#š±āsentinel
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That's in the undead era iirc?
yeah
In 1.1 we don't get a timeline rotation right? It's the same ones as before?
wait their rotating the mono timelines?
yeah
nah thats not a thing here
Anyone got any theory craft builds for the double shield forge guard? Kind want to try it as a starter.
is champion of the forge being displayed correctly in LEtools?
or is it supposed to give flat crit multiplier, instead of "more" crit multi like runemaster has
Is a WIP ok?
Ya kinda just want a build as a base. Havent tried forge guard yet so
Harbingers of Ruin / 1.1
Sentinel (24) / Forge Guard (75) / Paladin (13)
āø Health: 1,010, Regen: 97/s
āø Mana: 119, Regen: 8/s
āø Ward Retention: 4%, Regen: 0/s
āø Attributes: 16 Str / 1 Dex / 1 Int / 9 Att / 3 Vit
āø Resistances: 140% / 74% / 74% / 72% / 49% / 20% / 20%
āø EHP: 4,418 / 4,353 / 4,353 / 6,615 / 3,493 / 2,841 / 2,841
āø Endurance: 33%, Threshold: 202
āø Armor Mitigation: 65% (5,185)
āø Block Chance: 82%, Mitigation: 53% (2,338)
āø Physical, Fire / Melee, Throwing
āø Golden Aegis (4/4), Rallying Block (10/10)
⢠Shield Bash (20)
⢠Shield Throw (20)
⢠Healing Hands (20)
⢠Shield Rush (20)
⢠Ring Of Shields (20)
Be aware, the damage is kind of low until you manage to get a good melee crit mod on the "shield".
As well as some decent crit multi.
Cradle is there for the block effectiveness, but there are a handful of other shields that also work well. Including just an exalt.
You also have many choices for skill loadout. I just went with all the shield skills for fun.
I'm just ready to go all out on my forge guard bosser
It seems most minion builds still need to you to get into the action rather than standing back and letting your minions do everything.
Important question:
Does Bellow (increases the damage of forgebreath) also increase the damage of the ignites inflicted by it?
would be best to build crit into a shield bash build? I feel like without using the 2h node to give you tons of multi, iit wouldn't be as worth it but idk really
If you don't build crit how are you going to push higher corruption?
idk that's why I asked xD
granted my build i made for it was trying to be as tanky as possibe
Sorry, it was meant to be rhetorical, but I'll be frank then. You need some kind of way to inflate your damage output. For hit based builds, this is crit.
i had no idea how my damage would be
that makes sense
i'll have to see what i can squeeze in
If I start with only the nodes from tree that give crit, as well as the crit blessing.
I still need T7 melee crit on the weapon to reach acceptable crit chance.
After this you need to stack crit mult on as many gear pieces as you can because you don't get the free crit mult from wielding a 2H.
You also still want to stack strength for the penetration.
melee crit + your skill having +base crit makes capping crit chance very easy
Shield bash does not.
darn
yeah, my current setup is getting a decent amount fo strength without using any exalted pieces. I might have adjust my armor a bit to fit crit stuff in
copper rings with increased crit chance affix is an easy way to boost your crit chance
Without +crit on any other piece of gear, t7 melee crit brings you to about 42% crit chance for shield bash.
oh that's a good thought
like this kind of thing
42% is already acceptable by the way. So get some extra crit chance if you have room but don't go out of your way for it.
get a T5 melee crit chance and thats a base 10% crit chance, two of these copper rings adds about another 10% each
Strength and Crit multi are more important.
yeah if your shield bashing a lot, capped crit is less important
Like, the base damage is bonkers if you have a shield with lots of block eff.
Oh
Getting block chance as close to 100% as humanly possible is also a plus.
if your already grabbing abyssal endurance from VK for the flat health + resistances, grab the crit multi per passive in VK node
Not only do you need at least 50% to make your 5% global less damage into 10% less, but also, attack speed for shield bash can be made to key off block chance.
bastion of honor gaming
Also you know, if you're blocking, you might as well block often.
yeah
So uh
There is a lot of pressure to have the perfect combination of affixes on your gear.
Dual Shield is not a cheap build.
if you wanted doom knight from VK you could do something like this, netting you 120 max hp, 40% phys and 40% void res, 4% melee leech, 8 strength and 23 crit multi for your forge guard
idk what the current tree looks like
This is my current setup as of the recent changes. https://www.lastepochtools.com/planner/o3PEV0JA
Harbingers of Ruin / 1.1
Sentinel (28) / Forge Guard (85)
āø Health: 1,929, Regen: 30/s
āø Mana: 189, Regen: 8/s
āø Ward Retention: 4%, Regen: 0/s
āø Attributes: 83 Str / 1 Dex / 1 Int / 9 Att / 32 Vit
āø Resistances: 82% / 90% / 90% / 102% / 124% / 96% / 114%
āø EHP: 15,246 / 19,173 / 15,246 / 37,063 / 21,355 / 15,246 / 15,246
āø Endurance: 46%, Threshold: 386
āø Armor Mitigation: 83% (20,613)
āø Block Chance: 122%, Mitigation: 57% (2,692)
āø Physical / Melee, Spell, Throwing
āø Fire, Physical / Melee
āø Rallying Block (10/10)
⢠Shield Bash (22)
⢠Javelin (20)
⢠Ring Of Shields (22)
⢠Manifest Armor (20)
⢠Rebuke (20)
? thats for a forge guard
You will miss out on all the shield tech from Forge Guard. Like, I can see you going past the lock.
Oh nevermind
My spatial awarness is bad
The lock is after the fifth row
its an added on bonus if you want everything else thats there
1 point for 23 crit multi if you want the other stats
isn't it "more" crit multi too? or does that not do anything special
void corruption is just +crit multi
oh okay, that makes it less appealing
I mean
Crit multi is like
The only more modifier that can reach very high numbers.
yeah, it's still good of course
And that can be found on gear.
And with that in mind, the -75% phys res boots are probably a must have.
looking at the patchnotes, will Smite HH still be a viable option or is it just gutted by the HH nerfs
HH no longer being absolutely busted doesn't make it bad.
Ward being overpowered made an already good skill completely bonkers.
oh yeah those boots are looking quite nice
I think you should drop battle hardened and put those 10 points into abyssal endurance
your basically at armor cap already and abysaal endurance gives you 2 resistances and hp instead of just phys
yeah lol i just did when i noticed it also gave phys res
I'm thinking of making a Warpath FG in the upcoming cycle, very tanky type with high armor/block/Dodge/Bleed build. I'm wondering: would Thornmail be worth investing into or would it be a waste of points? I'm still early in my build theory crafting, so any advice is appreciated. I'm thinking my skills will be Warpath, Shield Lunge, Shield Bash, Shield Throw, and one other skill. š
Thornmail is only good if you expect to get hit.
If your warpath just kills everything before it even comes close it's wasted points.
If I'm doing spin-to-win mostly becoming a top in combat, there's a build that increases your defenses while spinning. Combine that with a super efficient mana cost.
I'm thinking Bleed or Shred Armor...
If you do expect to get hit, you can do worse than Thornmail.
If you get what I mean.
It all just depends on how good Blocking and Shields will be in the upcoming cycle I guess.
If you're using warpath as a main damage sword I'd rather go for a 2H.
you also may want to drop rallying block for guardian for the same reason, armor on block is great but your already basically at armor cap
you grab guardian and get a grand rythm of the tide blessing your at 166 hp regen per second, with your blocking and armor thats very tanky
Eh, I like the AoE, no thinking just everything around me dies-ness of Warpath. I want a shield build though, so having a shield in the off hand is a set in stone thing.
Speaking of using a shield
I don't have to be quick with my damage, I just have to out tank them.
