#π±βsentinel
1 messages Β· Page 52 of 1
That sword is so freaking good man, i love it with warpath for the block
yee
@waxen nymph you about currently?
https://www.lastepochtools.com/planner/AVGEqKZQ - @turbid dome @junior wren @tacit zealot thanks for all yalls help earlier lemmie know what you think
:white_check_mark: This character build is verified
Harbingers of Ruin / 1.1.7
Sentinel (29) / Void Knight (51) / Paladin (12)
βΈ Health: 1,830, Regen: 0/s
βΈ Mana: 153.59, Regen: 10.4/s
βΈ Ward Retention: 40%, Regen: 0/s
βΈ Attributes: 26 Str / 22 Dex / 10 Int / 15 Att / 26 Vit
βΈ Resistances: 123% / 123% / 73% / 44% / 109% / 47% / 40%
βΈ EHP: 4,468 / 4,468 / 4,380 / 4,563 / 4,468 / 3,490 / 3,309
βΈ Endurance: 34%, Threshold: 430
βΈ Dodge Chance: 4% (88)
βΈ Armor Mitigation: 53% (3,026)
βΈ Block Chance: 2%, Mitigation: 12% (67)
βΈ Void, Physical / Melee, Spell
βΈ None
β’ Warpath (21)
β’ Shield Rush (21)
β’ Volatile Reversal (21)
β’ Anomaly (21)
β’ Titan Heart
β’ Apathy's Maw
β’ Shattered Chains
β’ Darkstride
β’ Carcinization of Momentum
β’ Siphon of Anguish
β’ Code of an Erased Sentinel
tbh im not too clued up on VK i tend to stick with pally mostly but unless im being blind i dont really see anything helping your armour. that alone isnt enough. i see HH on helm but you're not using healing hand and also healing hands doesnt work with warpath/channeled skills
boots dont give much armour and you're not using void cleave so its just the void damage that makes those look good imo
unless crab ring is for attribute stacking the implicit regen doesnt work because of your body
reckless spin reduces fire, cold and lightning resistences by 30% you're at 139% cold so maybe remove these 3 idols for some hp and lightning/none elemental res since some like phys isnt capped and lightning will be at 63% when spinning so thats also not capped
but also wait for others advice over mine as i said im not a VK enthusiast so all that info could be total bollocks XD
the crit strike chance on ammy gives you 2% crit (since thats not base crit chance) where you could try look for a void/void pen or void/damage while channeling maybe?
gloves are still level 45 so base is on the weaker side
siphon ring might be enough leech but again im not a VK enjoyer so dont know how good the damage is to leech from with just armour mitigating some of the damage
in WP you're using maw of the deep which is more hit damage per stack of time rot and in the VK passives theres "Rot Ripples" wouldnt points into this be good for when you get to tankier enemies or is it worse since you're not doing/scaling DOT? (this is a question for others as im curious)
Is judgement without CD triggering smite a thing as a build?
No, there are much less mana-destroying methods for proccing tons of smites
rip
a single siphon ring is enough leech once you get enough damage per second
but personally I'd just put a few points into the leech passive on tree to make use of stronger rings
yeah i saw that after i typed it all out i went into the passives and saw more leech lol
All these vampires 
everything seems to be upgraded, nice. only the gloves are awful π
Yeah I havnt managed to pull a good gloves yet
Might just buy one
the upgrades where all random through nemesis spawns
you're not wrong about armor, but basically everything he has now was upgraded from its previous iteration. Armor value went up like 1k.
- Boots give movement speed per flat void damage. Now with Maw, he has a ton. It has quadrupled his movespeed bonus from before, plus he has extra damage from it. Good choice imho.
- Crab ring is very good. There's no other ring that has +10 VIT. Armor is good, movement speed for clear is great. Regen implicit isn't really important because we're not speccing into it.
- Rot Ripples would only help prolong the duration by a little, but I assume we're going to stack some bleed/ignite sources to guarantee maximum stacks from just spinning so we probably won't need it.
Where does the bleed come from (I guess ignite chance from sigils when they get it) is it a passive point?
Nemesis can make you extremely op or will make you banish like 10x in a row lol
Also am Missing something? the stats was a little higher when I looked earlier but don't see anything changed. Health gone down from 1900, armour was over 3k and all resistances are lower and no more 30+ vit?????
right now he has a bleed blessing. It can be a weapon affix, idol, since he has an axe, it can also be a 5-point bonus from weapon master in forge guard
ahh you're getting it from non class option gotcha
ignite can also come from affix, idol, blessing, plus sigils like you said
so why vit stacking on ring? just because it gives flat health?
also is armour/leech the only main defensive layers this has?
