right now
oh nice, im curious what your results are
The goal, realistically, would be as much attack speed as possible to ensure uptime of the elemental essence stacks
Ideally a high melee attack speed roll via weaver's will on the item
If the base speeds listed are right, all else equal, you'll get 15% more mana strikes than firebrands
yep, though firebrand gets ias on tree slightly easier so the difference will likely be a few percent smaller most of the time
like niches calculation above
20% vs 27% on their respective trees
yeah only a couple of percent
oh yeah i forgot about that
but you wouldnt go for mana storm just for 8% ias i dont think
Yeah, but those increases on the tree are additive, so pretty minor
I mean, you'd also go for it for an additional spell on every attack
I didn't bother with mana storm on my planner, but mainly because I focused on cold scaling
Fair
With the amount of flat spell damage and elemental damage available on the spear it's definitely worth taking mana storm
It's not a ton of flat spell for stuff that's not frost claw, though I guess it's not bad still
We don't know the ranges yet, but 51 flat damage is close to what you'd see on a high level wand or scepter base
Damn it, I think I'm going to have to farm a world splitter for my mana stacking mana strike build
Is it possible to give mana strike a mana cost?
I'm not sure if Mana Storm counts, but the main thing would be the +1% crit multi per 10 max mana
As far as I can tell it's the only way to scale damage off of max mana
Ahh yeah
mana storm will consume mana, but no you cant get an actual mana cost
Yeah I am pretty sure it's just a mana consumption
yeah
How is spell damage calculated? I assume it is:
((base spell damage + flat spell damage) * total amount of increased relevant spell damage) * each individual source of more damage
12% was the difference using my already geared character as a reference.
Don't forget to multiply by damage effectiveness for added damage
Right.
was using the ehp calc after u mentioned this, telfuns with 2 t5 dodge affixes (helm/body) gets u easily to like 25%, added 10k ehp lmao
nice recommendation ❤️
Yeah dude, it's a hella underrated unique. Plus you can add dodge rating in places you can't add armor (rings and amulet) for easy adds when you solve your resists and stuff elsewhere.
Mana strike has a 15% "more" attack speed modifier, effectively
Dodge is a great defensive mechanic, you just can't rely solely on it
yea alotta suffixes are just useless when u get all res from elsewhre so dodge slots perfectly into it
Other stuff can mean the different attacks peak slightly differently of course
It couples very nicely with other mitigation methods to smooth out the damage you take
Yep, I love ways to get 20-30% dodge on builds that have other main defenses
i doubt you can sustain the mana for that if you go ranged. probably ok if you keep it melee range.
I learned the hard way in PoE that 95% evasion =! 100%
So you need some other kind of way to not die on top of your dodge
does DR thats not armour apply to DoT/
This is a valid point for sure.
Yeah, unless it specifies otherwise
https://www.lastepochtools.com/planner/BMqYYl3B what you guys think of this build? still working on blessings
:white_check_mark: This character build is verified
Harbingers of Ruin / 1.1.7
Mage (25) / Sorcerer (56) / Runemaster (25)
▸ Health: 1,081, Regen: 19.02/s
▸ Mana: 383.6, Regen: 16.24/s
▸ Ward Retention: 336%, Regen: 84/s
▸ Attributes: 9 Str / 1 Dex / 90 Int / 1 Att / 1 Vit
▸ Resistances: 167% / 59% / 57% / 154% / 89% / 94% / 63%
▸ EHP: 1,520 / 1,311 / 1,288 / 1,777 / 1,520 / 1,520 / 1,357
▸ Endurance: 20%, Threshold: 216
▸ Armor Mitigation: 36% (1,822)
▸ Fire / Spell
▸ None
• Meteor (20)
• Frost Claw (20)
• Teleport (21)
• Flame Ward (20)
• Focus (20)
the base rate yes, but firebrand can get 27% on tree, MS 20% (not counting mana storm nodes)
If I can get enough attack speed elsewhere and the mana isn't a concern, firebrand is probably the better choice here. A bunch of flat spell damage and crit multi, good ward on hit/ward per sec
I am curious about the ward/hp balance this patch. One of the devs mentioned they were addressing that.
Yeah, we don't really know. Maybe tweaks to ward generation/formulas, or just improvements to health-related stuff
I'd like to see a lot of buffs to hp builds, because ward is outright better in every way right now
My guess would be nerfs to "missing health gained as ward" stuff and then buff to hp related things
The new ward formula is pretty decent and not that overpowered
Yeah I'm expecting Exsanguinous to be nerfed
ward is in a decent state right now, life needs buffs.
i watch people playing sentinels with 4k+ life and still get hit for 75% of their health regularly. they leech it back, but man that is a yo-yo i don't like playing with.
This is gonna be important if they buff hp values at all. Otherwise we'll just be back to crazy ward numbers
You just need so much more investment into hp via affixes to match what ward can get by just stacking int, which also increases damage (usually)
i'd like to see endurance buffs. life totals could probably use a small bump also, but endurance i think is the better place to focus.
To get good HP numbers you need %life everywhere it is possible to get it
Ward builds can instead use those affixes for int or other utility
also endurance doesn't work on ward, so it's a fine place to tune
I'd agree that Endurance is a good place to look
I'd like to see endurance threshold specifically buffed
I ran a marksman build last league that picked up a ton of endurance and endurance threshold plus ~50% dodge and it felt really solid.
a life build with a good amount of dodge and foot of the mountain feels as tanky as a good ward build. they just need to make that accessible without the boots/dodge.
Actually, is firebrand's attack speed additive or multiplicative?
It doesn't say, so I assumed additive, but if it's multiplicative that's a big win for firebrand
isn't all AS multiplicative?
No
I'm pretty sure it's additive
I have no idea how the attack speed calculation works
It's like anything else. Add all additive increases together, then multiply by multipliers
You add all your "increased" speed modifiers together before multiplying, same as damage calc for "increased damage"
My assumption would be:
(Base speed * all combined sources of increased attack speed) * weapon speed
err i guess it'd be 1.467 + 0.27 for firebrand. used mana strike base by accident.
would all AS be additive though?
