Are you struggling against Lagon or Majasa? Do you often feel too squishy in Last Epoch? Fear not! This guide is here to lend a hand, specifically focusing on defensive strategies within the game. Let’s dive in and explore the various defensive mechanics that Last Epoch has to offer.
The Basics
Okay, let’s start by understanding the different defensive mechanics we can use in our build. We can’t cram all of these into one setup, but we should aim to include at least three of them for effective defense.
These mechanics are:
- Ailments (Debuffs)
- Armor
- Block
- Damage Dealt to Mana Before Health
- Damage Reduction
- Dodge
- Endurance
- Glancing Blows
- Health
- Health Regen
- Resistances
- Ward
Among the 5 classes and 25 masteries available, each class tends to specialize in distinct mechanics. For instance, the Mage class, comprising Sorcerer, Spellblade, and Runemaster, heavily emphasizes passives centered on Ward. Delve into your Mastery passives tree to explore which ones align with the mechanics supported by your class.
Player Skill
Player skill, often referred to as the ability to anticipate and evade dangerous attacks, is crucial for survival in many games. This skill involves recognizing enemy patterns, remembering their attacks, and reacting swiftly to avoid damage. Those who favor high damage, low defense builds, known as “Glass Cannon” builds, excel at dodging attacks through quick reflexes and knowledge of enemy behavior.
Improving player skill involves observing enemy movements, memorizing attack patterns, and reacting effectively. Adjusting graphics settings can enhance this by reducing visual clutter, making it easier to spot important cues during combat. However, tweaking settings may disable certain effects, so it’s essential to find the right balance for each game.
Ultimately, players must decide whether to invest in learning enemy attacks and adjusting settings or focus on defensive strategies to mitigate damage. Each approach offers its own advantages and challenges, shaping the gameplay experience according to individual preferences and playstyles.
Common Knowledge
In action role-playing games (ARPGs), both players crafting builds and developers often assume certain knowledge. However, this critical information might not be explicitly stated in guides or tutorials, leaving newer or more casual players in the dark. Here’s the deal:
As you journey through the game, it’s crucial to enhance your Health and Resistances.
This is non-negotiable. Neglecting these upgrades will lead to frequent deaths down the line. Let’s delve into each of these aspects in the following sections:
Health
Gradually boosting your Health as you progress through the campaign is crucial.
The innate health you gain isn’t sufficient, a common trait across most ARPGs. Health represents your resilience against enemy attacks, and since enemy damage tends to escalate as you advance, your Health must also rise accordingly.
Consider adding +100 Health for each campaign Chapter.
In the Last Epoch campaign, comprising 9 Chapters, this strategy should push your Health above 1000 by the campaign’s conclusion. This serves as the minimum threshold before delving into the Monolith; higher values are preferable.
Exceptions exist, such as substituting Health with Ward at a 1:2 ratio. For instance, if your Health stands at 600, aim for at least 800 Ward as an alternative.
Health Sustain
Merely increasing your Health won’t suffice since significant blows can still deplete substantial portions of your HP pool. Hence, you also require methods to restore your Health. Here are three avenues:
- Healing Potions
- Damage Leech
- Health Regen
The ultimate aim of sustain is to replenish your Health rapidly enough so that after enduring a substantial blow, your Health bounces back to full, allowing you to weather subsequent assaults. While having a high Health pool affords more leeway, it alone won’t ensure survival.
Potions
Using potions in Last Epoch requires swift reflexes. Bosses unleash rapid-fire attacks, such as the formidable Lagon Water Beam assault. Simply hitting the potion hotkey might not suffice to keep you alive in such intense situations. Last Epoch introduces belts that grant additional potion slots, affixes that boost potion drop rates, and unique items that expand your potion-carrying capacity. These items are crucial for surviving the onslaught of enemy assaults and ensuring your longevity in the game.
Damage Leech
Leech stands out as a top choice for sustain in many ARPGs. The concept is simple: deal damage to replenish health. In the fast-paced world of ARPG combat, where damage is dealt in torrents and to multiple foes simultaneously, leeching health from damage dealt becomes a powerful survival tactic.
Damage Leech reigns supreme due to its potency. With massive amounts of damage being dealt frequently and across multiple targets, this form of sustain becomes paramount. However, it’s crucial to note that if you cease dealing damage—say, when dodging a boss mechanic—your sustain abruptly vanishes.
