#🔱┃sentinel
1 messages · Page 50 of 1
plz no half block chance
ok movement speed halved then
you are encumbered owo
half block effectiveness cause its duct taped to your hands and can't wear gloves 
actually alternative bases to camp regalia and leo helmet that have implicit block chance would be cool
lol
looks intresting
apparently the node is bugged, so you can build dodge 👍
Hello everyone, I really like the warpath skill and hardcore mode, but I'm dying on it in hardcore, do you have any tips pls?
this might sound silly, but you should stop dying
Is there someone who plays hc on this skill, are the simple guides of this skill different from hc?
as for general tips, always respect the trio of survivability: damage reduction, sustain and max health
"damage reduction" is this some kind of separate parameter that may drop on the items?
it refers to your build's ability to reduce incoming damage, it isn't a specific affix
that being said
there are specific affixes that do reduce incoming damage
this should be a decent list https://www.lastepochtools.com/db/search?query=less damage taken&in_description=1&exact_match=0
dang
:white_check_mark: This character build is verified
Harbingers of Ruin / 1.1.7
Sentinel (27) / Void Knight (81) / Forge Guard (5)
▸ Health: 2,863, Regen: 37/s
▸ Mana: 207.79, Regen: 11.68/s
▸ Ward Retention: 32%, Regen: 0/s
▸ Attributes: 33 Str / 6 Dex / 8 Int / 6 Att / 32 Vit
▸ Resistances: 115% / 184% / 124% / 152% / 91% / 83% / 68%
▸ EHP: 6,513 / 6,513 / 6,513 / 8,861 / 6,513 / 6,513 / 6,087
▸ Endurance: 62%, Threshold: 699
▸ Dodge Chance: 1% (24)
▸ Armor Mitigation: 55% (3,661)
▸ Void, Fire / Spell, Melee, DoT
▸ None
• Void Cleave (23)
• Abyssal Echoes (22)
• Volatile Reversal (20)
• Smite (20)
• Warpath (20)
Glad to hear! 😁
YO!!
not a max roll, clearly vendor trash
I'd rock it
my citadel boots
I built a similar but different crit smite focussed version with aberroths command and it's also pretty strong.
:white_check_mark: This character build is verified
Harbingers of Ruin / 1.1.7
Sentinel (21) / Void Knight (85)
▸ Health: 2,797, Regen: 34.24/s
▸ Mana: 156.97, Regen: 17.52/s
▸ Ward Retention: 60%, Regen: 0/s
▸ Attributes: 36 Str / 15 Dex / 15 Int / 25 Att / 83 Vit
▸ Resistances: 124% / 75% / 117% / 111% / 130% / 161% / 132%
▸ EHP: 5,372 / 5,372 / 5,372 / 6,451 / 5,588 / 5,588 / 5,372
▸ Endurance: 112%, Threshold: 600
▸ Dodge Chance: 2% (60)
▸ Armor Mitigation: 40% (2,144)
▸ Void / Spell, Melee, DoT
▸ None
• Warpath (20)
• Smite (20)
• Void Cleave (20)
• Volatile Reversal (22)
• Abyssal Echoes (20)
In that state easily clears 350 Corr + bosses
And I have become a flames of midnight enjoyer. Swiftness, spirit step and penetration makes this one really good imo.
flames of midnight is a great ring
Might try it on my Void Caster
Boss drop?
harby of ash (spirits of fire) and abberoth
I used it with a friend who was playing acolyte and it was fun just having an on demand teleport skill
Yeah you can even teleport through some.walls and obstacles
Do we know what happen if you have Flame and Crab Ring?
I'd wager you get one of them
If I am lucky and get one tonight, Ill try
the most cancerous harb lol
eh I think the lagon one is more annoying
at least harby of ash is nice enough to fight us in a circle instead of a line
at this point I default turn off all of the skinny harbs
just doesn't feel like a fair fight whatsoever
the skinny harbies feel so much better on a ranged character
then again like everything feels better on a ranged character
they feel okay but the hardly telegraphed charge that does a ton of damage and has basically guaranteed stun makes that fight super frustrating
shhhhhh
real
It's Treason, then
Wait dang those are plates gauntlets
Need that base to be Endu Cap
Without the Blessing
Didnt know the Echo of a World Vendor could give Exalteds !
Crab takes over
neither did I
I believe that is caused by the CF rank 11 bonus
Science!
I need that Flat Armor Blessing
I can face tank most of the fight at 275C
Pretty proud
yep
1/2
yay shock chance
Thats a very sad me going to bed tonight
That 1/2 Slam was the only remotely successful Slam tonight, out of 8

such is life at the end of time
Da pain
So after some playing on Echo Warpath VK... man the build is surprisingly slow and low in damage and low in survivability. Bleed Hammerdin's easier to gear and outperforms it by every single margin
you'd think with a 2LP Apathy's Maw, a pretty well rolled Nihilis, a Null Portent, 2LP carcinization, 2LP siphon of anguish, darkstride... build would be op
damage is less than that of a fully rare bleed hammerdin lol
Nihilis and Null Portent.. i dont have those yet 
crab should always be your highest priority
If the crab had a cleave ability it would honestly be pretty good, right now it's just decent single target
idk what my next build would be any tips for sentinel
Have you played Rive VK?
no
There you go 😇
thx
Rive VK does seem a lot more viable than Warpath from what I’ve seen
You’d think that thematically, warpath’s spin2win would just melt everything like butter but man oh man the damage is underwhelming
Rive clears faster and bosses extremely quickly too
rive 👍
Speaking of Rive, why are Ocearon and Quicksilver Coil BiS rings? Seems strange
also since the build uses peak of the mountain, is there any sustain?
bouta make a rive toon rn
Hey all, fairly fresh Last Epoch player looking for some feedback on my Void Knight build! I am really enjoying this game but finding it hard to clear 150+ corruption, is there a way I can improve my build or is a big overhaul needed? (this is my first character/build) https://www.lastepochtools.com/planner/owzXxepB
Harbingers of Ruin / 1.1.7
Sentinel (31) / Void Knight (48) / Paladin (29)
▸ Health: 1,200, Regen: 21.23/s
▸ Mana: 211.98, Regen: 12.16/s
▸ Ward Retention: 36%, Regen: 0/s
▸ Attributes: 24 Str / 9 Dex / 9 Int / 43 Att / 11 Vit
▸ Resistances: 221% / 198% / 136% / 89% / 100% / 175% / 120%
▸ EHP: 1,792 / 1,792 / 1,792 / 2,075 / 1,792 / 1,792 / 1,792
▸ Endurance: 32%, Threshold: 240
▸ Dodge Chance: 1% (36)
▸ Armor Mitigation: 35% (1,738)
▸ Fire, Void / Spell, Melee
▸ None
• Healing Hands (24)
• Smite (20)
• Volatile Reversal (20)
• Sigils Of Hope (22)
• Anomaly (20)
At least I can say Warpath works very well with Pally
Would it be like a dual wield build utilizing like a 3 or 4 LP Palarus and focusing on using warpath to do smite damage?