No idea
Yeah, basically like this. And then each multiplicative speed modifier is multiplied by itself
anything that's more probably specifies it, except weapon attack speeds. Those are a multipler (and averaged if you have 2 weapons equipped)
Weapon base attack speed is a more/less attack speed multiplier wearing a hat
Yes
yeah that's a bit different than nodes or gear affixes with AS though
Yeah, almost all attack speed you stack will be additive, which means diminishing returns
the tools calculator includes all of the attack speed together as an additive, including any rolls on the spear itself
Which is why the 20% increase vs. 27% increase doesn't matter much once you have a lot of increased attack speed
oh i was already doing it additively, combining all AS improvements then multiplying them against the base. it never crossed my mind that you'd multiply each AS improvement with each other.
as i see it, you have 3 parts of the calculation: weapon speed * skill speed * sum of AS improvements
With any other More modifiers if the specific thing has them
can you show me an example of a more multiplier for AS?
Not offhand but I think there are a few out there
mana strike and firebrand both say increased
Flurry has some more attack speed multis.
I think Puncture does too
They are pretty rare outside of the one attached to your weapon base speed
Unless my math is super wrong I'm seeing like 4.5 attacks/sec with firebrand if I have a perfect T7 attack speed roll and all the attack speed passives on a 0.94 attack speed spear.
Mana Strike with the same setup is 5.21/sec
That one harbinger hammer has one, too (less speed)
so in this example, with say 200% increased AS, it'd be:
0.94 * 1.692 * 3.2 = 5.08 attacks per sec (Mana Strike)
0.94 * 1.476 * 3.27 = 4.51 attacks per sec (Firebrand)
a difference of 12.6% in favor of MS
now we have to keep in mind the weapon's stacks are rate limited
you can only get 3 stacks per second, and the 'barrage' only goes off every 3 seconds minimum
Right. Max of 9 charges/3 sec
replacing the flat endurance threshold affixes with %of max life gained as endurance threshold would be a good starting point imo
That wording suggests to me that you can frontload the charges; you're not limited to 3/sec, just 9 every 3 sec
I'd assume it works like the sentinel chance to smite on throwing hit (max 10 per 2 seconds) idols
maybe, but nothing will happen until the 3 sec cd is over.
The spear won't gain charges until the cooldown expires, yes.
There's other reasons to care about attack speed, though, like proccing frost claw natively
would make it a little better for dodging hits/etc. but if you are standing there blasting, the rate gain is academic.
Yeah you're constantly moving, you're very rarely standing still blasting
With 5 attacks per second, you could feasibly have 2.5 native frost claw procs per second
That's a lot of claws
depends. i try to make my builds tanky enough to face tank all but the worst attacks.
Maybe a question to look at is how much investment do we need to hit 3 aps for each skill
I'm too lazy to calculate that on my phone 😂
Not a ton if you're also using enchant, I'd say
Without enchant weapon up, unless you have 100% uptime on it, or close
I feel like anyone is going to try and get that uptime to 100% just for QOL
just with enchant weapon active you're at 2.38 per sec with mana strike. wouldn't need too much more.
Uptime on enchant is not hard to maintain tbh
I mean, you need just over 100% total IAS
If enchant weapon isn't needed to hit the cap, might just drop the spec entirely
Because if you have 1.6ish attacks per second base, 100% IAS is 3.2 attacks
do this on sorc with the meteor on crit belt
c:<
True, we can hit that with a good WW hit and passives
trigger ALL the spells
and be permanently oom
Mmmm mana stacking lightning meteor vilatria mana strike builld
I think with good enough gear you just drop enchant weapon entirely and go whole hog on procs. Take the 42% chance for frost claw to cast elemental nova and take the elemental nova tree, too
thats a future me problem
currently I"M BLASTING EVERYTHING
If only we could freaking roll IAS on staffs 😢
That said, enchant also offers a chance to cast icicle on hit too
the flat melee in enchant weapon does get added to frostclaw via glamdring, but it is a relatively small amount, considering how much flat will be present already with triple weapon stats.
Does it? I never considered that.
🤔
Yeah, the FCs procced by the spear get >400 flat just from the spear itself
you can access 25 flat fire while getting the other good stuff in enchant weapon
you'd only be able to access 20 flat lightning or 20 flat cold
dex stacking with those boots that give flat cold dmg from dex?
yes if you can manage the negative resist
No need for more flat, we want %inc and crit stuff
and it probably double dips for glamdring frostclaw
I just wish Glamdring interited flat attack damage from the triggering melee attack if it was triggered. That would be awesome and I could use it for my mana stacking mana strike build
Unless I'm reading this wrong, don't you get both?
moar flat!
Yeah it does
but also the weapon itself can give us all the %increased we need
there's no physical dmg on the spear
You get none, the spear has no phys
Ah, damn.
That node really needs to get updated
can someone re-link the spear
Yeah mega outdated node lol
It's horrible since the implicit change
oh god I didn't realize that node doesn't work with adaptive damage
it's pretty bad regardless. the ratio is um.. not great.
God that sucks lol
It was always bad, but nowadays it's not even worth picking up as a cute 1 pointer
yeah i value 1 point in chill over it
ok yeah the spear with lets say we get 100% increased ele dmg with spells as a weaver roll, thats 600% increased with the triggered spells
Can't get ele damage on a spear atm
Increased poison damage, every mage's favorite 😝
Nothing great, just attack speed and individual elements
i'd take attack speed and t5 or higher crit dmg reduction 🙂
And crit multi, which is probably what I'd want
Yeah, crit multi is always good
Or even flat cold
that does make me think about a dot build with it
But tripling the crit multi from it 🔥
480 crit multi for spells procced from the essences lol
Yeah, that would be insane
hm yeah i guess you'd prioritize stuff that affects the casts, so not AS
No ele DOT btw 😅
I'd argue you still want a fat IAS roll.
You'll prioritize whatever the weaver gives you and you'll LIKE it
crit multi and defensive crit multi plz 🙂
Weaver Discord emote when? 