I don't play VK, so lemme check some builds and what they wear. But AFAIK they have a passive that gives extra health from VIT
i know block is useless from a node somewhere
VK passive gives more dmg per 3 vit
i have an old legacy smite knight and most of this gear so was gonna mess about and throw some rando stuff on
why anomaly also? just for the bubble buffs? (i said buffs keep it in your pants hahahahah)
oh right, they also get more dmg multplier
bubble buffs and also shreds void
also more dmg taken by enemies
isnt that from VR
took me a while to figure out how easy VR was to actually use compared to how it sounded hahaha
but sending enemies forward in time how does that work? how does the game know you'd attack and with what skill ahead of time to calculate damage?
well, it stacks right?
unsure since ive never used any VK skill besides VR
π€·ββοΈ
everything else stacks so i dunno why it wouldnt tbh
curiously, looking at builds from different people, it seems most don't use any ignite or bleed sources. Some of them don't even have 100% time rot chance
yeah well my original thought was for bosses and tanky enemies rather than monos
Do you need 100% time rot? Considering max stack 12 only
wow so thats the weakest DOT element?
Future strike holds that crown 
no i mean out of all the ailments, ignite, frostbite, bleed etc etc
Ehhh... for void.. i guess
but all the other ailments dont have such a low stack limit though do they?
https://youtu.be/X0XDWclv1OE?t=139 this guy has 90% unless I missed some, and at the orobyss clip he only reaches 12 stacks at the very end of the clip. most of the time he's hovering between 5-8 stacks.
basically he was relying on echo procs to reach max stacks
Lets see
but he also has low attack speed, so lemme check wander's build π
which build is squidy following? i thought wanders was a little much with end game gear
wander has 6 times higher attack speed than bike, but he also has higher time rot chance. he's getting +45% from abyssal echoes self buff
Warpath applies ailment at 60% effectiveness, so if u dont have higher rot chance, you need the atk spd
he should be at 135%
Vladddddddddd
40% iirc
yeah no bleed or ignites, so it's the attack speed then
is it still considered physical damage even though its void?
I cant see attachment 
it's the internets
Yea
Wander's atk speed make it up
With warpath's double attack rate, his speed go brrrrrrrrrrr
yeah, meanwhile Bike only has 66% timerot and no go brrrrrrrr π
Ouch psojed, OUCH
either way, our friend also won't have attack speed, so grabbing some bleed/ignite chance to have guaranteed 12 stacks is good
Welp he got blademaster at least so thats pog
I think he went with the leveling guide with dreamthorn, and previously he said he was following maxroll guide
Dreamthorn goes brrrr with 1.02 Base AS
LUL maxroll doesn't even list Time Rot chance in their stat screen
abyssal echo gives ignite/bleed and armour shred so wouldnt trident also be good since it gives even more leech or is it because of the void pen and +1 to all? the phys implicit from maw doesnt work becuase we are void
the maxroll guide runs 3/6 rot ripples and 40% timerot passive, and it doesn't run ignite on sigils. So maxroll guide has only 54% timerot chance π
and no attack speed 
well except blademaster of course
Kinda funny with a skill that doubles your investment in AS
trident only has 80 adaptive and 60 void, and no innate damage bonuses. I'm not sure the melee crit multi can make up for that. Also Abyssal doesn't have bleed chance π€
oh yeah lol i didnt fully read, it does have interactions with bleed but yee doesnt apply them XD mb
Staph psojed, staph 
Its painfool
I know LETools is superior but dont have to rub it this way 
yeah, wander is using it for timerot chance and the buff
but also maw has phys and minion damage which cant be used either so its 80 vs 101 and potential crit multi if you get enough crit chance at least just for the difference in implicits only
it also has melee damage, that counts π
yeah that was the comparason 80 adaptive with crit multi (assuming we have enough crit rate to use it) whereas the maw only gives 101 adaptive but nothing else
not trying to be combative just trying to figure out how some can be better than others
Do we know if this count Smite procc from Palarus ?
no idea
to me its worded as if you have to manually cast a spell
no, I meant Maw has % increased melee damage
i was just talking about implicit comparison only
and it's also up to 120 flat void melee damage vs. only up to 60 from trident. What is the point of comparing only the implicit ? π
I asked that question myself when crafting the idea for my forge guard, so I made a spreadsheet for forged weapon damage π
arent implicits base chance? like how crit on a skull cata is base crit chance
some are, some aren't.
