Last Epoch's Worst Masteries (and How to Fix them)

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Perry the Pig

Perry the Pig

День тому

But the real questions is...which one should EHG fix first?
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0:00 Intro
1:55 Intro: Signature Skills
6:00 Forge Guard: the good
9:58 Forge Guard: the bad
11:50 Forge Guard: the recommendation
15:25 Shaman: the good
19:05 Shaman: the bad
20:15 Shaman: the recommendation
24:55 Sorc: the good
27:00 Sorc: the bad
27:48 Sorc: the recommendation
33:00 Marksman: the good
35:20 Marksman: the bad
41:15 Marksman: the recommendation
49:35 Final Thoughts

КОМЕНТАРІ: 51
@PerrythePig
@PerrythePig 16 днів тому
Please just let me wear Manifest Armor like Iron Man's suit. It'd be so COOL
@DevvuDraws
@DevvuDraws 15 днів тому
Reject Manifest Armor, Reject Minions, use scrapmetal Rive. Become immortal, snowball DPS out of control with put to the sword. Don't wait for a patch. Suit up in 1.0 today.
@Chromodar
@Chromodar 14 днів тому
If I could wear Mani as an Iron Man suit I would spec 240% increased stats of boots and put on Vaion's Chariot with t7 move speed. I assume this would give me a total of 4.4% increased damage per 1% move speed as well as about million move speed
@nateholmes4389
@nateholmes4389 16 днів тому
manifest armour should be a transform like werebear, then i can walk around like a steam punk mech
@blazedehart2748
@blazedehart2748 15 днів тому
As someone thats been working on Shaman for most of 1.0, im now inspired to work on Forge Guard 😂
@quackwilliams5933
@quackwilliams5933 16 днів тому
Your analysis on signature skills is quite interesting. Thank you for opening up my mind to this!
@ivansimovic2133
@ivansimovic2133 15 днів тому
would really be happy to see some of these recommended changes. very good point about the mastery skill as well. Manifest armor being a iron man suit is really cool idea.
@fabiencoze1189
@fabiencoze1189 15 днів тому
Your ideas for forgeguard are so cool and interesting 😊
@damagus90
@damagus90 15 днів тому
Love this, hope the devs have a look/listen to it, I think you make some great suggestions
@Tibasu
@Tibasu 16 днів тому
I fell for the Cinder Strike noob trap when the first unique in 1.0 that dropped for me were to Cinder Strike Falcon punch gloves and I tried to use them with the 30 mana cost node. Was a very lackluster cycle starter
@HurrikanEagle
@HurrikanEagle 15 днів тому
A few things, as someone who loves marksman but hates the state of it atm. 1. If you're using a channeled skill (hello flurry); your Marksman passive falls off completely. Forcing you to feather it to stack the passive and keep it up. Let channeled skills like flurry, also increase the passive. I think this allows the Flurry MS build to become a lot better, because you're not playing a feathering mini-game with the skill. And if you find a good position, you can just plant yourself and spray. 2. I love the idea of Dark Quiver, and I thought it belonged more as a signature skill itself. 3. Detonating Arrow: I love the ability in theory. In practice, I think it has a high mana cost as is, forcing you to run a generator with it. Or take the remove mana node (which now it doesn't explode, ruining the fun). It's a great idea, with a lot of room. Heck, maybe change it so that Det Arrow is a manaless skill, and you can take a node to swap it from 50% detonating change to 100% chance. 4. Detonating Arrow 2: Re Lightning Tendrils: Icicles already exist, let cold proc icicles with it. Let Fire proc that many small explosions around it, turning it almost into a shotgun. Think like explosive trap, but fire detonating arrow and it just being detonating arrow without the arming time. Just more boom. And let the poison one create puddles. 5. Perhaps my biggest complaint in the tree though, is actually elemental arrow. Even on their website, Elemental Arrow (marksman skill) is sold as this amazing thing in the tree. But it's 1 second CD to generate, that you have to generate by moving. And having so many skills in the tree (at the top) tied to Elemental Arrow. I just want to make it work. it looks fun, it looks awesome. Let me use it instead of making it another weird punishing mini-game. Heck, make it so that dark quiver generates that Elemental Arrow. Also, Elemental arrow only gives Flat Fire and Lightning Damage, but no Cold. The idea of being an arcane archer with Detonating Arrow sounds awesome. And I just wanna play it. 6. Also agree with teh fix cinder strike. Because it's my favorite base rogue ability. (Let burning dagger scale with bow damage EHG! Say it's burning Dart or something instead and scales with your highest melee, throwing, or bow damage)
@HurrikanEagle
@HurrikanEagle 15 днів тому
Of note: Regarding my elemental arrow comments above. There are 5 nodes and 29 points worth of elemental arrow in the Marksman tree. Let me use them EHG. Heck, make it so that elemental arrow can be procced by dark quiver. And I'd definitely like to see pierce added to the Marksman tree. Oh, for fire detonating arrow above. I just had a thought. What about instead of tendrils, the "tendrils" shoot out as little bombs (think grenades from D3). So that there is more difference in Poison Pools vs Fire. Also, have the bombs/grenades scale off attack speed to travel faster (and they can also deal damage to the initial target as well. Which is why lightning tendrils is so good right now).
