I'm currently using acid flask puddles build, with my traps throwing flasks, my falcon throwing flasks, my shift throwing flasks, and my unique armor trowing bonus flasks using potion charges - and everything seems OK.
@@PerrythePig So in poe if you take a hit of 1000 damage you mitage 75% of that damage with 75% resistance. So you would take 250 damage and reducing it by 750. In Epoch, with 75% resistance, you would take a hit of 1000 damage and still take the 1000 damage because of the penetration. If you would be at 0% resistance you would be at -75% effectively. So the 1000 would become 1750. They difference between 0 and 75% resistance is 750 again. However the final hit (with 75%) in poe is 250 and epoch is 1000. So EHG balances this by lower monster damage numbers compared to poe. So if you divide the damage taken at 75% and 0% in both games you would get: 250/1000 = 25% damage taken after mitigation in poe 1000/1750 = 57% damage taken after mitigation in epoch Is this correct?
@@DBKONG sounds about right. That's why going above 75% res in PoE is a thing, since if you can get from 75% to 80% that's 20% less damage taken from that source, while it'd still be 5% in LE
Well I’m actually using it on my “toxic rain” build but it’s mainly there for poison resistance stripping then I use hail of arrows and decoy(which explodes into more acid flasks)
I feel like people is sleeping on the acid flask, its mainly for utility use for me as a bow user. The perma up on the haste and blind its kinda good for me
I know this posted 9 months ago, but Acid Flask w/Shift specced out through the Falconer Build is actually pretty damn effective endgame. I am clearing 90+ corruption with no issue in HCM. Max out: Area dmg - Throwing dmg - Armor Shred and spec into tossing flask as traps, and when you shift and your falcon also drops acid flask when you toss a flask, your coverage will be maximized. So basically, I shift through groups and dropping multiple flask traps while shifting, and my bird drops them as well. Most enemies di through the DOT, and those with too much health, the falcon finishes them off. Maybe not for everyone (I don't do meta builds), but highly effective.
acid flask is great early on. It's base damage can carry your up through the 40's, but yeah I wouldn't expect to play it at end game progression. I'm using it atm because I got a nice unique that converts it to cold damage, so it's great for CC. But I'll eventually replace it with one of my hawk skills.
Brand new to the game and messing around with some start experiences of each class. Really like sentinel so far and I appreciate the tips and traps to watch out for. Seems like a great game, looking forward to diving in more
I to have now just messed around and did leveling tests with everyone but mage. Idk why but I did sentinel today and feels worse to me then most classes Primalist got to like 20 something it was fun with Maelstrum. Rogue I got farthest and was my favorite Necro with summons with explode zombies makes it easy. Mage one doesn’t seem good to me spell blades sound fun but runemaster seems like to much work lol.
I hope that with time EHG can upgrade modify or rework some of those skills to make them matter more or have them have more than 1 function to supplement builds in any ways. But Tempest strike is kida good when it opens up, just don't get good later and way too melee. It can totaly be usable in the future.
Tempest Strike is great for leveling😂 It took me to empowered 200+ corruption. But once I started real late game I had forget about it. There is no way to escalate the damage to the point of killing hard bosses.
First build I tried to make on my own, Spellblade using the cold damage set that scales with life regen, using Shattering Strike, stacked the fuck out of Fire Aura thinking I was gonna be a wandering ice menace. Build was jank and Fire Aura did literally nothing, and it was quite the nightmare to keep it up too.
9 months later: Falconer + Acid Flask is silly strong. - IDK bruh just melting everything I see with Acid Flask, personally I think it is a ''trap'' to go and get the volley when all you need is to get Corrosive, than the Armour shred (400% is unreal), AOE, and than into the Slow and Frailty proc; combine with every third throw increase 100% damage and 5 bleed stacks on your starting tree. - Shift is easy, stack the less mana/cooldown, grab the increased damage after shift and the even more damage shorter shift distance adds altogether another 50% damage that stacks with the third throw - Falcon: get the increased damage, cooldown for Falcon strikes and Screech for proccing Frailty - Stack DOT since it works on all DOT effects ie: Bleed, Poison, Fire... Of course this is my opinion but having played Acid Flask in Closed Beta and liking it despite so little support to now having lots of support and the Falconer to spec into= WOW Bird is the Word! :P
3:20 this video was before the Falconer reveal, and falconer gets a bunch of throw support. I wonder how thst changes things. Theres synnergy with a few other skills that proc it for free.
Yeah I’m going to start with a poison build using shuriken falconer with acid flask to boost poison chance (not as a main damage ability) you can proc both shuriken and acid flask with shift and the falcon can also use acid flask for you. No idea how it will go but that’s my plan
I've been using acid flask in a puncture / detonating arrow marksman build and the reason I thought I use it is because it procs off my shift. Other than that I can't say it does anything special. Actually been using this build because I wanted to try out a dragonsong build since its inception and literally 30seconds ago just rolled one from an ascendance.
Tempest Strike has since been changed. Instead of a chance to proc an earth, lightning, or frost effect, it now will 100% proc each in cycling order. Much better.
