How much life at level 50?

Some of my characters alternate between taking little to no damage, and suddenly dying. The "little to no damage" part is when crowd control works... But if I get hit, in a few hits my characters die. No idea if that's because of low health, low damage mitigation or just because I suck :P All my characters have far less life than what I see here most of the time, though.

So, for a level 50 character on a life based build, how much life should I aim for?
In the spoiler below I provided a HP and resistance guide, along with a link to the original guide. Follow this if you have any questions and visit the link I provided to answer any others.

Spoiler
THIS WAS TAKEN FROM "Noperative's Beginner Guide to Path of Exile" AND I DID NOT WRITE ANY OF THIS.

Act 1 (Normal/Cruel/Merciless)
The Upper Prison:
HP: 200/1000/2000

The Cavern of Anger:
Fire Resist: 30%/30%/30%
Cold Resist: 50%/50%/75%


Act 2 (Normal/Cruel/Merciless)
The Chamber of Sins:
Lightning Resist: 50%/50%/75%

The Weaver’s Chambers:
-HP: 300/1200/2200

The Western Forest:
Fire Resist: 40%/40%/40%

The Ancient Pyramid:
Fire Resist: 30%/75%/75%
Cold Resist: 30%/75%/75%
Lightning Resist: 50%/75%/75%


Act 3 (Normal/Cruel/Merciless)
The Crematorium:
Fire Resist: 50%/75%/75%
Lightning Resist: 75%/75%/75%
HP: 500/1500/2500

The Sewers:
Lightning Resist: 75%/75%/75%

Battlefront:
Lightning Resist: 75%/75%/75%

The Docks:
Fire Resist: 75%/75%/75%

The Ebony Barracks:
Fire Resist 75%/75%/75%
Lightning Resist: 75%/75%/75%
HP: 800/1600/2400

Lunaris Temple:
Lightning Resist: 75%/75%/75%

Scepter of God:
All Resist: 75%/75%/75%
HP: 1000/2000/3000

http://www.pathofexile.com/forum/view-thread/549432


Now, In my opinion the guide has a low final HP for a new player. For example my TS ranger has over 2000 and I am not even to A2M yet and I'm level 57. This helps with my ability to survive.

I'd say, give us what your health value is now, along with your resistances and then we can go from there.
The very existence of flame-throwers proves that some time, somewhere, someone said to themselves, You know, I want to set those people over there on fire, but I'm just not close enough to get the job done.
- George Carlin R.I.P
how much HP at this lvl?

depent on which class and what build you actually playing. due the logic of a-rgp games, melees alway need a bit more defense than ranged.

for my play-stile, when im doing ranged i awlay aim
1k life, 50% defense and 30% resist at lvl 30.
2k lfie, 100% defense and 50% resist at lvl 50.
3.5k lfie, 150% defense and 75% resist at lvl 66.

just raise a little bit more for melee builds.
Delete on death.
Last edited by Whildus on Apr 20, 2015, 12:24:53 AM
Thanks! That's exactly what I was looking for!

And I think I see where my issue is. My highest level character, a level 66 Shadow about to kill Piety, has 1.620 life and 36 health shield :P

My second highest level character, a level 65 witch, has 1.728 health and 868 energ shield.

All other characters have less health/shield than recomended, too.

I think I'll use the respec that will likely arrive with Act 4 to respec the Shadow. Do you guys think I can use gear only to increase the Witch's health and shield to a proper level, or would I have to respect her as well? Her passive tree point distribution is a bit tight right now.
I have the following characters between levels 40-60.

41 Shadow 1367+39
44 Shadow 1819+85
49 Templar 1880+61
52 Shadow 2077+167
54 Marauder 1971+0
55 Marauder 2667+84
57 Templar 2791+110
59 Templar 3376+301
"
Erasculio wrote:
Some of my characters alternate between taking little to no damage, and suddenly dying.


Besides increasing defensive stats like life, es, armour, etc., I'd say this is the pretty normal situation in PoE and cannot be avoided entirely. This will happen to probably every char, no matter how big its life pool is or how high the defensive values are. One mob with a certain combination of mods is enough to make you die multiple times, be it because this combination is the nemesis of your build, be it that it takes a few tries to figure out the right tactics or even to decide to completely avoid this mob.

If you play any ranged caster I recommend to use a spell totem + frost wall + faster casting setup to compensate the defensive weaknesses until you find better gear. Because it's the better defense when melee mobs intrinsically cannot get in close range and casters/archers get knocked out of their attack range, than having to stand all hits.

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