@GBIGBIGBI
@GBIGBIGBI 14 днів тому
Great thoughts. the game at this pont definintely needs some freshness espacially with the next D4 season around the corner. LA deserves all the love it can get.
@x1x1x1x2
@x1x1x1x2 16 днів тому
12:43 PERRY CHANCE. Subtle perry plug to the game
@MrPhyrce
@MrPhyrce 15 днів тому
Parry chance never should have been added. We already had a conditional mitigation in block, and it will never be the equivalent to dodge. Parry would need some incredibly strong feedback response when it triggers to make it a better choice over dodge. I would lean into the shield throw mechanic and double down on the forge guard tanky impression. Make a shield your primary weapon in forge guard. Take the shield talents out of paladin and make a clear delineation between the two.
@martinkanchev7569
@martinkanchev7569 15 днів тому
Of course PERRY chance would be something you'd talk about/advocate for xD
@CThruOfficial
@CThruOfficial 15 днів тому
MA is too slow because it has a windup “animation” whenever it changes direction or stands still… once it gets going its giga fast, but when you really need it to be somewhere, its just pure frustration
@jordankrumins8745
@jordankrumins8745 15 днів тому
Might reducing base damage and increase attack speed for detonating arrow help alleviate the attack vs trap problem?
@ivansimovic2133
@ivansimovic2133 15 днів тому
Make forgeguard work same way as falconer? have the minions be invulnerable and instantly attack, only leave forge strike and manifest armor and remove all other skills, replace them with skills that work like aerial assault and dive bomb. The minions only last for a set period of time before they expire, so you need to keep forge striking to be able to use your powerful abilities that use your forged weapons to attack.
@PerrythePig
@PerrythePig 15 днів тому
it's definitely an idea, but EHG recently commented on this. They said they explicitly did not want forged weapons to be invulnerable. Back to the drawing board!
@Maxvla
@Maxvla 15 днів тому
Since we got Runemaster I always wanted Sorc to be pushed more as the mana mastery. Ward gained from mana spent, damage taken from mana before health, mana and endurance, damage per mana cost, the works. The main issue Sorc has is that we have very limited access to mana regen scaling. We have lots of access to cost reduction, which is how most builds deal with mana regen, but that is counter synergistic with Sorc's mastery bonus. We can scale the base mana regen somewhat, but what Sorc really needs is a beyond the chain passive node that gives flat mana regen, and let it scale with something like "X mana regen per X endurance threshold", or something. And this regen scaling needs to be really significant since mana stacked or mana cost builds churn through tons of mana. But please don't make it scale with Int. I'm really tired of int stacking being the only way to build.
@kostime6780
@kostime6780 15 днів тому
I think ALL CHANCE ON KILL nodes SHOULD HAVE A REDUCED CHANCE TO PROC ON BOSS HIT. It's very easy to make some existing nodes a garbage just by removing % chance on boss hit and leaving only on kill chance.
