I’m in campaign and my HP is at 766 and I feel like I am getting almost one shot. I’ve been told that, resistances don’t matter in campaign, but how is that even possible? You need resistance and HP to survive? I’m not skilled in this type of game, but what can I do for campaign?
Resistance is important, just not as important compared to other similar games.
Rule of thumb: Have resistance equal to your level.
E.g. With level 30 have 30% resistances, with level 45 have 45% resistances.
Health is definitely as important and you should balance both health and resistances.
(capping at level 75)
Secondary defensive layers like block, dodge, armor etc. are not really mandatory for the campaign. But when you can get them in some passives or have it on some gear pieces its not hurting.
I just gave up and deleted the character… I was level 52 and just getting frustrated .
I personally find even in the end game if you are really struggling gearwise, i take the health over the resistances. but thats me personally.
Most classes get some resistance to some degree in their passives, and can get a little more on bases
if you have 2k health vs 1k and maxed res, at 100 damage a hit, the 1k hp guy is taking 100 damage a hit, and can tank 10 hits before dying.
The 2k health guy takes 175 damage per hit, meaning he can take 11.4(which rounds up to 12!) hits before dying. like health just scales insanely well.
So for me its health-> resistances-> secondary defenses(armor, dodge,block the other class specific defenses dont usually come from rare gear)
But everyone will find they have different priorities. I play a lot of sentinel and sentinel gets tons of resistance on their passives and thus can worry more about health. primalist gets a ton of health and might be better served with a hybrid route trying to focus on a res with some %hp mixed in there.
And someone who uses unique ward generation through their passives like spellblades/runemasters, they can focus heavily on resistance early.
First off these numbers are not representative because they don’t include minimum endurance values and also armor, which every class has to some degree. If you ignore armor because its variable and just take the absolut minimum endurance that you have it would be the following:
1K Health would survive 10 hits and the 11th hit would be fatal
2K Health would survive 11 hits and the 12th hitwould be fatal
Secondly looking at stats and comparisons like that in a vaccum is nor really practical.
There are so many more factors coming together.
There is also a lot more nuance to this, because getting 1000k health needs massively more and rarer affixes then getting resistances, even though they are only for one specific type.
One major facto this is also not taking into consideration at all is sustaiN/recovery. If you only invest into health, recovering hat lost health requries a lot more.
With less health but higher damage reduction each individual point of health is worth a lot more and recovery is much more efficient. (Like leech, health on hit, healing etc.)
Combining health and resistances is the best way to go about it. So this extreme scenario where you have either very little health or no resistance is not ideal.
Having a little bit of both is always the best way, because they are multiplicative with each other.
Taking an example with 1500 health and 40% resistance with an incoming hit of 100 damage (that would deal 135 damage with that resistance value) we are talking about surviving 11 hits and teh 12th would be lethal, but with much better recovery.
yeah I did forget about endurance to be fair.
But honestly, at the end of the day I think your class matters the most out of anything. Paladin can ignore res on gear and almost cap, while also getting cap endurance.
So for paladin you are trolling if you get res affixes, shaman too. you can get so much res on shaman, you dont need much or any from gear you just get it on bases for the ones you dont get from your passives.
Either way I just know from my own personal experience I ignore resistances in campaign and just stack health and am fine. but when I try and “cap” resistances during campaign or mess with them at all, I find myself lacking and am forcing in gear that otherwise isnt that great to keep up on res.
Everyones experience is likely different but yeah beginners focus way to much on res which is why this is such a common thread lol. mindbroken by poe.
edit: another point to the pain point of rare affixes, is in the campaign you dont get enough shatters and early cycle/first characters have a harder time just making mixed low level gear that a seasoned account can make for free.
I think he played a Paladin. An easy class to max out resistances without barely investing anything in affixes, if you go for a few blessings (later on).
Vengeance + Healing Hand + holy aura, and the campaign is a leisure walk.
The difference in survivability and power levels between skills (and passives) that might otherwise look to the new eye pretty similar can be large. Add on top of that the new eye not knowing to prioritize health on certain pieces of gear and just good old bad luck and a new player can really struggle. Especially if you are new to ARPGs.
I’m not new to ARPGs and I remember my first run (like, three years ago?) I thought this game was tuned to be harder than other arpgs (maybe it was harder three years ago?).
Why does every conversation have to be a balance conversation? I don’t know, I’m poorly made.
I mean, Holy Aura has this node that puts 10 stacks on an enemy hit by a melee attack and then explodes after reaching 60.
With the Vengeance and Healing Hands you always add 20 stacks per vengeance attack. Then there is another 10 stacks each time you are hit because of riposte. If one wants to go this route (and I had fun with it), you can also use the Retaliation passive.
Decent synergy overall, both for offensive and defensive, and very forgiving on the gear. stack health and you’re good. I usually just have a bunch of rings with one or two resists as high as possible, and swap the rings depending on the most common damage type in this act or to adjust to bosses.
I’m not disagreeing with you, and certainly this game isn’t ‘hard’, but if you are an actual casual, new to ARPGs, just picking skills that sound good, yeah, it can be rough.
It more like a random, “memories… misty water-colored memories” post. Feel free to ignore.
Hehe. I engage with each new ARPG like a curious child, not reading up on how stuff works or what good builds are. I will just try out as many skills as possible and stick to what I like and what somewhat works.
Learning the game that way is half the fun.
I’m new to the game. I played Sentinel right before the 1.0 launch until at the point where 1.0 had issues and I stopped playing the game since until this week.
I went with cycle 1.1 and chose Mage/Sorcerer. I have no problems surviving campaign. I’m doing mono level 85+s while my Mage is level 75. I am almost melting every enemy I encounter.
769 HP
825 Ward
605 Mana
Max Fire, Lightning, Cold res
58% Physical
46% Poison and Necrotic
15% Void
I pop Flame ward for extra defense and also have passive defense based on Mana like Mana Bulwark, Mana Well, and gear stats with Mana spent gained as ward.
I shamely 4egretted i raged quit and deleted my paladin and made a new sentinel and went for Void Knight
Healing is the most important. Stack 300-500 Health Regen. I guarantee you’ll have a good time.
Sentinels are one of the best classes for this https://www.lastepochtools.com/planner/AVLkyzZB, but it works on any class.
Items with flat HP regen, Regen Blessing and Sigils of Hope is all you need.
I personally rarely play very deep into end game, get to corruption, already bored of mono’s and peace-alt-out.
So while I can’t speak to true end game, I’ve run the campaign a bunch, +health is really good. And (I think) it’s limited to certain slots, so go to LE Tools, figure out what slots have +Health, and look for +Health on those slots and keep items that have that.
Health Regen is awesome if you aren’t getting one or two shot by a boss, which I think is what your previous problem was. You could try to make sense of endurance or crit avoidance, which you will need to do if you want to do true endgame, or you could just have a lot of health.
I believe that all defensive stats (health, ward, endurance, resists, armor, crit avoid, etc.) are important. However, health ranks number 1 for me because it reduces the time that you are frozen or stunned. At least that was how it was in early access. Has that changed?
I’ve noticed that resistances do matter in some areas. I’ve been getting smashed and my armor is T1-T3 so far.
Each act has 1-2 different damage types they deal. For each, you just need to focus on those. And on physical, since all areas deal physical.
But if you identify the damage type for the chapter (I think someone once posted a list of them in this forum) you can just add a couple items that boost your resistance to it, then when you move on you switch it.
Which is quite easy since its related to the colour of the skills mobs use.
Ruined era = void
Imperial era = necrotic
Divine era = elemental & some poison