In Last Epoch, a variety of leech sources cater to different builds. Whether it’s Melee Damage Leech, Spell Damage Leech, Lightning Damage Leech, or other variations, Last Epoch ensures players have diverse options to tailor their sustain to their specific playstyle and build preferences.
Health Regen
In many ARPGs, regeneration stands alongside leech as a favored method of sustain. Unlike leech, regeneration doesn’t hinge on dealing damage; it’s a constant presence, mitigating the risk of deaths resulting from player errors.
Opting for a build centered around health regeneration offers a more forgiving playstyle, particularly for newcomers. With regeneration always active, players can navigate through battles with greater confidence, knowing their health steadily replenishes without relying on damage output or potion usage.
However, it’s essential to recognize the limitations of health regeneration. Unlike the immediate healing burst provided by potions or damage leech, regeneration lacks that sudden surge of health. Consequently, sustained onslaughts of significant damage in quick succession can still prove fatal. Thus, even while relying on regeneration, it’s wise to keep the potion hotkey handy for emergencies.
Ward Generation
If you decide to swap out Health for Ward, you can keep yourself going by amassing a sufficient amount of Ward. Certain classes, such as Mage or Acolyte, specialize in Ward and possess skills and passive abilities that let you build up Ward either with each spell you cast or by sacrificing minions. It’s quite typical for these classes to accumulate over 2000 Ward.
Because there’s no cap on Ward, the more you can generate, the stronger your ability to sustain yourself becomes. You can find further details on how Ward functions in the Ward section.
Resistances
Ensuring your Resistances approach the 75% cap is crucial. In many action role-playing games (ARPGs), having high Resistances is essential to mitigate incoming damage to acceptable levels. Therefore, prioritizing the increase of resistances swiftly is vital.
In Last Epoch, the initial damage levels are tolerable, making early acquisition of Resistances significantly beneficial, but as the area levels increase, your Resistances become more susceptible to penetration. Nonetheless, Resistances remain valuable because this penetration can lead to negative effects. Without adequate Resistances, you’ll suffer additional damage, and there’s no way to circumvent this penetration mechanic.
Hence, it’s imperative to invest in alternative defensive strategies while still aiming to reach the 75% cap for Resistances. Beginning with maxing out your Physical Resistance is advisable since it’s the most prevalent damage type.
The primary source of Resistances should be your items. Besides utilizing Resistance affixes, there are items with inherent bonuses to Resistances, such as:
- Gold Rings (providing 5-18% Elemental Resistances)
- Copper Amulets (offering 6-20% Lightning Resistances)
- Orchirian’s Petals (a unique item found in an optional area in the Ancient Era, granting +5% All Resistances)
Idols with bonuses to Resistances serve as excellent supplements to cover any deficiencies you may have in reaching the resistance cap.
By around Chapter 8, your Resistances ought to be nearing the cap. Any surplus Idols with Resistances not currently required can be stored in your stash. As you begin to specialize your equipment, you may not always encounter the same Resistance affix on new items. In such cases, you can adjust your Resistances by swapping around the Idols.
Damage Reduction
Damage Reduction encompasses various effects and mechanics aimed at diminishing damage received. These include Armor, Block, Damage Dealt to Mana Before Health, Endurance, and Glancing Blows.
Skills and Mastery passives also offer Damage Reduction. Some common examples are:
- Bone Armor (Acolyte)
- Flame Ward (Mage)
- Ursine Strength (Primalist)
- Vengeance (Sentinel)
- Evasion (Rogue)
There isn’t a known cap on the number of reductions you can stack, but they operate multiplicatively, resulting in diminishing returns. For instance, if you have 60% reduction from Block, 30% reduction from Armor, and another 25% reduction from another source, these would combine for a total of 79% damage reduction. With 100 incoming damage, you would take:
100 * (1 – 0.6) * (1 – 0.3) * (1 – 0.25) = 21 damage
Is it recommended to utilize Skills and Mastery passives with Damage Reduction?
Definitely! This aspect is crucial and acts as your main defense against being instantly defeated, especially during the later stages of the campaign and in the Endgame. The higher the total percentage reduction you achieve, the more effective your HP becomes, enabling you to withstand more significant hits or endure multiple attacks. Crafting a solid build involves striking a balance between damage reduction and sustainability.
