#š±āsentinel
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hey no longer prevent mana regeneration, but 8 mana has been added to their channel cost.
does that affect warpath ? can you still spin forever ?
yes
We gonna have to see how Warpath reacts with some other stuff
I would expect Event Horizon builds to be a bit sluggish
unless you absolutely force MS in every possible place
When you use a Melee Attack and hit at least one enemy <= same as healing hands, you will only get 1 stack with warpath unless to spam click it
Any1 who played forge guard minion can tell me if the forge weapons get affected by both weapons if dual wielding?
Oh that's right, channeling isn't actually fully fixed yet
I think its fully intentional from the devs, would be amazing for warslash otherwise though
It even means that with some mana regen investment you might be able to sustain AE
Yes you add the stats
Or % channel cost reduction affix, or extra points in cost reduction
Warpath with Abbysal echoes, using aberroths command and instant void cleave, multiply that voidcleave, surely will be a build
Thank you, sir.
I've been told shield bash is pretty bad early game, needs a lot to get going, is that true? And if so, whats a good early build for forge guard?
I'm gonna go dual wield shields 100%
But might be a while before i can transition and need something comfy before i get there
What do you get from Warpath here?
50 spell damage, Abyssak Echoes automation and you can take the void cleave node for 80% more damage after channeling warpath
if you get some + warpath and fix mana without needing more points on channel cost
what (Non-unique) relic do you guys normally run?
I think I'm addicted to inscribed tablets
I've been cooking https://www.lastepochtools.com/planner/B4v8L2LA
Harbingers of Ruin / 1.1
Sentinel (20) / Void Knight (11) / Forge Guard (74) / Paladin (8)
āø Health: 3,124, Regen: 52/s
āø Mana: 171, Regen: 9/s
āø Ward Retention: 20%, Regen: 0/s
āø Attributes: 133 Str / 36 Dex / 5 Int / 5 Att / 14 Vit
āø Resistances: 127% / 87% / 77% / 92% / 76% / 79% / 71%
āø EHP: 9,273 / 9,273 / 9,273 / 19,219 / 9,273 / 9,273 / 8,874
āø Endurance: 29%, Threshold: 625
āø Dodge Chance: 5% (144)
āø Armor Mitigation: 78% (10,701)
āø Lightning, Fire, Physical / Spell, Melee, Throwing
āø Physical / Melee
āø None
⢠Javelin (24)
⢠Healing Hands (20)
⢠Manifest Armor (20)
⢠Smite (20)
⢠Shield Bash (20)
⢠Peak of the Mountain
⢠Ucenui's Sphere
⢠Devotion
⢠Oceareon
⢠Oceareon
ahhh mb linked page from wrong tab lol that ones like 20 mins outdated
this is so all over th place
Harbingers of Ruin / 1.1
Sentinel (20) / Void Knight (11) / Forge Guard (74) / Paladin (8)
āø Health: 3,124, Regen: 52/s
āø Mana: 171, Regen: 9/s
āø Ward Retention: 20%, Regen: 0/s
āø Attributes: 133 Str / 36 Dex / 5 Int / 5 Att / 14 Vit
āø Resistances: 127% / 87% / 77% / 92% / 76% / 79% / 71%
āø EHP: 9,273 / 9,273 / 9,273 / 19,219 / 9,273 / 9,273 / 8,874
āø Endurance: 29%, Threshold: 625
āø Dodge Chance: 5% (144)
āø Armor Mitigation: 78% (10,701)
āø Lightning, Fire, Physical / Spell, Melee, Throwing
āø Physical / Melee
āø None
⢠Javelin (24)
⢠Healing Hands (20)
⢠Manifest Armor (20)
⢠Smite (20)
⢠Shield Bash (20)
⢠Peak of the Mountain
⢠Ucenui's Sphere
⢠Devotion
⢠Oceareon
⢠Oceareon
okok let me explain, javelins cost 0 mana, shield bash 0 mana, healing hands 0 mana, smite can be cast at 0 mana, javelins proc smite with idols, smite drains mana pool with fissure.
you stack crit and electrify at the same time, and also javelin for damage without spiked bombardment is awful and not sure what manifest armor doing there
Does Forge Strike tree (and by that I mean anything that doesn't explicitly mention Forged Weapons) affect Forged Weapons?
E.g. Does Ironbound affect their crit?
unless it specifically states it affects them, it doesnt
manifest armor is mostly healing hands movement tech with experimental boots
well i suggest changing your dps options, what you have will be quite low dps
š
no cd shield bash bros how would you solve mana issues? here is my endgame planner https://www.lastepochtools.com/planner/Q06ZLrZo
Harbingers of Ruin / 1.1
Sentinel (21) / Void Knight (10) / Forge Guard (67) / Paladin (15)
āø Health: 3,721, Regen: 35/s
āø Mana: 117, Regen: 8/s
āø Ward Retention: 20%, Regen: 0/s
āø Attributes: 50 Str / 5 Dex / 5 Int / 5 Att / 7 Vit
āø Resistances: 70% / 72% / 100% / 38% / 63% / 30% / 95%
āø EHP: 35,543 / 36,406 / 37,498 / 46,608 / 33,480 / 34,574 / 37,498
āø Endurance: 56%, Threshold: 744
āø Dodge Chance: 1% (20)
āø Armor Mitigation: 70% (6,490)
āø Block Chance: 92%, Mitigation: 76% (7,126)
āø Void, Fire, Physical / Spell, Melee, DoT
āø Apocalypse
⢠Shield Bash (25)
⢠Volatile Reversal (21)
⢠Healing Hands (21)
⢠Ring Of Shields (22)
⢠Abyssal Echoes (21)
⢠Monument of Protection
⢠Bulwark of the Last Abyss
⢠Peak of the Mountain
⢠Suloron's Step
⢠Shattered Chains
⢠Siphon of Anguish
⢠Omnis
⢠Phantom Grip
i prefer to keep HH to have sustain. maybe i need to drop some stuff for mana regen?
HH is free so doesn't seem like a problem. The -3 cost relic is pretty huge, that and some mana regen is enough to spam bash
13 mana per second is very easy to get enough regen for, 20 is harder
Inscribed tablet š
Or the weaver inscribed tablet š
Iād probably use a weaver tablet with meh to bad rolls just cause the implicts + guaranteed stats on it are great
totally forgot about the relic. thanks for this
it's definitely way harder to get it with +lvls to shield bash
how much is the shield wall doing for you? Those seem like easy points to drop until you can get the +levels
Is shield bashās AOE big enough without it?
subjectively, yes. It's a chunky cone
more is good but doesn't feel that important IMO
idk how good shield wall is since i haven't tried it at all. i'm just going with number go up
Ah, I should use shield bash more
i have only used it for the +crit on next melee. pairing it with judgment
Is there an option other than abyssal echoes in that build? Seems a bit off
the +crit is super nice, I did the ignite shield bash with flame drinker last cycle
do you have a planner for this? came here to see if anyone was planning something around this item found your post
Harbingers of Ruin / 1.1
Sentinel (26) / Void Knight (62) / Forge Guard (5) / Paladin (20)
āø Health: 3,277, Regen: 122/s
āø Mana: 103, Regen: 14/s
āø Ward Retention: 4%, Regen: 0/s
āø Attributes: 30 Str / 1 Dex / 1 Int / 1 Att / 55 Vit
āø Resistances: 101% / 84% / 70% / 87% / 89% / 72% / 72%
āø EHP: 11,704 / 11,704 / 11,094 / 15,732 / 11,704 / 11,309 / 11,309
āø Endurance: 128%, Threshold: 725
āø Armor Mitigation: 53% (3,526)
āø Block Chance: 75%, Mitigation: 45% (1,660)
āø Void / Melee, Spell, DoT
āø Warpath
⢠Warpath (23)
⢠Void Cleave (23)
⢠Abyssal Echoes (20)
⢠Sigils Of Hope (21)
⢠Aberroth's Command
⢠Atrophy
⢠Siphon of Anguish
⢠Orian's Sun Seal
⢠Anchor of Oblivion
⢠Face of the Mountain
thanks man!