Correct, just went and tried it
one of these has to be a good roll surely XD
are the siphons bis for melee characters
Crystal Skull, a Spear and some other stuff are Base
Copper Ring for exemple is %Inc Crit Chance
comparing trident to maw in general
- Void pen on Maw is only for Doom, so that barely matters.
- we have enough leech, so extra leech from trident may be helpful, but is not really needed
- trident has less % increased dmg (up to 90% void vs. up to 100% melee on maw)
- trident has less flat dmg
- trident has chance to cast abyssal echoes, which is useless for a build that doesn't use abyssal echoes - and Squidy is going for Sigils.
- melee crit multi is awesome, but if it beats Maw, I think math check is required.
Both the maxroll build and wanders build are critcapped. But Squidy now has low crit %, so for him it's definitely a downgrade right now.
wander's is using abyssal, but he's also using void cleave, and that needs the VC scepter or a 2h sword/axe, so no trident either way
the trident i was asking for myself personally since i only have 2 maw and the best is also only 1lp (found this after i asked about trident) so was between a 0lp maw and a 1 lp trident which is what sparked the question on that
but i was thinking the abyssal instead of anomaly since you get ign and armour shred in abyssal just assumed that might have been more helpful than a bubble that you have to be inside to get some buffs like cdr (unless i read it wrong i only glanced over the skills)
i see, well if you have higher LP trident, you have high crit chance (or you will have once you slam) and you don't use VC, then trident could be good for you π
most builds spec into the "bubble travels with you" passive, so you always get the full effect
wheres that passive? in the skill tree or char passives
oh never mind "time bubble is cast on you" i was typing travels haha
in the skill tree, it's called Time Lord
yup that one
sorry the description says "moves with you" not travels π
yeah thats why he doesnt have a point in that so didnt look at it XD
yeah curiously the maxroll guide doesn't have it, so our friend also doesn't have it
Maxroll is going for the Inc Dmg Taken instead no?
so how would you decide what would be better in green? i have a lot like this with a decent amount of greens but also some reds
yes, but you can have both that and time bubble right?
does the "anomaly hits in a larger area" also increase the bubble size?
99% sure no
Don't think you have enough pts if you want Instant Cast + Inc Dmg Taken + Time Bubble and all the goodies
yeah then it's just a weird maxroll build guide. He has points in the attack speed and cooldown nodes, but he just doesn't use them. In the video he pops the bubble on an exiled mage, then he just walks out of it 
I guess it does give him the bonus for 2 seconds after exiting, so that's something... but you need points in duration anyway, so 8+ seconds of attack speed buff seems much better π
thats why i said yesterday i dont trust MR guides for anything other than diablo lol
yup. He even has +2 anomaly helmet. But to spend 5 points just so you don't have to stop spinning, awkward
so on siphon ring what are the stats you're on the lookout for mostly? i have a bunch that gives half and half of good and bad
just the top 4 mainly?
like this has more green stats but 0lp (the one im comparing it to is 1lp and i do have some 2lp
2nd photo is the best 2lp ring in terms of how many green stat increases i get id assume we would ignore doom/void pen and focus primarily the leech stats being highests in total?
same issue with a maw i have is the 23% melee worth the 4 void and 12 leech rate? whilst also losing 1lp
why is the ring used in the first place? You already have leech, and doom
idk i was getting the gear that squidy had on just to see roughly what stage his builds currently at
it makes sense if you don't have maw yet, as it's your only doom chance, but after maw, it seems pointless
maw is leech rate
ring is damage leeched
so wouldnt they work together
maw boosts the siphons leech affixes?
i dont do VK or leech so im at the mercy of yalls advice lol was just following what squidy had atm
I would grab another crab ring lol π
only got the 1
it seemed like a really trash ring for late game so never bothered picking them up
sigils ring is nice too if you dont wanna cast it yourself
red ring is nice
oceareon is nice
nomad for flat HP/resistances is nice
well as long as the ring is interchangeable then i have a few of all those XD
you'll have to try and see if your leech isn't enough somehow, but i doubt 12% is not enough
im actually only level 77 with my vk thats where i stopped when i tried smite knight so might not have enough for it all rn anywya
why does it have to be on such a trash base
that's CoF for you 
so for maw the stats in green doesnt have lp but the ones in red only have lp1 would 23% melee be better than 1lp and the leech rate/melee?
First, you're comparing two different things.
