New Rogue Skills and Class Updates | Coming to Last Epoch March 26

Can shadows use bladestorm? my whole plan was to proc shadows with the new set and cast many bladestorms with them. tooltip for shadows on shadowrend does not say it casts bladestorm

By the way, yes, it is very strange)

Olá pessoal!
Aos mais experientes com a classe mago, será que o spellblade melhora muito ou o mago de raio ainda é melhor?

“Indirect casts create half as many Ice Spikes” <— are they really finally giving us ways to cast shatter strike on hit?! HALLELUJAH!

I am really excited about the Shadow Rend ability coming with this new season. I have tried to do a melee shadow + shuriken hybrid twice since release, and both times the gameplay didn’t really align with the fantasy I envisioned. Shadow Rend on the other hand looks like it will deliver. Here’s hoping RNG will be kind with the Scissor of Atropos drops. Can’t wait EHG.

So with the node for shatter strike allowing you to convert to lightning does this mean bloody nib relic will work with cold/lightning??? If not this change is meaningless seeing as bloody Nib is so unbelievely powerful and accounts for a massive part of shatter strike damage. If bloody nib works exclusively for cold damage it will render any lightning varient of shatter strike obsolete in a dps comparison.

shatter strike already has a way to be cast indirectly, the node that makes it costs 90% more mana per point to cast an additional time technically only has one direct cast.

:+1: nice

From full to negative mana in 1 cast :sweat_smile:

1 Like

Most likely by direct Blade Storm use, Shadow Rend has nothing to do with that

At this point I am really curious about problems you think Spellblade has and what are you trying to adress with these changes. Like, in my book, it’s still out of place as mage subclass and these changes do practically nothing in that regard. What happened with attack damage to spell damage conversion that had been mentioned before?

1 Like

How so?

  1. Spellblade skills are attacks, so they scale with attack damage and speed. Everything else in Mage are spells (except Mana Strike, but that skill doesn’t really scale with attack damage either). The mid-campaign transition is very rough because of this — you need to replace your previous spellcasting gear with fighter one. Surprisingly, the lack of campaign difficulty makes this less painful.
  2. Spellblade is extremely limited in terms of which passives from other subclasses it can benefit from, while spell-based Sorcerer and Runemaster can make deep dips into each other’s trees.
  3. At some point, Spellblade can again benefit from some other class skills, but those interactions are artificial and limited to what the developers allow. Even then, you either scale the proc (secondary spell damage) or the main attack damage.
  4. It cannot benefit from some late-game Mage uniques around which the class is “balanced” — notably Twisted Heart.

Agreed))
I also remembered that there’s a dagger that has a chance to trigger a lightning bolt when using Frost Claw. However, it doesn’t specify that it needs to be used directly. There’s also a belt for summoning a meteor.
I can’t even imagine how much mana would be required if the entire chain of these abilities worked.
Meteors can’t summon meteors, but they can be summoned by other meteor-based abilities. This is purely theoretical. We need to test everything in practice. If this really works, then with a little luck, you can take off a boss’s HP with a single cast.

Shadow Rend’s second paragraph in its base description describes the base behavior of shadows, which is that they imitate certain skills you use. Shadows are by design most supported for Bladedancer, but we offer some ways for bow skills to utilize shadows.

Shadow Massacre is describing a unique functionality granted by the node. Normally shadows will only repeat a skill when you use that specific skill, but Shadow Massacre causes shadows to use Shadow Cascade or Multishot when you directly use Shadow Rend.

To be clear, Shadow Massacre isn’t causing shadows to add Multishot the pool of skills they will imitate when you use them. It causes your shadows to imitate either Shadow Cascade or Multishot when you directly use Shadow Rend.

In general, Marksman skills have less support for shadows as the mechanic is primarily supported for Bladedancers.

Credit to JustinC with the details for my answers :slight_smile:

1 Like

I think you meant “directly use shadow REND” not shadow cascade :wink:

1 Like

But you can’t directly use Shadow Cascade with a bow (requires DW) & you can’t use Multishot with a melee weapon. So how would your described behaviour work?

Would make more sense.

Thanks @EHG_DerrickG for the clarifications. With the Zusatz / correction from @ZuckerZusatZ it makes sense :slight_smile: .

1 Like

Corrected, thanks!

I know I’ll likely be the ONLY person caring about this, but I’d like to ask for some support for shields and two-handed swords to Rogue, or at least specifically to Bladedancer. One very cool and gameplay-altering unique for Lethal Mirage is Black Blade of Chaos (a two-handed sword), and one of her sets features a shield (namely the Corsair set, a helmet and shield). I obviously don’t know **** about game design, programming, animations, or anything relevant here, so please spare me, but to me it looks relatively simple to solve. There are 2 Blademaster dual-wield exclusive skills, which could be made usable with two-handed swords and an offhand shield (separately, of course). Shadow Cascade’s animation is already transferable enough to just allow it to be directly castable with an offhand shield, and the two-hand version may use static and sped-up Warpath animation from Sentinel. Dancing Strikes are a bit more of an issue, their animations are very much untransferable, on top of “dancing” with heavy weapons/shields is rather unbelievable (however it sounds in such a game). So I think it would be the easiest to make a new heavier moveset (single lunges and sweeps instead of a series of kicks and strikes), shared for two-handed swords and offhand shields (Rogue may simply grip the weapon with two hands regardless of whether she uses something with a shield or a two-handed sword, make a step forward and swing). As for the skill tree, there are several nodes granting bonuses for dual-wielding; they can just include two-handed swords and offhand shields as potential prerequisites. The Twin Fangs grant different bonus depending on weapon combination, though I guess it would suffice if off-hand shields simply granted increased block effectiveness, regardless of the main weapon (it doesn’t exist anywhere on any Rogue’s tree so it would be in high demand for a shield user), while two handed swords may give armor shred chance (other combos don’t have it and it’s a general damage boost, which Rogue is known for). And largely speaking, that would be it. Though a parry to have some active skill for shields would be nice as well.
I just realised how long my comment is going to be, so thanks to everybody who bothered to read. I’m very much aware devs have tons of better problems to solve, but one can wish.