But realistically anything that gives damage would be nuts. Imagine 480% crit multi and an extra 1152% increased lightning damage
nah get chance to ignite on hit with the spear
Getting high WW on these items is probably gonna be a huge pain though
T7 of that is like 200% -> triple that -> 600% on the triggered spells ez
cause its just chance to ignite on hit not chance to ignite on melee hit
600% on a proc with 5 projectiles 🙂
Oh yeah, or armor shred for frostbite, or whatever peeps are doing these days
oh jeez
Just a casual 1920% frostbite chance
correct
Yeah they do, it's a suffix
I'm glad I started this discussion.
suffix for armor shred
Did you actually click on a spear?
oh you have to click on a base first
my new plan is T7 Dot damage and T7 ignite chance and we be setting the world on fire
cause with a dot I really don't care about which of the 3 spells get triggered
I think there's a lot of incredible meme builds you can do with this.
You DO care though, because you can make frostbite hit 25 times (probably less in 1.2 but whatever) vs the others that you can't specialize in
that's 100 frostbites per frostclaw proc
*I care less so about which spell gets triggered
900 frostbites in a barrage
wtf
That's more than 5 frostbites for sure
Also note spears have lightning/cold pen available on them, too.
actually
if theres some way to convert all this dot chance to time rot chance I feel obligated to try this on vk
Perfect T6 roll, tripled, is 100% ele pen
given one of the devs said using time rot for a dot build is gonna be a thing
Depends on how the time rot rework goes, if it still has 12 stack cap there might be better options
fair
health per second =/= health regen right?
for example, the focus node that heals 6 per sec, that healing wouldnt apply to vessel
The focus node is a heal, so healing effectiveness from any source applies
But yeah, you're correct, healing is different from health regen
dang
it should be the ole good trololo emote with spider legs
With S2 pretty close does the Mage and it's masteries get a lot of changes, too?
Won't know until patch notes, but I wouldn't expect much
we don't know but hopefully they address some of the more degenerate builds
some of the current sorc stuff is downright silly
What are the contenders for nerfs, you think?
I can't speak for sorc builds, but ballista falconer is super degenerate
SO, FC, Arcane Current (just delete it), Fragment
yeah ballista falconer isn't any better
4 of the top 6 here are ballista falconers:
https://www.lastepochtools.com/ladders/
Yeah arcane current is terrible. Not only busted for multi-hit stuff, but also mega bad performance. I tried it on lightning meteor and just had to unspec it because of the lag every time I hit a pack
I think arcane current is largely a frost claw problem... though that performance thing does make it prime for a hit
I still have no idea why FC changed to multi-hit gets halved freeze rate, but still full ailment chance
Yeah, I feel like all of the mage-related nerfs you mentioned are related
FC is mainly a problem because 25 hits (spark charge). Arcane Current is a problem because VO and high cost FC. Fragment is a problem because of high spark charge application (Arcane Current)
i think the nerf to multihit spell spark charge is fair
but i'm afraid if you nerf everything related to it, then spark charge will become shit
I don't think I understand what makes arcane current so busted.
it's strong for relatively low investment, but imo it's not busted since its ceiling is no way as high as the truly busted things in the game
for example ballista/wraithlord...
OH there are two skills named arcane current lol
Base class Mage has one, and there's a second deep in the Sorcerer tree, ok.
Yeah it does kinda feel like FC shouldn't be able to apply ailments as easily as it does
that is true, FC is the absolute best skill in the game in the category of "fast multihit skill"
and it's not even close
Yep, I truly believe it not getting a "50% less ailment chance" effect was an oversight
hmm maybe not sure, i dont have much experience with primalist and acolyte
I think the "25 hits per cast" is setup probably the biggest problem
tie it to the first of the multi cast nodes and it'll be decently balanced.
I mean yeah, that contributes. That probably shouldn't be so sustainable
Reason I mention it on the multi-hit is because that node halves freeze rate
But I don't really care how they fix it, as long as they fix FC
We were talking yesterday about using the new essence weaver spear to proc a bunch of FC casts (and smite/storm bolt) that each have like +600% chance to ignite just from the spear alone
give FC a reduced ailment effectiveness, AND BUFFING OTHER SKILLS is the most reasonable thing to do imo
the 1.1 mana recovery nerf was a very good direction
I say go nuclear and make Volley of Glass incompatible with On Through the Snow, but I'm a frost claw hater
you might be letting the hatred take you over 😂
channeled lightning blast has 50% less chance to apply ailments for some reason 💀
If you roll 3 FC casts with the spear, that's 15 hits that all apply 6 ignites, plus the storm bolts + smites, for a total of 126 ignites from JUST the spear with a T7 ignite chance proc on it
Yeah, that is so silly. Doesn't even get a stat line below the description, I missed that on first read
I don't mind that because it's effectively a 400% cast speed increase, but it definitely make FC feel like big power creep
that's the point though, it isn't. Remove it from FC and it's still more or less the same on IB or VO or any number of other skills that hit a lot.
spark charges are not and had never been balanced around getting applied 50 times per second
or they would have the damage of ignite
that node already has 2 different downsides, so i'd rather see it on on through the snow. edit - actually 3 downsides.
Yeah, I don't think Enigma would even need nerfs if FC wasn't applying so many of them
nah enigma is stupid by itself, it already was a problem before they even made AC
Enigma is for sure a problem imo
it hits 8 times per second! 8 times more than non-channeled lightning blast!*
Enigma definitely is a bit strong. I wouldn't hate to see it turned back to its intended function, +1 per int
*non-channeled lightning blast with literally zero points allocated in its tree
Adding that much flat damage to spark charges alone is what makes it bonkers
Nah, base cast speed for LB is 1.5 casts per second
in my mind volley is itself problematic because it makes FC infringe onto the design space of other skills like fireball a bit too much, including as ailment applicator
Yeah, I can agree with that, it reduces the flavor of the skill
this is true
It isn't unreasonable to have like 130 ish int on a good build, and it's possible to go way higher than that. 260 flat damage to spark charges is insane
Also 5x hits from one node for minimal downside is alway kinda iffy
Yeah, but spark charges have a lot of other problems, most that are solved by maximum application, but their scaling is wonky and they don't inherit 'more' modifiers from any skills
Kinda limits the build space for them
I mean they are probably comparing it to the whole bottom left tree so they think like "eh it's 5 times per cast vs 4 times per cast", except this ignores, well, everything else
enigma is somewhat balanced by the catalyst having no crit, forcing a lot of prefix budget on increased crit, or wearing kinda not great items like prismatic gaze.