Leech is defense, sustain. Damage is damage.
Next, this is increased leech rate, so it's like "this is healing me in 2,6 seconds instead of 3 seconds". It's a whatever stat π
deffo need to invest in gloves these are pretty much the only options rest is cast speed or the experimental ward affix from my div bolts pally days lol
got 9 levels to find something better than the left ones hahah
I would wear the right ones until I find attack speed on the left base
yeah i cant use left ones im not high enough level and i do already have the right ones on i have nothing at all even remotely close to those just a shame for the base
when is a good time to know when % health becomes better than flat health?
comparing both of these
i got this but endurance and fire damage is useless
plus t4 attunement im never getting that sealed XD
using this for now
% health is always better
You don't loose the channel so you don't reset the echoes chances
would battle standard javelin be better than shield rush since it breaks wp channel?
and can give a damage boost/healing/dash
thinking for boss scenarios/elites
or a better 5th option than shield rush/javelin?
oh, so that's why. Well, another reason warpath sucks π
That's also why he doesn't use VR
what do you mean by the dont reset the echo chances?
read Echo knight description in Warpath
unlike any other attack, warpath echoes have conditions
ahh
I hope they change FG mastery bonuses
VK ... more void damage per 3 VIT 
chance to repeat attacks 
Paladin ... more healing per ATN 
increased damage based on remaining health 
FG ... resistance bonus 
increased armor when hit for 4 seconds π₯΄
im confused as to why they put 4 points into emission in anomaly for area when they could do 2 into the duration for more void res stacks no?
prerequisite for instant cast
no
that's the thing we were talking about, instant cast will let you not stop spinning, so you can keep making echoes
i either blanked out or wasnt there for that convo as i dont remember that being mentioned
it literally just happened though π π
is it a mana hungry build?
then why not timelost wisdom in VR for 1 second less time of going back? 300% is better with the CDR from the time bubble no?
or even a point from time sap?
ask the maxroll guy who wrote that shit guide 
im asking yall because i also dont trust maxroll for LE guides
i assume the 300% would be better for better uptime on the extra damage debuff also
but then also breaks channeling so thats why i asked
you're literally asking us about the choices the guy from maxroll made, so, yeah π€·ββοΈ
according to his guide, VR is only used to replenish mana after casting sigils 
which i dont do since i have the sigil ring lol
Then you don't really need VR imo
also VR breaks channel? Isn't VR instant by default?
you go back in time to a different point
it would break the manual casts of healing hands when i did div bolts
i would hold the skill down then when i did vr it would have a brief pause of attacking
assumed it would break it for a channeled skill also
Pretty sure it's not instant
Not sure why it says "can be cast instantly"
π
i think that mean you go back to the point instantly
rather than a delay of any kind
Maybe the tp part is instant right after the cast time ππ€π€·
Or its leftover from smth and wasn't supposed to be seen
Also it has the instant cast tag
Weird, does it have it in game too?
https://youtu.be/s_O7kbgS8MI?t=31
seems to me like he keeps spinning after VR
just used it and i dunno if it breaks the echo but i remained spinning
but the icon did show the cooldown shadow thingy, as if you interrupted a channel
wonder why it would have a small delay when doing manual casts (skill held down like a channeled skill) but not a channeled XD
so i just span around a lot and echos came out pretty frequently but using VR none appeared for a little time after
it seems he's using VR very sporadically, and seemingly at bad times too, like he kills a group and then VRs back
maybe as vlad said to regain mana after sigil casts?
mana regen might be too slow so its a way to have more mana for the next pack?
i thought it was mainly to get the buffs and the extra damage done
wander doesnt regain mana from VR and doesnt play sigils
it seems he's using it as a movement skill when it's favorable to return back slightly, ie any leftover monsters
he doesn't even use it against the abom boss
π€·ββοΈ
he did use it against the harb though
i would have went into this using it only for either the move speed/attack speed buff or the enemy damage taken debuff
his cooldown is very low, like 4 seconds, so yeah he's actually using it as an attack speed buff, but it seems he's forgetting to use it in the video π
so even though it is an instant cast, the spinning does seem to get interrupted for the milisecond you teleport backwards
sadge
he spins for like 6 seconds tops, then runs out of mana
damn why couldnt it be better for vk
but usually less, so he has 2 seconds of no echo, 2 seconds where he can proc echoes, and then he either runs oom, or interrupts the spin, preventing echoes again?