For example, that is the version I played
ocearon is just a super solid ring, great for defense + damage
But I heard doting is also viable and I guess could be an option too
chill = they hit you slower
less dmg taken = 👍
generic more dmg per shock = damage
That's fair. But since Rive does melee and flat void damage, why not like a siphon of anguish?
siphon's biggest benefit is doom chance, I'm assuming that your gonna have doom chance on something else
leech -> covered by being a void knight
leech rate -> not a huge amount
a little move speed is nice
doom chance = up to 16% more melee dmg
I'd personally use maw + chains for all my doom needs
I see
plus then if you slam a T7 melee void dmg onto maw, with rive you effectively have T28 melee void dmg
I'm just going off of my familiarity with the warpath vk build that does use siphon on top of maw + chains
fair
like siphon's aren't bad and its a lot easier getting a good legendary slam of them due to them being stupidly common
more more ring just provides a very nice combo of defenses and damage
yeah I have leftover maws, null portents, nihilis (and can likely farm more assuming I don't die) that I'm trying to make use of lol
siphons are stupidly common
have so many 2LPs of them
achor is really good IF you have no other endurance boosting %
code of erased is honestly just a giga strong relic
like a code of erased with ok-ish weavered stuff is goated
yeah hard part is getting the right weaver stuff lol
anchor does boost tf outa your armor if your build is low on strength
kinda crazy seeing how the rive build doesn't require + melee crit chance on the weapon
but I understand why
peak of the mountain + focused strike apparently is enough for 100% crit
oh yeah rive also lets you leech with peak
that's kinda neat
I assume due to focused strike, you leech off hits 1 and 2
but not 3?
cause it forces hits 1 + 2 to never crit -> you can leech that
yeah
seems pretty good
I'm excited to make use of my gear again doing a build that isn't gruelingly slow
cause each vitality grants 8 max hp, 1% necrotic res, 1% poison res, 0.33% more melee void dmg, +1 flat melee void dmg
yeah love vitality stat
omg the foe cleaver node is insane too lol
yeah
thats how you get T28 flat melee void dmg
maw comes with basically a T7 -> slam a T7 on -> double them
for max foe cleaver value slam a T7 flat melee void dmg and a T7 increased void dmg
praying that my 2LP Maw hits T7 flat melee later lol
I think foe cleaver also makes maw have 200% doom chance on hit?
I forget if it affects all aliments or just regular affix aliments
the only thing to watch out for is how fast your leech rate is
just uh 100% grab scrap metal
loving the build so much more already
yeah...
out of the 3 actually melee melee skills, rive is the~~ usable~~ one with the best feeling to it
oh yeah
also 80% echo chance with rive
so you can make big use of the void knight armor
that's nuts
though tbh I have every single unique ready to slot in when my character's of level, so it won't matter much
as a cycle starter, seems amazing tho
rive + void cleave + erasing strike is my go to cycle starter
it works on horrible gear
and can scale well or rebuild to something else later
I actually noticed bleed hammerdin working really well on horrible gear too
tankiness and damage from it is also kinda insane
chucking out hammers can be annoying at times bc the overall flow of the playstyle comes to a stop, but it clears well too
haven't tried void cleave or ES yet
but I've seen late game ES just straight melt everything
also every Rive build I see, they're attacking like 100 attacks a second. where does the attack speed come from?
the top right thing in base sentinel
80% echo chance (since every attack is really 1.8 attacks)
attack speed on gloves
rive is great to use to get to world splitter + infinite es spam
I do have a bunch of worldsplitters too lol
don't people dual wield using an aberroth's command though?
oh hm
thats a better question for draven imo
world splitter lets you get to 100% crit chance -> get void essence on crit with es -> use void well for mana -> infinitely smack thing with ES
bonking with ES does seem kinda fun haha. maybe ill try that next
This is the stupid thing world splitter + ES turns into ( its against the pinnacle boss)
I've seen it melt abby in like 20 seconds lol
40* I guess ^ lol
kinda nice to have an abby farmer
bonk bonk bonk bonk bonk bonk bonk bonk
man i need to try that build
just remember the mana consumed in the node before it does not count as a mana cost
so if you need more mana cost for crit chance with world splitter, grab the +mana cost node up in the crit corner of ES's tree
its very fun
that's a pretty nice slam item
yeah
might wanna RoC it just in case the slam fails
will to that for sure, now i need to find a beacon that is good
oh right don't people use beacon for ES too instead of world splitter?
first time using void cleave and compared to lunge and shield rush, void cleave is sooooooooooooo satisfying 😮
it is for sure!
Don’t forget your darkstrides
For like +50 move speed
yeah ofc ^-^
I need one with slammed movespeed on it though. been really unlucky with finding my darkstrides
these are my generic twink boots :B
dang if only that was vitality instead of crit avoid
might just go on my other character and farm for more gear lol
like getting a darkstride with 30% movespeed and a dreamthorn with T7 flat void
a dreamthorn with T7 flat void will carry you all the way through empowered monos
lol yeah
plus since your using a sword you can grab the fat CDR node for erasing strike
new rive passive/passives ... rive 3rd attack triggers the same manifest armour effect as hitting it with shield throw ... and scrap buff is shared to manifest armour alongside you
teaser from stream today
T E L E P O R T
so bassically void wizard money gang time
Second Combo ??
they are cooking with the VR rework
Hmmm interesting
Might be pretty neat if they let you do a combo to save a position and then recall to it
HYPE I NEED TO WATCH ASAP
Oh that's just absolutely busted
Holy poggers
Busted for everything but bleed rive vk
That kinda kills Bleed Rive Vk
Rip 80% echo bleed rive
Yeah, but also bleed is more fun on other skills anyway imo
I was tweedling my thumbs at work missing insane next patch spoilers 😆 🤣
Can we dream of a Fire Conversion?
Illegal
It would be totally useless, but really cool if 3rd strike of a fire rive made a fire tornado lol
🤔
I'd settle for proccing a legit fire spell though
Probably a holy one, since FG fire is usually attacks
would this be the right channel to ask for build tips / feedback with Void knight? My first character is falling short on some endgame content
Yes
Harbingers of Ruin / 1.1.7
Sentinel (31) / Void Knight (48) / Paladin (29)
▸ Health: 1,200, Regen: 21.23/s
▸ Mana: 211.98, Regen: 12.16/s
▸ Ward Retention: 36%, Regen: 0/s
▸ Attributes: 24 Str / 9 Dex / 9 Int / 43 Att / 11 Vit
▸ Resistances: 221% / 198% / 136% / 89% / 100% / 175% / 120%
▸ EHP: 1,792 / 1,792 / 1,792 / 2,075 / 1,792 / 1,792 / 1,792
▸ Endurance: 32%, Threshold: 240
▸ Dodge Chance: 1% (36)
▸ Armor Mitigation: 35% (1,738)
▸ Fire, Void / Spell, Melee
▸ None
• Healing Hands (24)
• Smite (20)
• Volatile Reversal (20)
• Sigils Of Hope (22)
• Anomaly (20)
I am playing Healing hands with Smite on melee proc. Seems like solid damage, but lacks any survivability
how much ward can it sustain?
-get more armor ( forgeguard passive battle hardened is a good fix for now instead of relentless in sentinel ( 9points for 45% inc dmg is terrible))
-dont use health leech blessing with that helmet when your primary defense is generating ward/heal from healing hands
-generally look at your blessings, you are overcapping fire res for example by alot, you could have flat armor instead
I currently don't have a good way to generate ward, hummingbee and 3/3 Synthesis of Light in Healing Hands.
get gauntlets with %missing health gained as ward
it makes healing hands give you just ward and no healing
This is great, thank you! I am new at this game and this is my first character. So I appreciate the feed back
the other idea is buff your max hp a lot
the avg build should have like 2k max life at a minimum/entering monos, but count your avg ward in that amount
ideally have more like 3k to 4k
play around with different ward generating items as engi suggested and if that doesnt feel good to you go the other route and invest in a hp build with endurance and leech
you are already stacking alot of healign effectiveness so healing hands shouldnt feel too bad when it comes to sustain
Cheers guys, I appreciate that! Really enjoying this game, thanks!
oh also the non unique items that have %current health lose per second + %missing health gained as ward is an experimental affix, so murder the imprisoned mages till one drops
and if you dont adjust your resistances on gear since you are overcapping so much you can get rid of the all res blessing as well and get crit avoidance
you want either 100% crit chance avoidance or high % of critical dmg reduction
yeah crit avoid is probs the play given your using peak
given you can't use leo hat + peak
they're gonna burn it
thank f*** for that, hope its completely undertuned and dead on arrival
disease of a skill
I just hope VR is fun to play and no longer a must use debuff skill for all DOT builds and most other builds
I also hope that the inevitable damage loss across all sentinel builds is compensated for
though I really only ever use it on bosses
i think sentinel will be pretty hot with 1.2 overall
we already got pretty strong builds without vr and those will benefit completely from the vr-vompensation buffs
if they dont start gutting everything else*
for forgeguard passives, specifically the iron reflex node, does the conversion from dodge to armor negate my dodge chance? or is the added armor just a bonus?