Harbingers of Ruin / 1.1
Sentinel (35) / Void Knight (63) / Paladin (15)
āø Health: 3,659, Regen: 122/s
āø Mana: 113, Regen: 14/s
āø Ward Retention: 4%, Regen: 0/s
āø Attributes: 31 Str / 1 Dex / 1 Int / 6 Att / 55 Vit
āø Resistances: 117% / 99% / 85% / 78% / 89% / 72% / 72%
āø EHP: 9,619 / 9,619 / 9,619 / 16,082 / 9,619 / 9,293 / 9,293
āø Endurance: 60%, Threshold: 802
āø Armor Mitigation: 69% (6,216)
āø Void / Spell, Melee, DoT
āø Warpath
⢠Warpath (22)
⢠Void Cleave (23)
⢠Abyssal Echoes (20)
⢠Sigils Of Hope (21)
⢠Volatile Reversal (20)
⢠Aberroth's Command
⢠Atrophy
⢠Siphon of Anguish
⢠Orian's Sun Seal
⢠Anchor of Oblivion
Solving mana while going block route is a challange
theres always future mind 
dont
Do you think minion forgeguard works better going physical or ignite? Especially with some of the passive changes I can see it going either way, although ignite looks like passive points might be stretched so thin you would have to give up some other stuff. There is a lot of ignite support in their skills though.
you can still do the build where you just stack bleed and ignite on manifest armour and shoot shields at it for tons of stacks right?
Yes
yah that sounds fun
The buff to cyclone of war on manifest armor looks juicy. Iād be surprised if that isnāt in the top FG moo ion builds
Can echos proc on hit effects like magma shards?
So euh, you will have over 10k block effectivenes? For over +500 damage? Mmmm
Aight bois I'm on vacation and only have my phone
Shield bash double shield thorns build . Can it work now ?
yea thats the plan š
are the fg buffs good? its been a while since ive played and ive been thinkin about playing it. does it fix sentinel's apparently low ehp?
in the Forge Strike tree, does the increase to boss damage from Goliath Strike also affect the Forged weapon damage or just the strike?
capped block = 150% more damage
So do you go crit or not with shield bash?
https://www.lastepochtools.com/planner/A26wj0nA feedback on a fire minion forge guard build? idea is to spin around with warpath to summon weapons and hit with ring of shields' fire aura while manifest armor does the same thing. gearwise, i only setup rares with good affixes and no idols.
Harbingers of Ruin / 1.1
Sentinel (20) / Forge Guard (77) / Paladin (16)
āø Health: 1,545, Regen: 30/s
āø Mana: 268, Regen: 8/s
āø Ward Retention: 4%, Regen: 0/s
āø Attributes: 3 Str / 1 Dex / 1 Int / 32 Att / 7 Vit
āø Resistances: 115% / 80% / 80% / 101% / 97% / 66% / 104%
āø EHP: 4,827 / 4,827 / 4,827 / 6,364 / 4,827 / 4,409 / 4,827
āø Endurance: 46%, Threshold: 354
āø Armor Mitigation: 51% (3,312)
āø Block Chance: 54%, Mitigation: 49% (1,931)
āø Physical / Melee, Spell
āø Fire, Physical / Melee
āø None
⢠Warpath (20)
⢠Manifest Armor (24)
⢠Forge Strike (24)
⢠Ring Of Shields (24)
⢠Sigils Of Hope (20)
⢠Phantom Grip
⢠Logi's Hunger
⢠Phantom Grip
I really like this ring
Yea, you can still do the manifest armor shield spam thing, but I far prefer to use the forged weapons as the main minion. Problem is picking between burn and physical right now.
And yea, I love that new ring ā¤ļø not 100% sure if I can use it for my build, would have to give up warpath with auto-smite, but auto-sigil might be really nice too...smites a ton of healing though. Hard :
the free cast is a bonus, I love the +12 seconds to its duration
I already have my and game build worked out .. I think will be a fun season and will probably put in another 1000 hrs into the new season
use the new auto smite sword
Hopefully COF drops me a lp3-4 , got a few nice lp4 rings last season
This is EXACTLY what I was looking to do too lol should feel pretty darn good
@quiet hearth But in a build based on forged weapons, wont that sword be kinda terrible? Unless they ALL start spamming smite lol
Hey you wanted to fit in smite somehow lol
What corruption did everyone get with the season about to end
I stopped pushing around 1500
with or without warding hands
I mean yes, but it's not strictly needed. I could, in theory, drop manifest armor. Have ring of shields, smite, and sigil of hope all on auto cast.
With for me


lets gooo
I was about to be terrifed if you said without
I did 900 with ignite warpath FG
Yeah I switched to smite at 800 corruption and flew to 1500 , very OP smite last season
smite was super fun
Excited to see how long it takes to find everything I need for new season and mess around with new build . I get bored after 1 hour now cause my builds too strong
Patch came in perfect time for me
Hopefully no new bugs
I'm super tempted to plan a build around this silly armor
tho it would probably work better with the new endurance applies to mana hat, on a sorc
Iāll pass on this since I need 50 + attunement and intelligence for my build . Unless I get the stats I need Iāll try new armor but Iāll probably stick to core armor again
I was having a hard time justifying this thing on sentinel. You pretty much gotta go a healing hands channeled or AS route. Near impossible to run any int for retention and health on top of all the core damage stuff. But if you figure it out lmk.
that hat alone is so crazy good it's hard to pass on it for any lifebased build that can sustain mana well
if it ends up being best on sentinel or rogue because they have the best mana recovery that will be funny
You gonna try dual wield this time and off hand palarus? I had your build early last cycle and you donāt especially need extra smites since cause you got lightning colts. Curious on what youād change.
does manifest armour get the benefit of procs from items? like if you equipped wing guard hands would it get the haste on hit?
I was thinking bear druid with it, mostly cause druid gets a crap ton of endurance threshold for free
am going to try to get it working on sentinel
Wait how does it work with rage
not the endurance to mana hat, just the chest armor
oh sorry
all good, I'm like allergic to typing in the items actual names
Not sure , Iāll probably mess around with whatever I find to start .
Everyone here will solo to 100 or better to team up to start ?
Only sentinel build I could think of to use helm and chest would be a direct smite build with all the mana gain on smite stuff. But again was hard to sort out good damage still. Would make devotion amulet awkward.
I don't think you could reasonably do devotion with it yeah
doesn't have to be smite though even, rive works
rive looks great, as long as you dont care about the 3rd hit crit thing
Ya any of the non cooldown +mana skills could work and just HH to them. I just hate melee stuff like rive unless they have insane aoe
I love scrap metal, makes getting foe cleaver on rive so much better
presumably the way to do mana helmet smite is just to use smite as HH delivery rather than its own damage
And then attunement stack
But then you gotta solve the aoe problem. Maybe go lightning version of smite
Or dual wield palarus in oh I guess. But seems like a waste if youāre going attune
this might also work well with primalist + maelstrom + mountain boots
true
I have gone back to working on my back2basics vk
Pretty much all the classic VK melee builds are just straight up buffed. Canāt go wrong there.
heres my back2basics VK, (no exalted/legendaries) can someone look at it and tell me if I'm being dumb
Harbingers of Ruin / 1.1
Sentinel (36) / Void Knight (77)
āø Health: 3,145, Regen: 52/s
āø Mana: 178, Regen: 8/s
āø Ward Retention: 4%, Regen: 0/s
āø Attributes: 34 Str / 1 Dex / 1 Int / 1 Att / 70 Vit
āø Resistances: 70% / 75% / 75% / 67% / 110% / 97% / 70%
āø EHP: 6,485 / 6,842 / 6,842 / 10,000 / 6,842 / 6,842 / 6,516
āø Endurance: 20%, Threshold: 629
āø Armor Mitigation: 66% (5,483)
āø Void, Physical / Melee, Spell
āø None
⢠Rive (20)
⢠Void Cleave (20)
⢠Erasing Strike (22)
⢠Rebuke (22)
⢠Lunge (20)
⢠Apostate's Sanctuary
⢠Apathy's Maw
⢠Darkstride
the simple idea is void cleave -> they get 12 time rot -> remove them from life with erasing strike. Rive to get mana back, Lunge to find more mobs. Rebuke to tank big attacks
if you use https://www.lastepochtools.com/db/items/UAzCswDgZiA with manifest armour and have the Iron Grasp node (glove effect at 240%) does that mean your MA would convert 240% of bleed chance to ignite?
I dont know where Im going with this, I just know it's gonna take awhile to get there
event horizon?
Ye, with warpath, and that is only 7 stacks lol
I cant xD
darn
Granted I have no boots ect, so it will get better
I am also currently at -44% AS
good heavens
So I spin once every.....8s if Im mathing right
I kinda want to see what that looks like
I'm gonna build it at some point this cycle, I just gotta plan accordingly
why would u ever play event horizon as warpath and not as channeled healing hands
spin!