https://www.lastepochtools.com/planner/ApzXqZeB not as bad as i thought considering i have no lp imprinted on things
:white_check_mark: This character build is verified
Harbingers of Ruin / 1.1.7
Sentinel (30) / Void Knight (45) / Paladin (15)
βΈ Health: 2,339, Regen: 0/s
βΈ Mana: 130.89, Regen: 9.52/s
βΈ Ward Retention: 16%, Regen: 0/s
βΈ Attributes: 19 Str / 4 Dex / 4 Int / 9 Att / 30 Vit
βΈ Resistances: 61% / 57% / 49% / 78% / 89% / 62% / 30%
βΈ EHP: 4,397 / 4,248 / 3,978 / 6,548 / 5,013 / 4,436 / 3,457
βΈ Endurance: 20%, Threshold: 468
βΈ Dodge Chance: 1% (16)
βΈ Armor Mitigation: 51% (2,748)
βΈ Void, Physical / Spell, Melee
βΈ None
β’ Sigils Of Hope (22)
β’ Warpath (21)
β’ Anomaly (21)
β’ Volatile Reversal (24)
β’ Shield Rush (21)
β’ Titan Heart
β’ Apathy's Maw
β’ Shattered Chains
β’ Darkstride
β’ Orian's Sun Seal
β’ Carcinization of Momentum
β’ Code of an Erased Sentinel
oh also studying wander's build explained why the siphon ring, he has zero points in VK leech passive
but squidy is following maxroll guide and they use siphon and full leech passive so thats where the quesitons arose from
yup
Thatβs typically what I do until my damage gets super high
But also using a maw means you can drop off some leech given you leech over 1.5 seconds instead of over 3 seconds with 100% leech rate
Itβs a balancing act
VR is instant, but teleporting breaks warpath channel and probably other channels
Rip smelters wrath Vr shenanigans
now im in empowered monos how do i farm for gear and shit properly
Farm gold to buy through mg or go onto your build in le tools and look if there's any uniques you wanna farm for better stats/more LP and keep upgrading the corruption
Push corruption as high as you can
When you hover an item in letools down the bottom it will say a specific area/timeline/boss so hypothetically if you wanted to farm for better boots then spirit of fire timeline is better
Looking at you peak of the mountain or immolators sash hahah
Most annoying gear to farm for in those dungeons

If you have a ton of gold lightless is always ok to run if you wana use the gold dump at the end
If you desperately need something in a slot soul gamba merchant works for that
do passives that increase a weapon's attack speed apply to forged weapons?
from forged strike skill tree - yes
from weapon - yes
from gloves - no
from gloves with phantom ring equipped - yes
from other gear - no
from various buff effects (Smite's Righteous Flurry buff) - no
from effects that specifically apply to minions (stuff like Frenzy for minions from Sword Catcher, or the Hammer and Anvil 4 point bonus) - yes
ah ok, thanks
Can Warpath Echoes trigger Warslash?
Yes
ποΈ
Oo
Nacho! Long time no see
mentioning dreamthorn the other day lol
many dreamthorn enjoyers over here 
shame i cant use the block part of it
you're always using that part, no?
π₯³
just waiting for 1.2 over here
or should i say 1.2.0.2.1.23.21.2
Glady we can now even call it "Season 2" β€οΈ
nah i was doing the same thing as squidy so the passive that gives more void damage but cant block
I see, makes sense then
currently getting my ass kicked by a harbringer though since this char counts as an alt so heorot is easy asf but harbringer ohko me XD
this maxroll guide is sus asf
They will always be Cycle to me
Season, cycle, whatever - I don't care about that part, and I guess most people would understand both, or any similar term - the big message for me is the clear and straight counting π
Yup
Just me wishing there were a version of Dreamthorn built for Forge Guard π© Why is there only one mastery that gets 2H block support and if there has to be only one why is it VK
What stops your from doing a Void FG?
the only stuff about block vk gets is reduced block chance
You could go Void Dot Hammer FG since Void Dot Hammer scale of Dex and Str and not Vit
And none of the Block Passives requires a shield
if you don't wana do a void forge guard, you could just use the new parry 2 hander
The nice thing about Dreamthorn for FG is you get to take advantage of Champion of the Forge and Walls of Solarum at once. But then Void FG is missing a bunch of things that make Void VK great, like Anomaly and tons of damage, attack speed, and move speed from the back half of the VK passives (not to mention vitality damage scaling altogether)
Hey now, spellblade gets 2h block support, too 
Rogue also, but that's just a leveling item so it doesn't really count
Honestly though that spellblade staff isn't totally unusable by FG
Yeah I toyed around with a build for it
it looks really good with Warpath since you add Searing Blades stacks really fast
the throwing stuff on that staff seems like it could be good with hammer throw or something
are there training dummies? I am trying to see what damage increase im getting from Rule of the Simoon
there are dummies at champion's gate in the divine era (where the arena is)
nice, thank you!
