LE Proposal 4 - Grave Keeper - Item Passive Tree

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TLDR

Passive Tree on Item, so powers can be configured and evolve with the player.

Reach of the Grave

  • … (last 2 properties merged)
  • +1 to Grave Keeper

Grave Keeper

  • Skeleton Mastery that focuses on returning damage to attackers
  • Item Passive Tree

Refracting Carcass - 0/10

  • When your Skeletons take damage, they reflect a
    portion of this damage.
  • Skeletons refers to Skeletons Archers, Skeleton Rogues, Skeleton Warriors.
  • Damage to Skeletons Reflected: 0.9% per point

Necrolife Magnifier - 0/10

  • When one of your Skeletons reflects damage, it is
    increased by a portion of its current health.
  • Skeletons refers to Skeletons Archers, Skeleton Rogues, Skeleton Warriors.
  • Skeletons Health Reflected : 0.001% per point

Mass Grave - 0/5

  • Overloads the node Empty the Graves of Summon
    Skeleton.
  • Every point spend in this node is added to the unlocked
    node and can overload its maximum.
  • Empty the Graves: 1 per point

Desecrated Soil - 0/10

  • Overloads the node Cursed Ground of Bone Curse.
  • Every point spend in this node is added to the unlocked node and can overload its maximum.
  • Cursed Ground Points: 1 per point

Porous Bones - 0/5

  • When your Skeletons cursed with Spiked Bones take damage, instead of reflecting the flat damage of Spiked Bones, they convert a portion of this flat number into Skeleton more damage taken (Ex: 60 becomes 60%).
  • Skeletons refers to Skeletons Archers, Skeleton Rogues, Skeleton Warriors.
  • Skeletons Spike converted: 20% per point

Fractured Skull - 0/5

  • When the current health of your Skeleton cursed with Brittle Bones falls below a certain threshold, it dies.
  • Skeletons refers to Skeletons Archers, Skeleton Rogues, Skeleton Warriors.
  • Skeletons Kill Threshold increase: 16% per point

Ephemeral Undeath - 0/5

  • When a Skeleton suffers a fatal wound, it is fully healed and lasts for a short period of time before dying.
  • Skeletons refers to Skeletons Archers, Skeleton Rogues, Skeleton Warriors.
  • Skeletons Undeath Duration: 3 s per point

War Cemetary - 0/5

  • When a Skeleton has a chance to resummon, the delay
    to summon a new one is reduced.
  • Skeletons refers to Skeletons Archers, Skeleton Rogues,
    Skeleton Warriors.
  • Skeletons Resummon Delay: -0.6 s per point

Skeletal Revenants - 0/5

  • Your Skeletons health benefits a portion of the More
    Revenant Health bonus of Ethereal Revenant of Acolyte.
  • Skeletons refers to Skeletons Archers, Skeleton Rogues,
    Skeleton Warriors.
  • Skeletons More Revenant Health: 20% per point

Death’s Emissary - 0/5

  • While one of your Skeletons is cursed with Marked for
    Death, you gain +1 Maximum Skeletons
  • Skeletons refers to Skeletons Archers, Skeleton Rogues,
    Skeleton Warriors.
  • Maximum Number of Skeletons: +1

Vigourous Metacarpus - 0/5

  • When your Skeletons are summoned with Dread
    Phalanx, they gain increased health.
  • Skeletons refers to Skeletons Archers, Skeleton Rogues,
    Skeleton Warriors.
  • Dread Phalanx Health increase: 16% per point

Emancipated Vertebra - 0/5

  • Your Minion Power granted with every character level
    is weakened, reducing your Skeletons natural defenses.
  • Skeletons refers to Skeletons Archers, Skeleton Rogues,
    Skeleton Warriors.
  • Minion power per char level: -0.16% per point

Perillous Ribs - 0/5

  • Your Skeletons take increased damage from dangerous
    abilities
  • Skeletons refers to Skeletons Archers, Skeleton Rogues,
    Skeleton Warriors.
  • Skeletons Dangerous Damage Taken: 50%