For the memes
channeling healing hands is a spin too
but it ignores all the downsides of the hammer since has fixed speed
it doesnt spin
It has a melee arc that swings randomly, that isn't spinning
because the model turns during the animation of it switching sides, it's not actually spinning
However the idea of sentinel essentially seizuring his way through enemies is entertaining
You essentially are just like, Rayeh take the hammer
it does not, the guy literally spins with the same speed in the same direction, just the hits go around in different direction
My dude, I have seen it and this is literally what the game files says, we'll just agree to disagree
ave you seen people using it with channeling node or without, cause there is a big difference
so I think I'm at like...180ish phys pen
Defense is gonna be painful, maybe null portent and overstacking resists
simply get the two highest level sentiel armor bases
assuming you have like any strength
armor š
considering Im str stacking, but that less dmg taken from null is really good
true
and resists are pretty easy to get
but also like 80% dmg reduction from armor
I'll have to tinker with both to see which works better. But I also have somewhat decent block due to warpath as well.
fair
I expect nothing from this but it definitely is funny to think about and occupy me until patch day
thats the best kind of strat
there is that new ring that says you get 10% less dmg taken if you have 180 stats
Red Ring's been there since Beta 0.9
oops, point still stands though
its there but don't plan on getting one (anywhere close to cycle start)
Oh no, this ignorant build is like end of cycle
ah
oh wow the null armor goes up to 20% less
its a super nice armor
So you need what, 130% resists to cap the less dmg taken?
115% res for each res
that is super easy to get
yeah
since its 1% per 2% res, 20% cap
granted you probably don't need like poison to be at 115%
So 20% from the body, 10% from the ring, 70% armor mit, 30% block with 1200 effectiveness
get 2 red rings
Looking at orians sun seal to auto cast sigils
ah
So quick and dirty, since the builder isnt factoring some things in, 25k ish ehp I think
counter point: vig stacking vk with way cheaper gear has 22k-ish ehp
Sure, but Im building this for fun not effectiveness
apostate's sanctuary time
it's about the same ehp actually
darn
The other goofy idea is Forge strike w/anvil node with bonk
how slow is that attack going to be with 10 stacks on event horizon
AS would be eventually
But the stacks last until you evade, so if you dont evade it is all good
shield rush stocks are up
You're not gonna be pushing corruption to high lvls but still pretty funny. Especially when you crit because FG has that bonus crit multi equal to str
might make for a nice bosser
Boss cant have ward it it's one shot
this guy gets it
Though the new uber axe is likely better
hell invest more points in VK for more crit multi
the only issue with that armor that its maximum 1-2 lp, more than that is unrealistic, but maybe someone gets lucky
I build without LP
Just to make it more realistic but you are correct, but even those 1-2lp would make huge differences, as would t7 affixes
#critWithoutCritChanceGang
this is just a rough draft to see how the numbers worked out.
VK would be infinitely better
wait...what about Rive Lacerate
200% of your added melee dmg over 3s
VK looses points for me because event horizon is a hammer
no void cleave for funny Erasing strikes
That new mace that extends ravaging aura tho
shame converting VK to fire doesnt change the aura
Chatters are cooked here 
Am I missing any vigor (without getting exalted items)
Harbingers of Ruin / 1.1
Sentinel (34) / Void Knight (74) / Forge Guard (5)
āø Health: 3,621, Regen: 153/s
āø Mana: 103, Regen: 8/s
āø Ward Retention: 4%, Regen: 0/s
āø Attributes: 54 Str / 1 Dex / 1 Int / 1 Att / 85 Vit
āø Resistances: 70% / 75% / 60% / 104% / 110% / 112% / 85%
āø EHP: 9,131 / 9,633 / 8,341 / 17,502 / 9,633 / 9,633 / 9,633
āø Endurance: 20%, Threshold: 724
āø Armor Mitigation: 73% (7,570)
āø Void, Physical / Melee, Spell
āø Void Essence (3/3), Void Aegis
⢠Rive (20)
⢠Void Cleave (20)
⢠Erasing Strike (22)
⢠Rebuke (22)
⢠Lunge (20)
⢠Apostate's Sanctuary
⢠Apathy's Maw
⢠Darkstride
huh the pop up has the wrong max hp
Hello,
Dear Sentinels,
What do you think?
Are they going to nerf Iva Markova's HH build? (you know which one).
if it's not in the patch notes then nothing else has changed to my knowledge
Yep, only the Ward chabges, but this is fine.
It's kinda funny that the new 2h crit nodes in FG are in the first half, which means VK isgonna steal them lol
A lot of changes towards VK and 2H. I like them
Dmg per Heal Effect was reduced
Ward Generation was cut down tremendously
Immolators belt nerf too.
Yup
nope its damage was also halved
it was just forgotten in patchnotes, but now u get flat dmg per 20% heal effect not 10%
I completely forgot erasing strike got a 2h mace node
this change is honestly the worst. I was looking at a divine bolt build and its like "damn my damage will fall off a cliff" the base heal amount was also cut in half. Which does matter when you use something like twisted heart to make it so you always shoot bolts.
I mean it was broken in half, it's still going to be usable
Well I dunno the bolt build was kinda meme imo. I think it will be exist mostly as what it was before but worse, which is just a boring shoe horn into every build as move skill/proc skill.
depends, it wasnt hitting hard in the first place and after belt/skill nerfs
it might be hitting 4-5 k in endgame

uh huh
The Ward was problematic, the Dmg not so much imo
Yep.
But there have been a lot of Dmg nerf everywhere, they are trying to put everything in line
chuckles in void knight
I mean, we've had plenty of damage for a long time
part of it is how broken volatile reversal is
we will see but ill bet holy bolts will cap out at 5-7k crits on mobs
Yep less DMG and stronger mobs.
This for sure.
Bosses will be harder. Multi dmg's build is needed. The mad Alchemist might be more useful.
We dont know how bosses will be because of the changes to their formulas
bosses will be easier on a lot of builds but holy bolts aint one ofthem
maybe ailment is the play 
š yep
wait does holy bolt apply aliments
I don't think they spreads. But each Holy bolts aplly or have chance.. ?? yes??
most likely need to ask mike
i tried it a bit, dunno if it spreads, but even if it does, not being able to get tons of electrify chance from... anywhere made it way worse then hit
have we decided if forgeguard is a meme still
the smite proccing hh version gets smite which has electrify conversion stuff. HH bolts basically just get 100% nothing else
FG has some juicy new nodes
On vacation so being on phone sucks. If I wanna go sent for league start what got the better buffs or most buffs. FG or VK
I love a 5 point dip into FG for void knight
Every sentinel does
VR is just that strong
I prefer not using VR. Clunky mechanic.
VR unfortunally is too OP... We need to use it.
I prefer having 60-180% More Dmg + 30% As + get my Mana back
Yes well it isn't fun to use so I avoid it.
Quite possibly the worst skill in any arpg imo. Let's rubberband the player on purpose "b b b but you can just wait 2 seconds" ok then rework it so I don't have to
š Twinkle you are making me wrinkle.
Vacation got you all worked up on a skill lol
if they ever nerf VR they would just end up having to buff every single sentinel skill
sounds like a good deal
Pretty sure I used it once and audibly laughed and ignored it til all the meta builds used it so gave it a real shot and said I'd rather just not be meta
Luckily there's plenty of other skills for you to use!
its just bad design, but there is a rason everyone is doing it
its like melee totems in PoE
My fear is they will nerf it(as they should) but not really compensate enough, and take a base class that is already kinda memed on, and have it be even more memed on.
like its so much stronger then even just it feels at a glance, because it can stack, so for DoT skills just a single use with even half baked positioning is 180% damage taken on bosses, do we really think they are gonna remove VR buffs and get holy trail 180% raw damage? nah if we are lucky holy trail will get 50% more damage, then be dead as heck cause VR is gone š
I'm surprised there any 1.1 builds on letools
I mean it's not like Sentinel as a whole is OP. Just take a look at the last video posted here of the rogue doing corrupt 8k + lol
Any big builds using smelters or forge strike coming out of the patchnotes?