There definitely needs to be a way to build spark charges, but putting a huge chunk of the power budget for them into one unique
Feels like bad design
It's a pretty niche build in general, the unique keeps it from being too much of an auto-include
You can still totally have spark charges on any build, but they don't become the focus without enigma
it's widely applauded by poe players so the developers aren't going to budge on this
double mana cost, removal of aoe, and half freeze rate are decent downsides for 5x projectiles. maybe it should be only +1 proj on hand of morditas.
enigma and criterion are pinnacle unique design in their eyes, mike said as much
Except it doesn't remove actual AOE effectiveness because the projectiles pierce. It still clears with zero issue
Spellblade build solves this entirely. 5/5 Prodigy gives you 1% base crit per 15 int, and 5/8 Calculated Destruction gives you 3% spell crit chance per int
well aware, have a practically bis one.
At least the LP system makes it so "BIS" is ever-evolving
but the ceiling is much lower for spellblade spark than sorc spark
ceiling is not that high for sorc spark either
that's why ultimately spark build needs static orb setup for bossing
killing aberroth with veterans boots is not high?
else the boss fight would just take 2 hrs
aren't we talking about ceiling?
abberoth and build ceiling doesnt belong in the same sentence man
yes the limit of the build is much higher than spellblade version
do you know what veterans boots are
i do
im curious what make you think the limit of FC sparkcharge for sorc is much higher than for SB?
im genuinly curious no trolling
sorc version has far higher defenses and damage than spellblade version. spellblade version is just extremely easy to play. no management just attack.
25 spark charges per cast
ooooh tru i forgot about that
😂
sry im dumb
sb defenses in general are super sus, it's the typical LE problem of completely relying on one or two key items for tons of ward
except that it has a choice of another one or two items to use
depending on build
the defenses of spellblade spark is actually pretty good, sorc is just even better.
i run 9-10k ward on my SB with 50ish% armor DR and a few other sources of DR. i can face tank aberroth except beams/ground dots. sorc is just better.
far higher ward generation and mobility. spellblade can't move, while sorc only tosses out a frostclaw that auto aims and can move while mana regens a bit.
and you get 1 sec immunity from wrongwarp
I feel like a lot of the fix for this is in making On Through the Snow incompatible with Volley of Glass
the fix is removing volley of glass
i've built an incomplete version of frozen's FC spark just to give it a try and i could see the power right away, both offense and defense. i just didn't like dealing with mana (meteor or focus) and having to moderate casts (to stay high on mana).
FC is already one of the most bloated skills in the game design wise, it doesn't need to invalidate even more other skills by its mere existence
that would delete that whole branch, but certainly something needs to be done. why pay 30+ mana for cast + recasts for the same projectiles as volley that you can make pretty cheap.
I'd say leave it in but give Volley of Glass a 50% ailment chance modifier
they could also give meteor shrapnel homing so it all hits one target while they are at it
fair and balanced
lol dude
im just about to be finished with a meteor zero to hero
its like, truly meteocre
good enough but not something id recommend
🪦
I like Meteor a lot, but it's definitely not as good as some other skills at this point
I played plenty of meteor throughout the patches and it's always been kinda mediocre
cause FC is also a better meteor than meteor
I wish it was worth building in other ways than the "meteor storm" version
wow...
Like if the Stardust branch had other more modifiers that prevented having additional meteors or something
you can do that! On bear
with the belt
what we need is on through the snow for meteor. 25 meteors per cast!
just bake the belt into baseline meteor
50% chance to recast for free
sounds about balanced
can proc off itself of course
I want like... a node locked behind 3 points in the bigger aoe node that makes it so you can only cast 1 meteor but it does significantly more damage
they already have that in fireball and chaos bolts
guess what
would need to make it target your cursor also. isn't aiming an issue with meteor also? tbh never tried it as a main skill, so not sure.
nah the aiming is fine except for extra meteors from the meteor shower
Nah, targeting is fine, especially when you take the big AOE node
but their fall area isnt really that bad
It hits basically the whole screen anyway at that point
I prefer to build 1 meteor instead of meteor storm just because I like it better, but the meteor storm is just too good to not get unfortunately
Ward still gonna be the only viable defense in this next expansion?
They specifically said that other defenses are going to be improved, but we don't know by how much else
Thats good to hear
We'll have to see patch notes to know for sure
I always try meteor every patch but end up dying to lag or whatever before endgame
Buuut doesnt seem too good from what everyones sayin
Unfortunate
Yeah, I like meteor as well but it often doesn't feel super good
ward probably remains main defense for mages in general, as it should be, but maybe some life builds come back. mana defense builds should get a buff from idol crafting also.
honestly mage's best defense is hybrid, reactive ward is nuts
Yeah, reactive ward is great
also meteor actually seems pretty good, dr3adful is doing another zero to hero build with it
he said above he wouldn't recommend it, but it wasn't awful
It's probably better if you optimize it more. Zero to hero builds are pretty streamlined
Nah nah nah
Z2H builds also rely a lot on skills/passives. they don't get to a great level of gear.
Yeah
Ah thats not so bad then
Wait until you craft a Vilatria reforged staff 😝
also tbh it just looked really fun so that might be skewing my impression of it lol
and then realize glamdring frostclaw is a better use for such a staff 😉
Remember I have an insanely high standard for this. It has to get to 10/10 harbingers while also doing decent damage while also not being squishy while also having good clear while also on a shoestring budget where I usually don't spend my favor, I end up with like 80k in the end
And also within like 8-14 hours of total gameplay
Mages builds zzzz something something frostclaw
This is the strictest of the strictest
Remember if I have a mediocre time with the build, imagine a new player who is prone to mistakes and lack of knowledge
If I'm not doing well with it, it's gonna be straight up awful for a new player
I'm curious how my channeled LB build is going to fare in the endgame, I've never really tried to push it that far
yeah I'm very curious to know how that build ends up going
standing still and relatively low ward gen is probably an indicator of it not going super far, but it's probably decent
are you doing runemaster for fortress armor/ward?
I think crit channeled LB could be fine
But you need to run another skill for clear
And remember
Cast speed does nothing for you
Zerax's build uses halo effect for clear i believe, it used to work
Also as well, we don't have anything like doedres tenure unfortunately
yeah spark nova should be decent clear. i saw the video in his build from before halo effect broke and it looked ok.
