Levelling Up Takes Way Too Long

I would assume that he is spending a lot of points in the earlier nodes/thresholds, which is why the later ones are still locked, due to previous node requirements.
Although I would argue that would be because he’s assigning the earlier nodes a higher priority, which would fall into the “These nodes are more impactful” category, meaning the latter ones aren’t as impactful.

Yeah, it’s certainly different to how I do it. I generally rush to the top of the mastery tree (unless there’s some nice/build defining thresholds I want) then go back & fill out/backfill the rest of the nodes.

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It’s not tiny though, it’s build defining and massive increases. I tend to play builds that come online in the 80’s though.

I’m playing my Auradin build comes online at 86 level. However 2 main uniques are wall of nothing and vessel. I didn’t even go into righteous firebrand passive yet even though I’m a healing effectiveness stacker at 75 level. Now at 86 my build comes online and am starting to get the final nodes I need.

I wrote a build guide on this build in the Sentinel forms 2 seasons ago but will be Season starting it now with the buff to Spirit of Xylem should be a monster and S++ tier.

No I don’t have any points to spare in other masteries. At level 100 I have only 5 points in abyssal endurance in the void tree. Which is the problem with Paladin. I actually need 88 points in the paladin tree. Wish they could clean up the tree some so I could invest in other trees.

Not at all. I already said I wasn’t.

It’s the 2nd half of the tree, which needs cleaning up and where I’m investing all my points for the build. (just counted I have 59 points in the 2nd half of the paladin tree)

Final note - The discussion is interesting as always but really hope the Devs clean up some design issues in passive trees and skills which require an enormous investment to get going. It hurts build diversity and these skill aren’t being used…aka shield throw.

Needing level 36 shield throw for your build to come online and a minion to bounce it off of. Compared to Hammer throw which is good from the start doesn’t make sense. (which is why no one plays shield throw as you can see in the eterra monthly breakdown.)

Just hoping for cleaner design and for the nodes I choose to not be a passive point sinks gobbling up my points for no good reason. Same for skills clean em up reduce + skills needed to be viable.

Best part of LE is build theoryrafting EHG should lean into that and give players more agency by having cleaner design. That is all.

PS - Give us 10 more passive points with new content and some items that increase passives would be cool.

This is what I’m not understanding. You need exactly 65 passive points to have access to the last node in any passive tree (20 from base tree + 45 points in that tree). That means that the last node is available at level 51 (50 passives from levels + 15 from side quests).

If they’re so build defining and impactful, I’d imagine you’d go after them first, no? And leave the less impactful nodes in the middle of the tree for the later levels.
In which case, at level 95ish you’d be filling the less important/impactful nodes.

I’m not trying to argue with you, really. I’m just trying to understand your thought process for this. Whenever I have an important node at the end of the tree, I usually get it before level 60 (or level 70-ish if I need to get a skill from another mastery).
And when I get to level 95 I’m basically just filling out other nodes which, while useful, aren’t as impactful (which is why I left them for last).

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It’s the 2nd half of the tree many nodes are extremely impactful. I edited and mentioned above.

I am going into them first and I don’t have enough points till I’m in the late 80’s. I don’t have all the thresholds I need till the 90’s.

I don’t have points to spare for the middle of the tree, I literally am traveling directly to the end of the tree as fast as possible, to spend almost ALL of my points. The only time I go back to the first half of the tree is to put the final last 4 points into alignment. Which is level 96-100 and this is actually a massive damage increase for the build.

(which was my original point I was making, getting to level 100 in some builds is required.)

That’s fine, I’ve played a lot of builds and some you might not have played so it comes down to a personal experience I am trying to convey that is a design issue. Other players like myself experience this design issue.

I think EHG has run into these design issues by adding items, and “HALF” reworking trees and skills. The partial reworks they did conflict with old nodes, items and skills. Since it’s half done. Which is why I don’t have enough passive points even at level 100. They need to finish reworking passive trees and skills to bring them inline with all the current game and content they are doing.

Hopefully all this makes sense now and I’m off to my workout be back latter if this doesn’t make sense still.

While I agree with the preceeding section (about reworks being kinda half done), I disagree with this. I think if one had enough points to take all the “good” nodes then that would be a design failure as then there’s no choice. Where the sweet spot is in terms of “I wish I had X more passive points” I don’t know, but I agree with the principle.

I’m also still confused as to how you can rush to the end of the tree but still not have all the major bits done until the 80s/90s, but you & I have a different view on this. :smile:

If you could lookup your account / character on this page and post it here, someone more knowledgeable than me could give you some pointers on what could be improved, to break into empowered mono’s and push corruption.

Is it this one? https://www.lastepochtools.com/profile/She-Hawk/character/She-Witch
(if it is, Thicket and Thorn Slinger aint good on a Lich for starters)

I don’t know. people point out how lillte importance the last few points have in the game and still make a fuzz about beeing lvl 100 should be something special. Makes no sense to me. I even think getting to 100 in a resonable time would animate people more to twink and to stay longer with the game in the long run. Making lvl 100 unreasonable to reach for average joe is most likely a downer for average joe. Then again I guess most people don’t care at all about it and simply play the game ^^.

Something I hope gets resolved sooner than latter with their larger Dev team.

You are inserting something that I am not talking about.

I never said I want to take all the good nodes. I said I want to have build diversity and creativity. Something that is lacking because there isn’t enough choice due to outdated skills and passive trees.

When you introduce new items, new affixes, primordial items. You need to rework passive trees and skills to utilize these items and affixes. Otherwise it’s “Half baked” and builds are half baked. Just incomplete because the design is behind new content/items.

Which is why cleaning up passive trees, skills is vital and urgently needs to be done to match the new items or honestly… EHG shouldn’t of even released these new items to begin with. It’s just not fully thought out or implemented correctly.

So freeing up passive points and skill points to allow players to create new builds around the new items is essential. They got to work together otherwise you just have a Mastery, Skill that isn’t used at all. Which when skills/masteries have less than a 1% use it’s a design issue. Players just couldn’t make them work.

As I said the bulk of all my points are at the end of the tree. They all have massive synergistic effects with each other for the build. This is why I have 59 points in the 2nd half of the tree. No room to explore other masteries and can’t even go back into the first half of the tree till level 96 as mentioned above.

Outdated passive nodes in trees and skills to use new Primordial items in builds creates this problem My original point is still true. In which some builds have no wiggle room with points and need to be level 100. Stopping at level 90 would just be an unfinished build.

Think it’s time to fix these issues and also perhaps add 5 more passive points to some content that is meaningful. Also an item that gives passive points for builds that are starving for points.

Again build creation/crafting is probably the best thing LE has going for it. The Devs need to lean into this and update old skills and passives. (hopefully they have done it since they released that Data in the eterra monthly)