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[Last Epoch] Harbingers of Ruin cycle starts 7/9

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    KamarKamar Registered User regular
    edited April 8
    blood warlock kinda slaps; warlock doesn't seem to have a lot of build variety (everything is based on cthonic rift casting chaos bolt which casts other stuff), but there's some elemental variations you can do at least

    it does seem like it allows for a lot of running around while your damage over time kills everything, so that's cool

    My warlock doesn't actually cast chaos bolt off chthonic fissure, it's just an extra curse that I direct cast to proc certain things and an extra source of damned. since I'm already invested in harvest+transplant+spirit plague(on melee hit)+bone curse (on transplant)+fissure, no room for chaos bolt or anything else.

    When I make a chaos bolt character I might avoid CF since the whole appeal of it is that I like direct casting that kind of spell. hopefully that doesn't cripple the build and hopefully CB has some decent direct-cast-only support and isn't gutted so it can be an extra tree for CF...

    Kamar on
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    GoodKingJayIIIGoodKingJayIII They wanna get my gold on the ceilingRegistered User regular
    Been working on a harvest/curse lich but I'm not enjoying it as much as I'd hoped. Harvest just doesn't feel great as a melee skill to me. So now I'm not really sure how to build myself out of this. I suppose I could do stygian beam drain life; I have the unique required, but I have very little mana so I'd have to regear quite a bit.

    I still jump on my runemaster from time to time, hoping to get the gg wand or catalyst. And I think about killing T4 Julra every now and then, but I hate that dungeon and I'd have to play perfectly to kill her and that's just not happening.

    Battletag: Threeve#1501; PSN: Threeve703; Steam: 3eeve
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    Anon the FelonAnon the Felon In bat country.Registered User regular
    I stumbled into a pretty good physical/lightning build center around Maelstrom and Tornado plus storm totem. But I'd really like to do a melee character.

    I got a Forge guy to like 45 and it just felt very weak.

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    Eat it You Nasty Pig.Eat it You Nasty Pig. tell homeland security 'we are the bomb'Registered User regular
    forge guard definitely seems like kind of a forgotten class; I really wanted to make a whirlwind/summon swords guy work and it... kinda does? but it felt very slow and the damage was not high even ramped up

    I also wanted to like harvest lich but I could never quite make it work the way I wanted; I think I just don't really care for reaper form though

    hold your head high soldier, it ain't over yet
    that's why we call it the struggle, you're supposed to sweat
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    EtiowsaEtiowsa Registered User regular
    I made a forge knight that used multi strike to drop forge strikes on things and it worked pretty good. I've also heard tell of a pure phys javelin build, but I haven't messed around with it any.

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    FencingsaxFencingsax It is difficult to get a man to understand, when his salary depends upon his not understanding GNU Terry PratchettRegistered User regular
    My main is a Paladin that I am enjoying well enough

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    GoodKingJayIIIGoodKingJayIII They wanna get my gold on the ceilingRegistered User regular
    Paladin seems cool. I'll probably run that in the next cycle.

    I don't really want to do another hammerdin but it's pretty tempting when the hammers shoot lightning.

    Battletag: Threeve#1501; PSN: Threeve703; Steam: 3eeve
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    FiatilFiatil Registered User regular
    Paladin seems cool. I'll probably run that in the next cycle.

    I don't really want to do another hammerdin but it's pretty tempting when the hammers shoot lightning.

    Just pure smite is also really good. I planned on switching over to hammers that proc smite lightning, got the idols to do it, buuut just had a blast with self cast lightning smite and stuck with it.

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    FencingsaxFencingsax It is difficult to get a man to understand, when his salary depends upon his not understanding GNU Terry PratchettRegistered User regular
    Rive, judgement and warpath are like 90% of the build

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    GoodKingJayIIIGoodKingJayIII They wanna get my gold on the ceilingRegistered User regular
    A Judgment build seems like fun. The Hand of Judgment unique looks like fun, although losing out on two stat slots seems crazy to me. But even without it dropping a huge bomb on mobs seems fun.

    Battletag: Threeve#1501; PSN: Threeve703; Steam: 3eeve
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    FiatilFiatil Registered User regular
    Hooray, looks like they fixed the "enemies sometimes missing healthbars" bug in yesterday's patch.

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    Anon the FelonAnon the Felon In bat country.Registered User regular
    edited April 19
    I've finally got something going with the Forge Guard. Got a Volcanus and did some major surgery, it's feeling much better. I just need a bigger health pool now.

    Anon the Felon on
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    m!ttensm!ttens he/himRegistered User regular
    I've finally got something going with the Forge Guard. Got a Volcanus and did some major surgery, it's feeling much better. I just need a bigger health pool now.

    I run a loot filter on all my characters that colors Hybrid Health (flat health and % increased health on one affix) on all drops so I can pick it up and shatter. It's pretty uncommon but not so bad that I need to burn my runes of removal instead of gambling that it gets grabbed on a shatter attempt. That helps quite a bit in the health department, Sentinel should have plenty of health buffs across all the early parts of mastery so don't forget to check Void Knight and Paladin for some easy health buffs.