have there been any teasers on void knightβs spells (besides vr)
Nope

that makes sense
tho I also totally didn't just spend a minute trying to figure out why you're in month 18

^^
I do have high hopes for ||VR's|| rework
theres so many cool ideas they could go with for it
People often forget about Neptunuary
I am very excited for Sentinel as a whole
What I have seen so far looks really promising
Gotta be one of my favorite times of the year
just like how people forget about New Lincolnshire
yee
Some spicy changes possibly coming 
I like how Mike said during the stream (about the vengeance conversion node)
"I dont know why we havent done more full conversion like this"
I thought that was pretty funny
I want to use apostate's sanctuary

And also could lead to small changes in other skills
That sounds like the kind of stuff that fast to do
yea
tbh I want to see some conversions for animated armor
like turn it into a siege golem or turn it into one of the animated armors we fight in act 1
like a siege golem conversion would be add a ballistae to its back and give it a skill like the skelly mage artillery
which I understand is going to have a lot of coding considerations given the current animated armor was not coded with this in mind
I want MA to throw my Javelin
ooo
unique relic that makes AM use your warpath skill when it does its whirlwind attack
π€ a voidknight node in AM that lets it echo
AM now WP when you are Warpathing
Spin2win bros
It spins around you, you use it like mace
RoS has a node like that currently. Would be neat to have it also shield whip everyone
@jolly bloom let's take it to the right channel lol
smart, yeah
casting smite is nice little bonus, and I don't have any ways to scale its damage (or at least it will deal no damage either way)
I mean you could go for the invulvernable while dashing and then top right gives 2 charges
that little bit of void pen is really nice until I would get a 3lp omnividence (with cast speed, spell crit and void pen)
Or you could go into javelin that does smites and you can dash to it
that would cause me to need to spec javelin, I guess?
Yeah but catch-up mechanics for skills will be done within a mono or two
Invulnerability would be nice, yeah
What I meant was: which skill would I unspec?
Replace for lunge
I gave some options though so it depends what fits with your playstyle
Keep lunge and could go for the invuln node and 2 charges nodes to get around quicker, you could do shield rush there's void conversions or javelin which can be made to smite and give you healing, a potential dash and more damage if you have some attunement
Healing hands can be triggered on every smite cast but no void conversion sadly so you'd need generic "spell" to cover void spells And hh
Sigils of hope can be made into void
Could maybe get a sigil ring and have 1 sigil ring and 1 siphon
I didn't even know about the smite-casting javelin nodes, thanks!
Just spouting options in case you wanted to shake things up
Warpath also does
In last epoch tools go to the resources tab then skills
Search smite and then it should say skill sources
lunge just has that very nice void conversion and some smite-burst
That will show everything tied to boosting the skill you searched for
But it's void/melee so only the void increases will boost the damage
warpath isn't really useable to apply smite, as I have a chance to double cast (and therefore double-echo it) when directly casting it
Yeah it wasn't a suggestion just letting you know warpath also has smite nodes
Healing hands can be procced on every single smite
But no void conversions
hmm
So would only scale with spell
I mean, the only skill I can realistically unspec is lunge
Only good if you wanted some ward since it scales with healing eff so I don't think it would be the best of options
Yeah that's the slot I was mentioning to replace for either a different lunge variant
If you added sigils of hope and had a sigil ring you could leave sigils off your bar and still use lunge to get around just no skill tree for extra benefits
I also thought about that, but then I need to spec into paladin...and what else would I get in that tree? Healing is not an issue; I basically only die when I get one-shot
With hh it's either fire damage, melee, or spell that scales with other skills that have the buff tag and healing eff so I think to add HH too much would have to change imo it's not the best choice
Lunge - smite, invulnerable and 2 charges
Javelin - dash, healing, damage if you have attunement, and smite procs
Healing hands - ward/health generation, melee, fire, spell
though with a sigil ring I would be losing some of that sweet sweet leech^^
but true, I could exchange that (though lunge is also providing frenzy right now)
There's leech in blessings and VK skill tree
I don't have a usable nihilis yet, sadly^^
Passive tree
already got that in the skill tree; the blessing would be an option, but I would need to forego 100% void damage (which is actually not that little, because vitality adds flat and not %-dmg to the spells)
Volatile reversal can give a big cast speed buff also
I am too much of a grandpa to use that skillπ
There's a lot of ways to get flat void and after a while increased void becomes better
You're too old to press the skill once?