Ursine Calcaneus - 0/4

  • When you loot items, they can roll increased Minion
    Health, and the chance to do so is increased.
  • Ursine Affix Chance: 5% per point

Meat Shield - 0/20

  • Overloads the node Effigies of Necromancer.
  • Every point spend in this node is added to the unlocked
    node and can overload its maximum.
  • Effigies: 2 per point

Cold Anger - 0/1

  • Chilled enemies are faster instead of slower.
  • Chilled Enemies Less converted to More: Yes

Explainer

  • Fantasy: Item Passive Tree, Item to Level Up , Skeleton Warriors, Reflected Damage
  • Best attributes:
    • % of Minion Damage Reflected: % Damage to Minion Reflected to Attackers // Scales with enemy’s hits
    • Minion Max Health: { Minion, Skeleton, Skeleton Warrior } Increased Health, Intelligence // They Resummon with Max Health
    • Maximum Skeletons: +1 to Maximum Number of Skeletons // More Skeletons = More surface of reflection
    • Hero Max Health: Increased Health, Health, Vitality // You need to take damage to redirect it to minions via Necromancer / Effigies
  • Useless attributes:
    • Hero Stats: Everything that is not Intelligence // Prefer Minion Max Health and Intelligence
    • Hero Reflect: % or Flat Damage Reflected // Grave Keeper / Meat shield redirects on Minions, which is more efficient
    • Minion Flat Reflect: Flat Damage to Minions Reflected to Attackers // Does not scale with enemy, they need %
    • Minion Partial Heal: Minion Health { Leech, Regen } // Does not scale with enemies, Skeletons need full heal
    • Damage: { Hero, Minion } { Damage, Critical Damage } // Reflected Damage cannot be increased in any way
  • Worst attributes / nodes:
    • Hero & Minion Defense: { Hero, Minion } { Immunity, Critical Avoidance, Dodge, Resistance, Ward, Armor } // You + Minions need to take damage
    • Vitality: Every point of vitality grants +1 { Poison, Necrotic } Resistance // You need to take damage
    • Summon Skeleton / Marrow Tap: Physical Resistance // Minions need to take damage
    • Frailty: Reduces enemies hits // You + Minions need to take damage
  • Gameplay: Passive. Assassinate mode. Skeleton Warriors active and healthy to maximize Reflected Damage
  • Reach of the Grave: Level up with this item, from early game to end game
  • Grave Keeper: Passive Tree on item, 101 points (1 point per Character Level, +1 point granted by the item = 101)
    • Refracting Carcass: Early game incentive: 9% Damage to Minions Reflected to Attackers
    • Necrolive Magnifier: Core proposal. Skeleton’s current health as multiplier for Reflected Damage
      Example:
      • 1 Damage Taken x (9 + 18 + 18 + 22 + 33)% Reflected x (10 points x 0.001%) x 2,449,761 Skeleton’s current Health
        = 1 x 1 x 0.0001 x 2,449,761
        = 244
        = x244
    • Mass Grave: Quality of life. Circuit breaks Summon Skeleton / Marrow Tap.
      Circumvents Max Summon Skeleton spendable points. Overloads Max node points
    • Desecrated Soil: Circumvents Max Summon Skeleton spendable points. Overloads Max node points
    • Porous Bones: Take Flat Reflected Damage granted by this node, appends ‘%’ to the value
      Example: (Spiked Bones: 4 points x 15 Flat Damage) % x (5 points x 20%)
      = 60% x 1
      = 60%
      = x1.6 Skeleton Damage Taken
    • Fractured Skull: Increase Kill Threshold on minions so they resummon at full health more often
      Resummon at full health is the way because health { regen / leech } does not scale