Lol i guess the assumption was right
yes, it negates your dodge chance. "Convert" always means that X becomes Y, thefore you no longer have X.
but I read Iron Reflexes is currently bugged and the conversion doesn't happen.
Synthesis of Lightis bugged, you get ward "per 100% healing eff" instead of "per 10% healing eff" like it says. I would remove points from it.- Put 2 points into
Cleric's Hammer. Whenever you attack, it procs a secondary Healing Hands attack which also heals you, and right now you only have 50% chance for it to happen, so we want it to happen 100% of the time. - Remove 1 point from Divine Bolts, 2 points from Prayer of the Fallen, that gives you 4 unspent pts, put them into
Urgent Healing. This will boost the amount of healing you get. (from 600-800 to 1500-2000)
- I second Engi's suggestion to find Gauntlets with
x% Missing Health gained as Ward per second. But you don't need to farm Exiled Mages, use a Glyph of Insight to craft it into any gloves. This converts the healing numbers listed above into Ward (thanks to Divine Barrier passive in Healing Hands tree). Your HP will still be healed by Smite procs, and by Divine Bolts and Smite hits when they don't crit.
Ideally look for gloves with high armor too, for example something like this:
Some good options for blessing changes
- the spell leech blessing could be replaced with crit chance blessing OR crit multi blessing OR health blessing
- fire resistance blessing could be replaced with fire shred blessing (more damage option) OR with flat armor blessing (more survivability)
- ward threshold blessing could be replaced with health regen blessing (makes use of your sigils regen bonus and replaces HP healing when you switch HH into ward generation)
Resistances usually are good enough at 75%, if you find a similar amulet with different base item, like x% melee attack speed, % increased critical chance or x% less damage over time taken, switch to it. You have high frailty chance on your Palarus, so this affix can also be replaced. Something like this:
Belt also provides extra resistances, and could be swapped for an armor option. I would swap the %CDR for HP. An experimental ward threshold affix can also be crafted on belts (but it's more annoying than for gloves). It's not mandatory, armor and health are the important bonuses:
One final note, Healing Hands gets % more damage for every level of specialized buff skills (= skills that have the Buff tag). The only buff skills Sentinel has are Holy Aura, Healing Hands, Sigils of Hope and Javelin (specced into Battle Standard).
So if you want 20% more damage to your primary attack, you would have to replace Anomaly with Javelin. Javelin will cast extra Smites for you, give you a little extra % increased damage, and you can Dash to it, giving you a second pseudo-movement skill.
You can also try to farm for Core of an Erased Sentinel (relic). The unique https://www.lastepochtools.com/db/items/UAwFgjATAnFQ will help with Armor and survivability, but finding one that rolls the correct affixes won't be easy.
The reasoning is that your Soulfire relic only provides some chance to ignite and 60% increased fire damage after kill. More spell damage is kinda wasted, because your primary attack is melee.
okay I think that's enough for now 😄 all changes I mentioned applied to your planner https://www.lastepochtools.com/planner/oYW4xz3Q
Harbingers of Ruin / 1.1.7
Sentinel (30) / Void Knight (48) / Paladin (29)
▸ Health: 1,715, Regen: 120.02/s
▸ Mana: 203.98, Regen: 10.72/s
▸ Ward Retention: 36%, Regen: 0/s
▸ Attributes: 25 Str / 9 Dex / 9 Int / 43 Att / 18 Vit
▸ Resistances: 76% / 78% / 78% / 89% / 104% / 83% / 87%
▸ EHP: 3,177 / 3,177 / 3,177 / 4,369 / 3,177 / 3,177 / 3,177
▸ Endurance: 32%, Threshold: 343
▸ Dodge Chance: 1% (36)
▸ Armor Mitigation: 56% (3,667)
▸ Fire, Physical, Void / Spell, Melee, Throwing
▸ None
• Healing Hands (25)
• Smite (21)
• Volatile Reversal (21)
• Sigils Of Hope (23)
• Javelin (21)
forgot to add ward https://www.lastepochtools.com/planner/Qn14ZZ8A
Harbingers of Ruin / 1.1.7
Sentinel (30) / Void Knight (48) / Paladin (29)
▸ Health: 1,715, Regen: 120.02/s
▸ Mana: 203.98, Regen: 10.72/s
▸ Ward Retention: 36%, Regen: 0/s
▸ Attributes: 25 Str / 9 Dex / 9 Int / 43 Att / 18 Vit
▸ Resistances: 76% / 78% / 78% / 89% / 104% / 83% / 87%
▸ EHP: 9,951 / 9,951 / 9,951 / 13,686 / 9,951 / 9,951 / 9,951
▸ Endurance: 32%, Threshold: 343
▸ Dodge Chance: 1% (36)
▸ Armor Mitigation: 56% (3,667)
▸ Fire, Physical, Void / Spell, Melee, Throwing
▸ None
• Healing Hands (25)
• Smite (21)
• Volatile Reversal (21)
• Sigils Of Hope (23)
• Javelin (21)
Wow, good morning! Haha this is incredible! I was able to get a 20% fire shred blessing last night to replace the fire res. Working to replace the elemental res next, followed by the spell leech. Javelin gives some sweet bonuses I will check out, and some points changed in healing hands!
Question though, how are you able to get the experimental affixes applied to an item? I haven’t been able to find any purple quality experimental items that I can slam.
glyph of insight
it can be any gloves of any quality, you only need them to have at least one prefix, and then you upgrade that prefix using glyph of insight
this handy tool will tell you which one you get https://lastepoch.tunklab.com/insight so you can upgrade affixes until it says you get the correct one
I'm leveling my forgeguard rn and I just got disconnected twice when entering welryn outskirts. I also saw the character screen of moxjet2002 
This community is extremely helpful, thank you guys!!!
I need to re-read up on glyph of insights
I'm too used to beating up every exiled mage I see half the time I end up not needing to use a glyph
I also beat them up 😄 but I think not once have I got gloves with 3 good affixes from the mages
actually continuing that joke thought, it would be interesting to change some of the blessings now that we can respec blessings to stuff like
-
Exiled Mages drop 50%->100% more experimental items (50% is a chance for a second, 100% guarantees 2)
-
Exiled mages are 30%-60% more common
-
Nemisus gains has a 50% -> 100% chance to have an additional item slot (5 items total)
-
Harbringers gain 30%-60% more health and damage, but also drop 30%-60% more items
-
Idol reward echos drop 50%-100% more idols
Basically instead of having the help you farm stuff blessings be kinda generic, get more of x, instead have them target the mechanics already in the game and more blessings can be added whenever new mechanics are implemented to the endgame
yeah, instead of silly shard blessings, having blessings for nemesis and exiled mage prisons would be nice
neat
i have 0 points in paladin tree, ring still works 😄
ye
it should work in the same way as the meteor on crit belt works even if your not a sorc
does x% Missing Health gained as Ward per second work on forged weapons? 🤔 if not, I could add ward to the build
I'd assume that counts as an affix they can't take? you could see if animated armor copies exsangious's effect
but also wouldn't the forged weapons have horrible ward retention
Doesn't work
Guys im playing as paladin. Warpath smite build. Build using volatile reversal. But i dont get the point of it. İt doesnt restore my healt. It is not a movemnt speed it doesnt give me immunity. Only doing debuff enemys but it doesnt make sesne because cooldown is 13 sec. Why do i need this skill ?