The vial of volatile ice is a fun item for acid flask. It might be a horrible skill but I’m determined to make it work after my enjoyment in lich dies out. 😂
I hear explosive trap can proc A LOT of those volatile ice acid flasks. Much more than you can ever selfcast. Combined with the talents that turn explosive trap into frost skill, it should have decent synergy. Too bad I haven't found one yet... or any build-defining unique really, which is why I'm still playing my 2h sword Forge Guard build that doesn't really need any uniques to function (so far, but I've only reached monoliths this evening)
For people wondering why maxing resistances is not as important as in a game like PoE : It's because from lvl75+, mobs have a systematic 75% resistance penetration. So let's imagine player A has 75% res, while player B has only 50% res, and they both take a 1000 damage hit. In PoE, player A would lose 250 hp, while player B would lose 500 hp. A difference of 25% resistance means player B take twice as much damage as player A (100% more) In LE, because of the 75% resistance penetration from mobs, player A has effectively 0% resistance against the hit. He would lose 1000 hp. While player B, with -25% effective resistance, would take 125% of the damage, and lose 1250 hp. Overall, player B will take "only" 25% more damage than player A. So as we can see, because of this resistance penetration, resistances only provide a linear protection instead of an exponential one like in PoE. Let's add in that resistances only protect against one type of attack (fire resistance won't protect you from lightning) and we can see why other means of protection (like crit avoidance, endurance, or straigh up life stacking) can be more efficient ways to build up your defenses. It doesn't mean you can ignore resistance (they're still important), but you can run around with 50% res (and even ignore poison) and be fine, as long as you have other good layers of defense.
There are physical skills that can proc SPELLS. Which sounds cool in theory but then you realize they scale of completely different stats and your massive, multiple dozen k void cleaves or forge strikes proccing some 30dmg spells ain't as hot as you thought. Lunge proccing Smite and Javelin sounds cool too until you realize without throwing damage stat Javelin does shite damage and smite without spell damage or at least talenting into it (and wasting one of your 5 skill slots) isn't doing anything but splashing color on your screen either. Unless there are uniques in the game I don't know about that make those procs into viable synergies.
I saw some buffs to Acid flask + new item for it + new skill synergy with the falcon. I bet acid flask is going to be a buiild, maybe not in 1.0 but eventually.
Thankfully avoided all of these. I've only played one class and that's sentinel so the first half of noob traps isn't possible lol, but i did assume res was important but i never capped any of them, it at least never tried to and was mainly focused on improving my clear speed. I found a bleeding heart really early and wasn't dying so i never prioritized survivability. I used to play PoE and flat damage and your health pool are also really important there so i prioritized that over everything. Just entered empowered monolith and I'm still cruising and I've barely optimized anything on my build lol got a pretty sweet 2 hander i crafted with t5 flat void and t5 attack speed, can't remember the suffixes, but it's solid. Decent bit of armor and endurance, health pool is definitely low, only 1500, but like i said, i haven't optimized yet. Was just focused on getting to a point where the content got hard before buckling down and working on my defense.
So... The Explosive Acid Flask / Explosive Trap / Falcon build I have planned for 1.0 is... dead on arrival? 😥. Is Acid Flask going to be as much of a trap with the new synergies coming? Does it need a balancing damage boost before it's viable?
Was actually thinking the same thing. Will be getting Acid Flask for its shredding mechanic (fire) and help Ballista explosion (fire) while combining it with Explosive Trap, and Falcon for boss fights. Will it not really work?
@@rcane6842 I'm playing the guild that I put together above, and so far it's working pretty well. I don't know what a 'powerful' build feels like as I haven't played the end game, but I'm breezing through most things at level 80 now so.... should be fine?
@@King88Martyn that's good to know. btw, have you tried using the Explosive Flask node (changing the poison property of acid flask into fire)? how does it fair, compared if it's just poison (with the Tempered Glass node - armor shredding ailment)?
Well Actually, I agree with your assessment and my experience as a new Last Epoch player. :) Especially the point about acid flask. It feels like it has a lot of synergy and use but it just falls flat.
Acid flask is very good, just not as a main skill. Poison umbral blades with Recall on Shift and Acid Flask on departure/destination is extremely powerful. Bottom left area of the skill tree is bonkers for scaling other DoTs
100% agreed on this. The thing is that I would still consider anything else but that specific use a noob trab still which is the point of the video. People will think they can use it as main basis for their build or something to do damage cause most of it is useless.
@@SpitefulHorse Yeah I agree. It would be terrible as a main skill. I just think it should've been mentioned that these skills DO actually have good uses in certain cases
Pre watching it: isnt it like the whole point of skill trees inside of skills to customize them to play around every skill if one wants too? I will edit this thought after hearing you out. Post watching: i can see those point being valid, nice video
man, I really hope so. It already looks much better than it used to. Even if it ends up only being B or C tier at worst, that's *miles* better than it is now.
point 5 about clearing maps yeah thats my main problem with the game, its an ARPG i want to kill monsters, if the most efficient way to play is to ignore monsters and run to some objecive thats like d3 bounties, and guess what, nobody likes those
New player here. I did notice there's flat damage and a LOT of % damage on weapons. But the flat damage is so low like....8 points of damage. How is that good?