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    FiatilFiatil Registered User regular
    Oh nice, just saw there was a patch a couple of days ago to fix ability buffering online. Apparently it just wasn't working at all, which might explain some of the complaints several of us had earlier about how precise you have to be to activate abilities a lot of the time.

    Guess I'll try out my smite paladin tonight to see, as going from smite to lunge was where I noticed it the most.

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    A Half Eaten OreoA Half Eaten Oreo Registered User regular
    Fiatil wrote: »
    Oh nice, just saw there was a patch a couple of days ago to fix ability buffering online. Apparently it just wasn't working at all, which might explain some of the complaints several of us had earlier about how precise you have to be to activate abilities a lot of the time.

    Guess I'll try out my smite paladin tonight to see, as going from smite to lunge was where I noticed it the most.

    I actually thought no ability buffering was a design decision. Curious how thing feels post patch.

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    Anon the FelonAnon the Felon In bat country.Registered User regular
    Way better, I Warpath + Smelter and I'd get huge issues trying to nuke while spinning. Things just feel like they're playing nicer now.

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    FencingsaxFencingsax It is difficult to get a man to understand, when his salary depends upon his not understanding GNU Terry PratchettRegistered User regular
    I was wondering why I had to multitap abilities sometimes

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    FiatilFiatil Registered User regular
    Ah yeah, you can definitely tell the difference. I can just hold down smite and right click into lunge, whereas before I had to stop doing one for the other to activate reliably.

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    NogginNoggin Registered User regular
    edited May 10
    Noggin on
    Battletag: Noggin#1936
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    HexDexHexDex Registered User regular
    All will serve the cycle!

    Wait, wrong ARPG.

    If you are reading this add me.
    D3: HexDex#1281, PSN: DireOtter, Live: DireOtter

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    FiatilFiatil Registered User regular
    Looks like they put out a roadmap a couple of days ago too. Notably, 1.1 will introduce dodge roll:

    ff0e8ca5bde9eca3874ca2764f0e6d312d383b49.jpeg

    I can kind of take or leave the dodge roll in my ARPGs, but I know a lot of people wanted it and I'm definitely not complaining.

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    akjakakjak Thera Spooky GymRegistered User regular
    Having some kind of dash or roll not tied to giving up a skill slot for it will be very welcome.

    Switch: SW-4133-1546-2720 (Thera)
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    A Half Eaten OreoA Half Eaten Oreo Registered User regular
    akjak wrote: »
    Having some kind of dash or roll not tied to giving up a skill slot for it will be very welcome.

    I really like that D4 item (I think?) for Sorcs that changes your dash to teleport. I think that should be way more common for movement skills.

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    Eat it You Nasty Pig.Eat it You Nasty Pig. tell homeland security 'we are the bomb'Registered User regular
    game is definitely in need of a more systematic 'dodge' system, given how dodge intensive most of the endgame encounters are

    I'm also pretty excited about the appearance system; a lot of the ingame gear actually looks pretty neat but you always wind up looking like a hobo (or at least, wizards do)

    hold your head high soldier, it ain't over yet
    that's why we call it the struggle, you're supposed to sweat
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    NogginNoggin Registered User regular
    Harbingers Pre-patch blog post, including… summon crab!?

    https://forum.lastepoch.com/t/harbingers-of-ruin-whats-new/71684

    Battletag: Noggin#1936
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    FiatilFiatil Registered User regular
    I see they've finally started courting the valuable @surrealitycheck market in earnest.

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    Jubal77Jubal77 Registered User regular
    Man why are all the ARPGs adding in evade ability requiring balancing around it. I don't think any of them have really got it "right" yet really. If they don't get their desync under control here when servers are at load it will be a problem still. It looks fun otherwise. I hope they figure it out because this game has the chance of being the best of them.

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    DacDac Registered User regular
    Give me some Beastmaster buffs. Or at least some uniques to make it more fun/varied.

    Steam: catseye543
    PSN: ShogunGunshow
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    surrealitychecksurrealitycheck lonely, but not unloved dreaming of faulty keys and latchesRegistered User regular
    edited June 26
    it is time

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    surrealitycheck on
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    FiatilFiatil Registered User regular
    Jubal77 wrote: »
    Man why are all the ARPGs adding in evade ability requiring balancing around it. I don't think any of them have really got it "right" yet really. If they don't get their desync under control here when servers are at load it will be a problem still. It looks fun otherwise. I hope they figure it out because this game has the chance of being the best of them.

    Yeah I'm not mega crazy about the trend either, but it seems like we're outnumbered. It was brought up a lot at launch, and it just seems like the people that want dodge in their ARPGs really want it so hey whatever time for me to get with the times.

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    FiatilFiatil Registered User regular
    edited July 4
    Looks like we have another batch of changes for the upcoming patch.

