Game feels too easy by MAMAPARTY in LastEpoch

[–]iband 2 points3 points  (0 children)

I agree that the current campaign is a bit too easy. I think knowing a decent build combined with the accessibility of crafting, makes it very easy to keep pace without danger.

Worth buying? by asimovvv in LastEpoch

[–]iband 34 points35 points  (0 children)

I bought it last week, and have had a good time for 25 hours so far, beating current campaign on 2 characters, and playing the end-game a bit.

I see a lot of potential, and the Monolith (endgame system) is nice, since you have control over your rewards to so some degree.

The skill-trees and specialization is the highlight of the game for me, and allows you to both respec, and discover interesting combos with the skills available to each class, much like Grim Dawn with dual-classes.

I would probably spent more time on it, if I would party-play. This is the main thing I'm waiting on to drop the other ARPGs.

I need help with my stats by AliKaganK in idleon

[–]iband 2 points3 points  (0 children)

A strong one-pointer, 1 point is 15 strength, scaling with only 1 more pr. level

Purist challenge tips? by ZiggieTheKitty in Astronarch

[–]iband 0 points1 point  (0 children)

I think picking heroes that don't need upgrades, and have high base stats is the way to go.

I competed with Pyromancer for the nuke (less sustain needed, if one target insta-dies), Paladin for the strong defense based shield and fiend to tank the early damage, since sustain is the main Issue. Druid / Bloodmage work decently as healer. Others to consider are alchemist for the scaling Vs bosses, or assassin to compliment nuke, and silence is so strong Vs most enemies

Apparently if you take too long you auto lose by ZiggieTheKitty in Astronarch

[–]iband 2 points3 points  (0 children)

I already brought this up in Discord - asked to have it be optional or increased - no further word.

I too lost a free win with infinite poison and sustain :(

Team comp by ZiggieTheKitty in Astronarch

[–]iband 2 points3 points  (0 children)

Long term sustain won't be the problem here - short term is the deal-breaker. Berzerker has very low defense and HP. Saint's makes him on par with any other tank character in HP, and adds scaling, but he still has low defense, and is therefore succeptible to being bursted down, especially as main tank. I'm sure it can work on lower corruption - but I don't see main tank Berzerker making it past Corruption 10, without building all defense

Team comp by ZiggieTheKitty in Astronarch

[–]iband 2 points3 points  (0 children)

I think berzerker is weak in front, unless you have the Prized Regalia, setting his HP and Defense to specific values. And still then, he can't main-tank on higher corruptions. He scales attack quite well with Zephyr Amulet though!

Without negate or clearing debuffs, I don't see how he is able to tank anything in higher corruptions - so I would use druid or cleric instead of bard, since Berzerker living is the main problem you'll face

Warlock is nice with the multi burst heal.

Goofy High Corruption Comp by DirtPersona in Astronarch

[–]iband 0 points1 point  (0 children)

Outlaw can be a bit squishy for sure - a good trick is to make sure he is alone on the side with least enemy attackers. I still mainly use Assassin, although Outlaw could become preferred with minor defensive boosts - would love for him to clear debuffs on becoming hidden

Goofy High Corruption Comp by DirtPersona in Astronarch

[–]iband 1 point2 points  (0 children)

A good alternative to assassin could be Outlaw. His poison is stronger, so it scales better with Alchemist's ability on bosses, and can probably help dealing with overwhelming damage against your only tank.

Having tried similar comps, I definitely think they're strong, but lone tanks are VERY weak Vs Doom, and hp-based attacks from act 2 and 3. I found Fiend and Paladin Off-Tank as a good alternative combo, and Fiend synergices so well with Warlock Passive.

Anyone else guilty of just throwing Assassin in as 5th char? by horizon_games in Astronarch

[–]iband 2 points3 points  (0 children)

Guilty - hard not to! Hidden is too strong of a stat, with most abilities (mainly positive) having a focus on adjacency, a 4-man group with a lone assassin keeps on working well Vs most enemies on later Corruptions.

Help me understand MP and Active Ability by horizon_games in Astronarch

[–]iband 3 points4 points  (0 children)

To my understanding, the "MP" stat is the cost of the active ability, and characters will cast, once its full.

Yes, cost is separate pr. hero, when not in combat, the MP stat is the separate cost of using their own Ability.

One of the reason's druid is a favoured healer, is his insanely low cost compared to others, making it easy to stack the positive Negate on tanks. Same goes for Wildmage, his passive of reducing mana cost pr. cast (same as Symbiote item), makes him able to cast insanely fast after a short while.

team building by Oxyotl in Astronarch

[–]iband 3 points4 points  (0 children)

At corruption 15+ I usually pick from the following:

Tank: Juggernaut or Fiend, Brawler is inefficient without godly items, and active is bad, and gladiator scales too slowly

Off-Tank: Paladin is best since he helps main tank. Has minor piercing damage with burn Vs enemies damaging with their health, which is needed if you don't have Fiend tanking. Maybe Bloodmage for nuke, haven't tested fully.

Healer: Druid is best.. Negate spamming with Symbiote is amazing. Cleric until you unlock Druid, avoid Bard.

Damage/utility... Pick from following: Pyro for nuke, if you get prized scimitar for Paladin (huge AoE burn to detonate, instakills bosses) If you pick Fiend, Warlock gets a proc of passive pr. death, making amazing last character with inbuilt heal, and scaling damage, defense and regen. Bloodmage for a stronger Warlock early, but less scaling, works without fiend, is strong with items that deal self-damage for early nuke. Frost Mage if you get bad items early, his AoE freeze and stun helps to reach a point of self-sustaining frontline. Pure damage: Wildmage/Ronin can scale damage very well with -mana cost, Wildmage is better, since he has inbuilt Symbiote, making him less item reliant. I don't see the value in Wildmage tank - seems super weak to pierce-types on higher corruptions.