Smelters could be funny with event horizon
Builds shall come. There will be some nasty freaks figure out the meta.
that would be a pretty decent use for it all things considered since as far as I know smelters does not use attack speed for its charging mechanic.
it simply has a baseline charge time that scales with increased aoe
Would forged weapons made with event horizon in your hand get their own stacks
thats literally what they said they gonna do in 1.2
to paraphrase Mike, only simple stats work when inherited by minions. Event horizon's stuff doesn't seem very simple
That makes sense
3/5 Axe Thrower(Sentinel) and 4/6 Shield Breaker(FG) is gonna be my base for all Sentinel melee builds. Automated fire/phys shred
Can you get void shred on that
Idk the sources of void shred available
Just wanted to share out loud the interaction of the chance to throw axe node with the throwing attacks shred phys/fire resist node

hey guys, (your average uninformed casual noob gamer here) I was wondering if hammerdin will be good this patch?
@vapid badgeso thats 12 mana gone every time an axe comes out?
Yeah but I never really had mana problems as a sentinel. Most of their abilities can be made free/are free
Time and Faith node exists too
I dont think they nerfed anything about hammerdin
I could be stupid tho
depends on what kinda hammerdin we talking
if we talking smite proc on hammers? its def nerfed
essentially is 5 smites/sec now, you can get way more under many circumstances thanks to how much hammers hit
if we are just talking toss hammers to do bonk damage, yeah its slightly buffed/mostly unchanged
heck its actually 10 per 2 seconds, which depending on how thats coded, might feel extra bad
cause you can hit the first monster really fast blowing all 10 smites, then you sit there for 1 second no smites
Now smite on shield throw might actually be pretty good. cause shield throw always had issues getting lots of hits, so the low proc rate kinda sucked, now that with well rolled idols you can get 100%, hitting 5 smites a second on shields should be pretty easy, and you can benefit from all of shield throws juicy defensive stuff!
were people even hitting more than 5 smites a second with hammerdin on single target?
probably not, but def during clearing yeah
convert shield throw to void and do the funny +100 void damage with void cleave
Hmm, what about bonk hammer with vengeance, where you spec into riposte and iron daggers and grab the base sentinel retribution skill. Since retribution doesnt care about AS and it hits every .2s
can manifest armor gain stacks from eye of reen?
I dont think so
to paraphrase what someone paraphrased to me earlier, they can only inherient simple stats from your items
That yes, I have not slept enough to be helpful it seems
coffee
hate it, that and I need to be up fairly early so no caffine tonight
fair enough
Noooo, the new FG 2h crit multi node was update to be 2:1
what is the default button for evade?
space
void cleave to get 12 time rots on a target -> erasing strike
Healing Hands is still very strong
that too, its just not a one stop shop for most of your defense
^
also shout out to the invulnerability node for lunge when fighting lagon
love that node
One thing I wanted to try that I didn't think it was worth this cycle is Ring of Shields+HH Traversal+Experimental Teleport Minions on Traversal. With the CD recovery on ally heal and Valiant Charge Sentinel node, you can just keep healing hands dashing everywhere for extra zoom
Can try to go a weird autobomber with the fire aura shields but idk if that will be good enough
Bleed Hammer got nerfed by proxy
Cleaver Solution got nerfed
ah
it got giga buffed with 75% bleed chance from fg
so not nerfed at all even with cleaver changes
Anyone seeing a way for a comfy playstyle with decent clear / st on forge guard. I can't help but ending up having to commit to good ST or AOE
granted I'm trying to use forge strike
Is the new forge guard rings that applies stats, will it still apply the "you can't crit" from wing guards to the minions?
is there a good way to use the necro damage on the phantom ring ?
or is it just flavour damage
yay timerot gaming
if your minions arent full hp
Alwayd
Hello, im planning on rolling sentinel next season and put together some home brew build. I want very simple build and went with only erasing strike and replanish mana through passive (hopefully). My question is though, are there any glaring mistakes like missing affixes or items? Thx.
https://www.lastepochtools.com/planner/oYkDnN4Q
Harbingers of Ruin / 1.1
Sentinel (21) / Void Knight (72) / Forge Guard (20)
āø Health: 4,216, Regen: 0/s
āø Mana: 410, Regen: 11/s
āø Ward Retention: 4%, Regen: 0/s
āø Attributes: 56 Str / 1 Dex / 1 Int / 1 Att / 35 Vit
āø Resistances: 90% / 76% / 80% / 99% / 89% / 78% / 96%
āø EHP: 14,024 / 14,024 / 14,024 / 23,117 / 14,024 / 14,024 / 14,024
āø Endurance: 60%, Threshold: 913
āø Armor Mitigation: 68% (6,012)
āø Void / Melee
āø None
⢠Erasing Strike (24)
⢠World Splitter
⢠Shattered Chains
⢠Siphon of Anguish
⢠Siphon of Anguish
⢠Anchor of Oblivion
⢠Titan Heart
are you planning on running void cleave?
Nope, only erasing strike

And get mana from void well
first things first, you don't need vitality for anything since you are going bonk full melee
so on gear, those vitality stats, change them to str, and on boots get movement speed as another prefix
i would change erasing strike tree abit but it's most likely just preference.
in regards to blessings i would take crit multi instead of void res shred from black sun
with anomaly have enough void res shred against bosses and normal monos u should pretty much 1shot enemies anyway
Alright, thanks. Do you think my dmg is enough or should I find more damage sources?
If you're bonking, the hammer is likely better, simply because it has triple the damage on it.
Tbh im very interested in this new hammer, event horizon or whatever it was called
got the name right
Imo flavour, but you could lean into it with Apogee and do Cold/Necro Forged Weapons
with the event horizon, i thought i was only doing 3 million dummy dps with my theorycraft because i assumed everything had 75% all resists and 10,000 armor. So i didn't include penetration or shreds in the dummy dps.
the hammer cares not for resistances
turns out nothing has resists or armor lol.
unless stated so.
turned out high end ATTAINABLE build was doing 9 mill dps on dummy, or over 900k real dps
where are you getting these numbers?
perfect gear pushes it to over 1.3 million, but perfect will never happen.
void knights initial passive was changed to grant more melee void damage based on vitality. You will stack it with any melee skill.
I take every node, every passive, every multiplier, every shred on all gear and plug in the numbers.
on an excel sheet
you mean pen? because the hammer has a huge amount of pen on it
yea, i think smite hammer builds dps got tripled. it's going to be insane.
with the old build, using the perfect idols you would average 1 smite per throw.
??? bonk hammer doesnt work on smite or hammer throw
oh the bonk hammer build i was talking about isn't hammer throw
I figure bonk hammer and echoing erasing strike is gonna be silly on bosses
yea it is. but i can't figure out how to sustain mana.
if you have to use other skills to gain mana, that means your real dps is a lot lower
I mean with bonk youre gonna be worrying about avg hit more than dps I feel
but with healing hands you'd get a constant 900k real dps. i mean you're not gonna get 900k dps right away, you'd probably have to grind away for that, but realistically you'd probably be in the 400-500k dps range until you get the gear.
healing hands channeled bypasses the 'less attack speed' modifier
Pure attack speed rive + base sentinel passive for mana when using rive + affix -> gets your 10 hamer stacks while recharging mana -> go big erasing strike bonk time ?
I've been tinkering with the idea of using the counter attack node, since it has a CD of .2s, using vengeance, basically skipping the slow AS
does reflect count as attacking?
nope
didnt think so, but you'd want anything that can attack on it's own without you doing anything
the devs told me that the bonk hammer dilation buff doesn't expire unless you evade. no countdown.
Is rive HH dead
try smite HH
smite can also trigger HH
and with the devotion and smite tree alone, that's 75% increased casting speed
So it is dead?
Oh yeah, you could throw in melee HH too, since it would trigger off of all your retaliation skills
HH by itself without the bonk hammer is dead imo.
No it wont, you need to use the skill directly and hit with it
they nerfed the dmg by half and forgot to put it on patch notes.
I used to use a rive HH ward build
well, you'd still be triggering it with vengeance
it's a shame triggered attacks can't be echoed
What's a bonk hammer
the new event horizon mace
Hahahaha
i don't think rive HH would work with event horizon, because the event horizon also slows down rive
but it doesn't slow smite
So stacking healing effectiveness and using rive HH ward is dead?