Harbingers of Ruin / 1.1.4
Sentinel (26) / Void Knight (5) / Forge Guard (10) / Paladin (72)
▸ Health: 1,743, Regen: 36/s
▸ Mana: 220.11, Regen: 8/s
▸ Ward Retention: 52%, Regen: 0/s
▸ Attributes: 139 Str / 21 Dex / 13 Int / 11 Att / 12 Vit
▸ Resistances: 124% / 92% / 92% / 62% / 68% / 54% / 28%
▸ EHP: 6,785 / 6,785 / 6,785 / 11,093 / 6,341 / 5,607 / 4,616
▸ Endurance: 69%, Threshold: 537
▸ Dodge Chance: 3% (84)
▸ Armor Mitigation: 74% (7,886)
▸ Crit Avoidance: 5%
▸ Fire, Void / Spell, Melee
▸ Holy Aura (Passive)
• Smite (24)
• Warpath (24)
• Sigils Of Hope (22)
• Holy Aura (20)
• Volatile Reversal (20)
This is the buid im using
Also whats with wrongwarp what does it do in this build ?
This cd will be way shorter than 13 sec once you get lvlinto it
Also the Debuff is 60% More Dmg so if you deal 100 Dmg, once you press VR you deal 160Dmg
Also it can stack if you have enough cdr
it does restore health, but if you spec it into not restoring health, then it wont 😄
also the movement speed buff is for 2 seconds
freeing an exiled mage spawns more than 1 mage owo
call it cell mates and send it to production
xD
Well, this minion build was very smooth sailing. Zero deaths and as long as I didn't forget to use VC on the swords, the dps was awesome
T7 sealed Erasing Strike affix 😄
tempted to play it oof ... havnt used manifest armour much
manifest armor was there just to fill up an empty skill slot basically
HH owo
this is the setup, HH replaced Warpath

was using Lunge as my traversal skill, then realized Healing Hands could be a traversal skill, heal me on attack and deal additional damage. geez what an uprade
lunge could use some buffs because wow what a pointless skill compared to HH
shield charge tree needs an overhaul
if your using it as a movement skill there is litterally no value in ever using its tree
the utility there is sooooo bad
I use unspecced lunge pretty often, it's good
and specced works well in some builds
they're both really great traversal skills unspecced though which is nice. especially when you're specced into a skill that doesn't need to be on your bar
its nice, but a I find it lacking a lot of the time
Yeah, all sentinel traversals have a downside (we'll see if that remains true after the VR changes lol)
I think it's a good design considering sentinel has a lot of traversal options (compared to, say, rogue where shift just needs to be great because you don't have a choice as MM or BD)
how do you even use a skill that's not on your bar
proc it with another skill
true
my guess is VR is gonna have a hella long cooldown if you turn it into a teleport
Usually when you convert things to traversals, they make sure you can have a reasonable cooldown on them
I mean VR will have a base cooldown + in the image
tho I'd wager the no healing/no mana from it big CDR nodes will stay?
We don't know what all else is changing in VR
ye
but at least if they are consistent, it'll be reasonable or the active cooldown reduction thing will make it reasonable
yeah
like, here's some examples of other utility skill conversions to traversals where the cooldown was too long for them to be reasonable traversal skills:
but counting on them being consistent isn't always a safe bet 😂
i mean ye thats a really good thing ... but it would be better if there was a good tree to go along with it too owo
i have a question guys but not sure where to ask it 😦
is about this place, the game crashes when i press the wall
It's a bug, use the in game bug report tool
there's nothing to do in that room for now, aside from the chests
also lore I guess
Oh ok. Got it. Thanks a lot guys
have fun!
tho since your playing a mage, ask any build/skill related questions in the mage chat https://discord.com/channels/368953963267096586/480944508478160906
Man I’m having a blast with Rive so far. Build reminds me a lot of Boneshatter from PoE.
I’m lv 73 now with a T6 flat void slammed Apathy’s Maw and it slaps. Also think I’m gonna opt for an aurora’s as the BiS amulet considering I’m in HC.
aurora's + time flux = just try to kill me
Haha true
Void cleave is also insanely satisfying of a skill
Very fast cast timing, traversal length is good, can “blink” over walls and corners, 3 charges, low cd, and does a good amount of aoe damage too. Pretty much doubles as a map clearing tool too
Are the gloves that buff Judgement unarmed a good item?
it can be good, weirdly enough the CDR on it doesnt need you to be unarmed
if you super attunement stack you will have hella flat damage for judgement
I'll probably try out a build around it
I believe you can do unarmed + shield with it
so eat up those flat spell dmg with a shield paladin nodes
thoughts on the "stun chance" blessing option? I feel like I'd rather take lightning resist always
also I know rive isn't fully converted to void damage (yet), but how good is it to take "shred phys on hit"? And similarly "shred void on hit" vs "crit multi" blessings?
crit multi is more dmg so thats always good
for vk rive, phys is only the implict/generic dmg on your weapon
shred void on hit should be better give you have a maw with a T7 and T6 flat melee void dmg affixes (that are being doubled with rive)
if you dont have any void shred, take the void shred blessing
yeah the difference in crit multi blessing makes up not too much in terms of tooltip dps
where else would I be getting void shred?
using this for now until I find a good enough T7 flat void to slam on my 2LP one
would you say this build does like 1/3rd phys damage 2/3rd void or what? I feel like the phys portion of the damage I'm doing is pretty small in comparison to void to the point where it's likely not even worth investing a blessing into
anomaly/time bubble
base dmg wise yeah but given your gonna have way more increased void dmg and more void dmg, it ends up being more like 1/4 or 1/5 phys and the rest void
also thats a stupidly nice maw roll wise
yeah it is a stupidly nice roll haha
like leech is over 1.56 seconds, lots of melee void and doom duration
too bad it only came with 1LP, so I slapped on an okay-ish slam base
Yeah figured as much.
True, I forget about this. I wonder then if it'd be better to get melee atk spd or void % as the next stat
like say I could do T7 flat melee void + T5 atk spd or T5 void %
bc im noticing I get okayish atk spd from various sources like the tree, affix on gloves, anomaly's time bubble, VR's warped time, aurora's
%void also gets doubled for rive
yeah that's what makes it kinda enticing
T5 void % doubled would be like 350% increased void whereas T5 atk spd gives like 90% atk spd
the thought of just slicing at the speed of light seems fun though 😂
Attack speed doesn't get doubled, only damage stats and ailment stats
go for attack speed as a 3rd stat on the slam, since its not doubled
for a 2lp maw go for exalted melee attack speed on your gloves
ohhhhhhh that makes sense and also makes my decisions easier lol
is there anyone else who plays warpath smite ?
I played regular echo warpath voidknight and it was horrible. I think warpath smite has a lot of viability to it though
I got this sword that makes Smite cast extra times during warpath and has general buffs to smite
currently running fire warpath and smite and obliterating low level areas like a lawnmower
is it just an early game thing or does it scale well?
I think it's highly underrated tbh. I've found stun to be a super important defensive layer for my forge guard. helps me quite a bit in taking less damage from crowds of enemies and can potentially stunlock certain bosses if you manage to push your stun high enough
Hmm I see. I'll consider it. Do you invest more than just the blessing into stun chance?
somewhat, but not in a way that I'm doing anything unconventional
a bit extra from the passive tree, some intentional investment in my forge strike tree, and some bonus investment in my rive tree
otherwise I focus on damage mostly, as you need a good combination of both damage on stun chance to be able to reliably stun
if you notice that your build is already stunning mobs a halfway decent amount then there's a good chance that investing a bit more into stun would go a pretty long way
yeah if I end up with lightning res built into my build, I'll prob swap over to stun chance
yeah, it's primarily a luxury. at the end of the day you're still going to get hit so res is more important
It's a nice endgame build
ya know, despite my rive tooltip dps reaching 150k at lv 80, it's surprisingly underwhelming of a build. damage is still less than bleed hammerdin and the survivability is god awful
Rive needs a good bit of investment to reach bleed levels, bleed you can roll over stuff with almost no investment
clear is fast-ish, but it suffers being a melee character so the clear is always gonna be a bit meh
the crazy thing is bleed hammerdin also just clears faster than rive with void cleave lol
you'd think that maybe bleed builds specialize better at the ramping single target at the cost of fast clear
but nope. my experimentations with pretty good hand me down gear on other builds just sadly doesn't compare
suffers from what exactly?
do bleed hammers have unlimited range?