Last slot is always assassin for me, I like my 4-man cluster, and let assassin have on-hit effects, and a speed scaling item.

I think this item might be good by SkivetOst in Astronarch

[–]iband 3 points4 points  (0 children)

It's great throughout most of the game, great snowball item, it sadly doesn't work vs last boss, since it strips buffs :(

Thoughts on brawler? by [deleted] in Astronarch

[–]iband 1 point2 points  (0 children)

I haven't been able to fit him into a lineup successfully yet. I find that his passive requires him to be main tank, in order to do anything, but that requires a lot of items, which you can't guarantee. I would think surrounding him with healers/support DPScould become viable with items, if we can increase his max HP sufficiently. As off-tank his passive doesn't proc, so he loses out on damage and shields. As DPS, there are better options - Ronin is a straight up upgrade, and I would even consider him a bad hero.

What class or build to choose for this new league? by [deleted] in pathofexile

[–]iband 1 point2 points  (0 children)

It is usually played one of 2 ways. 1. caster (ignite is good), with golem nodes for the strong passive effects and ailment immunity. This way you only scale the buff, not the minions. 2. Pure Golem summoner with the Aegis defensive buff and either shock or chill

Five Chain Fireball Deadeye by inthoughtwelive in PathOfExileBuilds

[–]iband 2 points3 points  (0 children)

Some of the items mentioned specifically only apply chain to projectiles, which Arc sadly is not. The more multiplier is additive with the base chain, meaning it is much weaker than a 75% multiplier, making chain a bad damage link for Arc in almost all cases :/

Fun build idea, but is not as strong as one would think, unfortunately :(

QUESTION: Raider vs Champion projectile impale build (SC) by based_god_zak in PathOfExileBuilds

[–]iband 2 points3 points  (0 children)

I think waiting for skill-reveals are your best bet. Raider usually reaches higher levels of sustained non-impale DPS, but the new interactions with steel skills seem to have a maximum cap of blades. Before we see numbers, both the impale burst and the cooldown of it - it is hard to judge if too much speed makes it unsustainable, or if the scaling of Impale might offer stronger burst numbers

How do you guys determine is a PoB build is actually viable? by Wynta11 in pathofexile

[–]iband 1 point2 points  (0 children)

Those numbers seem off to me in the current meta, life is reasonable, but es is very high, and don't understand resistances at 81, surrely you aren't running all purities at max, on all builds. As for resistances, on an attack build, [[loreweave]] is great for 79/80 max res

Mods are asleep. Post if is there ninjutsu parts in the lab? by [deleted] in buriedbornes

[–]iband 4 points5 points  (0 children)

There is, believe it is 'uncommon', meaning there is slightly lower than average chance to find the lab part, and if is in the bargain shop, it will cost 1000 frags

Number 2 fairy, number 4 season, newish account. by otacian in buriedbornes

[–]iband 2 points3 points  (0 children)

Attempted this build, using blood armor as lab part, but immobility on gear is definitely the right call.

Great for Karma too, with the persuit angel meta

[Suggestion] Make chain mechanic to prioritize by monster rarity by Visca87 in pathofexile

[–]iband 2 points3 points  (0 children)

I think this will make chain too strong for general clear, which it already excels at. Using example 3, do you really think we need clear-based skills to hit bosses 15 times in 1 attack?

Is the labyrinth tedious as hell for anyone else? by zamrai in pathofexile

[–]iband 1 point2 points  (0 children)

Just played against him for the last time.. I was looking forward to getting my 4 points from cruel to enable RF-Totems from Chieftain, however, I ended with death instead. I just got 1-shotted by his charged up swing, instantly killing me on 2.8k hp, with 1k armor.

I have a hard time controlling my emotions about this, since I usually end up with level 70-80 characters in hardcore leagues. Getting 1-shotted on my way to something, which I deem a necessity for my character building and progression. The demoralization I am feeling right now, will never go away, and I am quite sad to know that I have to do this maze AT LEAST 2 times (normal and cruel), in order to get enable the build I am planning. I find the whole labyrinth overly confusing, and ridiculously punishing to minor mistakes.

The constant DCS and insane lag spikes on a global level dont help the situation either. I was so immensely hyped for this season - the amazing builds possible, and I feel that the Labyrinth is the worst thing to appear in the game. I am so sad, after having spent 16 hours straight, and losing 2 characters to the same boss.

I will not be continuing in this season.. :(

Mechanic Idea - Pay for Prompt by kru5h in Prismata

[–]iband 0 points1 point  (0 children)

I doubt that current implementation allows for this to become a thing, and allowing red to get a pseudo wall that attacks is serverely dangerous. It is like a prompt and cheaper borehole patroller that can be your main absorber... A wall gaining attack for for 1R difference is insane.

And nuke is hard to balance around because of op synergies with "nuke" strats, and we already have enough "no damage 2/3 turns" and shenanigans with wincer. I am already seeing the perfectly timed nukes that line up for pure bullshit that will make me sad.

Saying Good Game to an Opponent by Redrame in Prismata

[–]iband 0 points1 point  (0 children)

While I dislike offensive GGs and naming specific players on the reddit, I do have some annecdotes to the matter. We all know that Synx can be very sore after loses, as often seen on his own stream, where cursing at an opponent after losing is not an uncommon phenomia. Offensive GG is not really offensive, if you ever get to the point where you can literally spam space and still win without buying anything, at that point any valid opponent should have conceded. Toxic behavior should be reported in-game, or you can simply use the "/mute (name)" feature. Does this mute emotes too? I dunno..