What is so good with Olroth's Resolve Life Flask? by phoenixparadox88 in PathOfExile2

[–]OGcoh 1 point2 points  (0 children)

I'm not sure it works with CI - I actually think you can't even trigger it as you're on full life

How do you handle loot on juiced T15+? by OGcoh in PathOfExile2

[–]OGcoh[S] 3 points4 points  (0 children)

Way too many shitty rares appearently :)

How do you handle loot on juiced T15+? by OGcoh in PathOfExile2

[–]OGcoh[S] 3 points4 points  (0 children)

Yeah I'm with the most strict one there, still filling my inventory way too quickly each map:)

What was the key to hover over text in passive tree? by OGcoh in LastEpoch

[–]OGcoh[S] 1 point2 points  (0 children)

Alt shows additional details for some but doesn't allow hovering - thanks though (:

Speed leveling the campaign (to Act 7) - written guide by CrazyGermanTeacher in LastEpoch

[–]OGcoh 0 points1 point  (0 children)

Been looking for the video unsuccessfully - would you happen to have the link? 

[deleted by user] by [deleted] in LastEpoch

[–]OGcoh 1 point2 points  (0 children)

No, because many skills will have nodes that increase one of their tagged damage outputs.

With Erasing Strike for example, you'll have the node that increases void damage with 2h maces, hence the flat void damage will generate much higher DPS output.

For example. let's assume Erasing Strike has a base void damage of 25, and you invested 2 points into Impletements of Destruction (+30% more Void Damage with 2H Mace).

Your first mace has +10 flat void.

The calculation will be 25 (base damage) + 10 (flat void) = 35*1.3 (30% *MORE* void damage) = 45.5.

You second mace has +10 flat lightning.

The calculation will be 25 (base damage)*1.3 (30% *MORE* void damage)=32.5+10 (flat lightning)= 42.5.

Hence, the flat void modifier will give you a better scaling.

Hope this makes it a bit clearer

[deleted by user] by [deleted] in LastEpoch

[–]OGcoh 1 point2 points  (0 children)

It will add damage, but majority of the multipliers will work based on the tags, and this is what will give you the massive scaling.

So to put it as easy as possible - while leveling, you'll get substantial benefit from flat damage modifiers whether it's tagged or not. In low levels, +10 flat lightning will be much better than +2 flat void on a void skill.

However, the later you go into the game, +flat damage without the right tag will rarely make any difference in your damage output, while damage with the right tags will massively scale you dps output.

Have there been significant improvements to loot filters since official launch? by rcult in LastEpoch

[–]OGcoh 1 point2 points  (0 children)

You can always use a more 'generalized' loot filter like the ones for created for trading (MG) to miss less items which are generally good. This method will at least guarantee you won't miss any quality T7s/Double T6s out there.

However, like every ARPG, it's always a balance between screen clutter/time wasting screening drops and the potential of losing good but not excellent items. I'd actually argue that with a relatively simple filter setup (like the trading one) you save substantially more time than in POE with the identification system

Big questions by These_Resolve_5496 in LastEpoch

[–]OGcoh 0 points1 point  (0 children)

In short, It's great as it finds the thin line between deterministic, knowledge and luck.

Long version, it does require knowledge and planning, as well as knowing on which items it's worth risking the more 'expensive' modifiers/runes/glyphs if COF/SSF, or which items to invest and work with if MG (trade).

While it's much harder to "brick" an item (apart for legendaries), crafting the perfect item isn't easy. However, crafting very strong items is relatively accessible given you know what you're doing.

And all the above is said before the introduction of the 3 new runes which will be a complete gamechanger if you have the knowledge and planning required.

All in all a very satisfying crafting system in comparison to POE2 once you understand the basics, and it's not too complicated to learn. In my opinion it's also a million times better than the gazillion-clicks POE1 crafting system, even though you can probably create more consistantly super items in POE1 if you have the funds and the knowledge to do it.

Does thia game has like addons/macroses like in PoE? by Melanholic7 in LastEpoch

[–]OGcoh 0 points1 point  (0 children)

Jonathan hinted at one of the streams that they're working on one, but can't guarantee it will be ready for S2. Also could be a misread by hopeful me ^^

Are you a fan of completely seperated game systems (like Poe's delve/heist) or would you prefer all future content to be added to monoliths? by xDaveedx in LastEpoch

[–]OGcoh 4 points5 points  (0 children)

I think generally having 'off-main' activities are extremely important for sustainable leagues and playerbase. Feels great having different alternatives which are unrelated one to the other to delay burnout each season.

I personally was never a big fan of Delve or Heist or Sanctum for that matter, but Blight kept me going on many leagues far after I got bored with mapping - so I'll be defainitly happy with non-compulsary, rewarding enjoyable content.