@dodang_9147
@dodang_9147 15 днів тому
Shaman's problem is lack of defence. Shaman is health-based spellblade. The issue is that health right now is not a great source of defence. Shaman also scales with attunement but attunement has no defensive properties. Out of all stats in the game, Attunement is the worst base stat to scale off. Dext gives dodge. STR gives armor, int gives ward retention, vitality gives health+necro res(which convert into ward per second due to a helmet in the game). Attunement just gives mana. nothing else. this is real issue with the class. Shaman a node that called elemental shrine. It gives 2% mp regen per 3 attunement. What I do to fix shaman is make this ability the base skill for shaman instead of -3 totem cost. it would grant 2% mana regeneration per 1 attunement. The next challenge for attunement stat how you make mana into defensive statistic while using health as a stat. An item that attempts to do this is an item called Culnivar's Claim. This sceptre gives ward per second based off mana regeneration but this only works when at full mana. A version of this item could be that every % of mana regeneration is converted into health regeneration at 1:1.5 ratio. So if you have 300% mp regen, you get 450% health regeneration. This does have some interesting synergies with vessel of strife for ward. A possible unique node for shaman. The other unique node that I would recommend is that every point of max mana is converted into endurence threshold at 4:1 ratio. So for example, if you have 400 max mana, you gain 1600 endurance threshold which allow you to stack endurance and health alongside attunement.
@thoronirgros188
@thoronirgros188 16 днів тому
Raptor signature skill ouchie
@blazedehart2748
@blazedehart2748 15 днів тому
Isnt it a shame?! 😭
@GuybrushTThreepwood
@GuybrushTThreepwood 15 днів тому
Whatever skill you spec into to spec your forged weapons needs to actually be able to summon them. Needing to pick up warpath or multistrike to actually summon them feels terrible. Personally, I like the idea of making smelters wrath summon forged weapons. Have your character hammering an anvil during the channel, each strike summons a weapon, on release, or after channeling long enough, the anvil explodes (ideally into temporary weapons, scaling the explosion with minion damage). Attack speed scales the rate of summoning weapons, but not the explosion. Then give us a new skill for forge guard. Or just rework forge strike without the minions.
@xfKYZacTri
@xfKYZacTri 15 днів тому
Shaman -- Very small detail, dramatic impact: Let the _Arborist_ node in the _Summon Storm Crow_ skill make the crow(s) invulnerable. Falconer's pet is completely invulnerable. Allowing the Falconer to do, well, magic. And the Arborist node, if you could effectively use it, would let the Shaman do some magic as well. Both Thorns Totem and Storm Totem builds can make very good use of that node. But, well, if you have multiple crows, you can't have them be very big. Nor can you reliable spec into rezzing them superquick, as Shaman. Especially not if you happen to go Thorns Totem, requiring you to go Spriggan form. So, my vote would be to just make that small change in the Arborist node. So the Crows can now buff a totem at their leisure, without you having to worry about the crows dying to random mechanics. Allowing this would fix the one critical issue all forms of Totem build have -- Absolutely awful boss damage. They have great clear but dreadful boss damage. And no real way of reliably doing anything about that. The Arborist node seems like an obvious pick but the fact the crows can die just makes it a loss of a skill point for the most part. Beyond C400, the crows just don't live long enough. OK, nor do the totems but, well, as Totems shaman, you have an endless supply of those anyhow. You don't have an endless supply of crows.
@banishedbr
@banishedbr 16 днів тому
Need more options for some skill trees, specially totem options for shammy. Yeah like StormTotem should be more like WERE BEAR, but it's a miss oportunity. I feel that FRENZY TOTEM should go to the bottom half of BM so shammy can take them too, or send it to shammy bottom half.
@JHawke12
@JHawke12 15 днів тому
Before I even finish watching the vid, +f for summon raptor like that skill could be so amazing but its so shit compared to all the other summons. Imagine having it so you could scale multiple raptors as a raptor pack or you scale into a single raptor and then with the rampage mechanic you could have a unique that turns it into a rex which is just giga single target like that would be so good. I hope they update the skill in terms of just coolness too not ability but please make it usable as well compared to the other stronger companion and minion skills
@b.salmon4194
@b.salmon4194 15 днів тому
Excellent, those changes or similar need to be implemented.