I actually thought about shatterstrike EH, because of the extra repeats
It's not dead, it's just not broken in half anymore
^
yea, they cut healing effective dmg in half
Rip
the node used to give 2 flat dmg per 10% healing effectiveness, now it's just 1 flat per 10%
Warpath looks fun tho now that u can regen mana
yea, mana regen on channeled skills opens up a lot of things with warpath
I dont think it will change WP that much, becuase it also added the 8 base cost, so you'd have to be scaling mana regen
like smite warpath or something
You could regen mana beforehand with it
Only with a 2h though....
You just took the man red nodes in my experience
I mean, how much mana regen do you need in order to recover 18 mp/s
like 120%?
225%
oof
nah it's 120%
Reckless spin time
well, excluding base regen
ok, so 120 is doable
yea your base regen is 8, so they added 8 to make regen effectively 0 if you channel without any extra regen.
Hmm, you could go dodge/ward based and use Telf'ns to regain mana on dodge
so if you get 100% regen, you could channel and still gain 8 mana per sec.
Remember all channel skills got an extra +8 mana to the base cost, so warpath costs 18 mana/s now
you can make it cost only 8 with the mana cost nodes
only 2, total of -16
yeah but that's a lot of points, trying to work around it
they made the math so that literally nothing has changed. only the fact that you can now regen mana
you said it like three times and no it is not dead just needs more gear now
while channeling
there is a change for warpath, before -16 cost on 10 cost is 0, now -16 on 18 cost equals 2.
I mean, code of an erased sent takes -3 off, and that fits in almost every build
No it doesnt, that is melee attack cost, not channel cost
it doesnt even work to lower warpaths 1 melee cost to 0 for proccing divine bolt idols
Quite new to the game and figured i'd give it a try to make my own build for 1.1 for a change. It's probably really really bad but could someone take a quick look at it in case im missing something really important? https://www.lastepochtools.com/planner/BGDzb52o
Harbingers of Ruin / 1.1
Sentinel (20) / Void Knight (6) / Forge Guard (72) / Paladin (15)
āø Health: 1,313, Regen: 32/s
āø Mana: 129, Regen: 8/s
āø Ward Retention: 4%, Regen: 0/s
āø Attributes: 29 Str / 11 Dex / 1 Int / 14 Att / 3 Vit
āø Resistances: 75% / 24% / 24% / 35% / 16% / 3% / 3%
āø EHP: 4,063 / 2,691 / 2,691 / 3,324 / 2,555 / 2,362 / 2,362
āø Endurance: 46%, Threshold: 263
āø Dodge Chance: 2% (44)
āø Armor Mitigation: 33% (1,661)
āø Block Chance: 57%, Mitigation: 68% (4,337)
āø Physical, Void / Melee, Spell
āø Physical / Melee
āø None
⢠Shield Bash (24)
⢠Ring Of Shields (20)
⢠Forge Strike (20)
⢠Volatile Reversal (20)
⢠Sigils Of Hope (20)
that's weird becuase it should
But let's see, augury plate is 30,arcane bracers 20, two sapphire rings is 20, so 70% before affixes, 130 is easily gotten
Mmm, if you want to recover warpath mana without spending points in reduced cost, you probably want to consider the % reduced channeling cost affix.
its on helm, prefix, channel cost
suffix or prefix?
My biggest problem with warpath VK is you kill enemies after having spun past them
And therefore you'd have to backtrack for loot
Lol
Yep
yeah
Maybe I'll make a non echo based warpath
Healing hands. More like⦠healing DED
Play pala or FG.
Warpath smite for pala, what's fun in fg?
is there anybuild I can dual shields in 1.1?
FG just got a fat load of crit multi for 2h so there is that
copium
maybe i missed it where?
hmm sounds really op considering vk gets more crit multi from 1 passive than fg with 100+ str
š¤
not exactly 1 passive though
It's an extra 50 cri multi, that is nothing to sneeze atm and its on a crit node you'd likely take anyway.
I never run crit in my builds. Makes the game too easy
i see that passive most likely will be used on 2h vk builds
It got changed because the patch notes said it was 1:1 for awhile
as for 2h fg ehh maybe people make some smelter or fs builds
nah, you grab bonk hammer and spin at the speed of smell
bonk hammer and spin wont work, just like spin does not proc healing hands
it absolutely will work
spam clicking it? xD
stacks dont disappear, you'd use another skill to prime
I'm not saying it's the be all of builds, I just think it'd be funny, because the static multi on that thing is stupid
warrior fury warslash shenanigans?
lol, the warrior fury would be dumb when stacked that is uh.....250% more? and then like...at least 100% phys pen
you spin around once every 2s, but by the gods when you do
wait...the detonate ground node in forge strike...le tools says it has the melee tag...it's an attack not a spell?
Is forge strike good to use on a boss just for the buffs and then use your main dmg skill? Like going down and to the left in it's tree
I mean it can be used for that yes
could work
Ok so
FG minions gain stats from certain pieces of gear. Which leads me to question, are they affected by attribute affixes?
yes they scale with attunement
but it wont double dip on items where they get stats from
same for minion stats
So actually no?
What about shared stats (you and your minions)?
they get both if on a piece of equiment that they get stats from
they do have atribute scaling, but giving them atributes on gear they get affected by doesnt give it twice
So no?
also most non generic affixes on uniques wont work either, like volcanus: "10% chance to cast magma shards on mele hit"
The question is "do the stats affect the minions?" Not "do the stats affect me and then make the minions stronger because I am?".
Because you know, those things don't (necessarily) need to be on a piece of gear that they take stats from.
They probably will end up getting attributes anyway but I just want to make sure the attribute does nothing for the minion (directly).
I mean that just makes sense.
Minions don't have minions.
But what if it's you and your minions? In the wording alone it implies that the minion would get the "you" stats from the gear but then also the "your minions" stats from you.
correct
So like, logically, the physical pen for "you and your minions" would apply twice.
yes
Neat
And unique mods do count as well? I mean the ones that could logically apply like +crit multi and such?
yes most generic stats
Area increases are still bugged
funnily enough there is a unique affix that works for some reason... chance to apply spirit plague on melee hit from the unique shield lifes journey
I guess because it uses the same mechanic as applying other debuffs.
Hey fellas
Im trying to polish my forged weapons starter, any planner doctors wanna take a peek and see if I could improve anything?
https://www.lastepochtools.com/planner/QWzXNjLA
Harbingers of Ruin / 1.1
Sentinel (30) / Forge Guard (68) / Paladin (15)
āø Health: 3,029, Regen: 117/s
āø Mana: 178, Regen: 8/s
āø Ward Retention: 4%, Regen: 0/s
āø Attributes: 43 Str / 1 Dex / 1 Int / 29 Att / 4 Vit
āø Resistances: 144% / 109% / 107% / 93% / 114% / 85% / 73%
āø EHP: 9,556 / 9,556 / 9,556 / 16,248 / 9,556 / 9,556 / 9,368
āø Endurance: 56%, Threshold: 651
āø Armor Mitigation: 70% (6,467)
āø Physical, Fire / Melee, Spell
āø Physical, Fire / Melee
āø Ambition (20/20), Frenzy
⢠Forge Strike (35)
⢠Multistrike (30)
⢠Manifest Armor (26)
⢠Sigils Of Hope (20)
⢠Void Cleave (26)
⢠Phantom Grip
⢠Phantom Grip
⢠Sunforged Cuirass
⢠Sunforged Greathelm
⢠Sword Catcher
⢠Logi's Hunger
⢠Throne of Ambition
Looks solid to me but shield bash will get too high mana cost, no ?
Especially with the 50% more mana cost from shield
Suggestions on that front? and why more attunement? Just dot mitigations?
attunement scale your minion dmg too
aye and you can get more dot mitigation via armor affixes that affexts dots
in last cycle i started with full set minion forge guard and i find items enouth to change for shield throw manifest armor,this build where u throw on manifest armor
yea but thats not a super interesting build to me
kinda want to keep it forged weapons centric
but for me this items what u have its enouth for starter
What would you transition into?
idk yet but im gona start too minion forge guard
so you think theres something better but dunno what yet? :p
if u wanna change something change this armor
helmet is very good for defenses
i know u lose +3 to forge strike but its not necesery
Kinda just want to have an idea what to look for upgrades-wise
I figured +6 to melee skills , parry, frenzy should be great on weapons
i can obvs see upgrading the sets
tho
ye this weapon its op for me
if u got very good roll + Lp it can be the best weapon for minion forge guard
I reckon non-set armor/helm would be something like https://www.lastepochtools.com/planner/ApVbkXLB ?