What do y'all think of this WIP? https://www.lastepochtools.com/planner/BGDPLv2o
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
āø Fire, Physical / Melee
āø None
⢠Multistrike (20)
⢠Forge Strike (22)
⢠Manifest Armor (22)
⢠Ring Of Shields (22)
⢠Void Cleave (20)
⢠Phantom Grip
⢠Phantom Grip
⢠Burning Avarice
⢠Rahyeh's Light
oh good catch, yeah the passive tree was one of the things i was last confident I did efficiently
brother are you allergic to health passive nodes
Don't mind the burning avarice with 4 mods. It's either an exalt with those 4 mods, or a legendary with some of them. This idealized version isn't practical.
fair point
if you can get 7 points from somewhere else I'd reccomend putting the last 2 into guardianship and the other 5 into unflinching
I have a health passive node.
you have +30 hp from your passive tree and some vitality
Well, that's my one health passive node.
Yeah, I know itās a WIP but more health is always important
what's the guardianship node? I was able to get points for the unflinching node tho
Things will just 1 tap you if you have sub 2k life
The one directly to the right of unflinching
ah gotcha
I mean the idea is to put health on gear.
Health on gear and on tree š
Alright, new setup with some crit changes and with the passive changes in place https://www.lastepochtools.com/planner/B4PR4w1B
Harbingers of Ruin / 1.1
Sentinel (23) / Void Knight (18) / Forge Guard (72)
āø Health: 2,042, Regen: 43/s
āø Mana: 173, Regen: 8/s
āø Ward Retention: 4%, Regen: 0/s
āø Attributes: 78 Str / 1 Dex / 1 Int / 1 Att / 32 Vit
āø Resistances: 82% / 53% / 90% / 102% / 126% / 96% / 114%
āø EHP: 12,066 / 12,607 / 12,066 / 25,171 / 15,735 / 12,066 / 12,066
āø Endurance: 33%, Threshold: 408
āø Armor Mitigation: 78% (10,912)
āø Block Chance: 114%, Mitigation: 54% (2,441)
āø Physical / Melee, Spell, Throwing
āø Fire, Physical / Melee
āø None
⢠Shield Bash (22)
⢠Javelin (20)
⢠Ring Of Shields (22)
⢠Manifest Armor (20)
⢠Rebuke (20)
⢠Bastion of Honour
⢠Suloron's Step
⢠Monument of Protection
I get the +30 from the tree ^^"
is still need to fix the res a tad but that'll just take time to look through all my gear
Man resistances are so easy to manage on sentinel lol.
Yeah
yeah i just don't want to do it right now haha
Donāt forget about blessings and exalted affixes
A single t6 exalted or a mediocre blessing roll can easy cap a res
All resists blessing + t5 poison and/or necrotic resist tends to be cap.
Or switch those void res idols to cold or something
right, there is still a lot more i can add but I didn't want to bother with putting those in place jsut yet
True
mostly because those can be harder to obtain than just t5 mods
Anyway, I don't like to plan too far ahead.
Like, I could spend time thinking of the perfect gear and stuff.
Only to reach like 120 corruption and be like "ok I'm done, time to reroll".
š
I wouldnāt call one or two t6 res affixs perfect, but I understand your point
I mean my point is I'm trying to make a build that's viable for low corruption levels with improvised gear. š
i still don't know what build im going to play until I can transition into shield bash
When in doubt: Ignite warpath.
physical warpath on forgeguarfd is pretty good until monos
especially if you get a last laugh early on
Ignite warpath is good in monos.
Last laugh is juice
an ignite build could be fun
DoTs in general are very frontloaded.
Very powerful.
Hit builds require you to either be a caster or stack crit (or be a caster and stack crit).
Flamedrinker probably isnāt horrible to level with
Wazzat?
Given its nerf is for its late game power
Rive can get phys pen based on the number of if ignite stacks on the target
Itās also rive so no need to worry about mana in campaign
Ignite warpath has just been going brrr for me when I thought I bricked my FG last cycle XD
Itās not a dot build because you remove the ignite stacks with it
True
Like I made a last minute decision to go ignite warpath and it solved all my problems.
is there a ignite warpath build out there i can cheat off of?
don't feel lke making another build
Thatās the +strength with the 5 point threshold right
The crit mult based on strength
Ok so think less "build" and think more "do this with your first 15 points".
And equip Avarice for a while.
That's literally it.
anyone try labbing out what aberroths command might look like in a build? i just tried speccing into ravaging aura with a spare VK and was disappointed to see I couldn't get the tooltip DPS higher than 12k with stuff from my stash. the stats on aberroths' make me think there's no way it'll push it into anything remotely viable compared to the build youd already have to farm it.
ah that's funny then
yeah i'll probably go that in that case
Ah, I want to grab that but thereās a completely dead node for vk in the way
It anāt void dmg and if it takes 15 or so points to get to it, thatās -15 crit multi for me as a vk, I need to go do math to see when it would be worth it
Given I really have like no strength
Well it's only worth it if you stack strength.
yeah unless I get to like double red ring + polymath exalted on my axe theres just so much dead points in the path to get it
don't want the bleed from weapons master -> the health is nice -> flat dmg isn't really going to be scaled all that much -> I dont care for the crit chance on champion of the forge
https://www.lastepochtools.com/planner/olYXXLJA this is what i got from just kinda throwing stuff at spell/dot, not sure how aberroths will make ravaging into an actual skill
:white_check_mark: This character build is verified
Harbingers of Ruin / 1.1
Sentinel (20) / Void Knight (57) / Forge Guard (1) / Paladin (15)
āø Health: 1,979, Regen: 26/s
āø Mana: 169, Regen: 8/s
āø Ward Retention: 29%, Regen: 0/s
āø Attributes: 16 Str / 6 Dex / 6 Int / 10 Att / 22 Vit
āø Resistances: 96% / 51% / 45% / 113% / 45% / 104% / 95%
āø EHP: 2,891 / 2,331 / 2,227 / 3,261 / 2,226 / 2,891 / 2,891
āø Endurance: 20%, Threshold: 396
āø Dodge Chance: 5% (112)
āø Armor Mitigation: 30% (1,211)
āø Block Chance: 8%, Mitigation: 25% (319)
āø Crit Avoidance: 15%
āø Void, Fire / Spell, Melee, DoT
āø None
⢠Sigils Of Hope (21)
⢠Lunge (21)
⢠Void Cleave (27)
⢠Abyssal Echoes (23)
⢠Anomaly (23)
⢠Spine of Malatros
⢠Swaddling of the Erased
⢠Chains of Uleros
⢠Darkstride
⢠Code of an Erased Sentinel
Wait
Wait
Champion of the Forge
Is a more multiplier.
It doesn't give added crit mult, it straight up gives another more modifier to crits.
<- is bad at reading and needs more coffee
that would be very saddening if it was a typo
But the guys who made LETools seem to think it's legit.
I have bad news for you <#šØāask-the-devs-not-support-no-bugs message>
unspecs points out of forge guard
I mean flat crit multi is nothing to sneeze at
No but flat crit multi would still wiggle a bit from the sneeze.
but stupid amounts of crit mutli is funny
More crit multi wouldn't even make it move.
I mean you will at least have 100 str without trying, but I wish the typo version was still in, where it was 1:1, that would have been great
good heavens
would still barely keep up with VK 1pt node though xD
50% is about as much as you can get from a regular affix right?
a max roll t7 crit multi is +50% on a relic
Meaning at the very least you have something that's better than what you can get from an affix.
t7 crit multi roll that is also global so long as you have a 2h weapon
now if only it was shared with your minions
Yeah on a 2H weapon it's way more than 50%.
so east 120% crit multi without exalted tiers lel
man If could somehow get a t7 flat void damage and a t7 crit multi slam onto an apathy's maw early cycle I will be super happy even if my luck never comes back
Too bad you can't put exalts in one of those nemesis eggs.