Here are some example combinations of defensive layers:
When venturing into your initial Monolith, your defensive setup might resemble the following:
Primalist
- Basics: 1200 Health + 75% All Resistances
- Sustain: 80 Health Regen (gear and passives) + Potions
- Extra layers: 30% Armor + 50% Endurance (gear and passives)
Mage
- Basics: 800 Health + 1000 Ward (not permanent, but it goes that high regularly when you play) + 75% All Resistances
- Sustain: 20 Health Regen + 80 Ward per Second (gear and passives) + Potions
- Extra layers: 20% Armor + 20% Endurance (basic) + Flame Ward (400 burst Ward, 30% Damage Reduction)
Rogue
- Basics: 1200 Health + 75% All Resistances
- Sustain: 20 Health Regen + 5% Melee Damage Leech (gear and passives) + Potions
- Extra layers: 20% Armor + 20% Endurance (basic) + 100% Glancing Blow (35% DR) (mainly passives) + 40% Dodge Chance (gear and passives)
Sentinel
- Basics: 1400 Health + 75% All Resistances
- Sustain: 40 Health Regen (gear and passives) + 3% Melee Damage Leech + Potions
- Extra layers: 30% Armor (gear and passives) + 20% Endurance (basic) + 50% Block Chance (with 30% DR) (gear and passives)
List of Defensive Mechanics
Aliments (Debuffs)
Ailments refers to various effects that can be applied to enemies, which affects how dangerous these enemies are. There are many ailments, and these are the ones that help with survival:
- Blind
- Chill
- Frailty
- Freeze
- Immobilize
- Shock
- Slow
- Stun
All classes can use all of these Ailments.
Blind
Halves critical strike chance and reduces targeting accuracy for enemies.
This helps you survive by making enemies critically hit less, and by making archer-type enemies miss their shots.
Effect:
- 50% less Critical Strike Chance
- Lasts 4 seconds
Blind sources:
- Chance to Blind on Hit
- Chance to Blind with Spells
- Several class skill passives
- Unique items
Chill
Reduces movement speed, attack speed, and cast speed. This slows down enemy movement and attack speed, so you take hits at a slower rate, giving you a little more time to react, heal/regen.
Effect:
- 12% less Attack Speed
- 12% less Cast Speed
- 12% less Movement Speed
- Lasts 4 seconds
- Stacks up to 3 times
Chill sources:
- Chance to Chill on Hit
- Chance to Chill Attackers
- Many class skill passives
- Some class-specific affixes
- Unique items
- Set items
- Blessing
Frailty
You deal 6% less damage.
This helps you survive by making enemies deal less damage.
Effect:
- 6% less Damage
- Lasts 4 seconds
- Stacks up to 3 times
Frailty sources:
- Chance to apply Frailty on Hit
- Chance to apply Frailty on Melee Hit
- Several class skill passives
- Unique items
- Blessing
Freeze
Enemies and players that are frozen cannot move or use skills. To have a chance to freeze, the skill needs to have Freeze Rate. Most Cold skills have Freeze Rate listed in their tooltip.
Effect:
- Enemy cannot move or use skills
- Lasts 1.2 seconds
- Some Cold skills freeze for a different duration, refer to the skill description and any modifiers to Freeze Duration from skill passives
Freeze sources:
- Cold skills
- Several non-Cold skills that were converted to Cold
Immobilize
Locks you in place.
Prevents enemies from moving. This can help you stay away from monsters.
Effect:
- Immobilizes target
- Lasts 1 second
Immobilize sources:
- Several class skill passives
Shock
Reduces lightning resistance Increases chance to be stunned. 60% less effect against bosses.Makes enemies more susceptible to Stun (all Hits can stun by default). See Stun below for more info.
Effect:
- +20% Increased Chance To Be Stunned
- -5% Lightning Resistance
- Lasts 4 seconds
- Stacks up to 10 times
Shock sources:
- Chance to Shock on Hit
- Chance to Shock Attackers
- Many class skill passives
- Some class-specific affixes
- Unique items
- Set items
- Blessing
Slow
Reduces movement speed.Slows down enemy movement speed. No effect on attack speeds, so be careful about ranged attacks.
Effect:
- 20% less Movement Speed
- Lasts 4 seconds
- Stacks up to 3 times
Slow sources:
- Chance to Slow on Hit
- Chance to Slow Attackers
- Few class skills (base effect)
- Many class skill passives
- Some class-specific affixes
- Unique items
- Blessing
Stun
Stunned enemies and players cannot move or use skills. All hits have a chance to stun if they deal enough damage. Hits that deal more damage are more likely to stun, but enemies that have higher maximum health are harder to stun. Melee attacks are more likely to stun than ranged attacks.