      Example: (Brittle Bones: 3 points x 4%) + (5 points x 16%)
      = 12% + 80%
      = 92% Minion Kill Threshold for Skeletons
    • Ephemeral Undeath, War Cemetary: See the Resummon section later in this explainer
    • Skeletal Revenants: Benefit the health bonus of Acolyte / Ethereal Revenants
      Example: (Ethereal Revenants: 6 points x 50%) x (5 points x 20%)
      = 300% x 1
      = 300% Skeletons More Health
    • Death’s Emissary: +1 Skeleton so in end game we have an add number for Dread Phalanx
      Provides a hint on top of an incentive, so players use Bone Curse / { Merciless, Sigil of Mortality }
    • Vigorous Metacarpus: Increases the health bonus provided by Dread Phalanx to make it worth
      If you have -50% Skeletons, you need at leat +100% health to make it worth
      We arbitrary define the benefit at 20% so the target is 100 + 20 = 120%
      Example: (Dread Phalanx: 40%) + (5 points x 16%)
      = 40% + 80%
      = 120%
      = x2.2
    • Emancipated Vertebra: Without this node, Minions would get 0.8% Minion power per Character Level
      (+60% Damage and -60% Damage Taken). We do not need Minions to deal damage.
      We need Minions to take damage. This node removes the undesired base effect
      Example: (Minion power: 0.8%) + (5 points x -0.16%)
      = 0.8% + -0.8%
      = 0%
    • Perillous Ribs: Without this node, Minions would get -60% Damage Taken from dangerous abilities
      We need Minions to take damage. This node removes the undesired base effect
      Example: 1 x -60% + +150%
      = 1 x (1 - 60%) x (1 + 150%)
      = 1 x (40%) x (250%)
      = 1 x 0.4 x 2.5
      = 1
    • Ursine Calcaneus: Boots cannot normally roll this affix. Furthermore, the Ursine affix is very rare on weapons.
      This node allow the Ursine affix to roll on any items, including boots and weapons
      In addition, the chance to effectively roll the Ursine affix is increased
      This node is useful in early game when used with Necrolife Magnifier
      It is also useful in end game, as Ursine as a 20% increased chance to roll VS other ones for Primordial affixes
      Example: 4 points x 5%
      = 20% Chance to get the Ursine Affix
    • Meat Shield: Circumvents Max Necromancer spendable points. Overloads Max node points
      Redirects most of the damage on minions. 2 points of Necromancer / Effigies per point of Meat Shield
      Example: (Effigies: 5 points x 2%) + 20 points x 2 x 2%
      = 10% + 80%
      = 90% of Damage Taken by Necromancer Redirected to the lowest health minion
    • Cold Anger: 2 x Hollow Fingers rings = 2 x 70% = 140% Chill on hit when you cast Bone Curse,
      Which normally means -12% enemy attack speed for 4 seconds (-36% at 3 stacks of Chill)
      We simply convert the negative sign to the positive sign, so enemies attack faster
      With +36% enemy attack speed (stacks), damage taken by minions will be reflected faster
  • Minion Damage Taken:
    • Emancipated Vertebra, Perillous Ribs: Resets Minion Damage taken
    • Porous Bones: 60% (x1.6)
    • Marked for Death: 25% (x1.25)
      • Bone Curse / Merciless: Bone Curse on Minions
      • Bone Curse / Sigil of Mortality: Bone Curse Triggers Marked for Death
      • Bone Curse / Oppresive Gaze: Unlimited duration for Marked for Death
      • Bone Curse / Cursed Ground (via Grave Keeper / Desecrated Soil): Area / Zone (Removes the limit of 1)
    • Total: 1.6 x 1.6 x 1.6 x 1.5 = x6.1