Whatever you are taking right now, I need you to share with the class
void damage mostly
xD
im pretty sure I put my ms paint thing in here
I had a thought last night before I finally passed out, so the detonating ground in forge strike has the melee tag, which means bonk hammer would apply its bonuses to
Are there any void builds that aren't void knight? XD
Void is gonna be the most common damage type before long
How so?
they keep sprinkling it in with items for other classes
how cooked is this
https://www.lastepochtools.com/planner/oXkW30EB
Harbingers of Ruin / 1.1
Sentinel (30) / Forge Guard (68) / Paladin (15)
āø Health: 3,555, Regen: 117/s
āø Mana: 332, Regen: 8/s
āø Ward Retention: 4%, Regen: 0/s
āø Attributes: 51 Str / 1 Dex / 1 Int / 88 Att / 6 Vit
āø Resistances: 108% / 81% / 78% / 93% / 114% / 87% / 88%
āø EHP: 9,891 / 9,891 / 9,891 / 17,495 / 9,891 / 9,891 / 9,891
āø Endurance: 33%, Threshold: 711
āø Armor Mitigation: 72% (7,099)
āø Physical, Fire / Melee, Spell
āø Physical, Fire / Melee
āø Ambition (20/20), Frenzy
⢠Forge Strike (37)
⢠Multistrike (31)
⢠Manifest Armor (27)
⢠Sigils Of Hope (21)
⢠Void Cleave (27)
⢠Phantom Grip
⢠Phantom Grip
⢠Sword Catcher
⢠Logi's Hunger
⢠Code of an Erased Sentinel
⢠Throne of Ambition
I did a build with this, it was ok
the main problem is that every not void knight class's tree basically has no void dmg support, so all these cool uniques kinda just are meh
I mean meh is fine, they have done a pretty good job keeping the floor accessible to pretty much any build honestly, though the cieling is uh, out of render range
true
What ceiling?
the power ceiling
I'm also looking forward to the new ravaging aura tech, love me some rf style builds
what's the max corruption to run before it starts losing value?
anyone know?
(in 1.1)
1k I believe
nah it's less
in 1.1...
at a certain point your corruption lvls attribute to a quarter of the gains you get
The top end is 1k before real diminishing returns if you are pushing
I was just kinda joking that this game has no ceiling.
Since corruption tiers go on seemingly forever.
they do but they did a big rework so we'll see what the pushers get to
I mean eventually any build will reach a point where it's outmatched by the corruption tier right?
yep
Maybe the trick is to not use manifest armour...
https://www.lastepochtools.com/planner/oYk9bn2Q
Harbingers of Ruin / 1.1
Sentinel (30) / Forge Guard (68) / Paladin (15)
āø Health: 3,555, Regen: 117/s
āø Mana: 332, Regen: 8/s
āø Ward Retention: 4%, Regen: 0/s
āø Attributes: 51 Str / 1 Dex / 1 Int / 88 Att / 6 Vit
āø Resistances: 108% / 81% / 78% / 93% / 114% / 87% / 88%
āø EHP: 9,891 / 9,891 / 9,891 / 17,495 / 9,891 / 9,891 / 9,891
āø Endurance: 33%, Threshold: 711
āø Armor Mitigation: 72% (7,099)
āø Fire, Physical / Melee, Spell
āø Physical, Fire / Melee
āø Ambition (20/20), Frenzy
⢠Forge Strike (37)
⢠Multistrike (31)
⢠Healing Hands (21)
⢠Sigils Of Hope (21)
⢠Void Cleave (27)
⢠Phantom Grip
⢠Phantom Grip
⢠Sword Catcher
⢠Logi's Hunger
⢠Code of an Erased Sentinel
⢠Throne of Ambition
lvl 37 forge strike wtf
yall think the new erasing strike void knight is gonna be good?
it's already good and got some new goodies so definitely
I wanna see a build that tries to keep up with the mana cost of echoing them and use the bonk hammer, you bonk once, have the like 3 echoes on the tree and each one has like a 40% chance to echo
tons of max mana + get 20% of your mana pool back when you hit 0 with void esscenes
get void esscenes on crit with ES
youd likely also need to use the mana armor bases but I mean hey, you only need ONE swing
In theory yes, but in practice it seems like it hits a technical limit after ~10k (or at some point)
T7 flat mana on body armour goes so hard
lose T7 %health but you're a void knight, you're gonna be okay on health
How on earth does one get level 37 forge strike?
yeah but that is a t7 not easy to get
Honestly, it would make that experimental mana on potion use be worth more. a little mana on use but up to 100% mana regen for 4s for a t7
100% of base isn't a ton of mana
Mana on potion use is underappreciated.
wait is this event horizon or the mana cost stacking axe
there hasn't been a need for it is all, but the channeling changes actually really give that some breathing room now that I think about it
mana cost stacking axe?
and now that you also regen while channeling
I thought you mean it added mana cost, but bonk I think still works out as more simply because it's like, triple the base damage
time between bonks also gives you time to get your mana back
you do want to stack mana cost with it
This makes any expensive skill crit cap so easy lol
the main attraction of that axe is the crit I think
do we have a maybe vaible FG build? :3
I cna't wait!
not if you remove erasing strikes cooldown (:
Ok so why do I keep seeing people come here and asking this?
I mean, you have to sacrifice something, and FG already had viable builds, just not top tier ones
but crit is not exactly a problem erasing strike has and it also really wants a mace for that damage node
Engi likes Void cleave too much to use a mace
Cause everyone wanted to play FG since day 1 and we never could xD
correct
I played it last cycle.
Kinda feel sorry xD
But I think the tech for using the hammer is using things that you dont manually have to hit with, so echoes, retaliation abilities ect
Why do you feel sorry? Nothing bad happened.
Now the axe on a paladin using mana dump judgement on the otherhand
fml man I have so many memes to build this cycle
you mena that shield that is actually an axe? meme item 2024?
I don't know what to pick tbh, pala is a safe choice but FG is what I always wanted to play
I just realized I can't even void cleave with a shield. Why am I so dumb? Someone tell me why I'm dumb.
you can void cleave with a shield, but only if you use the new mace*
The new mace?
its a sceptre but yeah that one
I forget there is a differnce in this game but yeah
I still look forward to the day we get an item that converts the aura to fire damage
Is a ravaging aura weapon. Not ideal for what I'm going for. The increased DoT damage is very juicy though.
Like if I can get a legendary version with a few good affixes. I will run it despite not doing anything with void damage.
It's the only option right now sadly
No I mean, it's an awesome unique even with some of the mods not doing anything for me.
And it's not competing with anything.
Right Im just saying it's either that or nothing
Even at min roll +200% inc dot damage is nuts.
Anyone able to help me understand the forge weapon duration calc? Do you add all the modifiers together and then apply it to the base duration ?
Being able to void cleave with it means I can stack more ignites way faster.
quick and easy way, turn the % into a normal # by dividing by 100 and multiplying it by the base duration
and yes you add them
your idea just makes me angrier now that it doesnt convert the aura xD
Bleh I can't decide between void knight or forge guard
My idea?
you're stacking ignites by converting the cleave to fire right?
Yes.
Awesome ty
Void knight rules
I wonder how viable it is to even get both those since they're on opposite ends of the tree.
But with 60% void pen and that dot multi, it'll clear trash well enough
it's oly 5 pts, easy to get those via gear
Was thinking that two well rolled phantom grip could offset the shrapnel node in forge weapon quite a bit and you would gain the +25% more damage
I hope "is no longer a movement skill" does not mean it doesn't actually move me, or make it stop being a traversal skill?
it's only that if you have the dash node
Which I would have,
yeah it will disable that
Are you sure?
Now that I think about it, void cleave doesn't even have the movement tag.
it only gets the movement tag if you take that node
No it gets the traversal tag.
So on judgement, if you have the no CD node, and you have it taking all your mana via pious offering, is that just another 40 mana added, putting you in the negative?
the traversal tag makes it a movement skill
You mean a traversal skill?
I'm not trying to be coy here. Traversal and Movement are two different things in this game.
traversal skills ARE movement skills, traversal is the tag that enables the movement
Oh yeah, youre right
So you couldn't warpath with it
So no, you'd still dash just instantly without the normal delay I guess
I mean we'll find out once someone gets the item and gives it a try I guess.
now that I reread it I do believe you are correct, but like you said, wecant confirm just yet
does anyone know if dual wielding the new palarus sword can get up to 6 smites per second or still just 3?
think it is still just 3
I think the same kind of mod gets added together.
So that means they share the same cap
Don't quote me on that though, but it seems the most logical.
makes sense but kinda boomer :(
you mean bummer?
i wonder how a devouring orb build will be this cycle
so, anyone else here love using the "Cleric's Hammer" node for Healing Hands? I've been turning HH into a melee skill and getting it to trigger 100% of the time on each melee skill I hit with.