Effect:
- Enemy cannot move or use skills
- Lasts 0.4 seconds
- Some skills stun for a different duration, refer to the skill description and any modifiers to Stun Duration from skill passives
Stun sources:
- Dealing enough damage
- Using skills that apply stun
Armor
Armor serves to reduce the damage you receive from all Hits but doesn’t influence Damage over Time unless you possess the affix “+X% of Armor Mitigation also applies to Damage over Time.”
The maximum reduction cap for Armor is 85%.
However, it’s important to note that Armor is only 70% effective against non-physical damage.
For a visual depiction illustrating how much armor is required to achieve a specific reduction percentage, a useful website offers a graph.
It’s worth mentioning that all classes can utilize Armor.
Armor sources:
- +X to Armor – affix on Helmet, Body Armor, Boots, Gloves, Shield, Idols
- +X% to Armor – affix on Helmet, Body Armor, Boots, Shield, Idols
- +X to Armor – “Experimental Armour applies to Damage over Time” affix on Gloves
- Several Unique and Set items that provide armor
- Class skills
- Class skill passives
- Class mastery passives
- Blessing
Is it advisable to utilize Armor?
Certainly!
Acquiring a sturdy base item with substantial Armor, coupled with the appropriate affixes through crafting, can swiftly boost your Armor mitigation. With a successful craft, you might only require 1-2 items to achieve 20-30% Armor mitigation.
However, it’s essential to note that Armor exhibits diminishing returns. Therefore, focusing on increasing it further is generally recommended for classes that receive bonuses to Armor from their Mastery passives.
Block
Block serves to reduce the damage you receive from all Hits but does not affect Damage over Time. It’s important to note that blocking counts as being hit, which is significant for affixes triggering effects “when hit.”
Three stats are associated with Blocking:
- Block Chance – determines whether Block occurs.
- Block Effectiveness – determines the percentage of damage reduction when Block occurs.
- Damage Taken on Block – an additional percentage of damage reduction when Block occurs, applicable regardless of area level and exclusive to Shields.
The cap for Block effectiveness is 85%.
For a visual representation illustrating the block effectiveness required to achieve a specific reduction percentage, a helpful website offers a graph.
All classes can make use of Block.
Block sources:
- +X to Block Chance – affix on Shields
- +X% Block Effectiveness – affix on Shields, Idols
- +X% Block Chance and Effectiveness – affix on Gloves, Rings
- Few Two-Handed Unique Weapons that provide Block Chance
- Several Unique and Set items
- Class skill passives
- Class mastery passives
- Blessing
Is it recommended to use Block?
Yes, but it varies depending on your build.
Certain builds necessitate the use of a two-handed weapon, an off-hand, or dual-wielding. Although there are methods to incorporate Block even without a Shield, they are limited. Thus, if you opt for Block, equipping a Shield is usually necessary. Without a high enough percentage Block Chance, too many Hits could penetrate, rendering Block ineffective as a defensive mechanism.
However, if you choose to specialize in Block, it ultimately proves more effective than Armor in terms of the number of affixes required and the magnitude of percentage damage reduction.
Damage Dealt to Mana Before Health
Damage Dealt to Mana Before Health serves to diminish damage from Hits and Damage over Time. The reduced amount of damage is subsequently deducted from your Mana pool.
For every point of Mana utilized, 5 health points are shielded.
This mechanic is exclusively accessible to the Mage class.
Damage Dealt to Mana Before Health sources:
- +X% Damage Dealt to Mana Before Health – affix on Mage Body Armor, Mage Helmets
- Fractured Crown, an Unique Helmet
- Knowledge of an Erased Mage, an Unique Relic
Is it advisable to utilize Damage Dealt to Mana Before Health?
For Mages, it hinges on your strategy.
Here’s how it operates:
Let’s say you possess 50% Damage Dealt to Mana. If you sustain 1000 damage, 500 damage is diverted to your Mana pool. However, considering that 1 Mana shields 5 Health:
500 / 5 = 100 damage to Mana
Consequently, you’ll lose 500 Health and 100 Mana.
Dodge
Dodge provides you with a probability of completely evading incoming Hits, although it does not affect Damage over Time. Importantly, dodging does not count as being hit, which is significant for affixes triggering effects “when hit.”