Harbingers of Ruin / 1.1
Sentinel (30) / Forge Guard (68) / Paladin (15)
āø Health: 3,853, Regen: 117/s
āø Mana: 240, Regen: 8/s
āø Ward Retention: 4%, Regen: 0/s
āø Attributes: 51 Str / 1 Dex / 1 Int / 57 Att / 4 Vit
āø Resistances: 99% / 109% / 107% / 93% / 114% / 85% / 73%
āø EHP: 11,553 / 11,553 / 11,553 / 18,604 / 11,553 / 11,553 / 11,326
āø Endurance: 57%, Threshold: 771
āø Armor Mitigation: 67% (5,688)
āø Physical, Fire / Melee, Spell
āø Physical, Fire / Melee
āø Ambition (20/20), Frenzy
⢠Forge Strike (35)
⢠Multistrike (30)
⢠Manifest Armor (26)
⢠Sigils Of Hope (20)
⢠Void Cleave (26)
⢠Phantom Grip
⢠Phantom Grip
⢠Sword Catcher
⢠Logi's Hunger
⢠Throne of Ambition
Hm yeah that makes sense to me
Does Shield Crafter node use Ring of shields mana, when it procs it?
That's the old version.
But yes it usually uses mana.
This is the version it is changing to. Which I assume does not use mana.
Speaking of which.
I'm torn.
Do I use a twohander and only swords and armor. Or do I use a onehander and shield, and also use shields?
That does mean I have 4 out of 5 skill slots spoken for though.
Im gonna try out an ignite MA build with shield cause fg gets some juicy shield stuff and losing the base dmg from 2h to 1h not as big on ignite
What is the point of Fiery Justice? It costs 40 mana and all of your stacks just to cast forge strike?
Can't you just cast forge strike manually?
Although I guess it bypasses the cooldown?
Still can't be combined with Heated Forge since that requires a direct use of Forge Strike.
Yah, doesn't seem great tbh
I guess I might go the shield route. I too am thinking of going all in on ignite.
That gives me just one slot though, which should probably be like healing hands for traversal?
Actually healing hands adds some extra oomph to all my melee attacks.
Because I'm stacking attunement and not strength.
Oh and since it's a minion build, I can use Cloud Voyager.
Something like this for an attunement build?
whats the playstyle here, just multistrike for days while keeping up the forge strike every 4 seconds for the buffs?
Does anybody know if forge weapons take stats from BOTH weapons if you duel wield or if its just 1 of them
both
might be interesting to figure out how to make that work for forge strike
I mean at base, just equip two weapons and run forge strike.
But I assume you mean to find some kind of synergy there that only dual wielding can achieve?
btw for ppl looking into the whirlwind MA, note that it was bugged in 1.0 that it hits enemies only once and there isn't a bug fix in patch notes for it.
MA?
Manifest armor
who needs whirlwind when youre dude is spinning around all the time anyway from shield throws
yeah, or else it is just sword catcher 2h
was wondering about the new ring and apogee
cus shield throw MA is so anoying interaction
Hm...
So if I want my forged weapons to reliably inflict ignite I need ignite chance on the weapon since it's not inherent.
yup
think bleed/ignite forged weapons > hit?
i dont
hit is alot stronger now you can crit cap them
That being said, I think I'll go DoT.
Maehlin's Hubris + the new ring?
Dot is cheaper to get going
A Bardiche +Void Cleave and you are good to go
VR for 180% More Dmg
Why Maehlin?
I wonder...
If I'm going ignite.
Maybe I should use Warpath instead of Multistrike?
I don't have enough points to do both forged weapons and ignite. Eugh.
Sacrifice (50% more Smite damage) affects the ignites applied by smite, right?
yeah its one of the first nodes on it
Hm...
Maybe use that instead of HH? But then I have no traversal.
Maybe I just use idols to stack ignite?
Oh
Nevermind.
Ring of Shields is yet another source of damage over time.
So Manifest Armor would be something like this.
Yes
thought so, thats a spicy modifier
It is, it comes with a hefty hp tax
which is like completely negated if youre running low life, right?
Harbingers of Ruin / 1.1
Sentinel (20) / Forge Guard (84) / Paladin (9)
āø Health: 948, Regen: 22/s
āø Mana: 135, Regen: 8/s
āø Ward Retention: 4%, Regen: 0/s
āø Attributes: 11 Str / 1 Dex / 1 Int / 17 Att / 3 Vit
āø Resistances: 91% / 24% / 24% / 50% / 32% / 3% / 3%
āø EHP: 1,290 / 855 / 855 / 1,069 / 902 / 750 / 750
āø Endurance: 20%, Threshold: 190
āø Armor Mitigation: 11% (272)
āø Block Chance: 11%, Mitigation: 22% (320)
āø Physical, Fire / Melee, Spell
āø Fire, Physical / Melee
āø None
⢠Multistrike (20)
⢠Forge Strike (20)
⢠Manifest Armor (20)
⢠Ring Of Shields (20)
⢠Healing Hands (20)
None
This is before gear.
Or any kind of leech
Blinding Flash in the same tree says Smite hits do more damage to blinded, so that would NOT apply to ignites, right?
Correct
https://www.lastepochtools.com/planner/olYVeXVA How is this for partial gear choice? (Don't mind the legendary, assume it's just an exalt, with an intent to add a legendary there later)
Harbingers of Ruin / 1.1
Sentinel (20) / Forge Guard (84) / Paladin (9)
āø Health: 1,124, Regen: 22/s
āø Mana: 151, Regen: 9/s
āø Ward Retention: 4%, Regen: 0/s
āø Attributes: 11 Str / 1 Dex / 1 Int / 17 Att / 3 Vit
āø Resistances: 104% / 37% / 37% / 50% / 32% / 3% / 3%
āø EHP: 1,542 / 1,118 / 1,118 / 1,282 / 1,078 / 897 / 897
āø Endurance: 20%, Threshold: 225
āø Armor Mitigation: 12% (312)
āø Block Chance: 11%, Mitigation: 22% (320)
āø Physical, Fire / Melee, Spell
āø Fire, Physical / Melee
āø None
⢠Multistrike (20)
⢠Forge Strike (22)
⢠Manifest Armor (22)
⢠Ring Of Shields (22)
⢠Healing Hands (20)
⢠Phantom Grip
⢠Phantom Grip
⢠Burning Avarice
I'm doing something similar but with Warpath to summon the weapons. With that said, if they didn't fix the MA whirlwind, I'll probably switch to multistrike as well
I think with warpath you can use instant void cleave to debuff crit on enemies so FW crit more as well, but I'll need to check it out
Fellas i need to know if anyone has cooked up a new forge guard build
I cooked up 3.
Still WIP though
https://www.lastepochtools.com/planner/AL50panQ Added some idols.
Harbingers of Ruin / 1.1
Sentinel (20) / Forge Guard (84) / Paladin (9)
āø Health: 1,124, Regen: 22/s
āø Mana: 235, Regen: 9/s
āø Ward Retention: 4%, Regen: 0/s
āø Attributes: 11 Str / 1 Dex / 1 Int / 17 Att / 3 Vit
āø Resistances: 220% / 78% / 78% / 67% / 49% / 20% / 20%
āø EHP: 2,375 / 2,375 / 2,375 / 2,405 / 1,878 / 1,527 / 1,527
āø Endurance: 20%, Threshold: 225
āø Armor Mitigation: 25% (1,075)
āø Block Chance: 52%, Mitigation: 50% (2,030)
āø Physical, Fire / Melee, Spell
āø Fire, Physical / Melee
āø None
⢠Multistrike (20)
⢠Forge Strike (22)
⢠Manifest Armor (22)
⢠Ring Of Shields (22)
⢠Healing Hands (20)
⢠Phantom Grip
⢠Phantom Grip
⢠Burning Avarice
⢠Rahyeh's Light
is there a way to play like poison or bleed Forge Guard ?
Poison isn't likely, but ignite and bleed are there.
My minion build focuses on ignite.
How rare is the fire damage/ignite duration affix?
ok might go bleed forge guard
We are, but we won't be able to tell if it really works until patch
does someone know if the sacrifice node of smite only work on direct casts, or also with indirect casts (i.e the new 1h sword or the warpath node?