High atk speed + essentially a second attack = stack whatever you want but FAST
currently stacking ungodly amounts of armor shred
?? you also have 1.5 from javelin and 1 from warpath node, its more smites per second than hammer smite does
why are u counting only sword and not other resources too š
cause Ive played many smite builds already so wanna try something new hahaha
the javelin, hammer and selfcast smites have already burned hard, but havent managed to pull a decent warpath-smiter yet
and the sword seemed promising
Ngl I am gonna miss the old anvil stance...
idk what kind of smite warpath you were playing but you usually stack mana and use devotion+firestarter there, damage is through the roof
the issue with that build was clear
but now you can dw with this sword and use all smites+holy aura explosions, so clear issue is solved
and also boss dps got buffed
wouldnt be surprised if minmax verson will be hitting for 100k on bosses and 1mln in dummy on that build now
yee big nerfs
And ppl gonna play whirlwind MA without knowing there is a bug that makes it hit enemies only once... š
After change to Forged weapons, is it better to stack flat or % damage?
Both but more dmg multipliers more important since they get lots of flat from weapon and passives already
thinking of my weapon mainly, for prefixes, melee speed, flat and/or % dmg
If you go hit based then you can crit cap them now witg new rings
rings is reason im going for the build e_e, so guess flat crit is the way i guess
Was doing some basic calcs, but a good roll on two of those rings would make the shrapnel node viable for the 25% more damage and only net net slightly shortened duration. Which shouldnāt matter too much if you are using multi strike and manual FS to summon weapons as they recycle quickly. Just an observation
Is there a way to make healing hands deal void damage?
Void knight it is I like big weapons.
yes
Any1 could share their experience with Rive Void Knight in 1.0 seems like it could be easy going for 200-300coruption this cycle, for casual player?
Do you have any idea where I could find a planner for something like this? Sounds exactly like the fire xyclone build I want
look up dr3adful on youtube he has basic planner, then just add firestarter/devotion sword to it
Still cooking and toying around to balance and optimize, but framework is done https://www.lastepochtools.com/planner/Brp7bLZA
You're not genuinely thinking you're gonna get double T7 4LPs are you?
I don't, it's just to know which stats I can look for.
It's a PLANner after all. I don't have the 1.1 patch nor Path of Building, LE version. At best, I can put what I think should be useful and then I'll have to see what's acceptable/working while playing.
does anyone know if sky beam inherits all the damage scalers from healing hands? (healing effectiveness, attunement, etc.)
Yes it does
Im surprised maxroll didnt have any direct smite, direct HH, or warpath smite paladin guides for 1.1. I (almost) want to go MG with how few people will focus my gear loadout.
I think I've settled into a weird niche of builds for sentinel, where I just abuse high atk speed + cleric's hammer on HH to spread an insane amount of ailments on enemies.
I recently got Mordita's Reach and was intrigued by its 500% chance to apply frostbite on melee hit and decided to toy with that on the pally I was using to test the cleric's hammer build. It's... really good, but I was still doing early monoliths. I'm wondering if going halfway between time rot and frostbite on a VK w/ lots of echo support and elemental/cold damage and damage over time support, would be viable at all or just wasting my time with an ailment like frostbite when I could use bleed, time rot or ignite which all have better support seemingly
When did this bug happen? Been a minute since I played bleed manifest armor, did bleed falcon league starter for 1.0 instead
does anyone here knows a thing or two about Holy trail and Consecrated aura š ?
what about them?
I know exactly two things about them
they steer clear of unethical stuff. thats why no jelkor mm build on there also
and if it is unethical they dont min max it as you would expect
Itās not unethical anymore tho. Probably even weak
Certainly not warpath smite paladin. Such a cool build to not make a build guide for
yeah, they could do it now. but it's old news now and i dont think they would spend the effort/resources
Rip
even if the flavour of the month stuff isn't on maxroll, it will still catch on pretty quick and market adapts pretty quick
fellas is a manifest weapon forge knight cycle startable? and what would i use before i get that build online. havent played in a while and want to see if thats a possibility
It's what I'm starting with š
No idea how good it will wind up, but I've spent a few hours working on a very basic build
I dont see why it wouldnt be, it was last cycle.
im still tryna think on what to play, and that's at least looking new and cool
or at least buffed
most of the hype is around the new items, and channeling skills got a nice buff with the mana change so
what build is gonna be the most busted?
same stuff as last time really, just toned down to realism
I can share my build if you like but I honestly doubt it's going to compare to whatever a streamer kicks out once the cycle starts =/
Especially since I only ever planf or basic gear
sure why not
who cares, you can always go be a meta slave later, have fun
I plan on playing something fairly generic until I get some items
Wait, are we allowed to share a build in here or is this one of those places you get in trouble for it?
I know some discords hate links
people share LE tools builds all the time here
you guys think the hammerdin paladin builds on maxroll gonna be any good this patch?
Hammerdin was already decent, I see no reason why it would be worse
I feel like we had that discussion yesterday....
Harbingers of Ruin / 1.1
Sentinel (20) / Void Knight (2) / Forge Guard (60) / Paladin (31)
āø Health: 2,911, Regen: 35/s
āø Mana: 265, Regen: 10/s
āø Ward Retention: 4%, Regen: 0/s
āø Attributes: 13 Str / 1 Dex / 1 Int / 68 Att / 19 Vit
āø Resistances: 127% / 106% / 125% / 134% / 76% / 76% / 95%
āø EHP: 10,838 / 10,838 / 10,838 / 19,170 / 10,838 / 10,838 / 10,838
āø Endurance: 60%, Threshold: 582
āø Armor Mitigation: 72% (7,099)
āø Block Chance: 52%, Mitigation: 39% (1,226)
āø Physical / Melee, Spell
āø Physical, Fire / Melee
āø None
⢠Warpath (20)
⢠Forge Strike (22)
⢠Sigils Of Hope (20)
⢠Ring Of Shields (22)
⢠Manifest Armor (24)
⢠Phantom Grip
⢠Phantom Grip
seems cool
You don't need 5/5 in Unchained
If you take the other node after
Since before 1.0
all my sent builds need specific gear, I gotta make something that I can start with
@waxen nymph You might now, actually. It doesn't make WP free anymore
im still trying to find something im looking exactly to play, and this looks like something id like. im gonna explore around on yt or whatnot.
ty
Even with 5/5 unchained and the node after, WP will still cost 2. Might even need to squeeze in mana regen somewhere, or change relic to the -3 melee skill relic.
No idea how it will feel in actual play š but it's going to hurt to start with warpath being base 18 cost
Bleed hammer throw, it's what I always start with while leveling a sentinel.
18 cost per second but you now regen 8 per second
So with minus 10 you are at neutral
@waxen nymph Well that's good to know, I missed that part. I'll have to adjust those nodes as I go, maybe only do 3/5 so I am net positive. Then I can toss the other two points somewhere else
so hammer throw is how sentinel is typically leveled?
Honestly thinking about Infernal shade detonate
Like block chance or MS
I really wanted to get both the auto-smite and forged weapons nodes for warpath...now I'm tempted to try it again
since the auto-smite can put out a ton of healing
could do bleed rive
There is definitely enough points to do auto-smite with that info about mana regen. Wow I'm tempted now >.> could make the skill even cheaper with the relic swap but i do lose block chance...going to have to experiment in the real game ā¤ļø
hammer throw, or holy trail javelin
thank you once again
depends on flavor but both are comfy
i dont mean to be an ass but is shield bash looking viable? that build seems funny with the double shield
if you have the new shield axe definitely
is it cycle startable? or do something else till u get the gear
isn't fire javelin the meta for lvling sentinel
Especially with sunforge helm, has anybody tried really investing in life regen? Like how much would you need for it to feel good?
It looks a bit tricky to start with that before getting the axe shield
I think you can make it work because of the AS speed scaling with block now
But yeah I also feel like bashing since the start
Phantom Grip and Keeper's Gloves... finally I can play the Forge Guard bee build I've been craving...