It's good because the flat damage is the number that gets multiplied by the sum of all your other sources of increased damage. If your base damage is 10, and you have 500% increased damage across your build, you'll do 60 damage (10 x 6). If you add another 100% increased, you'll be up to 70 damage (10 x 7). But if, instead, you add 3 to your base damage, you'll do 78 (13 x 6). Now if you had many sources of added base damage and very little "increased" damage, then you'd get more of an effect from the increased than from adding more to your base. The more you have of one, the greater the effect of the other (which of course is always the case when multiplying 2 numbers), so you need both, but there are far more sources of "increased" damage than there are sources of flat damage. So when you have an item that can roll both, you want to prioritize the one that you can't get as much of elsewhere.
depends on the build. Most minion build scale with "+# to minion dmg" and "#% inc minion dmg". There are some exception of course, like the entire Falconer Mastery
@@PerrythePig I really wish skills that made minions as a byproduct didn't need minion scaling to make literally any use of them. Take Forge Guard. Unless you focus on minions, Forge Blades are literally paper planes. Even Manifest Armor is pretty bad and that one gets to scale with all your gear, not just minion stats. Ofc you can get them all to proc their own little ignites and bleeds, but it still deals barely any damage without significant investment into minion (which in turn makes your own character's skills that much weaker). I wish there was some baseline for minion skills in aRPGs to strive for, where minion-focused builds would feel rewarding enough, but baseline minions would actually be worth more than just a few colored pixels on the screen for you. Right now they are somewhat decent when you first get them, but give it a few levels and you're doing magnitudes more damage and they still hit the same. I ltierally cried when I saw my Manifest Armor do 2 ticks of 110 dmg on its spin attack while I was critting void cleave fire for 13k at that same time. Can't wait to get 15 paladin passive points to switch the armor for the buff sigils... Oh well... I can pretend it's just a bunch of cosmetic pets following me and mock-fighting with mobs I guess
When playing HC, the first ~12 levels are easy.... With Acid Flask. But yeah, of course don't specialize in it. Because you need the levels in Puncture, etc. whatever you gonna use. Attack speed is maybe the best thing to have in your weapon.
A little late, but maybe someone else will answer me. I have a question about black arrows: What the fuck? Their primary function is to increase the power of my next attack by 100%. Then, of course, you can further develop it by adding dmg, effects, summons, etc. But it all comes down to this: in the chaos of monsters and attacks, I have to spot arrows that don't stand out from the background at all, which I have to pick up by walking over them in order to increase the effectiveness of ONE next attack. And I can understand that as long as these effects apply to a rain of arrows or an exploding arrow. But I play Falconer. And my falcon has a subskill that makes its attacks spawn black arrows. How on earth would that be useful? Instead of dealing damage alongside my falcon, I would have to run around the battlefield. To collect bonus dmg + extra for... skills that do dmg spam. Skill 1, 5 from the basics and possibly multishot are skills that do little DMG but high DPS. Dark arrows don't give them shit. So what the hell is this skill nod for?
Thanks lol. i decided im not going to look up any build guides until i cant progress any further. I think itll add more value to the game. The ability seems like could be viable with correct combination of passive points but we shall see if i can crack the code. @@PerrythePig
@perry Should have told me before I crafted 2x Drought's Release with T6 Poison damage. :))) All in all, I did the testing using pretty damn good gear and it is not worth it. Not even when I reached close to 300 Poison resistance. Just doesn't work. Thanks for the vid, very good content Perry.
I came back a few weeks ago and wanted to do a poison build. Acid flask got me good 😂. It's not bad for the first 10 levels. But man it's bad after that. And ya, as an avid PoE player I was really thinking it would be like PC. Fornit to be better they need to let it shot gun, it needs it's mana coat drastically reduced or damaged greatly increased or some balance of those two. Do not take this skill even now after 1.0 launch. It sucks.
Are there branches or nodes in a skill's tree that would be considered a noob trap? Or is it more just the skill as a whole is underwhelming? Really wish I could play Acid Flask :( maybe one day
Polearm nodes for Forge Guard's Forge Strike imho. Turns Forge Strike into basically a single target attack for very minor benefits that I bet you can get elsewhere without sacrificing all of Forge Strike's AoE and the ability to crit (after boosting it's crit chance and crit multi multiple times IN THE SAME BRANCH). But I play 2h Forge Guard so I need it to BONK hard and wide. Maybe for some more standard forge guard builds it might be okay. I doubt it though. I think not even the spear conversion is worth taking, as for 100% crit multi you sacrifice what seem to be at least half of it's radius (not 30% it claims), making it useless for everything bar bosses.
Feels bad. I love(d) Poisonous Concoction, and when I first started LE and saw Acid Flask. I was REALLY hoping I could use it similarly. I know I can't, I even considered using it for the Firestarter's Torch build contest, before the announcement of the bug. Even now, GGG nerfed PC, that's not even fun anymore. The Potion Seller's gonna be miffed...
Im trying the totem build, question, where on my character stat screen can I see increased totem damage? Either I’m blind or it’s not in the minion tab
I don't think it's noob trap. Its poorly balanced or under-performing skills in general. Some of the skills mentioned in this video has great utility synergy with other skills. And since this comment is 8 months late, there were improvements made to some of the skills.
I was almost sure you'd say something about Shaman... 😜 And 'Actually' I found a build that works pretty well with my Shaman. It uses Spriggan form, with a Spriggan pet, a Storm Crow, and Thorn Totems. Now I have the 3 pc Halvar's set so I wanted to try doing cold damage... Poor choice. It's far better to just better to use Physical Totem, and the Crows as their 'normal' lightning variant. And for my weapon I prefer a staff that gives 'crit chance' and flat damage. Then for Idols I go with 4 that give flat totem damage. This is topped off with all the 'Cast Speed' I can find in any of the passive trees. The end result has been really fun. Oh and I clear maps for XP not for items. (what I'm talking about is skill XP for trying different point layouts. - So I don't want to face enemies that are harder when I've dropped 4 - 8 points from a skill, or I'm trying an entirely new skill.) Though sometimes doing so allows me to get Unique drops that I'd miss if I 'rush the objective'. But 99.9% of the drops worthless.
