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like the game, hate this dumb thing that ruins progression and fun.
If the game is going to have a massive passive tree and an endgame, it needs to make all permutations of that tree viable in endgame.
whoever did that, you can jester this one too, but it wont change the truth
Find a base armor
Check its base stats
If stat is good add orbs
If random stat is good then make it rare
If stats are still good exalt it
If you are happy then add a socket and add a resist
Spend a vaal orb for a decent chance for a second socket
Add another resist
Takes maybe half a day of farming tops for all armor and you dont even have to do maps to do it.
Gear dosent drop you have to craft it, disenchant bad yellow from other classes to get orbs and stuff to craft your own rare.
You should be disenchanting every yellow, increased quality, and socketed piece of gear that drop for you so you have mats to craft your own.
Also farm easier content until you have the gear and dont push hard content unless you just leveled because you cant loose a level once you obtained it. Just 10% of a level. A map clear give about 15-20% of a level so all you have to do is not die which will be easy with decent resists.
So i was playing ranger with my own critical / shock build got 75 and stucked, so i needed to go meta build to progress, this death penalty makes building in the end game go meta or go broke. Not sure i agree with this game design.
I am pushing tier 12/13 with a merc with 1500 hp/200 shield/75% resists and I dont get oneshot unless I stand in a exploding corpse bomb. Even boss hits dont oneshot me except for maybe that gorilla slam attack boss.
I am getting rekt really rarely with my monk and my defenses are as follows:
32 fire, 29 cold, 75 ele, 72 evasion, 67 physical.
I do fight both from range and up close. (lvl 86 on this monk) Usual map tiers i run are 14 and 15.
Learn about enemies, take into account biome you go into and map modifiers.