How to build Paladin part 2 - How to scale attunement and healing effectiveness - Last Epoch 1.0.4.2
Timestamp:
00:00 Intro
00:40 Judgement + Attunement
05:40 Javelin + Healing effectiveness
07:56 Healing Hands + Experimental Affix
12:57 Healing Hands as a Spell
14:00 Divine Bolt based build
16:15 Gearing and defenses
Passive bonuses Paladins deal incresed damage based on how much health % they have so at full life you can deal 100% increased damage. Paladins will also gain 1% increased healing effectiveness per point of attunement. Attunement grants you 2 mana per point as well.
Looking at paladin's passive point nodes, it will focus on a few things. Fire, lightning and physical damage, attunement, healing and healing effectiveness and armour.
Now based on what build you will be playing, taking a look at the other mastery trees is important too. If we want volatile reversal, we need at least 5 points in this mastery.
We have a main damage skill, buff/synergy skills, traversal or movement skill to reposition your character and help you get around quickly and maybe a support or defensive skill and of course, some skills can serve multiple functions. This is the most stereotypical setup that people go for in any ARPG. The reason being is you want to stack all your damage into 1 area or skill to do the most amount of damage as possible, it doesnt make sense to try and be the best in every single type of damage. In the case of paladins, the most important skills are Healing Hands, Holy Aura, Sigils of Hope and Volatile Reversal. These are going to be your support, utility and buff skills and we can take any combination of these skills. We have Shield Rush or Lunge or Javelin as traversal skills and then finally for our main DPS skills.
In the case of damage skills, we want to look at all the scaling tags to maximise our damage. If you find a unique item with an effect that may deal good damage, it's worth looking at the scaling tags to see where in the skills, passives, idols and gear you can boost your damage for.
As I previously mentioned, based on the mastery passives, naturally, paladins will want to take fire, lightning or physical based damage spells or attacks but let's quickly dive into 2 stat that syrnergise and sets paladins from the rest - Attunement and Healing effectiveness.
So healing effectiveness is a stat that buffs heals, sounds simple right? So if my heal does 100 health restored and I get 100% increased healing effectiveness, my heal will now restore 200. However, paladins have many skills that turn your healing effectiveness into damage.
Judgement and javelin has skill nodes that do this so based on your
If you press alt on your tool tip, it may also stat that healing effectiveness applies damage at such and such based on the skill.
We have an important interaction between healing hands and this experimental affix. This is one way paladins have able to stack TONNES of ward for insane survivablity. Because of this, ward based paladin builds currently focus on casting healing as fast as you possibly can and currently the main scaling on healing hands is by increasing your healing effectiveness which you will find in the skills, passives, idols and gear.
We have the melee based healing hands version too. This is done by instead turning healing hands into a melee skill then getting attack speed on every piece of gear you possibly can too. This means that when we attack, healing hands will trigger every time and we can spec healing hands to be the main damage source, or just a support skill that serves as a form of psuedo life leech. Turning healing hands into damaging spell which scales off of healing effectiveness naturally means stacking cast speed on every single piece of gear is the way to go. Healing hands being a spell also means that you don't need a target to proc your healing hands unlike the melee version. You can heal yourself or 'heal' your enemies to deal spell damage. But we can go one step further, we can use healing hands to heal ourselves and proc divine bolts. Now divine bolts scales off of attunement, fire and spell damage. So if we can get alot of attunement, this till increase our healing effectiveness thus divine bolt damage and also our healing from healing hands. and now we have a divine bolts build.
Last Epoch is an ARPG developed by Eleventh Hour Games and soon to be release with the 1.0 update on February 21st.
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