Leveling -- Resistance cap required?

Currently level 50, chapter 7, low 20’s for most of all the resistances in a void knight build. I am finding that I am being one-shot at every turn… Really surprised at this point in the game that this is happening. Its so bad I can’t progress.

I have not been trying to min/max resistances, as I figured it wasn’t really important until end game… but I am starting to wonder if that is not the case… Should I by pushing for cap already???

NOTE: Physical is find, everything else is really bad on trash…

Generally resistances are not mandatory to cap. On some classes and builds you could easily ignore them entirely.

But resistances are one of the most efficient ways to get alot tankier.

So i would try to get some resistance, but you do not need to fully cap it. Depending on your build all the other defensive options (the more obvious ones for Sentinel) like health, block and armour are also very good. Dodge is also a valid option.

A mix of a couple of them also get get the job done.

If you have reliable sustain like leech, life on hit/block or hp regen, i personally do not take poison resistance most of the time. Most of the very bad poison stuff can be avoided, as the most dangerous poison damage often times are ground aoe’s.
So you can focus on one less resistance and try to get the poison resistance later if really needed.

I have a lot of leach and regen in this build and good mobility. Trying to fight the tower boss (Thetmia) and I am about to call it a day… over an hour trying to down it. ANY hit is insta gib for fire damage. 40% resistances, 650 health. If I can’t avoid 100% of the damage I’m done. Bugged? Maybe? In General, elemental damage types drop me extremely fast for trash, and has been an issue since the “cold maps”.

Just doesn’t feel right this early in game play to have this many issues…

From the mob types/areas you just listed, alot of mobs there have dangerous ability, that need to be avoided.

The most dangerous ability from the tower boss are the meteors, which need to be avoided at all cost, even with a very tanky build they can 1-shot or almost 1-shot you.

On the cold maps there are also alot of mobs with telegraphs (for example the Rime Giants with the Avalache or the Bitterwings Frosty Bats with their Dmg Cone)

All of those very dangerous ability have a very specific pattern and if you learn the enemies you will get used to it and adapt your approach.

Even white “trash” mobs are very dangerous in LE, that’s just a thing LE does. Mob density is not really high, but almost each and every mobs does pose a danger to the player.

While you can definitely can improve your defenses and maybe even survive some of thise telegraphed abilites, to give you more room for mistakes, they generally can be avoided very easily.

If you have issues with very specific mobs, maybe i can give you some hints, but i do really like that alot of mobs, depending on your build need to be approached a bit differently.

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reaching for cap early game isn’t that vital as others have noted, but i find it a good general rule of thumb to try to have resistances at or near the level of the zone. this is because of the way enemy penetration scales with area level. (1% per level, capped at 75. this means that you effectively have 0% resistances in level 75+ zones if your resistances are at or above cap.) penetration applies after the resistance cap, so having over-capped resistances is not necessary. if you want to completely ignore enemy resistance shredding, you would need 115% total resistance, but that’s fairly overkill since most mobs do not have shred.

as you get more familiar with the way the story progresses, you’ll know which resistances are more important at various times. generally, void and phys are most important at first, then phys and necrotic, then phys and fire, then phys and cold, then phys, cold and lightning… monolith timelines also have thematic elements but there’s more variety there so it becomes important to have all the major ones at cap. this is especially true for arena which has every damage type.

basically phys is always good to keep up and the other elements vary by which chapter you’re in at a given time. poison resist is the only way to protect against poison damage, but in almost every case enemy poison is big obvious pools that are easy to avoid, so you can get away with less poison res than the other ones as long as you pay attention to staying out of those pools.

as a sentinel you have access to a lot more armor and block than other classes, which will help a lot against those big telegraphed hits like the meteors you mentioned having problems with. you should still get used to avoiding big telegraphs in any case, because they are designed to be very dangerous. dots are also very dangerous because they ignore armor and block and dodge.

Personally I just stack Dodge, Health & Vitality on gear while leveling. Set my filter to recolor items with these stats that way I know to grab that item (especially if it has an open affix slot). If melee I use life on hit and life on kill on my weapon. If caster I just use life on kill on weapon and usually 1 or 2 idols.
I would have at least twice the amount of health you have and usually around 50/55% chance to dodge when where you are at.