ah right, the usual melee = bad without explanation what is actually bad about it
yeah I just made a blanket statement and didn't elaborate whatsoever
no, you answered my first question, but then instead of answering my second question, you thought I'm going for the "gotcha"
ok you want a real answer?
indeed
rive attacks in a cone, hence limited range
vortex of hammers = longer range and orbits circularly around the character
hence longer range
furthermore, those hammers are still active while the hammerdin build moves around the map so you're attacking on the go
whereas rive has to stop by enemies and manually click them down then move again
not to mention DoT = you tag enemies for a short window, move on, and they die behind you
instead of being a hit-based build like rive vk where you manually have to click until they die
also I had an almost max rolled apathy's maw with a T6 flat void slam on a lv 80 character and I'm comparing results in general map clearing + bossing dps
the dps window for rive vk is low for a multitude of reasons too. and melee in general will always suffer in the range aspect. that variable alone doesn't make all melee bad
and specifically I'm measuring them on hardcore SAF viability too, not softcore trade where you just go full dps and face tank stuff and push 1000 corruption bc you have giga juiced gear
like yeah I'm sure at its height, the build can prob aberroth in 40 seconds or something, but that's not the point of my argument
I'm just saying that after playing bleed hammerdin and successfully farming some goodies along the way, it's a little disappointing how much weaker some of the other sentinel builds feel
So, the weakness has to do with the ability to clear while moving.
And the AoE size is smaller.
But it has nothing to do with melee. Because for example Fireball would have the same issues when compared to spinning hammers.
afaik third strike strikes in a circle around the character
That is one of the reasons among many that together contribute to a slower and clunkier clear
I played Blastrain Marksman before where it’s ranged but also has to stop to manually shoot. And it’s hit-based too. But the damage, aoe, and range are all excellent which results in a strong clear
question folks - i heard of a super tanky judgement build, but i searched and saw big one hit judgement builds as well. would love to hear from folks which is generally better for aberroth?
most judgement builds are "tanky" thanks to the innate healing, but if you can actually take a hit from big boss abilities depends on your gear and the rest of your spec
It does, and the second strike can suck enemies in as well. Still feelsbad though. I was hoping that with pretty strong items, like Apathy’s Maw with T6 flat void, peak of the mountain, shattered chains, null portent, darkstride, anchor… that the build would just do more damage and feel like I’m blasting harder
i need to find that vid again. someone shared it once where the person tanks most of aberroth's skills other than the big purple one that has huge dot on the ground
all good, i'll find it and spec into it to test i suppose!
Usually Aberroth only kills players with the slam move or his 2-parter cone blast in the final phase. Most of the rest of his moves are pretty tankable
not for squishy casters that i've been playing up to date 🙂
That’s fair lol
oh yes thats the one!
For a smite proccing build, should I go vk + rive or multistrike?
Or if I just want to go pure phys with sent, is there any good (non minion) build for that? Heard rive can work?
Harbingers of Ruin / 1.1.4
Sentinel / Paladin
Boss Killer / Monolith Farmer / Arena / Melee / DoT
yeah i remembered wrong. was more consecrated ground than judgement, which is just one of teh skills
his armor could be better, but otherwise he is pretty tanky. His main shtick however is standing in the consecrated ground
that's where the healing comes from. If you walk out of the circle, you die
yeah i remember reading that bit. basically if he's not fighting, he'll die very easily
and it seems like a slow mono clear too
but very safe
so going back to our discussion. I had a look at VK hammerdin
https://www.youtube.com/watch?v=cyODid0kduQ
and VK rive
https://www.youtube.com/watch?v=LQ59AobjAzA
and it seems it's neither slower nor clunkier than the hammerdin.
Vk rive seems fun to use. If the axe would just drop 👀
If it’s an apathy’s maw you want, don’t worry. You’ll end up with 500 of them
Can it drop when killing the shade to catch corr levels up with other timelines?
Killed 8 or 9 and nothing
Got world splitter way before maw 😂
Yes
I don't think it will drop from the Shade right next to the center. Or if it can, it would be exceptionally rare.
For all Shade-only drops, you want to fight the farthest Shade you can reasonably get to.
Thanks 🙂
Got a decent void damage weapon as it is atm, so trying out the rive stuff. Think I'm lacking some crit chance as rive doesn't always crit on third hit. But it's fun so far
if your going for the only crit on third hit rive, swap your helmet for a Peak of the mountain @river raptor
since your first two hits never crit you leech from those
Gotcha, will lose my 100% crit avoidance though 😭
Crit resist? Reduced crit damage, forgot the different versions haha
ah
yeah if you use peak, combo-ing it with citadel boots + 2 affixes is the way to go imo (for crit defense)
Gotcha! Will see if I can scrounge up some crit changes to get to 100%
if you haven't already, swap your rings for copper rings with a crit chance affix on them
but also for reduced bonus dmg from crits, basically any armor can get it on it, but if I remember the rolls correctly your gonna need a T6 to cap it with just 1 affix + boots
From Body Armor a T6 is fine
dang
I thought that the T6 capped at 50% for most armor and not 45%
thats a little dirty
Rings cap my res 😭😭 or one does, other is the void ring 👀 will see what I can work with. Atm I can use an axe with 80ish void damage exalted and +9% melee crit
Instead of my 110 and 150 increased void baradiche
Don’t you lose out on Darkstride though?
If you get 1 crit avoid affix + blessing, you also reach 100% crit avoid
Yeah I made that suggestion as a relatively cheap/easy way to cap crit and keep crit defense capped
Given it’s a sentinel I assume 99% of people are using Leo hat + one reduced bonus crit dmg affix
Boots + 1 more affix would be an easier swap out imo
Yeah that’s usually the move. But for special cases like rive vk where you’re recommended to use peak of the mountain, the maxroll guide recommends 1 crit avoid affix + crit avoid blessing = 100% avoid
Requires a bit of blessing farming though. And I think it’s from reign of dragons too which means you can’t take the + all res
Rive uses so many legendaries that it feels a bit bad slotting in something like citadel boots or leonine over the BiS uniques
You slot in citadels until you can cap crit without peak
Though between the two, I feel like I’d rather go leonine and just not do the 3rd crit thing
The idea with 3rd crit is that you can cap your crit way more easily with peak but still leech stuff
Not sure if it's worth going hard on the rive build. I like it a lot, but its clearing speed is like 1/3rd of my erasing strike/vc build 😦
True. Bc otherwise you’d prob need a % melee crit chance slam on weapon too
Flat melee crit imo but yeah
Which then means with a maw your only doubling one slammed on affix with rive
That’s how I felt running it recently. Had all the goodies the build needed. Clear speed and bossing felt subpar
Such is life of a walk up to them and melee attack build
And despite this
Rive is still way ahead of multi strike and vengeance
Yeah, erasing strike just erased mobs and bossing with world splitter was real fun and fast
Was thinking of going for a new char/build though but can't decide on what... Full phys would be fun, but EQ primalist didn't feel great 😦
Full phys rive vk used to be a thing
How are the defenses on Erasing Strike’s build? Never really looked into the build before but its offensive performance seems like what I was expecting out of echo warpath and rive vk
your defense is nothing being alive to hurt you
And when they are one hit leeches you to max
yeah, leech is a bit OP at the moment because number big
They are gonna have to put in some sort of limiting factor on it at some point
once again, leech is a vaguely balanced version of lifesteal that still ends up being extremely strong
lmao, leech is not remotely balanced xD
yeah
But it's like that just, mechanically, I dont think I've played a game that got it 100% ever. And honestly it's more of an issue about ES dealing millions of dmg at once that can be leeched
in a game where you deal millions of damage, combo-ed with a tiny life pool (compared to the damage) any healing based on the damage you do is going to be very hard to balance
I only find stuff like lifesteal/leech balanced in MOBAs (like leauge of legends)
If they nerf leech, they will need to buff life in general
life's whole thing is that you sacrifice some EHP in favor of great and easy sustain compared to ward
life would need massive buffs for that to be even decent
Correct
I believe life builds would be healthier (and much easier to balance) if the game didn’t have to be balanced around a life build healing to full every second
Because leech is how a game ends up in poe1’s situation of the monsters, to be threatening, need to one shot (or effectively one shot) the player or else by the time the monster attacks again the player is at full hp again
as long as one shots are fairly telegraphed and mixed in with weaker attacks i don't see anything wrong with them
Yep, thats me at 1k corruption. 2600 hp, not crit reduction capped, not resist capped. Good armor and leech. Either I get 1 shot by somehing avoidable, or it doesnt matter.