Dodge Chance is determined by Dodge Rating, the sole stat related to Dodge. The maximum Dodge Chance caps at 85%.
All classes have access to Dodge.
Dodge sources:
- +X to Dodge Rating – affix on Helmet, Body Armor, Belt, Boots, Gloves, Amulet, Ring, Catalyst, Idols
- +X% to Dodge Rating – affix on Body Armor, Belt, Boots, One-Handed Sword, Amulet
- Several Unique and Set items that provide Dodge Rating
- Class skills
- Class skill passives
- Class mastery passives
- Blessing
Is it recommended to use Dodge?
The decision hinges on various factors.
Dodge surpasses all other defensive layers because avoiding the hit technically results in a 100% damage reduction.
However, even with a high Dodge Chance, there’s still a possibility that a hit will slip through, and when it does, it can pack a punch. Additionally, Dodge Chance exhibits diminishing returns, meaning pushing it higher may demand significant investment. Moreover, allocating more resources to increase Dodge Chance could potentially limit the availability of slots for adding another defensive layer. Unlike other defensive mechanisms that are consistently active, Dodge may be perceived as somewhat unreliable. This is why some individuals, including myself, prefer not to pursue Dodge-centric builds.
Endurance
Endurance reduces damage taken when you are below a certain Health value. Endurance works against both Hits and Damage over Time. Endurance doesn’t apply to Ward.
There are two stats related to Endurance:
- Endurance Threshold – this determines the Health value. If your Health goes below this value, Endurance activates.
- Endurance % – this determines the % damage reduction from Endurance
Endurance Threshold base is equal to 20% of your maximum Health. So by having more Health, you automatically have more Endurance Threshold.
For example, let’s say I have 1000 Health, 200 Endurance Threshold and 20% reduction from Endurance (the default Endurance values). If I take 1000 damage, 800 of that damage goes to Health, now Endurance activates, and the remaining 200 of that damage gets reduced, so I will barely survive:
200 * (1 – 0.2) = 160 damage
Endurance damage reduction caps at 60%.
All classes can use Endurance.
Endurance sources:
- +X to Endurance Threshold – affix on Gloves, Helmet, Belt, Ring, Relic
- +X% Endurance – affix on Gloves, Helmet, Shield, Belt, Ring, Relic
- Several Unique and Set items that provide Endurance
- Class skills
- Class skill passives
- Class mastery passives
- Blessing
Is it advisable to use Endurance?
Yes, with a few exceptions.
Endurance remains consistently active and serves to prevent instances of being instantly defeated. Even modest increases in Endurance percentage, approaching around 60%, can potentially spare you from fatal blows. Additionally, augmenting your total Health also raises the Endurance Threshold. Consequently, even without acquiring additional Endurance Threshold, your Endurance capacity increases simply by having more Health.
However, there are exceptions to this recommendation:
Builds that heavily rely on generating Ward should generally avoid prioritizing Endurance. This is because Endurance provides no benefit against damage directed to Ward. Nevertheless, if your Ward generation is minimal, Endurance might still offer some utility. Assess whether you frequently sustain Health damage or find yourself frequently consuming potions. If so, Endurance could prove beneficial in such cases.
Glancing Blows
Glancing Blow reduces damage taken from Hits by 35%, but has no effect against Damage over Time.
Glancing Blow is technically available to all classes via the Arrowguard Unique item, however only the Rogue class is able to reach 100% Chance to receive a Glancing Blow.
Having more than 100% Chance to receive a Glancing Blow has no effect.
Glancing Blow sources:
- +X% Chance to receive a Glancing Blow when hit – affix on Rogue-only Body Armor
- Arrowguard, an Unique Quiver
- Rogue class skill passives
- Rogue mastery passives
Should you use Glancing Blow?
If you are a Rogue, yes. Otherwise, no.
Ward
Ward is a shield above your health that is generated by certain effects and rapidly decays over time.Ward has no maximum value, but will always decay towards 0.
There are three stats related to Ward:
- Ward per Second – this is like Health Regeneration, but for Ward. The more Ward per Second you have, the more Ward you’ll be able to get. This affix is mostly only available to Mage and Acolyte classes.
- Ward Retention – this determines the rate at which your Ward decays. The more Retention you have, the longer you’ll be able to stay at high Ward amounts.
- Ward Decay Threshold – this raises the number towards which your Ward decays.