The whole bow part of the game is bait, as of one month before release bows are still broken with terrain, mobs and objects collision. I would advise anybody that likes to play archer type characters to not touch them in LE. Acid flask is really weak skill, but still has some utility for stacking poison with poison pools, problem ofc as always is that there are way better skills to use instead.
Some of the noob traps are just outdated, somewhat abandoned things by the devs. A lot of things are weak and 'unviable' if you get used to broken overtuned acolyte builds or whatever and only care about pushing corruption to 500+. I feel it skews playstyles and builds into very narrow list of things.
Got playing for the first time and loving my fire aura stacks.. playing lightning version and far from endgame, but it's pretty damn strong so far. mobs just fall around me xD your probalby right about end, end game. will find out at some point xD
one thing i noticed in this game is that NOTHING shotguns. the devs actually specify that only one projectile can hit an enemy per cast. mechanics like this are what make certain builds and mechanics really good in poe and these same benefits could be reaped in last epoch as well, but im guessing the devs did this for the sake of simplicity. it just removes some builds from the game and kinda brings last epoch over towards the diablo side of things.
Sad :/ It shows that your choices are way more narrow than it looks if half of the skills don't work (don't make dmg). It shows that a lot of rework is needed. Also, I agree that clearing the map should rise the quality of the drop or rise the chance for a better one or something like this.
I have played the majority of high rated ARPGs and after watching this video, i am honestly in disbelief. capped resists is prio one in most ARPG and if you try to achive this in last epoch you will end up with a rather small health pool. ( unless you have really good gear i guess ). So it is just better to balance resists and life i guess? About weapons and % damage. In most ARPG. Your characters damage is based on the damage of your weapon.. But in last epoch weapons is more like a stat stick i assume?
weapons are stat sticks, yes. if you're familiar with POE, i can say it like this: There is no such thing as a "local modifier" on your gear in Last Epoch.
Well I guess I'm guilty w\the Acid Flask - My Rogue is at level 15 or 16 now (coming from Diablo and some PoE, WHY isnt your char level shown at the bottom, like the other games?) Anyway, my acid is doing some hella-nice damage at this point in time; I just added the pool that lasts for 4-secs, and larger area etc., and that acid be dropping them round-crawly "flies", well - likes flies, along w\the bigger monsters as well? I'm actually sorta pizzed hearing all this! As a software engineer myself, I'd PREFER they FIX \ balance this in the game, instead of HAVING bunches of STUFF that you should avoid and not use! 🤬 I tend to agree about focusing on straight physical damage instead of worrying about added "fire or ice" etc., on my weapons. I'm not even sure the little bit of 'Cold' damage on my bow is even chilling the monsters (in Diablo you would see at least some cold effects at low levels) Being totally new to LE, Im enjoying the game, but I do really hate hearing about these DEFECTS in the game be honest.
I'm currently using acid flask puddles build, with my traps throwing flasks, my falcon throwing flasks, my shift throwing flasks, and my unique armor trowing bonus flasks using potion charges - and everything seems OK.
Yeah acid flask is so good when you automate it. 100s of poison stacks is fun.
Yeah but do keep in mind this is before Falconer was a thing, so this guy couldn't really know
Vial of volatile ice acid flask is so fun.
That's exactly what I needed to hear with resistance, I've probably gone too far with that, thanks Perry
I'm just going to assume that this makes perfect sense: i.imgur.com/QWgHSX7.png
@@PerrythePig
So in poe if you take a hit of 1000 damage you mitage 75% of that damage with 75% resistance. So you would take 250 damage and reducing it by 750.
In Epoch, with 75% resistance, you would take a hit of 1000 damage and still take the 1000 damage because of the penetration. If you would be at 0% resistance you would be at -75% effectively. So the 1000 would become 1750. They difference between 0 and 75% resistance is 750 again. However the final hit (with 75%) in poe is 250 and epoch is 1000. So EHG balances this by lower monster damage numbers compared to poe.
So if you divide the damage taken at 75% and 0% in both games you would get:
250/1000 = 25% damage taken after mitigation in poe
1000/1750 = 57% damage taken after mitigation in epoch
Is this correct?
@@DBKONG sounds about right. That's why going above 75% res in PoE is a thing, since if you can get from 75% to 80% that's 20% less damage taken from that source, while it'd still be 5% in LE
Acid flask actually hits really hard when you 1st get it, compared to anything else too. That's what caught me out.
It's great from levels 4 to 5, yeah
@@PerrythePig 🤣🤣🤣 So you're saying it's a niche skill
Well I’m actually using it on my “toxic rain” build but it’s mainly there for poison resistance stripping then I use hail of arrows and decoy(which explodes into more acid flasks)
I feel like people is sleeping on the acid flask, its mainly for utility use for me as a bow user. The perma up on the haste and blind its kinda good for me
Same starting out it got me to. It felt great and then I was mad for a while and not understanding why I wasn’t doing damage no more
I know this posted 9 months ago, but Acid Flask w/Shift specced out through the Falconer Build is actually pretty damn effective endgame. I am clearing 90+ corruption with no issue in HCM. Max out: Area dmg - Throwing dmg - Armor Shred and spec into tossing flask as traps, and when you shift and your falcon also drops acid flask when you toss a flask, your coverage will be maximized. So basically, I shift through groups and dropping multiple flask traps while shifting, and my bird drops them as well. Most enemies di through the DOT, and those with too much health, the falcon finishes them off. Maybe not for everyone (I don't do meta builds), but highly effective.