too unattentive to not teleport myself to my doom
The concept is keep it till you find an enemy that takes more than a few seconds to kill
Then use it to TP most likely on the spot
It's not meant for movement (yet)
It's a get out of jail free card but most people don't do it to get health/mana back
They tend to get the attack and cast speed nodes with the move speed nodes and then left side is more damage taken by enemies
You use it when you're staying in the same location for a few seconds
Like bosses
There is no penalty for respeccing skills so go to the dummy's at the arena or the bridge area of end of time monos and play with the skill get a feel of how long the reverse to is
Plus the enemies take 30% more damage is just godly
30%?
Yeah look at the leftmost node in vr
that says "increased" damage, doesn't it?
as it is not specified as "more" I thought that that is pretty useless in the lategame
But it's not just that 1 node is it
There's a cast speed and movement speed buffs also
Darkstride boots
They give move speed based off void
Belt from orobyss also increases void
Oh that one lol thought you was on about vr lol
Your staff has some melee no?
Implicit?
the belt is an option if I get a high-lp one
not void specific
ahh
but yeah i was just giving you a few options so you can then choose based off your own playstyle
i got it. nvm
Hello folks, I saw 2 different versions of smelter's wrath FG. One from dr3adful where he does fast charging SW, vs another who uses forged weapons to stack debuffs then a huge multi million nuke.
They also go for very different weapon choices so I'm wondering which is potentially better value.
- World splitter with t6/7 melee fire dmg
- exalted 2h axe with crit multi implicit
I'm personally leaning towards big mega nuke instead of smaller more frequent bombs, so just wondering which weapon would be a better target to work towards, or maybe even just what my considerations would be as I weigh my options
At the moment, it feels like getting a world splitter with melee fire dmg might be better since it's a huge flat damage bonus before crit multi is applied
Just to be clear, it's increased "damage taken", which is a different stat from "damage". It is multiplicative with increased damage stats.
It also stacks, so if you hit an enemy with both rifts, the multiplier gets doubled
Make sure these builds don't rely on the bug that has been fixed (the damage per ignite node was scaling for unlimited ignites). The single big nuke one probably does, and if so it'll be way weaker currently.
I think the big nuke does yes. Sounds like it will be much weaker now, which makes sense why dr3adful went with the faster charge build
Nuking for multi mil dmg is pretty ridiculous, but at the same time my totem is outputting 500-700k 2-3x per second so it's not that broken tbf
an enemy taking increased damage is a more multiplier
50 base dmg with 100% increased = 100 dmg hit -> enemy takes 30% increased damage -> your hit does 130 dmg
whereas if enemy takes 30% increased damage was an increased it would be
50 base dmg with 130% increased = 115 dmg hit
hello π
I looked up the oneshot smelter wrath, he had 200+ ignites, and after the fix only 10 ignites are accounted for.
So Smelter's Wrath went from 3000% more dmg to 150% more dmg π
there's also a third version. You use the sunforged weapon (or the whole set) to gain fire damage bonus and ignite chance bonus
https://www.youtube.com/watch?v=bajBvJ0UhSE
but I'm not sure about its efficiency in endgame gear. The author only took it to the beginning of empowered monolith, so I'd guess it wasn't very good
the sunforged set actually looks pretty neat. There's up to 450% increased fire damage on the chest along with 900 flat armor. Helmet has also 500 flat armor and 200% increased armor, and up to 75 flat health regen.
Maybe it could be an ignite build? Through FS with Detonating Ground?
Any sets that take the helmet or the armor slot are of questionable use already.
Fortunately, I'm on a quest to personally test a sunforged/minion spam/smelters wrath build to see how far I can take it.
Tbh the only set Iβm confident in using till super late game is the lightning sorc meteor set
It was fun when I did it (pre forge guard update) just expect it to get clunky at some point
You at least get your armor slot there. Anything that takes both helmet and armor better split heaven and earth with its set bonus if it's gonna deprive me of slammed affixes.
Ah, thank you
Yeah
Plus the set bonus is scaling flat damage (and meteor has like the highest added dmg effectiveness in the game)
And the set combos SO well with stardust on meteorβs tree
Shattered lance and ferebor are still good. I'm sure there are others, there just aren't a lot of sets since they've been put on the sideburner until the set rework.