@derekbohon3825
@derekbohon3825 16 днів тому
+1 for iron man. Yes please
@brendanolivier5674
@brendanolivier5674 13 днів тому
Trim away the block things ..... no no no no no no no ......what they need to do is add a 1/1 passive node at far right of FG passive tree that says "Allow wearing a shield with 2H weapon" ..... then we can have the Paladin 2H Sword/Axe/Mace with Shield playstyle which will also add defense to FG .... happy to do away with 1H stuff but worry that doing away with throwing may destroy the Shield Throw Manifest Armor which i think is a an excellent build / minion variant
@anthonylowe8819
@anthonylowe8819 14 днів тому
Marksman was fun af before release then falconer came out and now if you play anything else your kinda trolling for a bow build at least. I miss just shooting the arrows myself and that being viable. But that whole tree feels broken and nerfed into the ground for some reason. I think at this point I’m just gonna take a break. I don’t want a damn bird and I don’t want mines I just want to play a pure bow.
@SimpleGeekReviews
@SimpleGeekReviews 16 днів тому
Honestly, I think Sentinel needs a pass through to be inline with how the newer masteries work - ala having X points in a node gives Y. I also hope Ward gets fixed to not be as strong, and let it be an alternative defense. What I mean is - Sentinels should be the armor/shield class. Paladin is the caster/buffer (based on how their later tree works). Void Knight is the 2H DPS beast with leech. Forge Guard should be the highly defensive armor and/or shield tank. FG needs nodes that offer a ton of early defenses (to be shared with VK/Paladin builds that want more defenses), with later nodes improving offensive while still giving good defenses. FG should have a node that lets a percentage of armor count as all resistances - like a 1-3% per node for every 1000 armor. If you can say get up to 8K armor, then that's roughly 8-24% to all resistances. Or maybe just make it so that armor for FG reduces damage far more than any other mastery. Basically I want a true armor/shield tankyboi that can slap on a ton of armor and face tank hits. The fact that ward atm allows any Sent mastery to take 5 points in Paladin to get HH and put on a life/ward item, stack Healing Eff/Attunment and then go face tank bosses is just a bad mechanic. Ward should be the Mage's thing - not low life, but just using magic to resist damage. Low-life should be the Acolyte's thing where they sacrifice their health to maintain the high ward. Rogue has their Glancing Blow and dodge mechanic, and Primalist is pretty much the high health/DR nodes. SO like Sent should be the stack armor, all the armor, more armor than combined. Oh and shield. Like c'mon, easy-peasy there EGH.
@expandeux
@expandeux 15 днів тому
Dark weaver needs to be the mastery skill . The mini game needs to be gone for good. The skill needs to be a dual skill - a passive one which does a lot of things and you can activate for an even greater bonus. It should not be an aura. It should contain the conversion to elemental / poison / physical for all marksman skills (exclusive with each other ) and buffs to certain other marksman skills
@LVHAXOR316
@LVHAXOR316 15 днів тому
Got to change your channel name to Perry the Dev
@toukoenriaze9870
@toukoenriaze9870 15 днів тому
Flat crit makes no sense being on a quiver ... It should be either on a bow or a glove
@Thorkou
@Thorkou 16 днів тому
For the shaman with the avalanche give it a node that converts it to lightning letting it scale off of storm bolt that would be fun imo. This video should've had 5 subclasses cause spellblade is pretty boring to play and alot of it skills are not interesting. Along with it right half of skill has nothing worth getting except for like 1 node. Most of ur points are going into rune master and sorc and that's feel rough
@dodang_9147
@dodang_9147 11 днів тому
they already have that in form of tornado. Spellblade some really powerful nodes at the end of the tree. Mental fortitude gives +10 int and 30 ward regen which is almost as much regen as off-hand catayst and it gains 10 ward per second per int. i'd say only issue i found with spellblade is how much the class is skewed towards Lightning over other elements. It can be played as Ice only because artifacts for frostbite are bonkers. Fire spellblade feels terrible to play, The whole fire-aura-ice aura-lightning aura is gimmick not worth investing into. The class also barely has proc's that it can go for beyond frost claw or elemental burst. Definitely a low variety class but not bad.