So a neat trick btw
Don't go telling everyone this OK
You can run the node that turns off lightning blasts mana cost when you are at 0 mana, and that makes the channeling free. Then you pair that with double font of the erased and now all of a sudden your not as squishy anymore
Just something interesting I've found
yeah the free channelling is the basis of Zerax's build, didn't know about the double font tech though
ok yeah zerax is going runemaster so defense and ward should be decent, if he recasts LB every 2 sec. https://www.youtube.com/watch?v=WwaUdgmxQhI
video from his guide
Not taking shattershock?
Shattershock is next on the list when you havve more than 20 points. It doesn't affect Spark Nova, so Frontloaded is better for your damage overall
as a damage mod dependent on the enemies state, its not inherited by sub-skills unfortunately
Indeed
I'm planning to rebuild the guide, there are a bunch of new things that'll affect the build, especially with set crafting and other funzies
I've been waiting for Halo Effect to be fixed before I do that
But, while channeling and standing on your Glyph of Dominion, you should be basically invincible
I really like the "hold right click and wave your cursor around the screen" play style 😝
I was thinking of doing a variant with focus and mana guide for the pop of ward after 2 seconds
Yeah, I have a feeling that build is gonna be strong. I'm probably going to experiment with it as well on the same character, since the passive trees will be mostly the same
my mana guide plan is something like this
like, traversal focus channelling for 2 seconds while moving between packs, channel LB on everything, repeat
Font of the Erased isn't as good as Liath's Signet, because you're almost always channeling and get more ward/sec while standing on Glyph from all the overcapped resists the ring gives you.
eh you arent even particularly invincible when doing this with disintegrate and that should still have better survivability on average cause of extra dr layers
btw they promised to buff it, might try it again next patch
I'm hoping they change the Runes of Disintegration node to be a "less damage taken" modifier instead of ward/sec, and make it any channeling instead of JUST disintegrate
it's only 45 ward per second from the signet
Yeah, but Font of the Erased only gives you ward when your current ward is less than your missing health, which is... basically never
And %increased health and mana are useless for the build
And you don't get 'mana spent gained as ward' because once you hit zero mana (basically instantly), you don't spend mana any more
Oceareon or Red Ring are obviously probably better rings, but I didn't want to showcase rarer stuff. Part of the value of the build is that it's super easy to get started.
eh the rings arent terribly rare tbh
maybe not cycle starter common though
but still
I think font is probably quite good for a hybrid build where it lets you recover very rapidly to a baseline level
Yeah, I'm going to try and focus and do a "starter" and "endgame" version of the build to showcase both. Not enough builds do that, I think
ill probably be starting on sent anyways
rive FG looking kinda sweet rn, can't wait for patch notes to ruin my hype
they already spoiled a real fire conversion for rive right?
IDK patch notes are gonna likely be a huge win for almost all sentinel builds that don't want to be forced to use volatile reversal 😝
a fire conversion? I only know about the void conversion
I actually really like VR, i dont like it as a double damage button though lol
ah yeah no that's for vengeance
triple damage button*
more like quadruple for dots really
yeah im glad they are fixing it I just hope they adequately compensate sent for it
If the past is any indicator, sentinel is probably gonna be HELLA broken this patch
I have all the class channels muted except mage, maybe I oughta unmute the sent channel lol
their idea of compensating it is probably adding 300% more damage at basline to all sent skills
I mean... that'll do it. Though I feel like defense is the most needed
300% more health, armor and block stats
Funnily enough quadrupling block and armour wouldn't even do that much
invoker ring?
that's the point
ah
If that flat lightning damage is the "Set" affix, we'll be eating good for sure.
But somehow I doubt it will be
i was mostly referring to the ward gain
I'm pretty sure the ward chance will be on the set affix tbh, but probably nerfed at anything other than t7, and maybe even then
i mean just wear the ring
Yeah, that's decent as well. I don't put too much value on it because the Runemaster Ward/sec affix is so insanely strong. 150 ward/sec on your chestpiece is incredible.
LB channel is 8 casts per second right?
plus spark novas
LB channel lasts as long as you hold it down
It's 8 casts per second, which is 16 hits per second with spark nova
surely this is more wps than liath's with glyph
so 120 avg ward per second with the ring, honestly less than I was expecting
though liath can get 3LP pretty easily
Yeah, it really depends on the other things you get. The invoker ring is a great leveling/start ring but it'll be outclassed eventually by legendaries
the 13 flat lighting likely better than the 75% inc lightning on liath
One interesting note is that Sorcerer could theoretically boost the build with another ~6 spark novas per second with Distant Spark
But then you lose all the fun RM boosts
thats neat but i don't see not going RM
i'd say invoker is significantly better than unslammed liath, and probably better until you get a really good liath slam.
Yeah, for the channeled LB, RM is just too good
I also like Ward/sec as a defense option, which RM is king for
its only real good on proc sb when you are hitting like 50 hits per second
yeah mana strike spark charge was the last time I had experimented with it, absolutely insane
What are the top like 3 spell blade variants right now ?
Probably Frost Claw, Frost Claw, and ShatterStrike (Frost Claw)
Bloody Nib shatterstrike is also pretty popular
Spark charge is pretty popular since Fragment of the Enigma exists. I tried a frostbite version of shatter strike, but crit is just objectively better. I also tried an attack speed circle flame reave and that was really fun
I like how you can literally play direct cast FC as spellblade and its not bad because of all the free crit
Lol yeah
Shatter Strike crit is a glass cannon with highest damage, not very durable, and slightly extended melee range. Dragorath Spark/Mana Strike is tanky, easy to play with solid damage and clear. Firebrand/Flamereave is lower damage than the others, slightly more clear and durability than shatter strike.
there's probably other variations of shatter strike that are probably still high dps, but i'm not familiar enough with them to talk about them.
idk if just me but I always felt like SB kinda paired well with low life tech for tankyness
I did bane of winter SS for 1.1, it felt pretty solid for regular game content. idk about pushing corruption with it, though
yeah i tried hybrid and even wall of nothing tech, and low life was just best.
