Captain America Shield Throw META - Last Epoch Build Guide

Unless I’am missing something “Throwing Attack Critical Strike Chance” doesn’t exist on char sheet. But Raider Axe does indeed say “base crit”, and all my crit values (base, spell and melee) go up. So I guess it works.

It doesn’t, but the throwing attacks use the “other” crit chance line (ie, the not-melee-or-spells one).

Sounds like it should. :slight_smile:

Hey guys… thanks for the feedback…

Agree 100% - I even tried having it auto proc off of lunge to make it “feel less clunky” but it just doesnt seem to fit in with the playstyle nicely and I dont really see much benefit for it.

Definitely.

I think I am happy with the spell route - in two minds about wand or scepter but the Mail Crusher might push me to scepter route if I find a decent one. 120% increase seems worth a look at least. Second Keen idol… They are damn hard to find 10% ones with a secondary that is actually useful and not a waste of a stat but If I see one I will try it.

I was considering the Divine Bolt idol, but the best I have is a 6% and I’d have to sacrifice my burning grand solar idol to squeeze it in… Do you think that its worth it? Does it benefit from all the spell damage bonuses? Difficult to tell with some of these as there is no way see what its damage might be without re-arranging things just to test…

Haven’t tried it, but it could be with your attack speed. And the fact that Divine Bolt is indeed considered as both Fire, and a Spell.

Another thing to pin to the drawing board then… I know this is only a beta game, but I really wish for an online build simulator that could take the guesswork out of this part of the building… Its not that cumbersome to rework things but it can be a little “six of one and half a dozen of the other” only to put it all back again… :stuck_out_tongue_winking_eye:

So I figured out a quick test… Cant really tell for sure how much damage it does but its targetting makes it erratic at best and absolutely useless normally.

Unlike the Keen idol & smite which fires at a target enemy, Divine Bolt fires at a “random nearby enemy”. Not sure if its the Throwing Attacks that mess it up when its expecting to have hit on melee, but it fires all over the place, 180degrees in the opposite direction when there is nothing behind you, against walls or open chasms - basically anywhere other than the direction you are attacking (ok, once in a while it goes forward).

TLDR of it is that this might work with a melee build and it does proc with throwing skills but it is utterly useless with random targetting.

not sure why u guys are using frailty on hit, looks like ive missed something isnt Frailty on hit reduced poison protection?

No, Frailty on Hit is a new affix (added in 0.7.10) that procs the Frailty ailment which reduces the damage dealt by 6% per stack with up to 3 stacks.

The wiki isn’t particularly up to date. The game guide, lastepochtools.com & lastepoch.tunklab.com are much better.

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@stefthedude plans to update build to current patch 0.7.10? :slight_smile: <3

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thanks mate

soon :smiley:

After pushing a bit more on arenas, I came back to using scepter. I can’t afford to go to 30 points in the sentinel tree for Blademaster as I need all the tankiness I can get from the Paladin tree. I still think Blademaster+sword/axe is better damage wise, or for farming monolith, but god do I need more HP for arenas !

Tried Divine Bolt a bit, it’s better than expected but it’s too big of an investment for “just” a (super) random proc. Note that I tend to play in melee range, or very near melee range when playing.

Still trying to find the best mix of DPS nodes on still throw to have a good mix of both single target and AoE damage.

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Gib gas amoi, lei mea am pudan :roll_eyes:

Waiting for an update too :hugs:

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Build has been updated thanks to everyone helped pushing you guys are amazing!

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Awesome, went the tanky spelldamage route and will try this, thanks for the update. SigNils of Hope ftw! :grin:

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Hi! something that has been around my mind is that if we can get to the eruption node via the irccochet one. Shouldn’t it be best to not convert the phys dmg to fire? then with the added fire the skill would scale with %phys and %fire. Isn’t it better? I’m trying to do a Forge vertion of shield throw build.

Separate bits of the skill would scale with phys & fire. If you convert the shield throw to fire then all of it scales with fire & you can stack % fire. Though Eruption is a spell so it’ll have a lower base damage since the only place you’re getting spell damage from is Sigils of Hope.

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Yeah that’s what i meant. The skill already scales with fire because of the added fire node and this way you could either get items with % phys or % fire and it will add to it. and divided type of damage would mean better dmg to specific resists.
The problem may be that if you only get % fire for example you would get less in total because you have some base dmg in physical… or viceversa

Which is why it’s more effective to focus on a single damage element.

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