Just curious, where are you running with 90 corruption? Normal monos have max 50 corruption and empowered monoos have min 100.
acid flask is great early on. It's base damage can carry your up through the 40's, but yeah I wouldn't expect to play it at end game progression.
I'm using it atm because I got a nice unique that converts it to cold damage, so it's great for CC. But I'll eventually replace it with one of my hawk skills.
i'm right there with ya on the ice thorns train. i want it to work so badly after all this time.
Brand new to the game and messing around with some start experiences of each class. Really like sentinel so far and I appreciate the tips and traps to watch out for. Seems like a great game, looking forward to diving in more
I to have now just messed around and did leveling tests with everyone but mage.
Idk why but I did sentinel today and feels worse to me then most classes
Primalist got to like 20 something it was fun with Maelstrum.
Rogue I got farthest and was my favorite
Necro with summons with explode zombies makes it easy.
Mage one doesn’t seem good to me spell blades sound fun but runemaster seems like to much work lol.
I'm new to ARPG and made the mistake of going damage affix on every equipment and continously getting one-shot by everything lategame :)
I hope that with time EHG can upgrade modify or rework some of those skills to make them matter more or have them have more than 1 function to supplement builds in any ways.
But Tempest strike is kida good when it opens up, just don't get good later and way too melee. It can totaly be usable in the future.
The best feeling is taking one of those bad skills amyway, pushing it into endgame while giggling "Ha, I told you! Who is the crazy one now?"
I just use acid flask as a support skill for poison res strip
Vial of volatile ice makes acid flask fun. I wish we get a fire version unique in the future.
Ty Man! You are the King!
Tempest Strike is great for leveling😂
It took me to empowered 200+ corruption. But once I started real late game I had forget about it. There is no way to escalate the damage to the point of killing hard bosses.
First build I tried to make on my own, Spellblade using the cold damage set that scales with life regen, using Shattering Strike, stacked the fuck out of Fire Aura thinking I was gonna be a wandering ice menace. Build was jank and Fire Aura did literally nothing, and it was quite the nightmare to keep it up too.
9 months later: Falconer + Acid Flask is silly strong.
- IDK bruh just melting everything I see with Acid Flask, personally I think it is a ''trap'' to go and get the volley when all you need is to get Corrosive, than the Armour shred (400% is unreal), AOE, and than into the Slow and Frailty proc; combine with every third throw increase 100% damage and 5 bleed stacks on your starting tree.
- Shift is easy, stack the less mana/cooldown, grab the increased damage after shift and the even more damage shorter shift distance adds altogether another 50% damage that stacks with the third throw
- Falcon: get the increased damage, cooldown for Falcon strikes and Screech for proccing Frailty
- Stack DOT since it works on all DOT effects ie: Bleed, Poison, Fire...
Of course this is my opinion but having played Acid Flask in Closed Beta and liking it despite so little support to now having lots of support and the Falconer to spec into= WOW Bird is the Word! :P
3:20 this video was before the Falconer reveal, and falconer gets a bunch of throw support. I wonder how thst changes things.
Theres synnergy with a few other skills that proc it for free.
Yeah I’m going to start with a poison build using shuriken falconer with acid flask to boost poison chance (not as a main damage ability) you can proc both shuriken and acid flask with shift and the falcon can also use acid flask for you. No idea how it will go but that’s my plan
I've been using acid flask in a puncture / detonating arrow marksman build and the reason I thought I use it is because it procs off my shift. Other than that I can't say it does anything special. Actually been using this build because I wanted to try out a dragonsong build since its inception and literally 30seconds ago just rolled one from an ascendance.
Started my Primalist yesterday. Went all in on Tempest Strike for maximum Thrall. What a fool I was
Tempest Strike has since been changed. Instead of a chance to proc an earth, lightning, or frost effect, it now will 100% proc each in cycling order. Much better.
The vial of volatile ice is a fun item for acid flask. It might be a horrible skill but I’m determined to make it work after my enjoyment in lich dies out. 😂
I hear explosive trap can proc A LOT of those volatile ice acid flasks. Much more than you can ever selfcast. Combined with the talents that turn explosive trap into frost skill, it should have decent synergy. Too bad I haven't found one yet... or any build-defining unique really, which is why I'm still playing my 2h sword Forge Guard build that doesn't really need any uniques to function (so far, but I've only reached monoliths this evening)
For people wondering why maxing resistances is not as important as in a game like PoE : It's because from lvl75+, mobs have a systematic 75% resistance penetration.
So let's imagine player A has 75% res, while player B has only 50% res, and they both take a 1000 damage hit.
In PoE, player A would lose 250 hp, while player B would lose 500 hp. A difference of 25% resistance means player B take twice as much damage as player A (100% more)
In LE, because of the 75% resistance penetration from mobs, player A has effectively 0% resistance against the hit. He would lose 1000 hp.
While player B, with -25% effective resistance, would take 125% of the damage, and lose 1250 hp. Overall, player B will take "only" 25% more damage than player A.