I think I just used a boneclamor or something and it was fine
we're talking higher corruption, more complete builds, or at least i am.
eh its not particularly great on sb, historically sb mostly used vessel
these days in some builds you don't need to use either
The thinking was more that you don't get as much of the spell cast -> ward, if you are doing that, you also don't get as much mana -> ward (I guess mana strike could scale but it feels meh), then you have the reactive ward synergy with LL you can manual proc with any spell + TH, or teleport convert, etc.
Plus you probably stack int which is ward retention, goes well with LL
But yeah maybe vessel is lower cost, LL is a couple items for 10k ish ward late game but idk 🤷♂️
You don't really do much health stack though so ehh. Idk it seemed okay to me
mage also doesn't scale health regen very well, so vessel seems questionable
should i be swapping from frost claw to glacier instead?
RM does have a node that mimics vessel (15%), so you can stack it with that, but no real flat health regen available definitely makes it meh
:white_check_mark: This character build is verified
Harbingers of Ruin / 1.1.7
Mage (25) / Sorcerer (56) / Runemaster (26)
▸ Health: 1,075, Regen: 19.16/s
▸ Mana: 388.47, Regen: 16.24/s
▸ Ward Retention: 336%, Regen: 85/s
▸ Attributes: 9 Str / 1 Dex / 90 Int / 1 Att / 1 Vit
▸ Resistances: 167% / 76% / 57% / 116% / 89% / 94% / 63%
▸ EHP: 1,703 / 1,703 / 1,443 / 2,173 / 1,703 / 1,703 / 1,520
▸ Endurance: 20%, Threshold: 215
▸ Armor Mitigation: 48% (2,843)
▸ Fire / Spell
▸ None
• Meteor (20)
• Frost Claw (20)
• Teleport (21)
• Flame Ward (20)
• Focus (20)
this is just regeneration, and not like sources of mana gain on hit right
like from mana strike for ex
Correct
shadow wizard money gang, we may be entering a dark age...
perhaps the passive tree has gotten some goodies to compensate but ee-yikes
I was clinging on to pure ward like a rat on a drowning ship
now hybrid with Hp or even pure Hp is the way
I think pure ward will still be possible. It's just not gonna be absolutely nutty like it has been in the past
It just won't be the default for every single mage build
I'm probably less screwed than the nerf suggests because I don't really build around passive ward
but yeah gotta rewire my brain a little
Mage might also not get hit that hard because they already capped some of the stuff that were outliers in the RM tree
I'm hoping (non low-life) Ward/sec builds don't get murdered, I feel like no one (except me) even uses them right now
EHG can try to pry a well rolled opulent focus from my hands
and then good luck cause i glued it to my hands
friendship with opulent focus ended now guacamole bowl is my best friend
which one is guac bowl
rotmind
ah
you know the build is cooked when my bis starts being weird ass bad uniques
huh what's the changes ?
💀
Also they talked about moving major ward sources from the tree to gear, no details on that though
kekw
ow
they specifically called out Int as doing too much for just stacking a ton of it
which is fair, but a lot of bad builds are getting caught in the crossfire 
I mean that's fair, especially for some builds
Spell crit chance, flat crit, increased damage, ward retention, flat damage, cooldown reduction, ward decay threshold...
It's got a lot going on
yeah int is very strong that's fair
okay don't include increased damage that doesn't count lmao
yes but every class has it for their primary attribute
it's not an int specific benefit
But it IS a benefit that it gets
ugh semantics
shout out to vk getting flat dmg on void spells and not %increased
I take no responsibility for the purple juice drinkers
but I love my void soda
I just want patch notes ASAP so I can know what the changes are
several days
and despite all that, there's what a handful of really solid endgame mage builds? and most of those are because of dps, not survivability, which is what got nerfed with this change.
ward seemed to be in a fairly good place, life just needed buffs.
Yeah, we'll have to see what the total patch notes look like. With the new ward formula it may not even hit most builds that hard, as long as they werent stacking 100+ int
Maybe there will also be other ways to actually build mage now instead of int stacking being way overloaded.
isn't that every good mage build right now except maybe shatter strike which already has survivability issues?
I guess my thought is maybe they had to reduce the value of Int so that they can provide power in other ways and T7 int wont be the BIS affix for every mage.
we'll see if they made up for it elsewhere but i'm not confident, since this patch is so endgame and sentinel focused
It's both, really
Ward has been cracked for a very long time
i think there'll be compensated ward retention from items now
Also, potentially a lot of power from idol crafting
oh yeah 4 affixes idols gonna be huge
well i tried to reply, but for whatever reason the server is blocking my post. just was saying if we don't see compensation somewhere (and we aren't expecting it), this leaves the good mage builds still capable of high corruption, while harming all mage builds that were decent but maybe had weak defense. seems like the opposite result of what was likely desired.
My mage build is certainly more defense than most, damage dealt to mana before health + seed of ekkidrasil + 60% endurance is still going to be super powerful. I use ward in addition to these defenses, but these changes will make multiple defenses more of a necessity.
I think reducing ward retention per intelligence is a mistake though, if they wanted to nerf ward, I would've preferred they nerfed the ward generation, not retention based on int. I guess this will mean int stacking is signifcantly weaker overall, which is fine for my build personally but I'm not sure it's better for the mage class, I think that's a big loss overall for an already weak class.
I guess other classes might have seen big nerfs as well though
i agree. this hurts marginal acolyte builds too (non death seal). build diversity for casters just dropped like a rock.
yeah opportunity cost is probably the thing now
INT is damage + defense
When I level an int stacker I literally prioritize it above everything, including resists early on
Yeah, I really think thats the thing. Make Int not BIS for literally every mage build
I think one of the core problems is a general lack of availability on the ward retention stat, except for Int which gives you tons of it
A 16-Int ring giving you 64% is crazy. The stat is basically unavailable except on specific uniques, the relic prefix for flame ward, and some mage idols
Yeah, wouldn't surprise me if we saw new suffixes for rings that are like ward retention and/or decay threshold
Any opinions on the maxroll glacier leveling guide?
It's a popular one, but I'd wait for patch notes before seeing how valid it is for 1.2. I don't THINK it will see too many nerfs, but ward as a defense is getting nerfed and we kinda need to know how bad before we know how good any mage builds will be.
True i was just reading about that. Kinda sucks cause i already started to level it. I gotta it feels fun to play 100%
It may not be that bad since they said they want to move power from passives to gear, so we may see improvements in other ways, and int-stacking will just become less valuable.