@Thorkou
@Thorkou 6 днів тому
@@dodang_9147 So? still would be nice to have some more lightning conversion stuff. making a node in the avalanche turn it into a thunder cloud that followes you and rains down lightning bolt would give shamans another fun spell lightning skill other than storm for those of us shaman player that want to play spell casting shaman want to cast our lighting skill instead of totems do it. also the nodes on spellblade are meh yes you can get alot of int and ward, I'd have rather more nodes than just those that fun to take too. most spell blade take the same nodes there is no veriaty or options the new subclasses like lock, falconer, and rune all have a hole passive tree that is worth taking. Sorc and spell blade need a refresh on there passives 100%. and no its not skewed towards lightning. the best builds are ether flame wreath or shatter strike. giving those skills a element conversion nodes wont hurt anything but it will give more options. the only true lightning "skill" is held back by the movement bs its not worth using outside of a meme build. if it was a actual hit skill like shatter strike it'd be way more fun to use. I had to make a jank lightning spell blade with 2 epics dageraths and spark charges, manastrike and lightning blast. giving shatter strike a lightning conversion node will give lightning likers another option instead of mana strike or surge. giving mage the ability to convert all it skill to ether fire/lightning/and ice would be thematic Imo
@oFiGuReZo
@oFiGuReZo 15 днів тому
Marksman is atrocious scaling base bow damage, way to low amount of places to get added damage compared to throwing and melee….
@chokobold
@chokobold 15 днів тому
they should fix the rng in the rng in the rng in the rng in the rng
@GavrynGaming
@GavrynGaming 16 днів тому
Parry chance or Perry chance?
@PerrythePig
@PerrythePig 15 днів тому
I'd take either one
@Bebopvicious00
@Bebopvicious00 15 днів тому
I feel like sets should be more important/viable late game.
@Nimoot
@Nimoot 16 днів тому
I would play the 'worst masteries' as long as the game didn't LAG like a monster in higher level content... I know it's Unity being Unity... but yeah >_>
@Makszi
@Makszi 16 днів тому
it's probably your computer... I hear people talking about this but it's never been an issue for me...
@CThruOfficial
@CThruOfficial 15 днів тому
@@Makszinah mate. I have a high end pc and the optimization is horrible.
@Makszi
@Makszi 15 днів тому
@CThruOfficial wierd I have 500hrs an zero issues. Runs smooth like butter.
@semi6544
@semi6544 15 днів тому
After watching this video, I thought of what Class / Masteries I would want to see next. I think melee could use some love and that a melee dominant class would tilt the scales. I would to see a Fighter Class with the following type of masteries: Monk -- Melle with possible range with spiritual abilities related to Ki, wind, or force / kinetic energy. Samurai -- I thought it would be close to bladedancer but swords are so versatile another style could be developed. Cultivator -- Would just be like Asian Manhua, Manwha, Manga, anime character. Can go in many directions Superpower -- The way a Jedi or Sith lord fights could fit an ARPG with force push force choke and various kinetic and telekinetic energies for shields and offense. Wrestler -- I don't think wrestler could actually ve versatile enough to work Brawler -- Just a dirty fighter. A guy who would do anything to win. Barbed wire, garrotes, needles, broken glass, dirt, brass knuckles, anything to win. Weapon master-- A different variation of the Diablo 4 barbarian who can use multiple weapons to fight. closing distance with weapons and etc Enhanced Human -- I don't know how Last Epoch views time. Eons have passed but the amount of technology seems limited. We have bows but no guns. Thinking of an enhanced human like a cyborg but it doesn't appear that technology exists but an enhanced human via maybe tattoos, grafting void body parts, or something else. Can't wait to see what the Devs do next.
@GerdionXT
@GerdionXT 15 днів тому
The real problem of this game is - color gamma and flashy skills that even that u mode your monitor and game settings depends on the map skills are more bright or not. That's the only thing D4 do much better
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