The greater blessings (for the 100 version of each monolith) can give 55%-75% resistances. So hitting these blessings could remove a lot of affix requirements that can be used on ward generation and health.
Other underrated things are making sure you have a cleanse on an ability or cleanse on your potion (There’s a belt affix that gives cleanse to your potions). This solves the poison/ignite/bleed issue as they can hit very hard without you realizing it. The debuffs also show up above the right side of your skill bar.
Some spots are really annoying for blessings since there is overlap. For example, the Winter monolith has a 75% physical resistance, 75% cold resistance and 55% armor blessing there. You need the armor blessing the most usually, so those two resistances are just lost. Spirits of Fire makes you decide between flat armor and 75% fire resist which is brutal. Ward per Second appears on the Lagon blessing so you’d lose out on 75% lightning resist. So its a balancing act on blessings versus affix slots on gear pieces.
At the same time, fire, cold and lightning are much easier to get with elemental resistances. So I feel that going for poison, necrotic and void as far as resistances goes.
Depending on your needs of course.
Myself being an necromancer, I could fill up poison and necrotic easily with a blessing and passives and get it all out from my gear.
There’s a set ring that completely solves a lot of early (or even just all) problems for Mages and Acolytes. Ferebor’s Persistence has an incredibly high amount of Intelligence (up to 17), VERY high flat armor (up to 180), the implicit has ward decay increase and very high Necrotic Resist (up to 45) and you can use two of them.
I have one of these in my stash but I was not using as it also gives health regen. And more regen means less wards.
Right now, with a rare ivory wand and a rare opulent focus (so not even exalted), I stand at 4200 ward. And I do not have the belt that helps with the conversion yet and the mages are giving me everything else but that one
The health regen is fine. You’ll still be losing health in your build if you are using the glove experimental and/or the boots and the regen won’t ruin your ward gain really. In fact the ward degen implicit likely cancels that problem out.
Either way, I am happy as I just beat the Black Sun monolith on a corruption of 100 for the first time and I was lucky enough to get a 74% void resistance blessing out of it.
I did die to him once as on that run, his rotating attack actually slowed down. Not sure how to explain this but there was no way I could have dodge that, even if I had a movement skill ready to use.
Still got him on the second attempt. Corruption 100 might be low for you veteran players but for someone like me who started on launch day, it is HUGE
I already got 5200 ward at this moment in time and it keeps growing as I continue to upgrade my gear with more health and retention.
In general, I am fine but slow in empowered. The fact that things like the void catapult in the beacon area oneshot me even with 5k ward makes things a bit hard but in general it is mostly a matter of not trying to go too fast. Where in regular it was not a problem at all.
I wish there was average monoliths at 50 corruption, without having to raise them by 4 increment, as a middle ground. It would help to gear up without facing huge difficulty.
The monolith siege units (Moon Spire, Wengari Spire, Void Spire etc) all do high damage but those abilities are telegraphed. Just have to be careful when aoeing mobs in a cluster cause the siege units can sneak those telegraphs under you while you are fighting them.
True. the area where I died 3 times already is because the beacon is spawing on a shipwreck map and there are always mats and hole in the ground that prevent you from moving from one side to the other. So to stay in the circle and charge up, you have to so take the hit.
Best thing are the pillars that shoot green stuff on a green map where you constantly need to be on the lookout because at certain points it’s so hard to see where they come down ^^.
Keep in mind you can get reduced bonus damage from crit in lieu of CSA if you run across that more frequently. CSA and reduced crit damage both cap at 100% and offer essentially the same advantage. With the exception that reduced crit damage rolls with armor bonus as well.
Citadel Boots roll with reduced crit damage implicitly and have high baseline armor. It’s technically possible to hit reduced crit damage cap with just a single pair of boots while also receiving a sizeable armor bonus. This was ultimately the reason I went for reduced crit damage over CSA myself.
I’m receiving 12% of my total armor bonus and 45% reduced crit damage with just my boots alone. If you’re lucky with a seal proc and T6/T7 exalted rolls, you could hit the 100% cap with just one item. I’m not a necro, but you can see mine for an example:
You talk of “learning and improving” while knowing nothing about the subject matter. That’s why you talk about nothing and contribute nothing. When someone gives feedback, you listen. When someone asks for help, you talk. Learn the difference. It’s good to see I’m still living in your heads rent free, though.
Maybe you’re not aware, but EHG has a forum for feedback:
This is the General forum, where people think it’s OK to chime in on threads. For my part, I thought there was a lot of good info in the infamous Spellblade flame thrower thread. And it was a flame thrower thread – you and the other guy went at it for many posts. I was there to learn stuff.
Speaking of rent free, I thought you wanted me to go away? Like I said, pot calling the kettle black is a phrase made for you, but hey, let’s go back to the other thread and not derail this guys thread. Even you can admit we’re both toxic and don’t need to spread it to other people
I feel that it need a middle ground between regular monoliths (that most people rush through so have little to no corruption with lower monster levels) to jump to level 100 monsters and 100 of corruption.
It is as if you played POE act 1 to 5, then get the penalties of act 10 but without the gear of act 6 to 10. Would be harsh to say the least.
Having a middle ground of monsters level 100 and corruption of 50 would help a lot there.