    Too much cool stuff to list here really! They added the much requested Legendary Potential and Weaver's Will options for item filtering, changed up the rewards for Circle of Fortune/Merchants guild, and made it a lot easier to reach max rank in them too. There's now a blessing stash to swap your blessings at will, buffs to the sorcerer, forge guard, and shaman passives, and a lot more.

    Fiatil on
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    EtiowsaEtiowsa Registered User regular
    Hmm, can't decide if I want to start over in the new league or stick with my old stuff so I can try out a falcon puncher.

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    FiatilFiatil Registered User regular
    edited July 4
    I noticed an interesting comment by one of the devs in the comment section of that post too. He confirms what I was suggesting awhile back when we were discussing how to make gold: it's intentionally inefficient to vendor all of your loot (you're better off getting gold from events in the field -- picking up every item and vendoring it results in less gold over time than just filtering out and ignoring loot that isn't viable for your build) because they don't want vendor runs to be a feature of the game and want players to be in the field killing stuff to get gold instead:
    EHG_Kain wrote:
    The biggest thing we run into here is tutorialization that going to town to sell items, aka. "vendor runs" is not a thing in Last Epoch - that you shouldn't be picking up items, or having an intention with items to go out of your way to vendor them. This is definitely a hard thing to tutorialize without just using a hammer and putting a popup telling people, as many players are used to doing vendor runs in other games. But we do feel it's better than not having vendors at all, and better than having vendor runs be a thing. This is because we want your experience in Last Epoch to be out there slaying enemies and getting loot - not sitting in town talking to vendors.

    Fiatil on
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    Jubal77Jubal77 Registered User regular
    edited July 4
    Well they reached close to that by expanding loot filters. That is a welcome change. The game was the worst loot arpg game there was out there in the end game. Sorting through dozens of items for LP felt really bad. Full stop. Which is a large portion if not most of the end game.

    Jubal77 on
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    FiatilFiatil Registered User regular
    edited July 4
    Hard disagree, but no surprise.

    I spent sooooo much less time filtering through my loot in Last Epoch compared to diablo 4 at the time. I know they switched the loot in d4 a bit to help that, but I quit the blood league because there was so much garbage loot with literally 0 way to filter through it.

    Not sure how you can say "literally no way to filter loot with 99% of it being garbage" in d4 is better than the incredibly robust item filtering Last Epoch has had up to this point. It was better than Path of Exile too -- a game where I just do not pick up loot unless it's currency or the 1 in 1000 unique item that actually has value to it.

    The legendary changes definitely make it better, but it was already my easy best in the genre for "least time wasted clicking to pick up/sell useless loot".

    I get that setting up your own filter isn't for everyone -- it's dry and not as fun as killing things -- but after I did, I was spending maybe like 5-10% as much time sorting through loot as I would in d4 (hard to direct compare to PoE since its mostly "currency good items bad"). It's not even close.

    Fiatil on
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    surrealitychecksurrealitycheck lonely, but not unloved dreaming of faulty keys and latchesRegistered User regular
    edited July 5
    poe is uniquely bad because of the original sin of item quantity inflation

    last epoch never felt that bad to me but i never played more than a few mins of the endgame before rerolling so maybe i never spotted it

    i just spent all my time picking up anything i could shatter for ignite shards because setting things on fire is funny

    surrealitycheck on
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    Jubal77Jubal77 Registered User regular
    edited July 5
    I specifically said end game for a reason. Leveling it is great. Sorting through end game for LP, high CP, WW etc was really meh. It was one of the biggest and most reasonable criticisms. We were talking about that change so that is the only thing I was talking about.

    Jubal77 on
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    surrealitychecksurrealitycheck lonely, but not unloved dreaming of faulty keys and latchesRegistered User regular
    Jubal77 wrote: »
    I specifically said end game for a reason. Leveling it is great. Sorting through end game for LP, high CP, WW etc was really meh. It was one of the biggest and most reasonable criticisms. We were talking about that change so that is the only thing I was talking about.

    absolutely sorry was more noting that poe was the worst because they had quant cranked so hard

    in general i found last epochs item game kinda weird, it never cohered for me

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    akjakakjak Thera Spooky GymRegistered User regular
    I like the "fuse high rolled stuff into your uniques", but I think it needs to be a bit more forgiving because it is a totally insane grind. I'd like to see it just be by slot, so you didn't have to match the weapon *exactly*, but could smash any 1h into any other 1h, not have to find an exalted scepter to put on your unique scepter.

    Switch: SW-4133-1546-2720 (Thera)
    Twitch: akThera
    Steam: Thera
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    Cobalt60Cobalt60 regular Registered User regular
    I played this pretty solidly for a month or so, putting in about 100 hours while listening to podcasts, etc. in the background since for the large part is a pretty mindless rush through hundreds and thousands of enemies. At the early stages I felt like it was a game that really valued my time - all these uniques and set pieces were dropping, good gear wasn't too difficult to find. I could use prophecies to target specific kinds of gear!

    Then I looked up what this legendary potential thing I kept seeing was and my enthusiasm cratered.

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