Feedback in advance for the 1.3 Lich Overhaul

Hello all,
my name is Heavy and I am a Harvest addict.

As a avid Lich Enjoyer, it was literally the reason why I bought LE in the first place, when I saw Reaper Form and Harvest being available skills.

In preperation of the planned Lich update in 1.3 I wanted to resurface some of my older posts that are still very much valid on top of making a few suggestions for Passives and Threshold Passives for an udpated Passive Tree.

Here are two of my older posts regarding Lich in general and more specifically Reaper Form and some Harvest Feedback:

A TLDR for these would be:
Reaper Form is very cool and thematic, but feels way mroe mandatory then any other mastery skill. It either needs massive rrework or something that would rival it and be naturally incompatible with it, so you have to choose betwen Reaper Form or something else.

And Harvest has too few interesting nodes to really scale its damage. It basically only survives somewhat because of the 1 Int = 1 Flat Melee damage and Lich having 4 digit % damage increase with Death Seal.

Now to some new suggestions.
I will simply list a couple of concrete ideas that hopefully spark inspiration for EHG.
Some of them I will explain a bit more why others I will simply give the suggested stats:

  • A lot more very powerful Health Regen Nodes. These would be inherently incompatible with Reaper Form and thus cause a tension between choosing Reaper Form or not. But they could be made very powerful.
  • Flat and % Health Regen

A few ideas for thresold passives scattered across the Passive Tree:

  • Flat Regen based on Vitality
  • Increased Health Regen while leeching
  • % of maximum health regen/sec

Lich always had the theme of a lot of power per node, but having some sort of downside. A node that gives a huge benefit for Crit Chance/Crit Multiplier a the cost of -5% Maximum Critical Strike Avoidance (you can’t get 100%) and taking X% increased bonus damage from crits (this should be additive with reduced bonus damage from crit
Similar to the new Void Knight Node Abyssal Fluctuations X% of incoming Physical, Void and Poison Damage is converted to Necrotic / Y% less necrotic damage taken

Maybe a new idea for a tech in a passive tree: two very strong thematic nodes that are mutually exclusive.

  1. When you hit a Full Health Rare/Boss enemy you gain X% more damage for Y seconds
  2. X% Melee Kill Threshold (more than the 10% that is currently in the passive tree so its a bit ā€œspecialā€ compared to other classes that can get Kill Threshold, since its very thematic for Lich. Maybe Something like 14-18%

A Passive similar to Runemasters Inscribed Instruments Nodes. There is also a Node similar to this in Erasing Strike and Profane Veil:
Based on the Weapon Type you are using you get different bonuses.

  1. Axe: %inc. area for skills
  2. Wand + Off-Hand Catalyst: Poison + Necrotic Penetration
  3. Wand + Shield: Ward Retention
  4. Spear: Poison Penetration

With the removal of Endurance Threshold on most gear pieces it is incredibly hard to get 33% of your health as Endurance Threshold, especially once you start scaling health into the thousands. This was a very statisfying breakpoint to reach in conjunction with Deat Seal’s ā€œDeadlockā€ Node (the one setting your health to 33% Health).
Lich definitely needs Endurance Threshold Support in the passive tree. Maybe even something like the Body Implicit: %maximum life added as Endurance Threshold.

And as the final suggestion a probably very controverse idea, that possibly needs some rebalancing of existing items.

  • A big 1/1 Theme-defining passive node which would shape possible future Weapon Designs:
    Allows you to wield a 2-H Axe in One Hand together with a Off-Hand Catalyst. (All Scythes are ā€œaxesā€). Converts half of all added Melee damage to Necrotic Spell Damage.

Alright that it from me for now. What do you think?
Do you have any ideas or wishes for the upcoming Lich update?

PS: Never forget: Everything comes with a price - even death.

3 Likes

Most importantly though I think Lich needs an alternative for Death seal or some kind of rework around it. The ability is on the same level as Volatile Reversal for Sentinel (if not worse) and too much of the class’s power is locked around the skill being active.