i'm running a lot of leech on my healing hands rive FG and yeah, if something doesn't kill me completely within .3 seconds i can't die
That’s basically my thought just in LE terms
Should a basic enemy be a threat to a well built character at a reasonable corruption level for their build? No
Should the only threat to them be one shots? Also no
There’s a middle ground in here somewhere I think would be more enjoyable to play in, but leech being based on the damage the player does, really just outshines any other way to heal
the idea with weaker attacks would be to overwhelm the player's ability to heal with many attacks, but leech and especially healing hands is so strong that never happens
Yeah
Nor will the swarm of weaker attacking enemies ever live long enough to do much too
on a side note, Healing Hands is absolutely bonkers. it's a traversal skill, an extremely powerful healing skill and an attack. switching from shield throw to healing hands boosted my character hugely
Healing hands is insanely strong
But healing hands does take up a skill spec slot
Whereas leech takes up a passive point or an affix slot
yeah, not really comparable
Yeah, it definitely would be "healthier" for the game 
the pun was intended
the problem is 9 times out of 10 bs mechanics are not related to sustain
remove the op leech and they will still have random one shots that you cant see coming or overtuned mobs that arent fun to deal with
poe 3.15 ptsd
imo not really,
BS is common because mechanics should have some way to substantially hinder the player, as different mechanics should mechanically feel very different from each other. Ultimatium is a good example of this because its opt in and you get to pick what hinders you. Necropolis is a bad example of this because its not opt in. Delve is another example of an enjoyable hindrance. Hindering players in ways that aren't just "you are weaker" allows for more engaging gameplay, that feels different to play and engage with.
Random one shots will always happen, thats just inherent to playing an ARPG, however my point with one shots is entering a situation/game state where the game has to be balanced around introducing things that will one shot the player, or else content is not a threat to the player. This to me is a bad/unenjoyable game state and leech causes that game state to occur.
I don't wana think about 3.15, those memories can stay locked away
health potions by themselves aren't very useful because if i attack for half a second, i'm at full health. a better use for health potions would be having a higher health pool and less leech
i only use pots when i'm losing health and not near an enemy to leech off of
tbh I usually only use potions for the remove aliments belt thing
like a belt affix that increases your number of potions + potions removal aliments, but potions don't heal would be like turbo bis to me
Was 3.15 Lake of Kalandra?
expedition
Ah. Expedition ain’t bad
the mechanic isn't bad now
Was it bad upon release?
but If i'm remembering my nightmares correctly the mechanic was a lot worse then + they reworked a lot of the campaign that leauge and most people had to farm up to clear mud flats
I only really dislike the bosses from expedition, but the rest of the mechanic is fun and good
That’s hilarious lol
those Rhoas are no joke
whenever infinite delve comes back as a mini challenge league I get reminded of that with the bone rhoa nodes
some good slams
actually 1 is weaver's will and the other was empowered by a nemesis
I'd be worried if you managed to slam a weavers item
Mud flats always has been and always will be the most dangerous zone in PoE xD
weavers on set pieces when
How much weavers is the question
A higher weaver cap on sets that provide less powerful bonuses for wearing the set?
No, dont reduce anything
Weaves is already a gamble, and sets are underpowered, I think adding weavers is a godo start
fair enough
Or we can go the D3 route and make a set bonus give +5000% extra damage! ^-^
but only for my favorite build and nothing else pls

not even an exaggeration. if you played a whirlwind barb, there was 1 set that you chose as your gear because it had +3000% whirlwind damage
D3 was a mobile game put on PC and major consoles
tfw you get excited because you finally dropped a 2LP unique... and then it misses both affixes you wanted to slam on it (T7 Health + T5 Endurance %)
i feel your pain, i've been trying to get a 2lp bloodgeon to drop at all
it's taking forever and i'm worried i'll just brick it and have to farm all over again
i don't mind it, it's night and day from PoE, where you hit a point where ONLY perfectly crafted gear will allow you to continue
which means you need to learn how to game the market to make enormous amounts of currency
true. I play HCSSF in both
the grind feels kinda similar, but I do get more excited about high LP drop items here than I do with whatever drops in PoE once you're past a certain point
i just like that i have a clear goal to becoming powerful. it's a grind but i know what i need to do. with PoE the answer is grind currency for an entire month to craft 1 piece of gear
unless you game the market where you can become heinously wealthy easily
just a busted system
Set items will not be getting WW
I wonder when they will finally do the set rework, I think they've already said it's not coming in 1.2 sadly
you could argue that the weaver will items are already a set, its just the set bonus is +1 potion for each weaver will set item

Basically
I do like a few of the set items, I'm just biding my time
A lot of the set items have really cool ideas
when the set rework hits, I'm sure they'll release a few new sets, too
especially since they've been intentionally not making new set items until the rework
Still, I think the best designed set is the lightning meteor one
Good power level, doesn’t take half your slots, allows for scaling a skill in a different way
Shattered lance is probably my favorite, same reasons
Yeah
also scaling your damage by scaling recovery makes neurons activate
Pebbles set is BIS for getting stash tabs early cycle
Or an early idol buy
I wish the forgotten knight set was better
If time rot ever becomes useful, it's there waiting... the sword on its own is pretty nice, though
true
wouldnt work because potions are flat health ... not based on your hp
wish i could
🫂
Will the teleport VR reposition us to the edge of the arena in julra or screw with our shifting 
It will tp outside of the dungeon
I'd bet on "kill out of nowhere" still
Lore accurate buggy time magic area
also its Wicccckkkkeeeeedddd
also as a prediction, Time bubble is going to become its own buff skill after the sentinel rework/update and anomaly is going to get a new branch focused around time lock
hey now, keep the 400% pen for future strikes applied by anomaly
no bad
Probably a question I should know the answer too, if anomaly has “future strikes applied by anomaly have 400% void pen” would that apply to time wave as it’s a sub skill on anomaly
oh wait I think this node also has a typo of "Future attack"
Yes, assuming time wave is a true subskill of anomaly
fear me and my 5 stacks of future strike per anomaly assuming its a true subskill
I mean apply 5 aliment stacks a skill use isn't bad
until you consider its anomaly and still has like a 8 second cooldown
and while future strike has 60 base dmg which is a lot for an aliment it is delayed 3 seconds
and said delay I think has anti-synergy with anomaly's other main dot node
I should test how the reset aliment duration thing works with future strike
tbh it would be interesting playing with a bunch of "Reset future strike duration" things and have future strike last 6 seconds, with it doing all its damage at 3 seconds
so you want to keep applying stacks while reseting all the stacks in the 2nd half of future strikes duration
mebbe Future Focus from VR will insta proc future strike 


🤔
but teleporting and procing it feels weird
keep reseting duration on future strikes -> no damage dealt yet -> detonate all future strike statcks with a damage bonus for each stack on the enemy?
bonus points of each future strike stack visually creates an echo that punches the enemy
Increasing its duration should be a multiplicative damage modifier like any other ailment, but I have no idea how it works in reality since I just haven't bothered
It might end up doing some weird thing where it "ticks" every 3s, so like if you make it last 4.5s it would do a full tick at 3s and then a half tick at 4.5s
yeah
just a wild guess, hopefully it's one of those lol
I assumed that if you reset the duration it would go
initial application -> reset at 2 seconds -> wait 3 more seconds -> damage
then again I don't think it would be possible to reset the duration of future strike from anomaly with anomaly
🤔 I assume that resetting the duration of future strike applied by say rive, wouldn't make it count as being applied by anomaly then
wait but would this count as increasing the duration?