Ward is accessible to all classes.
However, the primary source of Ward generation typically stems from class passives. For instance, the Mage’s passive mastery “Reactive Ward” triggers when your Health falls below 70% of your maximum. It provides up to 6 Ward for every 10 points of maximum Health. For example, with a maximum Health of 1000, you would instantly gain 600 Ward. Upon witnessing your Health decrease, you activate Flame Ward, adding another 400 Ward, before factoring in bonuses from Skill passives.
Another instance is found on the Runemaster’s left side, where you can obtain passives granting +32 Ward per Cast and an additional +24 Ward per use of an Area skill. Assuming you cast 3 spells per second, this results in 168 Ward per second.
There is no limit to the amount of Ward you can accumulate.
Ward sources:
- +X Ward per Second – affix on Helmet, Body Armor, Catalyst, Mage Idols
- +X% Ward Retention – affix on Body Armor, Belt, Boots, One-Handed Sword, Amulet
- +X% Potion Health converted to Ward – affix on Belt, Gloves, Relic, Ring, Mage Idols, Acolyte Idols
- +X Ward Decay Threshold – experimental affix on Belt and Gloves
- +X Ward per missing % Health – experimental affix on Gloves
- +X Ward when you use a Traversal skill – experimental affix on Boots
- +X Ward per 10 missing Mana when you use a Traversal skill – experimental affix on Boots
- +X Ward when Hit (weak, don’t use this)
- +X Ward on Kill (weak, don’t use this)
- +X Ward gained on Potion use (weak, don’t use this)
- Several other class-specific affixes
- Several Unique and Set items
- Class skills
- Class skill passives
- Class mastery passives
- Blessing
Is it advisable to use Ward?
Certainly! If you possess means to generate a substantial amount of Ward, it’s highly recommended. Relying solely on Ward per Second won’t suffice, so you must leverage Mage and Acolyte class passives that yield significant Ward, utilize Unique items designed for Ward generation, or employ a combination of both.
However, if you lack these specific passives or play a different class, you can still generate Ward through certain items and potions. Nonetheless, it will likely function more as a temporary shield rather than a permanent extension of your Health.
Examples of how Ward works
Example 1:
- 0 Ward per Second
- 0% Ward Retention
- 0 Ward Decay Threshold
I cast Flame Ward (Mage skill) to gain 400 Ward. This will start decaying (think negative Ward Regen) down to 0 Ward.
Example 2:
- 0 Ward per Second
- 0% Ward Retention
- 100 Ward Decay Threshold
I cast Flame Ward (Mage skill) to gain 400 Ward. This will start decaying down to 100 Ward, where it will stop. Now I have a permanent 100 Ward acting as an addition to my Health. If I get hit and lose this Ward, I need to cast Flame Ward again to get it back.
Example 3:
- 30 Ward per Second
- 0% Ward Retention
- 0 Ward Decay Threshold
Upon equipping an item granting 30 Ward per Second, your Ward regeneration initiates, gradually reaching 75 Ward. Initially, the regeneration is swift, but as your Ward approaches 75, the pace diminishes. This slowdown occurs because as your Ward increases, Ward Decay also rises until it matches your Ward per Second, establishing equilibrium at 75 Ward. If your Ward is depleted due to taking damage, it will regenerate back to 75 Ward once more.
Example 4:
- 30 Ward per Second
- 300% Ward Retention
- 0 Ward Decay Threshold
Same as Example 2, but now the Ward Decay is slower thanks to my 300% Ward Retention, so even though my Ward per Second is the same, I will regenerate up to 187 Ward.
Video Showcase
Lagon and Majasa are the two bosses from the Campaign that players often struggle with. So, I went back from the Monolith and defeated Majasa once more, without dodging her attacks, to demonstrate that it’s manageable if you make good use of your defensive strategies. This wraps up the final part of the guide, which is why we suggest checking out our Last Epoch loot filter guide for more insights into the game.
Just a heads-up, there’s a minor spoiler alert if you haven’t seen the fight yet.
At the end of the video I show my character screen. I have:
- 734 Health
- 37 Health Regen
- Resistances close to 70% (except Poison and Void res)
- 28% Armor
- Up to ~1000 Ward
- I think I had 32 Ward per Cast and like 50 Ward per Second
That's everything we are sharing today for this Last Epoch guide. This guide was originally created and written by Psojed. In case we fail to update this guide, you can find the latest update by following this link.