It's ok advice, but not something that you should stick to like it's a necessity. Glacier is good all by itself and works with virtually any other skills in the mage skill tree. As long as you take the critical rejuvination point, which is the main appeal of the entire skill, everything else is subjective after that. If you need mana but don't want the skill to cost 40+ mana you can take Lesser Glacier. I always recommend static collapse which makes glaciers ranged, it makes the skill so much more versatile and more fun, then you can add damage with gear, spark charges or meteors with the harbinger of stars belt, which is what I prefer to do. Just keep in mind that spark charges should NOT be used in combination with harbinger of stars unless you have tons of potions and or tons of mana and meteors should strictly be on single meteors (not the multi-meteor option) until you have atleast 1,500 mana. I've posted a few videos on reddit of my build, I still think it's the most versatile, powerful sorcerer build in the game, and yes I've seen the FC builds.
honestly this looks really good but I don't think I see it being better than the FC Spark setup
for bossing it's just oneshot either way with static orb, so doesn't really matter
but for clear, it seems a bit more delayed and inconsistent
clearing monos it's way way better.
I don't think so
also much lower stable ward / I think less defense
I guess you got the seed helm
Less defense?! LOL, dude, I'm at 2k corruption, what's your highest, I'm just curious?
Yes, because if you're not capable of completig monoliths comfortably at high corruption, then what are you talking about?
It's certainly not pointless, do you not know of Item Rarity in this game?
are you serious?
Yes I am aware of how corruption scales, I am the one that made the videos and did the math on most of that stuff
I'm 100% serious, what are you talking about? Item rarity is super important to improve the quality of the items that drop. The higher corruption you are, the higher the item rarity. Lower corruption means lower drops.
are you MG?
Ok, so if you're build was better, you would be at higher corruption and you wouldn't have a problem with it, which was my point.
My build is far more defensive than yours without a doubt.
How high did you get in HC?
70% damage dealt to mana before health means a lot when you have 2,200 mana and 60% endurance.
I can't play HC and I have no interest in it. my computer lags far too much with specific bosses to even remotely entertain that, plus I don't want to play HC, it's a complete waste of time.
ah, well if you don't play in HC then you can't really talk about defense
I'm trolling a bit tbh with that one, because the 2K corr comment is a bit weird
the question though, are you MG or CoF?
It's not weird, if you could actually survive at that corruption, then you would, but you can't, so that's enough evidence I need that your build is far worse. I'm Tier 12 in both, though I strongly prefer merchants.
my guy
defensively you can't even come close to my build, I don't even know what you're talking about.
it's not about surviving
its about optimized farming
XP scaling is reduced to 0.05x after 1K corruption
Ok, and item rarity is not, so your point is moot.
item rarity is almost irrelevant for CoF vs Favor gains
sure it matters for exalts, but you get more than enough
the limiting factor is mostly uniques with LP
at 300c or so yeah, rarity is absolutely not high enough
Didn't you just say earlier that corruption affects prophecies? If corruption affects prophecies then higher is better, why is this confusing to you?
Max corr isn't a very good measure of build strength. Any build that can reach 1k corr can get to 2k just by brute forcing it without really changing your build at all
corruption does affect prophecy LP chance, yes
however there is massive diminishing returns
There's just generally no point in going beyond 1k corr other than just saying you have
At 1K corruption I basically never drop below 8K ward
No, that's not true, 2k corruption is definitely harder for most builds, only a certain number of builds can get that high, and sorcerer has very few that can get there. For example, you really can't get fireball to 2k corruption, it's a leveling skill.
Also, there are guys running my build with worse gear than I have well past 2K corruption
its honestly trivial
I just don't think it's optimal
My optimization is based on max favor per hour
If your only defense is ward, then yes we have nothing to talk about, you have absolutely nothing to claim over my build in terms of defense. You just don't seem to understand the items in this game very well if you think you have good defense.
how much armor do you have?
I honestly don't care at all, and I switch between the armor blessing and the endurance blessing regularly
???
lmao
you don't care?
endurance blessing if I'm wearing exile boots, since endurance is included with foot of the mountain
I know. I never said there was no difference. But that if you can reach 1k, you can brute force it way higher. A higher corr doesn't measure anything there
I have something like 4K or whatever armor, which I forget but its like 50% DR or something
a lot.
It certainly measures good defense.
And I have DR on the most deadly ailments
try aberroth with veteran's boots 🙂
because unlike you, I DID play HC with this build
where defense matters
and I DID get rank 1 arena with it
and spent weeks speed farming 800C, in HC SSF
Zero def builds can brute force to 3k corr

I am not saying that to flex or anything, it's not like this is competitive
Defense also matters a lot in the endless arena. It's a great test of defenses. If you want to go ahead and give your build a try, you can clearly beat my 650 waves because one player did with frostclaw.
If you can beat me there, then I will admit that you have better defense, but I highly doubt that you can.
650 is not a lot
I guess you could just copy the #1 guys build, he's using the boots with int and basically everything with int.
Uhhh yes, it is dude, it's a shitload, I think it's like the equivelant of 3.5k corruption, which is a lot for a sorcerer
No, the mirage boots with dodge rating while channeling
...? I already did 420 in HC before my build was even optimized
that build is still alive
650 in Softcore is not a lot
There's someone with 1479 running that forgeguard reflect build lol
Well good, then go ahead and put your name on the list. Talk is cheap. All you've done is boast about being good at HC, big deal.
Also the mirage boots suck unless you can really make use of the channeling full time
Blood boots give 12 STR aswell, which is 48% armor
I am not good at HC... That's literally the first ever HC character I made
my point is that the build is good
I am not that great
There are a lot of builds that have significantly better success at the endless arena for different reasons, but the reason why the mage class is the lowest is because it runs out of both damage and defense at the higher levels.
it does, yes, but you can mitigate some of the more dangerous forms of damage
fire for example had some scary damage sources
so imo fire mitigation is higher value than say, poison
which FC cleanses for free
infinitely
Go record yourself getting more than 300K favor per hour with your build
or even close to that, and I would be immensely impressed
Yes, FC has lots of advantages and disadvantages, like mana generation, which is a major limitation when the enemies have 2x more health and deal 2x more damage, hence the 2k corruption to test the build. You're talking like, "oh it's not that big of a deal, I could do it if I wanted to" <-- Yea, be my guest, go ahead and see how well you survive at 2k corruption. I have only seen mediocre frostclaw builds at 2k corruption, flick showed me his and while he was honest in saying it wasn't ideal, it wasn't ideal for damage, it was really poor for defense and the issues you have at 1k corruption become significantly more clear with harder enemies.