Right, it wouldn't
functionally, yes
ah right cause if were looking at an ignite, it ticks for up to, twice as long, but for future strike I'm gonna test it later (gut still says it just delays the same amount of damage)
🤔 I kinda wana make a dot vk now that uses cycle of decay + quicksand to "detonate" a pile of dots on a boss
@quiet hearth can you make that goofy 3 dot build on a void knight
Darn
I just tested it for funzies, looks like the reality is that duration is just a pure negative for future strike lol
no extra damage whatsoever

Oh, also time wave is not a subskill, so it doesn't get any future strike effect modifiers
in case you thought future strike support couldn't get any worse 😂

does anyone know if Healing Hands spec'd as traversal triggers Patient Doom (VK passive)? PD specifies it doesn't work for movement skills, but HH with Rahyeh's Chariot adds only traversal tag, not movement also. Not sure if there is spaghetti tags going on here that would mess up my plan by having HH consume PD accidently.
Haven’t tested that specifically but I’d assume it does
Wouldn’t be that hard to test with the target dummies tho
yeah just theorycrafting at work so can't test
Ah give me a few to go turn on my pc and I can check
the patient doom buff didn't go away when I converted healing hands to a melee attack (with the chariot node)
ty for testing
I got pulled away for a sec, but finished the last thing I wanted to test. It also seems that the ailment speed on return doesn't work on the future strikes applied by anomaly and time wave. Not sure if this changes if you take immediacy, but also I don't really care since it's already so scuffed lol

future strike is so scuffed
didnt someone already say no last time we talked about future strike?
no idea
For a dmg type all about taking over things slowly, it's DoT doesnt work very well.
when the sentinel class that has nothing to do with dots has better dot support
bleed pally
I mean, pally has support for like three different dots
hey guys, if I take weapon master passive and dual wield mace+sword do I get both passives?
Yes
ty
It's wild mace has a 120% dmg node and it still isnt enough xD
doom star + eye of reen served me well until I got my slammed naal's tooth
How come for Rive VK build, it's recommended to use Quicksilver Coil over something like crab ring?
also why does the echo warpath build use both apathy's maw and siphon of anguish when rive build doesn't use siphon?
recommended by who?
If I had to guess, attack speed?
ye attack speed
Apathy for the darn high void melee and can use void cleave i guess. Also more doom duration and chance is great since warpath can only apply ailment effectively at 60%
Not sure about siphon for rive build, never played rive
Quicksilver coil on my bleed warpath is quite dayum
And its 3LP
maxroll guides but also leaderboards which is also heavily influenced by people following maxroll guides
both rive and warpath are pretty similar builds in terms of gear
so I was kinda wondering why one adds on the extra siphon whereas the other omits it
apathy's maw is ofc BiS
main difference in gear are the rings: Rive uses Oceareon + Quicksilver Coil vs Warpath uses Carcinization + Siphon of Anguish
think crab ring for warpath works bc it gives more movespeed for warpath shenanigans
whereas movespeed is less necessary on rive bc u have void cleave everywhere
I'd guess for a couple of reasons. Mainly it has move speed, but also it is really generally easy to get a well slammed one and its stats are just generically good. Like more leech and leech rate is great for recovery.
You can probably get a good siphon or two just while farming up your maw
oh yeah I'm loaded with 2LP Siphons
just tryna theorycraft the BiS options for my current build is all
BiS that isn't red ring xD
Yeah, just try to aim for a siphon with a high move speed roll and you should be good to go. Leech rate or ele res may be the next best stat depending on your other gear
isn't siphon kinda overkill considering you get the same (but much stronger) stats on apathy's maw? + voidknight gets built in leech from that one node in passive tree
ele res kinda convenient for canceling WP's reduction
it's like 6% melee and 6% void leech
that's probably another reason siphon is used more on warpath than rive
Oh yeah, I forgot how much leech rate maw can have on it... I guess if you have a good roll on leech rate for maw, it's less important to get rate on siphon and maybe prefer more void/melee leech
Nah, it's mainly for the move speed - not a lot of ways to get more speed on rings
I think the ele res and good recovery stats are just bonus on top
True, I forget it gives movespeed. It's kinda just squeezed in the middle of the rest of the same stats that apathy's maw gives lol
You're right though. That's a really good point
Maw is 100% increased leech rate
You really don’t need more than that given it halves leech time per 100% rate
50-100%, so if you got a bad roll then 30% extra leech rate will be nice
yeah that's fair. knowing the context behind why certain builds prefer certain items helps me understand how the builds work better, so thanks for that y'all
Ye
Don’t forget you kinda just end up with a lot of siphons by just raising your timeline corruption. So a generally good ring (for vk) that you will just end up getting a good slam on fairly easily makes siphon always a solid choice for vk
I normally equip the first siphon I get immediately, then take points out of the leech on vk’s tree
Yeah I'm aware of that and I have a ton of 2LP Siphons already. Think it's still a bit overkill for what I got going on rn though
likely better BiS for Rive. Makes sense why Warpath VK uses it though due to extra movespeed
Ye
passives-wise, I wouldn't remove the leech nodes off Rive either
Rive also has the exalted coral rings angle if you really want more vitality
bc the alternative for that is putting points into flat void
but since rive gets doubled off weapon, the amount you get from tree is kinda small
for warpath, those extra points removed from the leech node could be beneficial elsewhere for sure though (if you're running a siphon)
That’s a solid analysis
Is physical crit javelin build viable rn?
Haven't tried it but probably meh
Hi Guys, new to sentinel, and have a question about Shield throw. It scales with Dex+ Str, it is worth scalling Att for Eruption (lava burst) ? Thx
sentinel needs javazon skills. forked lightning jav
Your best bet would be siege barrage, but if you want to play crit it would probably be better as lightning. Otherwise, bleed is pretty decent.
I know what the tooltip says but Lava Burst inherit %Inc Dmg from Shield Throw and so only get %Inc Dmg from Str and Dex
Not Att
I hoped that it would be that case, thank you Vlad.
Harbingers of Ruin / 1.1.7
Sentinel (21) / Forge Guard (12) / Paladin (80)
▸ Health: 3,492, Regen: 37.2/s
▸ Mana: 306.91, Regen: 8/s
▸ Ward Retention: 12%, Regen: 0/s
▸ Attributes: 13 Str / 3 Dex / 3 Int / 26 Att / 9 Vit
▸ Resistances: 122% / 84% / 84% / 88% / 113% / 106% / 77%
▸ EHP: 10,293 / 10,293 / 10,293 / 18,975 / 10,293 / 10,293 / 10,293
▸ Endurance: 30%, Threshold: 925
▸ Armor Mitigation: 74% (7,842)
▸ Fire / Spell, Melee
▸ Holy Aura (Passive)
• Warpath (23)
• Sigils Of Hope (23)
• Holy Aura (21)
• Healing Hands (23)
• Smite (21)
any little changes you think i can make
this build has been doing pretty well so far for a homebrew, just wondering if im missing some stupid obvious stuff that could push it further
mana hasnt been an issue at all even without vr
no suggestions or super obvious stuff
but wow that code is unethical
@silent holly what corruption is this build going at?
im still doing low corr getting the empowered blessings
i have no idea if it will still be viable when i start pushing corruption but im not very close to the projected idea of the build
yhh the code is super ambitious it wont be half as good but ill farm them till the day i die
ohh thats the plan
good idea
would i also want to take "fire converted to phys" just to increase armours effect on fire and void dmg taken?
or is that not too big a deal
you can't convert stuff twice
good to know
but also converting to phys is more for avoiding pen and having full armor effectiveness, imo out of all the convert to phys stuff, poison is the best (in general)
due to poison being big dot + each poison stack lowers your poison res (first 30 stacks, 2% per stack)
so it might be worth replacing fire dmg and ign duration on body armour to poison convert to phys?
considering im getting tons of fire and ign everywhere else
i am having alot of trouble with poison atm tbf
rotsteel nemesis is one of the few enemies i have to tryhard
overcap your poison res
true
is way easier and less costly and effective at stopping the poision -2% res per stack
you also don't need to overcap it by 60% (to stop 30 stacks) as if 30 stacks are on you, your dead anyways
also do you know how to experimental affix craft
getting eternal gauntlets with the armor applies to dots affix will help a lot
ye
if you get lucky with a good base + affixes, nemisus can throw a T7 sealed affix your way
yh ive left them all at t4 rn but obvs getting higher would be amazing
i always check rares on neme
might replace sealed health on gloves with the experimental, and then instead of health take like a t5 pois res
just watch out for your max hit when removing health
yh gonna have to change around and experiment quite alot just for the one affix lol

ty for the help!!