So as we can see, because of this resistance penetration, resistances only provide a linear protection instead of an exponential one like in PoE.
Let's add in that resistances only protect against one type of attack (fire resistance won't protect you from lightning) and we can see why other means of protection (like crit avoidance, endurance, or straigh up life stacking) can be more efficient ways to build up your defenses.
It doesn't mean you can ignore resistance (they're still important), but you can run around with 50% res (and even ignore poison) and be fine, as long as you have other good layers of defense.
they will surely have to add/alter some things ^^ - acid flask bouncing off multiple times leaving poisonous ground or whatever.
There are physical skills that can proc SPELLS. Which sounds cool in theory but then you realize they scale of completely different stats and your massive, multiple dozen k void cleaves or forge strikes proccing some 30dmg spells ain't as hot as you thought. Lunge proccing Smite and Javelin sounds cool too until you realize without throwing damage stat Javelin does shite damage and smite without spell damage or at least talenting into it (and wasting one of your 5 skill slots) isn't doing anything but splashing color on your screen either.
Unless there are uniques in the game I don't know about that make those procs into viable synergies.
There actually is a Cleaver Solution for that.
I saw some buffs to Acid flask + new item for it + new skill synergy with the falcon. I bet acid flask is going to be a buiild, maybe not in 1.0 but eventually.
Thankfully avoided all of these. I've only played one class and that's sentinel so the first half of noob traps isn't possible lol, but i did assume res was important but i never capped any of them, it at least never tried to and was mainly focused on improving my clear speed. I found a bleeding heart really early and wasn't dying so i never prioritized survivability. I used to play PoE and flat damage and your health pool are also really important there so i prioritized that over everything. Just entered empowered monolith and I'm still cruising and I've barely optimized anything on my build lol got a pretty sweet 2 hander i crafted with t5 flat void and t5 attack speed, can't remember the suffixes, but it's solid. Decent bit of armor and endurance, health pool is definitely low, only 1500, but like i said, i haven't optimized yet. Was just focused on getting to a point where the content got hard before buckling down and working on my defense.
So... The Explosive Acid Flask / Explosive Trap / Falcon build I have planned for 1.0 is... dead on arrival? 😥. Is Acid Flask going to be as much of a trap with the new synergies coming? Does it need a balancing damage boost before it's viable?
Well obviously changes to the game might change how applicable this video from 9 months ago is..
falconer didnt exist when this video came out, and falconer is one of the strongest classes now. So im pretty sure your idea will work just fine :D
Was actually thinking the same thing. Will be getting Acid Flask for its shredding mechanic (fire) and help Ballista explosion (fire) while combining it with Explosive Trap, and Falcon for boss fights. Will it not really work?
@@rcane6842 I'm playing the guild that I put together above, and so far it's working pretty well. I don't know what a 'powerful' build feels like as I haven't played the end game, but I'm breezing through most things at level 80 now so.... should be fine?
@@King88Martyn that's good to know. btw, have you tried using the Explosive Flask node (changing the poison property of acid flask into fire)? how does it fair, compared if it's just poison (with the Tempered Glass node - armor shredding ailment)?
Ballista is also another trap. 3 100lvl characters later and i still go back to my Rogue and try to make a ballista build eork.
Well Actually, I agree with your assessment and my experience as a new Last Epoch player. :)
Especially the point about acid flask. It feels like it has a lot of synergy and use but it just falls flat.
Acid flask is very good, just not as a main skill. Poison umbral blades with Recall on Shift and Acid Flask on departure/destination is extremely powerful. Bottom left area of the skill tree is bonkers for scaling other DoTs
100% agreed on this. The thing is that I would still consider anything else but that specific use a noob trab still which is the point of the video. People will think they can use it as main basis for their build or something to do damage cause most of it is useless.
@@SpitefulHorse Yeah I agree. It would be terrible as a main skill. I just think it should've been mentioned that these skills DO actually have good uses in certain cases
Wasn't there a Fire Aura build based on Spell Void Damage?
will you do another video on what to avoid as a new player for realease?
Pre watching it: isnt it like the whole point of skill trees inside of skills to customize them to play around every skill if one wants too? I will edit this thought after hearing you out.
Post watching: i can see those point being valid, nice video
I appreciate your willingness to watch the video
Is Tempest Strike rework enough to make it escape the "noob trap" tier now that it has proper attack speed scaling?
man, I really hope so. It already looks much better than it used to. Even if it ends up only being B or C tier at worst, that's *miles* better than it is now.
how much has changed since this video, now that we have launch tomorow?
Hopefully Tempest Strike is a good choice now. Even if its not S Tier, its likely a fine skill, not a trap.
point 5 about clearing maps
yeah thats my main problem with the game, its an ARPG i want to kill monsters, if the most efficient way to play is to ignore monsters and run to some objecive thats like d3 bounties, and guess what, nobody likes those
Fast forward to 1.0…. Gatherings storms is cute and tornado storm bolts is beautiful lol
New player here. I did notice there's flat damage and a LOT of % damage on weapons. But the flat damage is so low like....8 points of damage. How is that good?
It's good because the flat damage is the number that gets multiplied by the sum of all your other sources of increased damage. If your base damage is 10, and you have 500% increased damage across your build, you'll do 60 damage (10 x 6). If you add another 100% increased, you'll be up to 70 damage (10 x 7). But if, instead, you add 3 to your base damage, you'll do 78 (13 x 6).