(insert Nicholas Cage bees GIF)
you are definetly in a wrong channel, sorry sentinel is not smth you can call busted
try #š§āmage or #šāacolyte
Would that even work?
Don't think it would.
as written, I don't see why it wouldn't?
AFAIK minions can't use "abilities".
it just an on-hit proc isnt it
will look hilarious if it does work
Couple interesting gloves, but i think thats one that won't work. š¦
i dont want to @ a dev with the question in case it does work and is busted >:)
this is my build for erasing strike with the new world splitter unique https://www.lastepochtools.com/planner/BgKOYVYB
Harbingers of Ruin / 1.1
Sentinel (20) / Void Knight (93)
āø Health: 1,330, Regen: 24/s
āø Mana: 1,061, Regen: 15/s
āø Ward Retention: 107%, Regen: 90/s
āø Attributes: 31 Str / 1 Dex / 1 Int / 1 Att / 20 Vit
āø Resistances: 32% / 0% / 0% / 67% / 72% / 47% / 20%
āø EHP: 1,403 / 1,146 / 1,146 / 2,084 / 1,948 / 1,561 / 1,294
āø Endurance: 20%, Threshold: 389
āø Armor Mitigation: 30% (1,443)
āø Void / Spell, Melee, DoT
āø Void Essence (3/3)
⢠Erasing Strike (20)
⢠Void Cleave (20)
⢠Anomaly (20)
⢠Abyssal Echoes (20)
⢠Volatile Reversal (20)
⢠World Splitter
⢠The Inevitable
⢠Wall of Nothing
⢠Vessel of Strife
⢠Julra's Stardial
⢠Strands of Souls
with the insane amount of base crit world splitter gives you this ring alone gets you to 100% crit rate on erasing strike
how would you determine the tankiness of a build like that?
faction rep resets for the new cycle right?
should
it seems like it'll be pretty solid since you're able to actually build both health and ward at the same time effectively since your ward comes from mana and your endurance threshold and hp regen also apply to ward, and on top of that you have damage reduction and stun immunity while using your main skills and a chance to avoid damage entirely from the chest
but i'm planning to just see how the survivability feels in game and adjust accordingly, theres lots of room to change stuff since basically the only stat requirement for the build to work is max mana
gonna have to relevel it so I can buy my 2 phantom grips. damn
What gloves?
not sure yet, I wanna use them for leveling so not gonna have a fixed idea yet
I just want to actually be able to level with a minion build, and I saw the gloves are only level 14
I'm thinking about doing a frostbite forged weapon build.
not sure how it will go though
hopefully the rings will be enough to make minions at least viable
freeze forgeguard certainly seems niche
Niche is my bread and butter
Yeah for sure.
Burning Avarice seems like it might have some niche potential for phantom grips, since they give weapons necro damage
and they tend to already be able to do fire
could be interesting early on as well
should be 81 flat fire dmg, 54 melee atk speed
the melee fire damage basically undoes the nerf the weapons got to their base attack
if it double dips like that
I'm not entirely clear on if grip takes everything or just like implicits or something
its not really clear on what "the stats" means
I know they can't proc abilities.
but they should get any like, flat dmg that isn't attached to a skill
i think
that makes sense, I'm just hoping they get all the applicable stuff on the gloves is all
i'm fine with them not triggering skills or the like because that could get very janky and I'd understand why the devs wouldn't want it
but stuff like attack speed, added damage etc I really hope count
Yeah it should.
Not much reason for the ring to exist if not.
wouldn't get any use at all
yea but wouldn't be the first time they made a unique that was just sort of a total dud
true XD
hopefully that's not the case though as these are otherwise build defining and really neat
tbh I think there should be a whole Set of stuff with this effect for FG
it fits right into his theme perfectly
I just hope stacking frostbite works well.
the idea of transfering your gear into your minions
well eiher it works and you have a neat niche build, or it doesn't but you can still say you have without a doubt the literal coolest forgeguard
will be a minute before i find out.
i did a bleed stacking falcon last cycle
and it was pretty gross
I can imagine bleed works very well on falconer
they gutted it so hard in the patch notes, it was a bit of a monster
frankly if it ends up that frost actually is effective on FG it will be the funniest thing in the game
š¤
looking at everything I think you might be right that falcon fists are the prime overall pick though. fighting chance is ok, but I don't think % damage will be as strong on weapons as just pure flat damage, after they gutted their existing flat damage so hard. not sure on late game but for most of the leveling process I imagine falcon will easily outdamage anything else
sounds like im between erasing strike giga mana VK Warpath VK and Manifest Armor FG
Yeah i think so. Falcon fists will be big damage really early.
will probably get you through the entire campaign
what kind of defensive layer can the erasing strike VK build tho?
weapons pre-nerf base damage was only 18, so it should be very noticable to say the least with 2 rings
even if it doesn;t double dip at all and just applies the same boost twice, that's 54 flat damage
just use anvil stance.. oh wait
Yeah, pretty crazy honestly.
and thats not even considering the attack speed boost
I haven't even played forge guard before at all, but it sounds super cool.
minion forgeguard is fun, I just always really wanted it to be more long term viable and focused
Would you spec into warpath for the auto summoning? or actually use forge strike
tbh gonna have to test and see how it feels. actually summoning the minions has always been the krimp in FG pet build
too much rng and roundabout tbh, I feel like he should legit just have like a dedicated skill focused around it
I figure with an extra ton of duration from the rings, summoning one every 2.24~ seconds via warpath should be decent, unless they die often.
imagine if necro was like "maybe you will summon a skeleton on proc maybe you won't idk"
yea the duration boosting will help keep your minion cloud consistent
the weapons are best when you can get them into a big deathball as often as possible
42 seconds of uptime with two perfect rings
because of the way they work they don't get in each other's way at all so they can all just be attacking constantly
Theres a passive too, nvm
I'm curious how much the armor shred from some of the changed stuff will affect their dps
46 seconds uptime
that should be enough to keep a good number so long as you have a somewhat consistent method of summoning
weapons don't die TOO easily because of how small they are and the fact they are pulling aggro in multiple directions when targeted
so long as it's not big aoe spam they tend to reach time limit rather than being killed off
27 seconds of spinning to get them all up, and they last 46 seconds.
more like constant spinning tbh to continually be replacing
yeah
the thing about warpath summoning you gotta remember is the summoning is staggered
so while it's technically 46 seconds each they will all be dropping off at different times
so you're gonna need to keep going to keep the cloud up
hi, any viable ideas for forge guard hc starter build?
Yeah for sure, you'll have time to use other skills, but it will mostly be spinning.
we're talking about minion FG now, which if it pans out will be pretty HC friendly
as pets tend to be safer
thanks, i'll read and catch up š
personally, I think I'm gonna start another char and use that to rank up the merchant guild, so that when I start my FG I can just imkmidiately have 2 phantom grips and the falcon gloves
I really wanna see what that leveling experience is like
I love being able to pay to win
Is Devotion Smite Pal still gonna be any good with the healing hands nerfs?
ya, i mean if any1 sees this and knows the answer, atleast VK Warpath has the while channeling stuff to help with toughness (and is still squishy) but WTF would the erasing strike do to build survivabillity?
Vitality stacking
Combo-ed with leech, tons of armor, decent hp regen
And the classic just kill the enemy instantly
my idea for erasing strike was to build mana spend gained as ward then you can use the vessel of strife relic and wall of nothing chest to make endurance threshold and hp regen stats apply to ward, new boots that give you damage reduction and stun immunity while using erasing strike also seem really good for survivability since thats basically the only time you're gonna be standing still
Harbingers of Ruin / 1.1
Sentinel (20) / Void Knight (93)
āø Health: 1,330, Regen: 24/s
āø Mana: 1,061, Regen: 15/s
āø Ward Retention: 107%, Regen: 90/s
āø Attributes: 31 Str / 1 Dex / 1 Int / 1 Att / 20 Vit
āø Resistances: 32% / 0% / 0% / 67% / 72% / 47% / 20%
āø EHP: 1,403 / 1,146 / 1,146 / 2,084 / 1,948 / 1,561 / 1,294
āø Endurance: 20%, Threshold: 389
āø Armor Mitigation: 30% (1,443)
āø Void / Spell, Melee, DoT
āø Void Essence (3/3)
⢠Erasing Strike (20)
⢠Void Cleave (20)
⢠Anomaly (20)
⢠Abyssal Echoes (20)
⢠Volatile Reversal (20)
⢠World Splitter
⢠The Inevitable
⢠Wall of Nothing
⢠Vessel of Strife
⢠Julra's Stardial
⢠Strands of Souls
2 late to actually check the math, but is it better crit multi to go FG for champion of forge and drop copper ring for something like font of erased?
