![]() ![]() This mod adds 21 new pets to choose from. The nethermancer is a dark caster that can warp through space, spreading diseases and sprouting tentacles! Note that this mod doesn’t perform well in multiplayer mode. This class is a great addition to the vanilla classes (Embermage, Beserker, Engineer, and Outlander). They aren’t very threatening, but when it takes 30+ seconds on an average not-incredible build to kill a rare enemy, that’s pretty anti-fun.Technology Advancements Make the Future of Online Gaming Full of Wonder In a class that prides itself on large mana pools (see Sorcerer martery bonus and Focus lightning wave skill), there really should be better Mage-exclusive ways to increase base mana regen rate.įinally, agree that Queen Beetles have a little too much Health. Outside of those two skills, there really aren’t other good options for restoring/sustaining mana. ![]() We all agree that sitting around casting Focus for Mages is no fun. Needs a lot of work - Mage (unsure about Primalists). Just please give more skills the void tag when void-related nodes are taken. Other than that I guess there’s Urzil’s Pride with armor stacking for mana regen, and void skill mana cost idols to help with other skills, so it’s okay most of the time. If those bugs could be fixed, that would be a huge improvement. Firstly, volatile reversal seems super bugged related to restoring mana. Additionally, lots of skills cost Health instead of mana, making use of exsanguinous counteract cost of skills for Acolyte. Summon Skeletons refund mana when killed, allowing Sacrifice builds to somewhat sustain mana if specced properly. Transplant with Rip Blood tree requires investment of two skill trees but allows for good mana sustain. I like that there is a significant opportunity cost to sustaining mana and different skills need to invest more in sustaining mana, but at the end of the day with enough investment, most-to-all skills should be relatively sustainable. However, there needs to be FAR more options for mana recovery that characters can build into. PoE) to infinitely cast/attack/use skills. I fully support mana management being an integral part in building a character, and it not being trivial (i.e. Character sheet, should be able to import more of the build info, so i can check my current skills stats. If you don’t want a speed meta be careful with movement skills instead. BUT mana generators are REALLY bland in this game, in 10 second I’ll have 7 seceonds of fun and have to spend 3 seconds mana generating with some boring skill. ![]() Mana, I get it you don’t want your game to be a “speed meta, poe smash and run” kind of deal.+/- Crafting - Interesting, needs more too it obviously but i have a good feeling +/- Uniques - Somewhat bland uniques and set items, but really it is too early to tell Monolith i love it, but let me pay with some currency to add more mods to the map. +/- Endgame - Too early to tell, arena gets really dull, once i hit 100 i felt kinda happy and didn’t feel like reviseting, great xp i guess but it’s not a fun grind, i don’t really care for the “leave and get reward” idea, i want to push my character and then get rewarded, not chicken out. +Monsters, great mix between range, melee, slow, aoe etc (except for queen beetle, lower the health, c’mon) +Skill tree for each skill is awesome and it makes you want to experiment +Combat feels great, skills feel powerful +Classes are different and skills are interesting Last epoch checks alot of boxes for what makes a great ARPG, here are my two cents after playing 3 classes 2 to 70+ over the past week. Hello, like alot you I’ve spent a great amount of time playing ARPGs from d2, poe, grim dawn, d3, wolcen, torchlight etc… ![]()
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