It's a good build for sure, but I don't know if it fits as "#1"
I've shown my build at 1,600 corruption easily clearing as fast if not faster than your build.
lol you are really stepping in it here.
190% movement speed is what I have when I put on my speedy gear. I can wear a number of weapons, armors, rings, gloves, etc and still be perfectly fine. I even showed my build doing 1,100 corruption with literally 0 LP items just to prove this point. Glacier + meteor is far more versatile and forgiving than frostclaw. You just see enemies and click on them, nothing is difficult and the items are not really specifically required, only the HoS belt is required for the meteors auto cast of course.
Also the HC thing, I was just saying, if I can get to 420 arena in HC without even coming close to risking death 650C with unlimited retries is not much of a challenge
I clear 2k corruption with 190% movement speed, I've never seen a frostclaw build even close to that.
True, it should not be a challenge, you can probably take over the #1 spot on the arena ladder if you try hard enough, so don't just talk to the talk, give it a try!
do you recall when you were using leech and exanguinous together? This is another such case.
I absolutely can, but I am not super interested in spending several hours putting all my various spread out items on legacy onto a character, then running arena, and uploading a video just to prove some guy on discord xD
https://lastepoch.tunklab.com/arena-scaling According to this, wave 650 is only 3,770 corruption, so if it's "not that big of a deal", then go ahead
great, so I've already effectively done 2200C in Hardcore
You think you're better or smarter than you are.
according to this chart
I don't. I am not mechanically great at the game, I don't have some secret knowledge
I just disagree that the glacier meteor is better
that's it
the HC to me is that you are talking about defense
with unlimited retires you can struggle your way to a bunch of corruption or arena waves
Also, in SC I didn't really play the pure FC version of the build
I did a hybrid
my HC character I went full int stack
Anyway, it's dinner time for me, good chat. Not trying to be hostile or rude or anything here, hope it didn't come across that way, it's just fun to discuss the nuances of builds we are passionate about
Like I said, I've shown my build speed clearing monos faster than your build with overall worse gear. I can clear monos at 1,100 corruption with 0 LP items and I've shown that as well. Seed of ekkidrasil, endurance, ddtmbh, and even the harbinger of stars belt has up to 18% damage reduction on it, but you seem to be oblivious to all of these things.
cheers guy
Enjoy your dinner
Not a random being an ass to Frozen 😭
show me, i want to do that :p
send link for the build
I have a question about Runemaster. I haven't looked at any guides, just reading the skills and trying to make something work. Currently I am investing heavily into elemental nova... I have noticed that if you JUST cast elemental nova, you get the same cycle at the start of a map:
Fire, Lightning, Cold
Lightning, Cold, Fire
Cold, Fire, Lightning
My issue is that those three spells are fine and all... but I really prefer the other set of three that the elemental nova gets set into once you trip it with one spell.
So, currently, at the start of every map, I pay very close attention, and go exactly like this:
nova (Fire), then some frost spell, just to trip the cycle, so that I can cast the other three versions of the triple elemental spells:
Lightning, Fire, Cold
Fire, Cold, Lightning
Cold, Lightning, Fire
Okay, now that all of that is outa the way... is there a way (other than doing what I am doing right now) to set in stone the cycle that I prefer for elemental nova? I saw in the Runic Invocation skill tree that there's a point for Immutable Order... but my problem with that is I actually DO like to switch from AOE to single target.
Thanks in advance, and sorry if this is a commonly asked question, I looked but didn't see anything on it.
So basically, you're asking: Is there a way to change the 'default' order of elements that ele nova gives you? There isn't, unfortunately
bummer
damn I tried Arena, you were right, 650 was hard...
Hard to stay awake! hehe, just teasing you 😛
Here you go, I dusted off my ole FC Spark mage, haven't played it in probably 5 months https://www.youtube.com/watch?v=RZuefF1HeBA wave 1000
Wow, that is incredibly impressive! I'll never catch up to that with mage.
This is the speedy gear: https://www.reddit.com/r/LastEpoch/comments/1h30i5f/my_glacier_meteor_mage_at_1600_corruption_monos/
tbh armor makes a big difference
my res wasn't even capped in that run, but I had 5K+ armor
60% ish phys DR
I have armor gear lying around, I can try it on and see how I do.
check my planner, I do special setup for hard content
it wasn't super optimal, I realized I forgot to take the 25% cdr
which is a big deal
Was this in legacy?
I too haven't played mage much since November, I had a blast playing minions and ended up sticking with the falconer build, it's like a more extreme mage, endless potions and mana and way more damage, and less tankiness.
And yes, the endless arena takes hours every time, it does become a test of preparedness. I always die to what I can tell is enraged enemies, but I hardly ever see anyone else encounter these, which was why I was recently asking this in the dev chant. Apparently it's completely random, but I seem to see them quite often when using AA.
xdd
yea legacy, I used my 1.1 character, but I never played after the refresh. After basically maxing myself on SC and HC SSF (both CoF) I didn't have the energy to do it all over again with no balance patch
Hrm, interesting, well that might explain what I'm seeing as a big difference here. Unfortunately for the sake of a direct comparison this is clearly not the same as the cycle arena ladder. I could tell something was different when I saw your intentional death at the end, literally no one even attacked you and that seemed unrelatable to me. One major difference I can see for sure between these two is that your boss enemies have no ward, which is quite different obviously from what we see now in the arena. And for some reason it looks like none of these enemies ever get enraged, so maybe that's another modifier that doesn't get applied in legacy, I'm not sure.
I went through my gear last night and found my armor and for the most part my gear remained pretty much the same. I have about 500 less mana, but 2k more armor
I'm not sure if you watched the video, but towards the end it is VERY clear when I fight an enemy with boss ward. Like VERY clear. We are playing the same game. And yes, Arena is inconsistent. You see plenty of times where I went from 11k ward down to 1K in that run