World splitter with MoM mmmmhmm
ooh... celestial doom is even better with fractured crown but works better with spells (fk crown is only mages)
does maximum mana from c.doom scale with increased mana on your gear ?
because 500 flat with all the % modifiers would be huge
i can see a decently tanky void smite vk
Yo guys
Would the new ring, Phantom Grip
pass on the Bleed to Ignite property of Maehlins?
cause that should in theory make for a spicy ignite build for forgeguard forged weapons
would appreciate a confirm
i feel like its not worth investing that much into forge guard for it
thats a whole 23 points you're giving up from the void knight tree which you could use to get a lot of extra void damage or whatever else and you also lose 23 crit multi from having more points in VK
also 1% crit multi per 2 strength is a pretty slow way of gaining crit multi
obviously it scales your damage too so you want to build it regardless but a mana affix already gives you more crit multi than a strength affix and mana isnt particularly fast at building it either
im cooking an idea... VK void smite with devotion/celestial doom. spend mana with Erasing strike. smite for dps. Idk what to do for clear....
wouldnt it be better to leave smite as fire for that to get more doom pulse procs
then you can use devouring orb or abyssal echoes to get the void proc
doom pulse would still proc with void smite no ?
it does but it has a separate cooldown for each damage type
so if you have both void and fire you can proc it twice as often
yes but not more than the 100%
actually even better might be lightning smite then healing hands for fire
well it should, but knowing ehg we don't know if it will work..
yes i had healing alrdy
btw mana spent as ward might be pretty good too with that much mana spending
it kinda feels like its just a combination of 2 different builds that isnt as good as either of them though
yeah i think vk is not the way š¤
yeah sorc is definitely gonna be better for celestial doom
eletrify paladin might work
and if you wanted to go erasing strike you just go all in on erasing strike instead of trying to add a bunch of spells to it
with smite 0 cost. I need to find a spell that keeps my mana low to get max devotion buff
celestial doom doesnt even work with erasing strike. "You cast Doom Pulse when you directly cast a Fire, Cold, Lightning, Necrotic, or Void SPELL"
Sigils of Hope
estrike was for generating essence
it was a smite build but needed spender
yeah that was a big problem with it
ah fk now the MoM helmet is useless if i keep mana to 0
i think celestial doom will be okay for autobomber
yeah i feel like there are better options though
anyone make a ravaging aura build with this yet?
Spin to Win > Instant VC?
i have ravaging aura build already on my vk so i'm surely gonna test this
does someone have build for new axe shield in mind? like forge guard shield slam build or something
yeah warpath with instant void cleave and ravaging aura sounds really good
and you can actually regen mana during warpath now too
Im considering two variants on the same build forged weapons/armor build:
https://www.lastepochtools.com/planner/QJkWYZWB (crit) and https://www.lastepochtools.com/planner/A17Rd3EB (ignite with bleed conversion)
and I'm curious which one would be superior. I'd appreciate your and you guys' input
Harbingers of Ruin / 1.1
Sentinel (30) / Forge Guard (68) / Paladin (15)
āø Health: 3,729, Regen: 117/s
āø Mana: 274, Regen: 8/s
āø Ward Retention: 4%, Regen: 0/s
āø Attributes: 51 Str / 1 Dex / 1 Int / 72 Att / 4 Vit
āø Resistances: 99% / 109% / 107% / 93% / 114% / 85% / 73%
āø EHP: 11,329 / 11,329 / 11,329 / 18,565 / 11,329 / 11,329 / 11,107
āø Endurance: 57%, Threshold: 746
āø Armor Mitigation: 68% (5,929)
āø Physical, Fire / Melee, Spell
āø Physical, Fire / Melee
āø Ambition (20/20), Frenzy
⢠Forge Strike (35)
⢠Multistrike (30)
⢠Manifest Armor (24)
⢠Sigils Of Hope (20)
⢠Void Cleave (26)
⢠Phantom Grip
⢠Phantom Grip
⢠Sword Catcher
⢠Logi's Hunger
⢠Throne of Ambition
Harbingers of Ruin / 1.1
Sentinel (30) / Forge Guard (68) / Paladin (15)
āø Health: 3,786, Regen: 117/s
āø Mana: 274, Regen: 8/s
āø Ward Retention: 24%, Regen: 0/s
āø Attributes: 48 Str / 1 Dex / 6 Int / 72 Att / 9 Vit
āø Resistances: 99% / 109% / 107% / 93% / 114% / 90% / 78%
āø EHP: 11,535 / 11,535 / 11,535 / 18,315 / 11,535 / 11,535 / 11,535
āø Endurance: 67%, Threshold: 757
āø Armor Mitigation: 66% (5,500)
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
⢠Maehlin's Hubris
⢠Sword Catcher
⢠Logi's Hunger
⢠Throne of Ambition
theres atleast one on maxroll already, volca theorycrafted that
for crit build i would definately get falcon fists with 2-3lp
attackspeed and double dipping into melee fire dmg
I was wondering if AS or Crit chance would be more valuable
but fair point
wait the flat double dips?
didnt think that is considered a weapon property?
huh?
you said the flat double dips
it says it gives flat fire dmg to you and your minions
oh in that way
thought you meant it gives to minions twice somehow
thats not double dipping :p
so it gives it straight to minions, and second time through the ring
yeah you get it twice basically
is there enough bleed sources for forged weapons to consider it
Not on a crit build
no ofc it wouldnt be a crit build then
no he posted 2 variants, ignite and crit
so i assumed he was asking for ignite
ye
My bad
the 2nd is maehlins, 75% off Weapons master + 140% off smelters might
so thats baseline
- your Bardiche
you gonna play disintegrate hammers @waxen nymph ? i remember you playing it back in the day
i played it back in the day too, it should be pretty solid now.
I am very tempted inded
Its one of my possible starters
Flame Burst Smite Warpath
Disintegrating Aura
Or Tempest Strike Aftershock/Boulder Shaman
Channel cost
would be a good suggestion
say
minions wouldnt double dip with maehlins, would they?
on the ignite chance?
hmmm nah
this is too much crit
to just go ignite
and too much flat
Followup question
Does Logi's Fire Critical Strike Chance work on Forged Weapons, that have the Fire tag?
i assume not but id like to make sure
the minion crit chance on logis hunger doesn't have fire on it.
Yes but I mean the other stat
why would it work?
it is not shared tag?
they dont have fire tag
and that doesnt have minion tag.
oh with forge strike they gain fire tag yeah.
but that still doesn't work
if there was a node that they gained stats from your amulet then yes.
mmm
eh i cooked it decently enough
its a 15 point experiment and a glove swap if it turns out ignite is better
so not sure why im so concerned xd
i mean you get the crit yourself for forge strike and minions gain same amount of crit from the lower line
ye ofc
forge weapons 
So, I haven't really played since like... the week after they added Healing Hands to the game. Did they ever give HH a sheet DPS number so we could track what actually increases it? Or is that all still guesswork?
we were talking about this earlier, but for anyone wanting to use minion forgeguard with the phantom grips, the Falcon fists are gonna absolute slap
54% attack speed, 54 added flat damage if you use 2 phantom grips
keep in mind, they nerfed forge weapons by reducing their base attack from 18 to 2
you're going from 18 to 56 instead
18 to 2 is way less impactfull then ppl think, since you have the weapon flat attack aswell
and thats assuming phantom grip just applies the same bonus twice
and in no way double dips
And it got more dmg %
it felt like an uneeded nerf in general tbh. who cares if FG has a bit of an easier time going through low level content everyone has done 30 times? seems a weird thing to worry about for the devs
hey, wanted to ask how bad the healing hands nerf is, if at all. i really enjoyed playing a healing hands paladin
ward nerfed and dmg from heal effectiveness halved
so a pretty hefty dps AND survivability nerf :O
do we know what exactly the ratio of stats the forged weapons gain from your actual weapon is?