"Smite deals significantly more damage (multiplicative with other modifiers), but Smite consumes a percent of your current health on cast."
it works always
so the triggered smite casts costs health instead of mana? nice.
oh i'm so cooked if my smite voidknight works now xdd
Depends on the trigger, you might still pay mana cost as well
as long as the damage modifier applies that is the most important bit, if i have to pay mana after all i do have a work around
the most important bit right now is needing an answer from the devs wether or not the new palarus 1h ( https://www.lastepochtools.com/db/items/UAzCMGYBYDYg ) does up to 6 triggers if dual wielded or stays at 3
its a limit, i fully expect 3
i do as well, but hope remains until the end š
i did and couldnt find an answer
but also i'm on phone right now so it's a bit wonky
Hello there. I can't remember the answer : do i have to pay the mana cost upfront when a skill is triggered ?
For example here, shield throw
wdym with upfront
Do i pay the mana nonetheless ?
yes
for it so it can be triggered
ok
But it bypasses the cooldown right ? If the skill say it's 4s, and the shield says it's 0.5s, it's 0.5 sec
correct
you'd need to get hit roughly 6 times a second to make use of that internal cooldown though (assuming all hits are blocks)
if I convert multistrike to smite, the initial hit on single target will never be smite, right?
unless you have min 1 charge and deliberately miss your hits
guys guys guys, is this going to work anyhow?
https://www.lastepochtools.com/planner/o3PZ6kEA
Harbingers of Ruin / 1.1
Sentinel (21) / Void Knight (77) / Paladin (15)
āø Health: 3,379, Regen: 0/s
āø Mana: 396, Regen: 13/s
āø Ward Retention: 4%, Regen: 0/s
āø Attributes: 61 Str / 1 Dex / 1 Int / 6 Att / 70 Vit
āø Resistances: 80% / 85% / 94% / 97% / 78% / 83% / 82%
āø EHP: 11,341 / 11,341 / 11,341 / 18,804 / 11,341 / 11,341 / 11,341
āø Endurance: 60%, Threshold: 746
āø Armor Mitigation: 69% (6,095)
āø Crit Avoidance: 91%
āø Void, Physical / Spell, Melee
āø Patient Doom, Void Essence (3/3)
⢠Erasing Strike (24)
⢠Volatile Reversal (20)
⢠Anomaly (20)
⢠Sigils Of Hope (20)
⢠Shield Rush (20)
⢠World Splitter
⢠Siphon of Anguish
⢠Titan Heart
⢠Shattered Chains
⢠The Inevitable
⢠Anchor of Oblivion
Quick Question guys: Does the "+5% crit strike chance with spears" of the FGs Weapon master work with Sentinels Javelin on throwing? It would need to have "throwing crit Strike" , right?
Just as with the Crit of "Champion of the Forge"?
it should just be +5% base crit for everything when using a spear
world splitter is such a bait why would you ever use it over beacon??
but yes that will kinda work out, will be clunky tho since you took 3 echo repeats
if it doesnt specify it apply to everything, this crit applies even to spells
why does 3 echo repeats make it clunky?
cause they will dump like 300 mana on one use and what are you gonna do after that, all those echoes will hit in the same spot, while screen is full of enemies in other places
how u gonna clear those?
Yea... repeats are maybe an overkill š
and also in monos the first hit will most likely one shot everything
so no point to even have more than 1-2
gogo gadget void cleave
besides that you cant get the world splitter befor doing the Rayeh Harbinger anyways
but ye world splitter is big bait imo,if you already mana stacking its just better to use shadow beacon cause its way more damage, world splitter is way more AOE but erasing strike doesnt need that tbh
but playable build still
Erasing strike can get aoe from anywhere else nad it would be fine
My friends dad works at EHG and will give me a world splitter level 1
your friend dad was also the same person that though Healing Hands was good as it was , see how wrong he was ...
that just made one guy reaching arena rank 1 2 and 4 with basically the same build

its totally fine and feels great with baseline aoe
also if you are doing guaranteed echos, why not take the more damage to injured enemies instead of more damage to full health enemies, the only thing thats gonna survive the first erasing strike is going to be a boss/miniboss
only reason i see is to get also the Echos to overlap properly
another thing is , the VK passive now only gives Melee Void damage per Vitality and not just Void damage %
Wdym 4. š
oh ya, before i did a full run on VK. all 3 above 2k waves now
Any thoughts on fire aura ring of shields with the new FG passive nodes
There's the node in ring of shields that is a more multiplier but only up to 60%
not enough
Healing hands can never scale with strength, right?
And attunement will only ever scale healing effectiveness, not damage, right?
So how is this for a minion build?
Oh here is another question. Say I use multistrike to proc healing hands. Do I now have double chances of inflicting ailments with hits?
Because I attack with both multistrike and healing hands once?
i see a lot of forge strike builds with void cleave for the minion buff. is it really insane?
Has anyone worked on an updated minion reflect build for 1.1?
bruh
Is Flat 75 damage for minions insane in your opinion ?
or the 40 Flat damage from Forge Strike
3 Void cleaves with the Node in VC and Darkstrde boots for one extra charge stacks , so that 225 Flat damage for 4 seconds
this general idea can definitely work but your specific build needs lots of changes, most importantly you should have way way more max mana, since you're essentially operating on only 30% of your mana pool you need high enough max mana that you can be at 30% and use more than one skill before you go negative
but you do have to VC constantly while keeping up your sigils as well. if were talking about the crit minion forge strike build
you could maybe also consider building mana spent gained as ward and vessel of strife to get some ward in the build without needing to sacrifice much
hmmm
Void cleave affects minion builds?
could that build somehow squeeze in the new wall of nothing unique for big ward decay threshold
Can you stun with a channeled skill? For instance if I am channeling healing hands will the damage ticks have a chance to stun or because its not on hit will it not stun?
yeah i think that could fit
yeah its the molten blades passive node node on void cleave
also makes it a movement skill so you have an extra "dash" which is neat.
Oh no
FG DW Manifest Armor Warpath work in progress : https://www.lastepochtools.com/planner/oRzPy2No
Harbingers of Ruin / 1.1
Sentinel (21) / Forge Guard (77) / Paladin (15)
āø Health: 1,021, Regen: 20/s
āø Mana: 151, Regen: 8/s
āø Ward Retention: 4%, Regen: 0/s
āø Attributes: 24 Str / 1 Dex / 1 Int / 17 Att / 2 Vit
āø Resistances: 79% / 24% / 24% / 75% / 20% / 2% / 2%
āø EHP: 1,123 / 744 / 744 / 1,147 / 724 / 649 / 649
āø Endurance: 20%, Threshold: 204
āø Armor Mitigation: 7% (145)
āø Fire, Physical / Melee, Spell
āø Fire, Physical / Melee
āø None
⢠Void Cleave (20)
⢠Sigils Of Hope (20)
⢠Manifest Armor (22)
⢠Forge Strike (22)
⢠Warpath (20)
⢠Phantom Grip
⢠Phantom Grip
⢠Aberroth's Command
⢠Eye of Reen
I need to see if I can replace healing hands with this.
Does Detonating ground benefit from all the damage/scaling nodes for the initial hit in Forge Strike tree? Looking at theory crafting a strengh stacking forge strike build
Because I needed a way to give Ignite to minions but I never thought to look at void cleave.
You are lucky, that's exactly what I did above
I mean why would I look to void cleave for minion synergy?
What I do is write key words in search in each skill tree. I checked all Forged Weapon, then I tried minions
does dragon flame edict give the ignite chance to your minions or does it only work when you use a minion skill
its hard to to not pick warpath over multistrike is it.
For forged weapons multi is better tho.
Multistrike is fine, it's just a different approach
better how
I"m still stuck on trying to go crit or fire dot
warpath just seems real smooth but I hate whirlwind effect
I hesitated to go Multi, but Manock was already working on it, so no point in doubling down
There is also Forge Strike directly
You can turn it into spam skill
this ring is cool but i don't really get why you would want necrotic damage on forged weapons, has anyone come up with any ideas for that?
Combine with Frozen Apogree maybe?
There must be something we are not seeing or they simply made a mistake, but all other stats are just too good
It's just extra damage.
Its mostly flavour damage
there is an angle with apogee but I don't think it is worth it.
I mean extra damage is extra damage regardless of type.
if you had two of them on, would your forged weapons get 200% of your gloves stats
One could say it's "the wrong type" but this is on an item that would be good even with zero added damage.
Up to, yes.
thats why it is so broken. Although I'm not sure what the perfect gloves would be for this
Depends on what you're doing
do you think using that ring with these gloves would make your minions cast flame tornadoes
Burning avarice is pretty good.