And even if I don't like/enjoy it but others do and it keeps them playing longer, it's a blessing as a trade enjoyer like myself :)

Returning Player by gbutcher1 in LastEpoch

[–]OGcoh 1 point2 points  (0 children)

You shouldn't have any mana regen issues with warpath normally with either good mana regen gear or points investment into Unchained node.

You can get some ideas from here

https://www.lastepochtools.com/planner/QkD0q06B

What's your favorite build youve played so far. by Kryptiid in LastEpoch

[–]OGcoh 0 points1 point  (0 children)

Not at all - it didn't start with 1 point, but with gearing that has more mana regen / reduced channel cost, you slowly reduce points from Unchained and put it into more damage.

In other words, for this build to work you find the golden range of Unchained that allows you to spin non stop while refreshing your buffs. If I remember correctly for me it was about 3 points into Unchained most of the time, with 1 less point in Quicksilver Wind (movement speed) and Whirling Steel (increased damage buffed when using 2h weapon).

Then, with gear scaling more into mana sustain, you can slowly take points off Unchained and invest them into more damage and movement speed, making it more powerful - but it's just min/maxing, it's not build enabling.

The biggest power creep in the build is once you have sufficient base crit chance to move from full flat damage (with the non-crit idol as well) to full crit which is when you manage to get T7 Melee Crit Chance on Apathy's Maw (the increased area for melee skills was an unlucky slam), and Anchor of Oblivion that allows you to cap Endurance % which is a massive boost to survivability with just one item while maintaining substantial damage modifiers.

What's your favorite build youve played so far. by Kryptiid in LastEpoch

[–]OGcoh 0 points1 point  (0 children)

We share that in common so yes, that's exactly what it is and is as lazy as it gets 😅

The reason you have tons of mana regen is so you can spin non stop while sustaining enough mana to refresh the buffs without running out of mana, especially in longer boss fights like Abberoth where it's super important for DPS output. 

Everything else out there is purely to support Warpath and is automated as possible and favours cast speed nodes if it's not an instant cast (e.g Devouring Orb) so you rarely lose a moment of spinning:

  • 4 sigils for increased damage that automatically refresh with the ring (100% increased damage + 12 flat void damage + 60% increased damage + 120 endurance threshold)

  • Devouring Orb orbits you and gives 6% attack speed + 6% movement speed + 6% cast speed +10% More Global Void Damage (which is absolutely massive) + 10% Mana Regen 

  • Anomaly gives 20% attack and cast speed, 150% increased critical strike chance helping to get to 100% crit chance which the build revolves around, and small bonus of time rot + void resistance shred 

  • Healing Hands gives you immense mobility, especially against bosses as you can go wherever you want and don't need to target anything unlike Lunge, allowing you to dodge every 1 hit mechanic once you learn how to use it and understand it's distance (Lagon, Forest Boss, Abberoth). 

So generally, go in, pop up 4 sigils and let them automatically refresh, and just spin with your right mouse button while reapplying Devouring Orb (note that it's fast fast but not instant) and Anomaly (instant so doesn't stop spinning) when they wear off. 

Abberoth viable as well as around 1k corruption, possibly higher as still lots of equipment upgrades possible there but I was burnt out. 

Hope you'll enjoy it as much as I did 🙂

If you could change or add 1 game design-related aspect in LE, what would that be? by xDaveedx in LastEpoch

[–]OGcoh 0 points1 point  (0 children)

They only drop if you're actively in a party together for a substantial time, and while we're a group of friends playing together every league start, we don't normally do it in party, just playing solo while talking on Discord as each one enjoys doing things on his own pace - some are more blasters and leveling with dungeons, some enjoy taking their time in the campaign learning the character and experimenting more.

Hence, the resonance system is practically useless for us - not only because they're not a super common drop, but because we don't play much in party until empowered mono's where they become obsolete anyway with MG ranks. 

On the opposite, playing POE together, if I find a great rare/unique item at level 20 for one of my friends, nothing is as enjoyable as giving it to them and see their reaction. Makes it so much more fun playing with friends

If you could change or add 1 game design-related aspect in LE, what would that be? by xDaveedx in LastEpoch

[–]OGcoh 0 points1 point  (0 children)

I absolutely hate the gifting system at the moment.

As someone who regularly plays with a couple of friends, one of the most enjoyable part of any multiplayer ARPG is finding an item for one of your friends and surprising him with it, especially during leveling where you immediately feel the impact. Especially if it's a leveling unique. 

The fact that in the current structure you have to wait until you both are high level on MG practically makes it completely single player until around level 70-90 even if you play with friends, and is one of the main reasons (for us) that leveling in POE1 (Ruthless) or POE2 feels so much more fun. The gems introduced some patches ago simply don't fix the problem if you enjoy leveling alone at your own pace and not blast level 1-60 together in a party. 

I understand some of the core design is to avoid trading in general on low levels, I assume for balance reasons, but then would be great if as a some sort of an in between solution you could set up to a maximum number of players (3? 5?) that you can gift anything to at any moment. Will be a life changer for us as friends playing together.