I've never seen actual numbers
Honestly the Ward nerf ain't terrible, unless you wanted to do the infinite Ward stacking thing which was boring. The DPS hit looks terrible on paper, but we still don't have a damn DPS tooltip for it as a primary skill so you're mostly using it with Rive anyways.
like I assume it's some % of your weapon's attack and speed but I've yet to see any actual breakdown on what the ratio actually is
I think HH might end up more in line with Holy Trail Javelin now, but that's a primary skill vs a proc'd skill so...
true but the rive or any primary tooltip doesnt include the cast from healign hands, correct?
No. HH has zero tooltip input for damage. We've always just guessed what it does. I personally only use HH now, on my Rive Paladin, for the added healing and survivability, so I can get more DPS from gear.
dmg from heal effectiveness halved
I didn't catch that, where did you see that in the notes?
I'm blind, don't see that still ^^
I didn't see anything about HE Damage reduced in the patch notes.
Unless I missed it entirely.
Yeah same for me, that's why I'm asking
And since I only play bleed bow Rogue and Paladin, those are the only two sections I ever read. lol
oh wait, now i get what you mean, i only see base healing and healing to ward
Healing Handsās base up front healing is now 50 (from 100)
Divine Barrier now converts 20% of Healing Handsās healing to ward (from 100%) when affecting an ally with missing health gained as ward per second. It still does not restore health for that player.
not a nerf to the damage just to the healing amount being used to generate ward
Yeah, I didn't see a damage nerf in HH's list. Base Healing got halved, so that is technically a damage nerf as well, but again, it all rolls back to the tooltip not showing DPS so it's irrelevant. lol
it was missed in pathcnotes, but it will be in the game and is on current planner, the healing effect damage scaling was cut in half
oh i see
Ah jeez... Non-listed updates... That's fun.
i was wondering, because last time i was playing a HH Paladin for my coop runs :D
I was looking at numbers but cant fidn it now, it went from like 20% to 10%
Still probably gonna roll with Rive HH Paladin though, it's an easy build and tanky. Plus, if it's bad, I can just pivot to WW Paladin.
You can check LE tools for a list of changes: https://www.lastepochtools.com/skills/changelog/version110
All good. I knew why I asked "where is that" and did not say "that's not true" ^^
there are some more that where not in the patch notes
I saw the Rive Healing buff on the Sentinel base tree and was like... I wish that worked with spin to win.
Also, some year, Paladin will not be good anymore and we'll get a list of buffs in the patch notes!
tldr its a sad patch for top end sentinel builds
and good patch for 300 corruption enjoyers
It doesn't show on LE tools for HH having healing effectiveness reduced in their change log
shows the same change for halving the base heal and thats it
its this node that went to 10% yep it was 10% before now 20%
That skill was broken by design. I enjoyed it while it lasted, but it was not a healthy build and I think the HH nerf was more then reasonable
yep it was 10% before now 20%
any skill that heals and damages simultaneously is always teetering on a fine line
either it'll be too weak or too strong
still op skill tho
just holy bolts build was nerfed the most, other versions will do just fine
from proc, but its lot worse as direct cast
And now that warpath has mana regen, we can add abbyssal echos converted to fire for AOE fire damage and healing (:
You said they reduced it though. 10% to 20% is increase
I mean, it was a bit bonkers before, so that's not terrible. I didn't play self cast damage HH after like day 2 of it's introduction though because Proc'd HH was better.
Read it carefully again
umm i think you have troubles with math, if you go to the store and they tell u to pay 20 bucks rather than 10, will u be happy about it?
It's converting from 1 per 10% to 1 per 20%. Just annoyingly written.
ahh i see what your saying
Not true for Palas tho ^^
So, caster HH was very good, but I don't like Casters in general. Melee HH was... a thing... Like it did good damage, it had good AoE, but it was always lacking things, especially tooltip info to reliably know what you were trying to focus on.
100%, same for MA weapon node
that just makes the nerf seem extra weird. they gain that much flat damage but they still took away their base 18 for early game? seems petty
Does the Kindling node in shield bash give +20% base crit (really good) or 20% increased crit chance (really bad). Normally things say "increased base crit chance" specifically but 20% increased crit chance seems so bad...
Okay it says "Next attack crit chance: +20%" so looks like base crit - thanks!
if wielding the sword catcher or something with phantom grips, I suppose it'd probably be way more damage then to just use https://www.lastepochtools.com/db/items/UAzBMYFiA
Does there exist a good Forged Weapons build anywhere? ( 300+ Corrupion)
not yet
I might mess with a FW build this time after it gets figured out.
stack the two grip rings and it should work
literally what I was talking about up there. it seems like any good forge weapon build is gonna be centered around phantom grips
and so far there are 2 gloves that seem really generally good for it
the falcon gloves give like 54 flat attack and 54% attack speed, the fighting chance gloves give like 170% melee damage+lifesteal
two grip rings?
time to roll MG and get em cheap at start before it pops in guides 
You forget the gloves with crit multi
I'm not sure how consistently you can make minions crit so I wasn't looking at them since I'm not familiar enough with the trees for it
Unique Specific Rings.... I'll never get them. lol And I only play SAF, so it is what it is. lol I don't think I've ever played a build that needs specific uniques to drop. lol
So the Forged Weapons scale with the Weapon and the gloves?
the rings, if you get the max roll, take 100% of the stats off your gloves. the weapons naturally scale off your weapon by themselves
so basically any forge weapon build is basically guranteed to be running 2 phantom grips
Mabye you can go bleed than?
assuming they stack which I REALLY hope they do
I see no reason why they wouldn't
my full hope is they actually double dip on each other to some extent
What that makes me wonder, is if you can triple dip when using Julra's Obsession
multi strike to summon forged weapons, throw manifest armor and the shield ring on and it could be very lazy build
lol that sounds like a poe-crazy interaction ;D That would be cool
Lucerne with t7 crit flat melee crit chance + 2 phantom grips + t6 crit chance on gloves is enough to crit cap the forge weapons
Odachi doesnt give flat crit
You can actually run odachi if you have t7 crit chance on solarum bracers base IF the rings stack
Do forged weapons get this part?
No
aww, no meming with 60% health as ward then
So then its better yes
I'm assuming you're talking about salt the wounds for the crit gloves? so an 80% crit multiplier still beats out a 170% damage boost that then crits?
Most likely
But dropping salt for solarum bracers with t7 crit chance enables odachi wich gives 170% crit multi
damn
though out of curiosity, would salt's other effects also apply?
the conversion to bleed and poison
Propably not since its unique stat but have not tested it
yea I suspect a lot of the more complex glove features may not apply. I know they won't proc skills already but I'm doubtful they proc the more specific specuial abilities either
99% of the time they dont
Lifes journey sprit plague on melee hit does actually work for MA tho so its a bit weird
would black blade of chaos get it's additional effects through the rings? specifically the added flat void and lighting damage
not exactly elements with a lot of synergy but it's just a bunch of additional flat damage on a weapon that can get the same crit multiplier
The flat dmg and ailments yes
But too low LP chance, you would need a t3 atleast to maybe out dps a good odachi
true. I'd say black blade would be a far better weapon for anything but lategame but it's min level is 72 so that is entirely irrelevant
i guess it will just be a potential BiS weapon for those who get really lucky
You can skip the crit on gloves if you take the crit vuln in Void Cleave
Which opens the melee leech instead if that's a thing
True but i really dislike using that tbh so i rather have them 100% crit at all times
Fair enough
I'm gonna dw the scepter and a sword so my VC will be instant while channeling warpath
Im not sure what i wanna play, 0 bug fixes for MA so im a bit salty
I'll just switch if MA Whirlwind is not up to par, but let's admit Warpath on you and WW on MA should be fun to look at lol
I think i'm gonna try primailst for a first char to build faction rep with the merchants so I can pay2win gear for my FG. I wanna see what the actual leveling process is like for a Fg pet build with the right uniques
Whirlwind attack hits enemies only once right now....