Flat Endurance threshold was a scam anyway as you would do better with some form of health affix in its place anyways.
The body armor implicit I’ve always seen as a bit problematic since body armor slot competes with many strong DR options like Titan heart and Null portent (now even Pale Ox) that always beat it.
However, now we have Brewmaster’s Buckle a pretty much must have for any Lich(IMO) and synergizes well with the potion stuff in Lich although it would be good to have other non potion spamming options.

This is good but make it Elemental and void not Phys and poison. Lich already has Aura of Decay reducing Poison damage and Armor during Deathseal as well as the potion node to protect from Phys.

Other things Lich needs IMO:

  1. General more resistances/health/defenses in its tree, it is wayyy weaker than both Warlock and Necro in this regard as both of those have solid resistance and %increased health nodes in their trees.
  2. More oneshot protection, stuff like the hit damage is taken as damage over time on new gloves I feel like that should be baseline for Deathseal lich else it is just too much more prone to oneshots.
  3. A node to flip the mastery bonus from missing health to current health at the end of the mastery.
  4. The ward retention from Intelligence is typically wasted on Deathseal Lich, give some way to convert the retention into a useful affix (Maybe endurance threshold or flat health or increased damage).

Also for Harvest, I think being the only melee skill in a spell focused class, it should get some major boosts in damage and additional synergies. Give it a node like Flame reave where it gets flat damage based on your flat spell damage(this will also give it a double dip synergy with Mourningfrost. Also give it a node Witchblade where any modifiers such as % increased spell damage and % more spell damage apply to Harvest as well. Its tree needs to be tightened up(less points, more benefits) as it is a major pointsink to get good nodes. Also the Spirit shards node looks thematic with the 13 but is awful in actual practice so that should be reworked as well (Maybe make it 6 as 666 is also sinister, syncs with Death’s embrace and keep the buffs at 13%).

2 Likes

Sorry, a bit unrelated but when I saw the post title, all I could think of is Marrow Shards rework/improvement.

Hopefully it finally get its deserved improvement in which they totally missed back in 1.0 together with the introduction of Warlock and Falconer class. Hopefully in 1.3.

Although they also missed buffing/improving Abyssal Echo’s Potent Corruption node this patch where Sentinel is the main highlight. Too bad it’s one of the build/idea of this skill I really want to make it work in higher corruption and endgame content. (though I’m totally happy with VK’s overall improvement):

And feels like they’ve also missed buffing this part of the skill tree too. I don’t think it’s even ā€œmultiplicativeā€ when most of the node that enhances a subskill’s damage are multiplicative on other skills (I tried focusing on this node and the damage was quite bad)…

Anyways, I’d really love Lich rework too as it’s one of my most-played classes 2nd to Sentinel.

Yes & we feel sad for you. We are always here to listen.

Apart from Holy Aura & Falcon.

Yeah, I’d argue that Death Seal is a bit too mandatory as well.

That node adds flat damage to the initial hit to make up for the lack of DoT, all the other nodes should affect it unless they specify that they affect the DoT.

Hello everyone,
Started my first Harvest character yesterday, currently 55 and while planning its build i was shocked how difficult it was going to be to both get my resistances up AND get endurance threshhold AND get my HP up, as the passive tree only helps with armour and HP, whereas my mages and sentinels only ever had to care about non elemental resistances as their passives provide them everything else.

It’s also frustrating how death seal has ways to make use of ward gained outside of death seal but all those ward generation sources become useless during the seal. I wish the nodes converted the ward gen to something on top of the ward deletion on using the skill.

Side question since i’m very confused about it, the def shred node on bone curse : at 5/5 on the node, it gives ā€œ100% armour shred chanceā€, does it mean just one stack of that debuff uppon applying the curse?
or 20% chance to apply the debuff every time the cursed enemy is attacked, proccing the dmg, since it’s a 20% effectiveness skill?

Bone Curse is a little bit of a weird one here. All Ailments in the skill spec tree work when Bone Curse is dealing damage, so everytime the cursed target is hit.

But other ailment chances outside of the skill tree will not work, because this would make Bone Curse ridiculously strong since you need to hit soemthing anyway and it would double all your ailment applications.

The damage effectiveness has nothing to do with ailment application.

2 Likes

Gosh so that node seem to be super powerful then, many thanks Heavy !

It’s one stack per hit, that’s not much.