Do you guys think Fissure from Smite is ever worth it in an Ignite Hammerthrow Build with Smite on Throwing?
Just seems kinda hard to scale with it's low damage Effectivness or rather not worth it for having to manage the Mana Cost🤔
I've personally tried fissure a lot but it never feels great to use
early on its a lot of extra mana spent, and later on its damage isn't great
yh it takes kiting enemies into it to make it fully worth it, decent for tanky enemies and bosses but doesnt help much w clear speed
actually, is your build doing ignite dot?
hmm its something ive been experimenting with
atm im focusing on melee fire hit dmg
ah
but im stacking up to 150 ign without speccing it
makes me wonder whether its worth going harder into it
sacrifice is basically a must take if your using smite for damage (hit or dot)
the 250% more applies to dots smite inflicts
ig i spec out of conflagration and immolate to spec it?
if smite is applies a ton of ignites, yeah
Mine is an Ignite Build with fissures as an added Bonus since it scales with a lot of the same things, but yeah the Fissures don't really feel worth it since I have to use some Mana regen gear which could give more damage to my Ignites instead (which deal the main dmg anyways)
just make sure you have leech to counteract sacrifice
mana regen is the hardest thing to build in this game
yh i got t6 melee leech on my palarus, wondering if there is a unique that leeches elemental dot tho
i might have to spec atonement a decent amount
averice and Its soul fire version
tome 
bleeding heart
Well it works perfectly fine with 2 Pieces with T7 Mana regen but it's just not worth with Fissures low dmg sadly
i could go bleeding heart maybe, but then that means no time glass or orian eye
there is a spell leech blessing
Kinda sucks, the Idea of Fissure as a Subskill is so cool, really want to use it
i do mostly melee fire tho atm
i convert hh to melee, smite is my only spell dmg rlly
ah
sac is % current health lost
so its not gonna kill you
but also if you want to go more on smite, grab the vortex relic + smite on throwing attack hit idols
im casting smite often enough i think, i got a 3lp palarus with max smite on melee hit
im using it more as just an extra bit of dmg whenever it procs
🤔
i might spec 3 in sac and then 2 in atone
id rather spec melee fire because of wings of argentus, it gives hh 2 points for converting it
true
the idea with vortex is simply have more smites
so you hit a critical mass of smites hitting everything around you
yh but do i wanna give up the amazing code implicits
true
and id have to rejig all my idols
code with like mid slams on it is still great
yh i struggle to find other relics for sent that would be worth it
i might try a bleeding heart for a while, easy enough to get 3lp, i think i have one or two sat in the stash
hopefully that will counter sac
+1 all, armor, armor applies to dots, mana support
I'd use it a good amount even if it came with 0 WW
ye
and you get the gambling dopamine of rolling them
its a win win
does "bleed when casting spell" apply to indirect spell casts?
cos if so smite is gonna stack bleed like nobodies business
it doesn't, doing the same thing
sweet
might spec out of regen on stuff like sigils tho
if it tanks it there isnt much point
oh actually im barely specced into regen
like 1 node
Harbingers of Ruin / 1.1.7
Sentinel (21) / Forge Guard (12) / Paladin (80)
▸ Health: 3,298, Regen: 26.04/s
▸ Mana: 326.75, Regen: 8/s
▸ Ward Retention: 12%, Regen: 0/s
▸ Attributes: 13 Str / 3 Dex / 3 Int / 34 Att / 9 Vit
▸ Resistances: 122% / 84% / 84% / 88% / 113% / 106% / 115%
▸ EHP: 9,637 / 9,637 / 9,637 / 17,472 / 9,637 / 9,637 / 9,637
▸ Endurance: 30%, Threshold: 887
▸ Armor Mitigation: 73% (7,532)
▸ Fire / Spell, Melee
▸ Holy Aura (Passive)
• Warpath (23)
• Sigils Of Hope (23)
• Holy Aura (21)
• Healing Hands (23)
• Smite (21)
made all the changes
Wait since when does Healing Hands continously proc of Warpath?
it procs of melee hit no?
only the first hit of warpath tho
doesn't work with channel
Unless that was changed but I'm sure I'd have seen that. But you should see the Particles from HH only on the first hit of WP instead of always with another melee attack
yh tbf i havent felt like its been doing much of anything
could use Javelin with the standart as a traversal skill that casts a few more smites
its hard to see the particles with warpath fire spinning
yh might just have to spec a movement skill
that sucks so bad tho smh
or vortex pennant hammer throw??
Vortex pennand throws an axe, not a Hammer from Hammer Throw so it does not work with the Skilltree
I'm kinda feeling Jav bc of the Smite Casts over time but you could just try both out I guess 😄
yh ill check out jave ive never actually looked at its tree b4
i assume its battle standard?
you spec it to cast smite and tp to it?
Wait I thought you were using HH for just the invul dash
Oh
yes, the smite node is a bit later down that line
Yeah no that only works for the first hit
aight
ill try healing hands as traversal cos i get +2 from wings of argentus
as long as i keep it melee
It’s solid for boss fights just invuln through the bosses attack
yh im looking at it and it seems good
i assume i take 2 points out of clerics hammer and put them into rayehs chariot and sun shroud
Which one is sun shroud
immune while moving
Oh yeah 100%

makes the playstyle more active at least
Yeah
I can’t wait for the sentinel rework
im excited for it but nervous
dont wanna have to redo my entire build and change loads of stuff around

yeah I'm really excited about that too, Sentinel is by far my fav class atm
or rather I started with it and kinda got stuck trying out loads of stuff and always coming back to it with new Ideas instead of trying the other classes except mage lol
Smite heals too
This was a teaser
that looks sick
It's prob gonna replace the Vit scaling node tho right? Would be Op otherwise.
Idk
it is
There are a couple of other teasers that got posted in here too, namely about VR
smite hasnt been hitting me too often
But VR is getting a full rework, so see one or two nodes doesn’t say much
Is this something I’m too void gang to realize
if i stand inside the enemy smites heal works fine, but it makes it harder to move. id rather have the damage reduction while moving from wings and then find other ways of sustain
using smite as a little bonus heal whenever it does hit me
ive specced smite entirely into dmg rather than healing stuff
the link above has smite specced into buffs, and it even takes away your hp
yeah
i want to spec it harder into dmg
id rather find other sources of sustain because it hasnt felt consistent when im using it
my survivability hasnt been much of an issue so far luckily, i just wanna push my damage forther
further
let's just say it's not very smart idea to stack HP and have a skill that eats ~500 HP up to three times a second or more
so i shouldnt stack hp?
it seems like the best way to increase its damage
as long as my sustain is good enough it wont be a problem
no, your smite shouldn't eat your only ehp source
so where do i spec it then
i had it on spreading flames and hit dmg on ignited
but i was told to try sac
If you want damage from smite it feels wrong to me to not have sacrifice
yh as long as im not dying id rather have a huge dmg buff at the cost of some hp i can easily get back as quick as im using it
isnt spending health to deal dmg like half of the acolyte
Sorta lich
I'm pretty sure you'll die when you're casting a skill that costs 500 HP on a HP build. But if you think it wont be a problem, then try it out and see 🙂
I’m still in the camp of grab the spell leech blessing so when smite hits stuff it heals off its % current health cost