I think the build would be so fun to play if it wasn't for those damn needed sigils.
why do u care if its necrotic or fire or phys or whatever?
dont FG minions normally only get simple stats from your gear
you have generic scaling for minions on all optimized builds
whatever that means
They get anything that can logically apply to them.
I've been told yesterday that "trigger" effects don't carry over to the minions, I was thinking smite sword and they said no
They get the Implicits and some Unique effects , like Last laughs kill threshold
makes sense i didnt think it would work but it was worth asking
Are we thinking Crit will be better than DOT minions?
Both are good
It's a hit and it has a chance to stun
maybe they also get " apply a stack of <Ailment> on hit " but im not 100% sure on that , they get the Apply from implicit , not sure about affixes
wont bleed be extra good for bossing now that bosses get bursts of ward
i used Ignite/bleed on minion hit on my FG mainly so the Flame Drinker node in Rive was alive all the time
Will crit not be better with all the new weapons?
A'd the rings to be crit capped?
true
which ones? event horizon wont be good and we dont know if itll even apply. I think exile mages spear is still bis weapon without any competition for crit minions
They can give up to 8% minion crit if you get two of them
I mean duration itself is good enough for me
the axe
Can still go DoT
might be pretty op
If you combined Healing Hands->Seraph Blade with Healing Hands->Hand of Aurelus (melee attack triggered by casting smite) does the Seraph Blade attack occur from your body, or does it occur where the smite lands?
are hammerdins going to be doing better this patch?
but needs testing, the spear is just too strong
what spear we talking about
javelin spear that is used only on non javelin builds
180% crit multi, 90 flat and 40% pen+ easy 2-3lp
?
+6 to level of melee skills is a wild stat
1st one might be better but i doubt it will be
2nd one looks useless for crit
u dont care for melee speed since you spam shield throw and thats 99% of dps
i mean it adds some, so maybe its ok. But for first one we dont know what will apply to minoons and whats not
World splitter+ erasing strike build. Stacking mana. Any good?
Were we not talking about Forged Weapons?
its kinda disgusting , same level as the +4 to all good falconer skills bow .. uh Talons of prey or so
forged minions is 10% dps added to 90% of total dps which is MA, you run both
š
they are super fast at applying ailment stacks
200 bleed and ignite is very doable
it seems good, i'm thinking about running that with heavy max mana investment and mana spent gained as ward uniques + vessel of strife
erasing strike builds with shadow beacon before already wanted huge max mana so now you're just doubling down on that and actually getting other stats from it too
does anyone know if this node counts towards the mana cost because iirc it waits until the echo goes off before it actually uses the 60 mana
it might not?
spec into these two for giga mana cost erasing strike
thanks
Yep, Cost =/= Consumed
maybe its worth going for the second charge instead of no cooldown then
yeah with full void bringer + hastened cataclysm its like 127 mana cost
because i'm worried having the echoes doesnt leave much room to increase the cost of the main skill
oh wait another 10% mana cost increse from avatar of regret
yeah
I'd just go full 40% echo chance and grab both mana cost nodes
dont worry about the guaranteed echos
probably true
fair
can you get enough max mana to use it enough to get enough void essences on crit to sustain mana
yes
I'm Interested in that build
ah
its a bit tougher if you wanna maximise the mana cost of the base skill though
but should still be very possible
echos give the void essence on crit too right?
Yes
The main problem of the Axe is it's not a Mace and you loose 60% More Dmg for the top node
Oh but World Splitter is a Bardiche right?
yeah it is
these are the two side by side
Hi, is forgeguard a thing now? I mean one focusing on minions and FG stuff, not VK in trench coat.
world splitter also allows for void cleave which really isnt needed for the build but i like using it as a traversal
even without taking either mana cost node for erasing strike you're getting +16.5% base crit and and +66% area
with 3 points in the faster cooldown node you're getting 41.25% additional base crit and 165% area
plus the other 9% base crit rate from the erasing strike tree you can have a base crit rate of 55.25%
That's a lot
World splitter also has huge bonus mana. If you ever want to go for 2 or 3 echos you probably need world splitter
yeah 52% max mana is crazy
its not a good starter since it has heavy gear requirements to make it work
I wonder if its possible to use event horizon for bonk build. Probably too clunky though
but you could start with a basic void cleave erasing strike build then transition to world splitter once you get some of the mana drops you need
Just use rive or warpath till there
lol you can get to 99.45% crit chance on erasing strike using only a blessing if you take the extra mana cost from the cooldown node
I think 70%-80% is a good spot
Do passives like Lethal strikes in the forge guard tree work on minions?
you wouldnt actually want to have a crit chance blessing but it shows you can pretty easily get max crit chance without even needing an affix for it
Does say minions so no
doesn't *?
Yeah sorry, long day š
š
Doesn't say minions so no
@waxen nymph is there potential for hammerdins this patch?
What kind?
any kind of hammerdin paladin

the spinny ones
Hammer Smite got slightly changed (I think it's a slight nerf) with the change on Smite idols
Nova is still the same so good clear meh ST
Disintegrating Aura got buffed so might go from goodish/meme to pretty nice
- That looks like some performance related stuff
- The change on idols buff a bit Shield Throw/Javelin + Smite
- Smite Proc will be more consistent, a bit better even on single Target
On packs you will get less Smite
You could procc way more than 5 Smite per second in a big pack
Imo still pretty good
where should I be looking for a hammerdin build for next cycle?
Pretty sure Maxroll will update theirs
why not scorching path?
Because I don't know what that is.
the one right after molten blades
my thought is, FG minions are melee, so their going to be next to the enemy anyways
It's a bit annoying to hit all your Swords
ah
But on Boss it will be giga strong for sure
I'll consider it if I can reliably hit all my minions with it, but otherwise no.
I don't need to decide immediately.
I mean technically it is a gain if I can reliably hit even half.
They buffed whirlwind on manifest armor right
is warpath vk gonna be fine to play or is void cleave gonna be way stronger?
I assume you are going for full ignite and won't rely kn any critical damage I guess
Should still be viable
Warpath or void cleave? Pour que no los dos?
Yes.
Any changes for dot vk in 1.1?
Big time
So itās not hot garbage anymore
Cd from 10 sec to 4
Dmg Effect from 60 to 300 iirc
Edit : I do remember correctly
Lmao wtf
But no indicator that the bug with it was fixed yet, right?
What bug?
I heard MA WW only hits once or something.
it feels weird having two options for VK boots
They buff melee MA but nerf spellcaster MA š
is the first one realy an option tho?
I can get a 2nd charge of void cleave on its tree
tho granted The Inevitable is probably more for funny event horizon hammer bonk
So why not get a third charge?
my ES only has 2 charges
ES?
Erasing Strike
my builds entire thing is void cleave to put 12 time rots on them -> ES them out of existance -> go to next pack
So what is the lore reason for the sentinel having void powers anyway?
sentinels saw the void eating the world -> took a part of the void into themselves
tried to fight the void using the void
Like iirc they're a former Rayeh worshiper?
yeah base sentinel used to be a Rayeh solder/blacksmith
but then Rayeh went a little kill everyone else mode
Paladin is him going full Divine Era god mode, Forge Guard is him focusing on his blacksmithing training, void knight is him going sicko mode
can someone send me a sexy paladin hammerdin build please
I have a sexy vit stacking VK ms paint I can send
no idea how to do a hammer build tho
Yeah so the fire and divine abilities make sense. Rayeh followers also use those.
I'm fairly sure this is the only bit of how a sentinel got void powers
also granted we just copy the powers from some other timeline version of us who actually figured it out


Yeah I know that much. It just feels a little outside of the sentinel's starting area. :p
Compared to the other two I mean.
thats fair
I guess technically Forge Guard is directly Rayeh worship, Paladin is all of them in general, Void Knight is worshiping Ouroboros
planning on trying that and forgestrike
Basically, they got very very slightly void-corrupted
You mean Orobys?
TBH, the main script of the story says very little of Orobyss.
I'm going to imagine that Orobyss gets a focus in the next part of the campaign
Like, Eterra made the world and the five deities, right?
tho granted he is the narrator of the pre-act lil videos
And Orobyss is implied to be some counterpart, like the end to her beginning.
aren't there 4 gods
Was it four?
Herrot, Rayeh, Lagon and snake lady
the haha uhoh when fighting mr skelly bones
Like Heorot seems to recognise you from when you will meet him later.