Yeah, I'm aware, unless they fixed it without putting in patch notes
Or it's the tool tip that's wrong, who knows
24h to go, we'll know soon enough.
Worst case I just put the other skill on the MA
hopefully pet FG can finally experience the shine wraithlord necro did. I mean that is extremely unlikely
but a man can dream
I havent played since 1.0, any buffs happened to forge guard?
mixed bag overall imo but he got some interesting new uniques
though defnitelt some buffs, it's also not the rework I think a lot of people are waiting on. that will likely be next cycle
looking at passives it seems like it will lack dmg, unless the rings really pop off
like it prolly wont die, but it will take forever to kill stuff
the rings have a lot of potential with certain gloves
Ive always loved the concept of FG but hes just so weak lol
3 in particular
Fg is actually probably gonna level very fast if you can get 2 full rolled phantom grips at the start(merchant guild go brrr) because there is a set of gloves at lower level that just gives you flat additional 54 damage +54% attack speed
which combined with the damage from a good weapon is just gonna demolish leveling
their natural armor shred helps too
I really want the cold version to work. XD
we're all hoping freeze FG works just for the memes alone
Hammer throw got access to 75% more bleed chance and void hammer might be worth
Warpath flame burst technically got buffed since you can channel proc and regen mana
anyone whip up a planner for ravaging aura main skill with aberroths? I tried to spec into it on live but couldn't get tooltip past 14k, pretty underwhelming, hoping aberroths makes it viable and the item isnt just a stat stick for ailment stacking š
Looking for the REAL Righteous Fire equivalent in Last Epoch? You're going to love this.
A few small changes here and there, and suddenly Ravaging Aura is one of my favorite builds to play. I previously played this build to 500 Corruption and level 100 in Hardcore, and it's even better now.
ā Over 4000 life
ā 42% Damage Leeched as Health
ā F...
you just slap dot dmg on every slot and thats about it no?
This was a while ago but should be similar
+new weapon with some lp is gonna be huge
I actaully wanna grab a thornshell and stack attunement to abuse the new Thornmail node.
ravaging aura has scuffed scaling tags so I was curious if there were any interactions I was missing for how to scale it as a main dps skill. on live my highest dps came from Spine of Malatros lol, although a well rolled merophage would probably be best
it just seemed like even with targeted investment it wasn't really viable, seeing perry's video do a couple thousand per tick doesnt give me a ton of hope for a harbinger item making it good for endgame/high corruption
Not every build needs to be a pusher for it to be good. I played one last cycle and it worked just find really.
I agree, still I had higher hopes for a harbinger item to be more build defining :/
https://maxroll.gg/last-epoch/build-guides/shield-bash-forge-guard-guide
Any idea why the guide dude went for 3 stun chance nodes in the shield bash tree instead of damage?
Struggling to find good defensive layers for a 2H FG. Feels like so much of the defense in the passive tree is tied to shield or attunement. Anything Iām missing besides armor stacking and titan heart?
healing hands on attack
armor stacking mostly, but dont forget about the nodes that just give you less dmg taken from nearby, and that new body armor Null something that gives up to 20% less damage taken for overcapping
Only thing I can think of is for the defensive play of more stun means less being hit
He mentioned in the "additional details" that this 3 points can be removed if you need something else
Thanks for the heads up, didnt catch that one!
Dont forget endurance, armor to dot mitigation armor pieces and affixes, HP everywhere
Yeah, endurance goes hard when you don't have other layers
What skills can a phys javelin build even use besides javelin+lunge
Uh... Endurance goes limp with low hp
Unless you are building ward, you build hp, that is like...common knowledge I'd like to think
Regen/leech is more important.
regen/leech means nothing unless you have the base HP first, regen/leech are defensive layers.
What do you mean goes limp? Endurance gives you Effective HP, which gives your sustain a chance to recover
End only works when u reach the treshold
No
If a hit were to leave you below threshold but started from above the part below the threshold get mitigated
Works below the treshold
void cleave gives armor shred stacks and crit vuln stacks
Well end is not efficient if u never go below end tresh. Its very good for not getting osed tho
outside of that Gum I honestly have no idea
Technically true, if you never go below threshold then it has no value. But you will go below threshold at some point. And Endurance is something you build in addition to other defensive layers, not as your only defensive layer. So overall it is a good investment as it results in a meaningful boost to your effHP.
^ This is assuming a life build by the way. A build that relies entirely on ward will mean less/no benefit from endurance
Is damage dealt to mana before ward a thing
Void cleave needs a two handed axe or sword
Darn I was thinking with the new endurance applies to mana hat
...I ALWAYS forget that, ty for your obsession
I'll do you one better
No leech, no regen, no defenses, only health and only lunge
Just dont get hit 5head
Apathyās maw just having a T7 melee void damage is responsible for the is obsession
And I can slam another t7 melee void dmg on it
You get up to 7000-8000 health, run missing health lunge + lunge missing health idols, and you get hilarious gameplay where you drop down to 100 health, panic slam lunge, and shoot back up to 100%
Actually, running that new % sentinel node when you use rive, vengeance,smite or multi strike would go well with that
Rive? Naaa, you know that node that doubles damage stats if using a 2h?
10% of your missing HP per hit
I am using that node, time and faith is on the passive tree
Not the skills passive like base sentinels tree
I canāt wait to get like 400 flat void dmg on rive from just my weapon
Oh wow i didnt realize it was such a huge buff. Ty for highlighting that! š
time and faith is GREAT
Yea run a Jaspers Searing Pride 2h staff with T7 ele dot slammed on it and watch that ele dot turn into 1400%, grab laceration for jaspers melee fire stacks turning into dots, more ignite chance, and hey because jaspers is a staff, and the energy wave just got buffed, lets throw that in too
Unethical I love it
you dont just slam t7s on but sure
With the sheer amount of 1lp apathyās maw that drop you can
I mean, you play long enough it isnt hard, i did on a 3lp jaspers
I just avoid using t7s in anything that isnt theory is all, because my luck is terrible, I survive only by embracing meme builds
Well yeah
I do every build plan without exalted or legendaries, but damn if that isnāt the first legendary I want
Oh i can get behind meme builds, like 80% of my letools builds are trash now, but i have around 400 builds made now
Memadora
I've been messing a whole lot with Event Horizon atm with its 150% more damage
Im not being cynical about it, also, why is no one talking about how stupid blind is now?
Oh I love the bonk hammer
Multistrikers are in awe
I'm cooking up a frostbite forged weapon build.
I wish bonk hammer worked with void cleave
Mordita's reach is crazy fun with rive
Haven't played Forge Guard before, but was planning on using warpath
Actually, raw smite with HH, Time and Faith, and dual wielding two of the new smite swords
Aw, missing out on that sexy 1000% frostbite rive then
Forged weapons should have 750%~ frostbite though.
I was bullshitin with the new 1h shield axe + that sword and making a fire shield bash smiter
š
Ope metamisha is here, me and my memery shall now fleeeeee
I'm gonna do a reflect FG once I get the shield axe and thornshield, and use shield bash for single target. with 100 Attunement and a max roll on the 5-9% boosted reflect, it's like...6400 true dmg to anything that hits you, perfect for trash mobs
If you play with others at all, get a primalist with you, they can spam you with thorn shields and it super jumps your damage reflect with that shield to crazy levels
i actually saw something worse than that, someone trying to make bleed shield bash
I've done it, but i didnt use a shield
and it was also tryhard popular poe streamer, which made it even more entertaining
hides mana stacking melee sorc idea
Dont hide it, embrace it
ravaging aura tooltip 14k? thats really good
I 100% am doing a bonk hammer SS build at some point
I've been messing with that after my recent 2200 mana focus sorc
people played that in 2018
Yea most things are already a thing, and with the amount of meme bs i've posted in here, i've prob done it too