Now if you had many sources of added base damage and very little "increased" damage, then you'd get more of an effect from the increased than from adding more to your base. The more you have of one, the greater the effect of the other (which of course is always the case when multiplying 2 numbers), so you need both, but there are far more sources of "increased" damage than there are sources of flat damage. So when you have an item that can roll both, you want to prioritize the one that you can't get as much of elsewhere.
if I go for a minion build, is +minion damage really the only stat that I can scale my damage with ?
depends on the build. Most minion build scale with "+# to minion dmg" and "#% inc minion dmg". There are some exception of course, like the entire Falconer Mastery
@@PerrythePig I really wish skills that made minions as a byproduct didn't need minion scaling to make literally any use of them. Take Forge Guard. Unless you focus on minions, Forge Blades are literally paper planes. Even Manifest Armor is pretty bad and that one gets to scale with all your gear, not just minion stats. Ofc you can get them all to proc their own little ignites and bleeds, but it still deals barely any damage without significant investment into minion (which in turn makes your own character's skills that much weaker).
I wish there was some baseline for minion skills in aRPGs to strive for, where minion-focused builds would feel rewarding enough, but baseline minions would actually be worth more than just a few colored pixels on the screen for you. Right now they are somewhat decent when you first get them, but give it a few levels and you're doing magnitudes more damage and they still hit the same. I ltierally cried when I saw my Manifest Armor do 2 ticks of 110 dmg on its spin attack while I was critting void cleave fire for 13k at that same time. Can't wait to get 15 paladin passive points to switch the armor for the buff sigils...
Oh well... I can pretend it's just a bunch of cosmetic pets following me and mock-fighting with mobs I guess
Minion crit chance, crit multiplier, flat minion dmg besides the % minion dmg
Shittered Lance icy fire aura is gonna be lit when I build it, I'm sure!
When playing HC, the first ~12 levels are easy.... With Acid Flask. But yeah, of course don't specialize in it. Because you need the levels in Puncture, etc. whatever you gonna use. Attack speed is maybe the best thing to have in your weapon.
A little late, but maybe someone else will answer me.
I have a question about black arrows:
What the fuck?
Their primary function is to increase the power of my next attack by 100%. Then, of course, you can further develop it by adding dmg, effects, summons, etc.
But it all comes down to this: in the chaos of monsters and attacks, I have to spot arrows that don't stand out from the background at all, which I have to pick up by walking over them in order to increase the effectiveness of ONE next attack.
And I can understand that as long as these effects apply to a rain of arrows or an exploding arrow. But I play Falconer. And my falcon has a subskill that makes its attacks spawn black arrows. How on earth would that be useful? Instead of dealing damage alongside my falcon, I would have to run around the battlefield. To collect bonus dmg + extra for... skills that do dmg spam. Skill 1, 5 from the basics and possibly multishot are skills that do little DMG but high DPS. Dark arrows don't give them shit. So what the hell is this skill nod for?
I uhhh... I don't disagree. But they can give you Dusk Shrouds! :)
So when I first started playing before I looked at guides just wanted to play rogue and experiment I fell for acid flask. I was mad for a while lol
hopefully it won't be a meme next patch!
I just started playing and I’m building around tempest strike. I’m still gonna make it work. I’m also doing the animal tamer or whatever it’s called
god speed
Thanks lol. i decided im not going to look up any build guides until i cant progress any further. I think itll add more value to the game. The ability seems like could be viable with correct combination of passive points but we shall see if i can crack the code. @@PerrythePig
@perry Should have told me before I crafted 2x Drought's Release with T6 Poison damage. :)))
All in all, I did the testing using pretty damn good gear and it is not worth it. Not even when I reached close to 300 Poison resistance. Just doesn't work. Thanks for the vid, very good content Perry.
I'm surprised to not see mention of a certain unique chest lol
the new one, which i shall not name? I'm flabbergasted that it's not good. Wild.
Titan heart? Why?
I was gonna do an acid flask build
I came back a few weeks ago and wanted to do a poison build. Acid flask got me good 😂. It's not bad for the first 10 levels. But man it's bad after that. And ya, as an avid PoE player I was really thinking it would be like PC. Fornit to be better they need to let it shot gun, it needs it's mana coat drastically reduced or damaged greatly increased or some balance of those two. Do not take this skill even now after 1.0 launch. It sucks.
Tempest strike would probably be great if you max it out...
Shout out to Tempest Strike for getting off this list!.... Probably. We'll see. But it must be good in 1.0 now, right? Surely?
Great video, Mr. Pig.
Are there branches or nodes in a skill's tree that would be considered a noob trap? Or is it more just the skill as a whole is underwhelming?
Really wish I could play Acid Flask :( maybe one day
Polearm nodes for Forge Guard's Forge Strike imho. Turns Forge Strike into basically a single target attack for very minor benefits that I bet you can get elsewhere without sacrificing all of Forge Strike's AoE and the ability to crit (after boosting it's crit chance and crit multi multiple times IN THE SAME BRANCH). But I play 2h Forge Guard so I need it to BONK hard and wide. Maybe for some more standard forge guard builds it might be okay. I doubt it though. I think not even the spear conversion is worth taking, as for 100% crit multi you sacrifice what seem to be at least half of it's radius (not 30% it claims), making it useless for everything bar bosses.
