Last Epoch: ARPG somewhere between Path of Exile and Diablo.

Hmm. Maybe I’m misinterpreting the ‘challenge’. I thought it was saying that you had to choose that in order to share stash between characters but maybe I just need to start this second character in the same way I started the first, without a ‘challenge’ at all. I’ll give that a try and abandon this other one.

It’s the opposite. You have to not tick the “solo self-found” box at char creation. As long as you don’t, all your non-hardcore cycle chars will share one stash, and all your non-hardcore legacy chars will share another cache.

My guess is that you have one cycle char and one hardcore – never the twain shall meet.

Maybe one of your characters is SSF? Or cycle vs legacy, as posted above.

Yep, I confused the meaning of the challenge. I restarted the character (a Sentinel) in the same way I did the first and stash is available. Whew.

Playing melee is a different feel altogether, which is good. I’m avoiding anything that keeps me at a distance this time, I’m all about being up in their faces. I expect this’ll be tougher than my Runemaster who was hardly touched.

Phew, that’s great to hear it’s resolved!

Okay, sure, let’s have a pint.
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Only at level 26, but my Forge Guard with Warpath and Forge Strike as my primary go-tos are ripping through mobs. I have Shield Bash for some stun and Vengeance as my main. Just added Shield Throw for some range but I’ve not yet settled on my fourth primary skill choice. He’s very tanky. And wow, those Forged Weapons that come from the Strike can slay like no tomorrow.

I’ve found my absolute favorite build, Healing hands triggering Divine Bolt Paladin. This is so much fun to play, has great clear, and is immortal due to high ward generation and healing hands spam.

It’s a build you can play pretty early on, and there’s not a lot of respeccing which is also nice.

If you’re looking for something new and haven’t tried this, it’s fantastic fun.

Here’s a rough skills/passive guide. There are variations of this online, but I went this route.
Divine Healing Hands

This build will work in any gear, typical caster/fire sort of stuff. Getting the experimental gloves with heal/ward will turn this into a ward based build which is the best version, but it works without them just from the raw healing per second.

Can level this with hammers or whatever, won’t take long to get this going.

Why divine bolt is awesome:

  1. Auto targets 360 degrees, none of that annoying face target stuff
  2. Offscreen range
  3. You spam healing hands to proc, so you get massive ward per direct cast of healing hands
  4. Looks amazing
  5. Feels great to play

Absolutely going to be my go to season starter, as it’s easy to self found. This isn’t the most broken build out there, but it’s damn fun to play.

3 Likes

One ephemeral like for you, Ultra! Thanks for posting!

TBH, I hit a wall with LE when I ran builds that actually needed specific gear to work. At a certain point in the end game I found it very difficult to get any upgrades and so was spinning my wheels waiting hours for a lucky break. That gets old to the dopamine depleted mind.

Looking forward to trying this, however!

Looks like a build I should try. Thank you.

I think a number of people have discovered this build. I’ve seen a couple videos about it, including this one from Perry the Pig:

I switched my Hammerdin over to this today and even starting with around 10 points in HealingHands, he was mowing stuff down. I have only a few pieces of gear and I haven’t died once since I started using it (and I just completed the level 90 fire monolith). You don’t have to move or dodge at all, you can just stand there and hold down one button. It’s an amazing lazy person’s build (which is why I love it!)

Yah I backed into it as part of my “try every skill on every class” A.D.D. that I have with every one of these games lol.

I finally made it to level 61 with my Forge Knight, the same point I bowed out of the Runemaster, just doing some Monolith of Fate stuff. The Forge Knight had it a bit easier than the Runemaster to that same point, with such high armour, max resists, and so many minions. Surprising because I thought the Runemaster was OP; turns out I was wrong and it’s just the right difficulty for my style is all.

But I’m a little bored with the game and don’t want to start another character right now, even though it’s what I like to do in ARPGs. I chalk it up to the lack of variety in areas and enemies at these low levels, and slow loot finding. I thought it’d last longer on my playlist than this. I still may return, just as I may return to D4. ARPGs are easy to dive back into.

They’ve posted a roadmap:

If a cycle is 3 months (?), that would mean 1.4 is a year away? Looking at the current plans for 1.1-1.3, it would look to be very heavy on the end-game (bosses, monoliths, events) outside of the new story chapter in 1.2 and the side zones in 1.3. 1.4 seems to bring the biggest changes with the skill sigils and the transmog/dyes.

Is there a consensus or mention on how much these cycles will change the regular gameplay, the levelling, from 1-60 or so, that we currently have? I tried to keep going with a third class but I found it difficult to stay interested. The loot-finding is so limited through those levels and the areas/enemies aren’t varied enough. The classes I tried, though, do play very differently, which is the biggest draw.

They haven’t mentioned anything specifically for lower levels, but most people seem unhappy with the need to hunt down passive points/idol slots if nothing else. If they addressed that it’d also be possible to mitigate the sameness by just going to the monolith earlier.

July 9 will be the next update/cycle. The video below is just a teaser trailer that doesn’t really show much, just a few brief shots of what I assume is the pinnacle boss mentioned in the roadmap a few posts back.

Somebody get this guy a kleenex.

What are Epoch Points for? Do I need to buy the better edition, or is it just cosmetic stuff?

It’s just cosmetic stuff.

Sweet! Cheap version it is!