Especially the last 2 chapters some enemies have a lot of elemental damage.

I usually don’t care about resistance during the story, until I get to the point where I’m thin like paper. Then I slap some resistances on my gear, maybe even trade some damage for a bit of defence. But 40% at the point where you are is absolutely fine as long as you are aware of the really dangerous attacks.

So before you try to increase your resistance to get tankier for the bossfight, try to stack more damage to beat him faster. The faster he dies, the fewer attacks you have to avoid.

Also in later levels at lagons temple the Lightning damage is high. The mob density makes it easier to just kill the enemies fast with burst damage than try to tank the damage from that many sources.

Sometimes offence is the best defense. For story this works fine for me. I don’t have 40% res on most chars when I finish the story.

Only exception may be the Lagon fight in the second phase where it’s near impossible to avoid damage. If you get oneshot from his waves, you can’t win that fight. But that’s the only real defensive gear check imho.

Can you post your skill loadout? Just the name of your skills and what route you’re going roughly. Maybe there are some synergies you’re missing that could make your life easier.

If he’s in his 50s & in chapter 7 the area level will probably be in the mid-high 40s, if he has resists in the 20s then he’s taking an additional ~10-30% increased damage. For experienced players (like us), that’s fine because we can avoid the vast majority of the damage, but for someone who’s not so experienced, keeping your resists above the area level (up to the cap) would probably be helpful & not too difficult to fix.

Noone said Movment speed yet!

Get some! 30-40% inc movment speed makes doding a lot easier.
A pair of boots with a high implicit from the vendor will do. You can get cold res here too. Craft t3 movment spped on it.

For rings you can get additional 16% or 24% ele res … what ever you prefer. Craft fire/cold res t2/3on them.

This will make you fast and easily bring your res up. But you do not need res and they wont help you against lagoons beam attack e.g. get used to dodge…

Movment speed really helps.

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I dropped the dual-wielding passive, after getting a very nice 2H Sword drop (The Last Laugh). That 12% damage taken increase from dual wielding was significant. My problems are gone instantly…

Sheet DPS is also 40% more now as well which helps me rip-through mobs.

Sounds good, but resistances and other defensive stuff is always something that you should be aware of and there will most likely come a point again, were you need to rethink some of your building choices.

And btw, sheet dps is really not a stat worth looking at currently. There are just too much things not included in that calculation (mostly situational stuff)

As many has said, it might not be mandatory to cap resistances while you level, but remember that some stronger mobs can absolutely one shot you if you are made of paper. Certain bosses have nasty attacks that can easily one shot you if you are unaware of them. Having some resistances (mostly physical/elemental), health and dodge/block/armor (depending on your char) is adviseable. Even if you have to sacrifice some damage for it.

As @Matchrocket said the dual wield drawback of 12% more damage taken is huge. You have to build around it. Its risk/reward. And from my own experience the drawback is not meaningless.

I saw a lot of posts that say dual wield is just op and there’s no incentive to play something else like 2h or 1h/shield. My own experience is that this highly depends on your gear quality and skill to avoid incoming hits. My last lvl 85 judgement pala melted through everything. When I hit the level 100 timeline I could progress through the first 2 quest echoes but then struggled to get to the end boss. I just was too squishy and once in a while got wrecked what decreased my timeline progress.

Agree. My reply was just to re-enforce what other people have already said. Do not underestimate damage enemies can do early on. Especially if you find yourself being underleveled, as enemies penetrate 1% more per zone level I believe.

The dual wield is one example. You trade offense for defense. In that scenario, getting more defensive stats on gear to compensate can be beneficial.

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I always try to cap all of my resistances. I feel like my builds are incomplete if I don’t.

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I’ll definitely understand people seeing a “goal” in reaching the resistance cap, this mindset is really not that good IMO.

By always trying to max resistances you often times limit your defensive versatility, that you can really have in LE if you really want.

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