Feels bad. I love(d) Poisonous Concoction, and when I first started LE and saw Acid Flask. I was REALLY hoping I could use it similarly. I know I can't, I even considered using it for the Firestarter's Torch build contest, before the announcement of the bug. Even now, GGG nerfed PC, that's not even fun anymore.
The Potion Seller's gonna be miffed...
Im trying the totem build, question, where on my character stat screen can I see increased totem damage? Either I’m blind or it’s not in the minion tab
Totems are minions so they only scale with minion damage.
Cheers.
why do these exist and why were they not addressed? early access for what?
bro just read my mind. no acid flask noted
Need to update "not actual"
Great vid for a new player like me, thanks!
Thanks for this, you saved me from kappa ;D
great video :)
I don't think it's noob trap. Its poorly balanced or under-performing skills in general. Some of the skills mentioned in this video has great utility synergy with other skills. And since this comment is 8 months late, there were improvements made to some of the skills.
I'd say dont avoid em noob traps, be a noob walk into the traps and learn to get good 🙃
I was almost sure you'd say something about Shaman... 😜 And 'Actually' I found a build that works pretty well with my Shaman.
It uses Spriggan form, with a Spriggan pet, a Storm Crow, and Thorn Totems. Now I have the 3 pc Halvar's set so I wanted to try doing cold damage... Poor choice. It's far better to just better to use Physical Totem, and the Crows as their 'normal' lightning variant. And for my weapon I prefer a staff that gives 'crit chance' and flat damage. Then for Idols I go with 4 that give flat totem damage. This is topped off with all the 'Cast Speed' I can find in any of the passive trees. The end result has been really fun.
Oh and I clear maps for XP not for items. (what I'm talking about is skill XP for trying different point layouts. - So I don't want to face enemies that are harder when I've dropped 4 - 8 points from a skill, or I'm trying an entirely new skill.) Though sometimes doing so allows me to get Unique drops that I'd miss if I 'rush the objective'. But 99.9% of the drops worthless.
The whole bow part of the game is bait, as of one month before release bows are still broken with terrain, mobs and objects collision. I would advise anybody that likes to play archer type characters to not touch them in LE. Acid flask is really weak skill, but still has some utility for stacking poison with poison pools, problem ofc as always is that there are way better skills to use instead.
dang ive gotten baited by all of these before sadge
Some of the noob traps are just outdated, somewhat abandoned things by the devs. A lot of things are weak and 'unviable' if you get used to broken overtuned acolyte builds or whatever and only care about pushing corruption to 500+. I feel it skews playstyles and builds into very narrow list of things.
I am in this video and I do not like it. Done all of these 😥
well actually....
Classic case of people not figuring out how to build around it so they call it shit.
To me, the most successfully deceptive noob trap in LE are minions.
tell that to my 10 Squirrels
Got playing for the first time and loving my fire aura stacks.. playing lightning version and far from endgame, but it's pretty damn strong so far. mobs just fall around me xD your probalby right about end, end game. will find out at some point xD
Don't make a melee mage based on mana strike... *IT SUCKS* .
one thing i noticed in this game is that NOTHING shotguns. the devs actually specify that only one projectile can hit an enemy per cast. mechanics like this are what make certain builds and mechanics really good in poe and these same benefits could be reaped in last epoch as well, but im guessing the devs did this for the sake of simplicity. it just removes some builds from the game and kinda brings last epoch over towards the diablo side of things.
My beloved Shaman! 😢😭 when will he get the love he deserves?!
Probably after 1.0 😅😭
Worry not, at least we're getting a MTX cash shop in 0.9.1.
I really thought you where going to just say shaman.
Sad :/ It shows that your choices are way more narrow than it looks if half of the skills don't work (don't make dmg).
It shows that a lot of rework is needed. Also, I agree that clearing the map should rise the quality of the drop or rise the chance for a better one or something like this.
I have played the majority of high rated ARPGs and after watching this video, i am honestly in disbelief.
capped resists is prio one in most ARPG and if you try to achive this in last epoch you will end up with a rather small health pool. ( unless you have really good gear i guess ). So it is just better to balance resists and life i guess?
About weapons and % damage. In most ARPG. Your characters damage is based on the damage of your weapon.. But in last epoch weapons is more like a stat stick i assume?
weapons are stat sticks, yes. if you're familiar with POE, i can say it like this: There is no such thing as a "local modifier" on your gear in Last Epoch.
@@PerrythePig I learned a lot from this video, thanks for sharing!
This video is now outdated. Please remove this as it is seen as clickbait due to the update.
Well I guess I'm guilty w\the Acid Flask - My Rogue is at level 15 or 16 now (coming from Diablo and some PoE, WHY isnt your char level shown at the bottom, like the other games?)
Anyway, my acid is doing some hella-nice damage at this point in time; I just added the pool that lasts for 4-secs, and larger area etc., and that acid be dropping them round-crawly "flies", well - likes flies, along w\the bigger monsters as well?
I'm actually sorta pizzed hearing all this!
As a software engineer myself, I'd PREFER they FIX \ balance this in the game, instead of HAVING bunches of STUFF that you should avoid and not use! 🤬
I tend to agree about focusing on straight physical damage instead of worrying about added "fire or ice" etc., on my weapons.
I'm not even sure the little bit of 'Cold' damage on my bow is even chilling the monsters (in Diablo you would see at least some cold effects at low levels)
Being totally new to LE, Im enjoying the game, but I do really hate hearing about these DEFECTS in the game be honest.