  • Skeleton Damage Reflected: 100% (x1)
    • Refracting Carcass: 9% of Skeletons Damage Reflected
    • Huge Immortal Idol 1x4: 18% Damage Reflected For Skeletons And Skeletal Mages
    • Huge Immortal Idol 1x4: 18% Damage Reflected For Skeletons And Skeletal Mages
    • Helm: 22% of Minion Damage Reflected
    • Armor: 33% of Minion Damage Reflected
  • Skeleton Max Health
    • Skeletal Warrior: 100 Health
    • +1 Character Level: +8 Health for Skeletal Warrior
    • +1 Point of Intelligence: +8 Health for Skeletal Warrior
    • Total Minion Base Health: 1384 + 800 = 2,184
    • Necromancer / Blood Feast: +40% Minion Health
    • Acolyte / Stolen Vitality: +72% Minion Health
    • Summon Skeleton / Shambling Steel: Remove Archers (Only Skeletal Warriors, for Necrotic Conviction)
    • Summon Skeleton / Necrotic Conviction: +75% More Skeleton Warrior Max Health (Multiplicative: x1.75)
    • Summon Skeleton / Dread Phalanx + Grave Keeper / Vigorous Metacarpus: +120% More Skeleton Max Health (Multiplicative: x2.2)
    • Acolyte / Ethereal Revenants: +300% More Skeleton Max Health (Multiplicative: x4)
    • Necromancer / Mortal Tether: +150% Minion Maximum Health
    • Rings: +35% Minion Health, +300% Minion Health
    • Helm, Gloves, Belt, Relic: +600% Minion Health
    • Amulet, Catalyst: +702% Minion Health
    • Offhand / Fleshbound Tome: +66% Minion Health, +702% Minion Health
    • Armor: +900% Minion Health
    • Total Skeletal Warrior Health Increase: 5,653% x 1.75 x 2.2 x 4 = 87,056%
    • Total Skeletal Warrior Health: 2,814 * 87,056% = 2,449,761 Max Health
      Full Heal
    • Summon Skeleton / Aegis of Death: Heal a Skeleton on a Skeleton’s Death
    • Grave Keeper / Ephemeral Undeath: Skeleton fully healed if fatally wounded (15 seconds grace period, renewable indefinitely, zero cooldown)
  • Resummon
    • Summon Skeleton / Immortal: 40% Resummon chance
    • Summon Skeleton / Unbound Necromancy: 40% Resummon chance
    • Total: 80% Resummon chance
    • Grave Keeper / Ephemeral Undeath: 5 points x 3 = 15 seconds afterlife to reflect damage (killing shot + next ones) at full health
    • Grave Keeper / War Cemetary: 3 seconds - (5 points x 0.6) seconds = 3 - 3 = 0 second before resummon = instant resummon
  • Max Nb Skeletons
    • Necromancer: +1 Maximum Skeleton
    • Necromancer / Tyrant’s Legion: +1 Maximum Skeleton
    • Necromancer / Unbound Necromancy: +1 Maximum Skeleton
    • Summon Skeleton / Grave Walkers: +1 Maximum Skeleton
    • Summon Skeleton / Marrow Walkers: +1 Maximum Skeleton
    • Summon Skeleton / Hollow Walkers: +1 Maximum Skeleton
    • Ring / Hollow Finger: +1 Maximum Skeleton
    • Ring / Hollow Finger: +1 Maximum Skeleton
    • Armor: +1 Maximum Skeleton
    • Grave Keeper / Absolution: +1 Maximum Skeleton
    • Summon Skeleton / Dread Phalanx: -50% Maximum Skeleton (Rounded Up)
    • Total Skeletons: Math.ceil( (3 + 9 + 1) / 2) = 7
  • Misc
    • Boots / Stealth: Enemies target your minions in priority instead of you
    • Blood Aura, Dance with Death: Mandatory points to progress,. Other options are worst (Vitality, Resistance, Armor)
    • Tyrant: -9% Minion health, but grants access to Tyrant’s Legion (+1 Skeleton). 9 / 5,653 VS 1 / 12. Ratio is in favor of +1 Skeleton
    • Forbidden Knowledge: The Resistance cost is too high for Intelligence benefice on Minion’s Health. You need to take damage like a Skeleton

See also:

https://epoch-proposals.web.app/