Yea
I mean, isn't it clunky just from being smelters wrath? π
Not sure what's so good on a slammed affix. Commonly you get a plus skill or one of the attributes, in Smelter's Wrath case it would be STR, which translates into % increased damage and armor. Exactly what the set item provides...
It has potential for a forge strike ignite build, and would probably do enough hit damage for clearing to be pretty fine. Bossing likely to be rough though.
I'm thinking, couldn't you do something with crit multi? You get guaranteed crits at full charge, but youtuber had no crit mult
Almost all hit builds need to build crit to be optimal. If Dread didn't build crit, he probably had a reason like SW being insanely point hungry or possibly scaling DOT to some extent.
not dread, I was talking about Andrue2 who ran the set https://www.youtube.com/watch?v=bajBvJ0UhSE
Oh okay, I'm not familiar with them. Hopefully same applies, but idk.
now that I'm looking at his build again, he doesn't have armor shred source either. SW is a hit, that should be a nobrainer
Sounds like a DOT build to me
he does have DoT T6 rings
but no detonating ground and no furnace
I don't think I've actually tried furnace. maybe it's bad
yeah it is a DoT build, at the very end I see him stacking 90 Ignites with multistrike. Too bad he didn't include any boss clips where it could be seen in action. In his showcase he's deleting stuff with no cooldown FS and SW so I thought he's doing a hit build.
Furnace from Smelter?
If yes, it's awful.
It sends one wave of fire ish stuff. And dmg is miserable from what I have tried
The description: Spews sweltering heat in a cone in front of you, dealing fire damage over time. and it's one wave? 
Yup
I was very very disappointed
Also did you check the base stats?
6 base dmg
120% Added Dmg Effectiveness
Yeah but it benefit from a lot of More Dmg from SW and since it's fire Dmg you can use Ele Dot
Shut up Jimmy! It's garbage
zero times a lot is still zero π
I played around with the planner and I could fit 400% crit multi in there. I feel like SW is this one big hit, so going DoT with it just feels wrong.
Forged Weapons can be used to apply armor shreds, but they might start dying because we don't have points in ATN.
maybe a phantom grip and gloves with leech affix
https://www.lastepochtools.com/planner/QbmrJZbA
here a template with exalted gear
Harbingers of Ruin / 1.1.7
Sentinel (20) / Void Knight (11) / Forge Guard (60) / Paladin (22)
βΈ Health: 2,698, Regen: 205.38/s
βΈ Mana: 96.93, Regen: 8/s
βΈ Ward Retention: 8%, Regen: 0/s
βΈ Attributes: 99 Str / 2 Dex / 2 Int / 2 Att / 11 Vit
βΈ Resistances: 116% / 68% / 66% / 91% / 64% / 77% / 73%
βΈ EHP: 7,934 / 7,415 / 7,279 / 16,911 / 7,148 / 7,934 / 7,778
βΈ Endurance: 45%, Threshold: 585
βΈ Armor Mitigation: 79% (10,565)
βΈ Fire, Physical / Melee, Spell
βΈ Fire, Physical / Melee
βΈ None
β’ Multistrike (20)
β’ Healing Hands (20)
β’ Forge Strike (23)
β’ Sigils Of Hope (20)
β’ Smelter's Wrath (23)
β’ Sunforged Greathelm
β’ Sunforged Cuirass
β’ Sunforged Hammer
β’ Throne of Ambition
ah it's not level 100.. small mistakes π
No exalted strength, no resists.
Sets rarely replace lost suffixes
I think we all know sets are outdated. But if you compare Last Bear and Sunforged, it's pretty clear which one is garbage and which one is pretty okay.
One makes up a pretty good leveling set, the other is a bit too high of level I think
we were talking about endgame viability, not about leveling though
Sure, not everything is meant to be end game viable though
no reason to take the cd reset node on healing hands if you're never going to directly use it
I have only just recently started playing LE again and just got to Empowered monoliths and feel like I have tremendously screwed up my Void Knight and need help fixing it if anybody would eb willing to help me
slap it into last epoch tools and link it
sure thing, i'll be just a sec
this is what im currently running,
https://www.lastepochtools.com/planner/BgmX2jxA
and struggling rpetty hard to find good item bases. I leveled as warpath, wanted to switch to Manastack Erasing Strike but switched too early, switched to Echo Rive instead, and now am struggling to get the items i need for Manastack Erasing Strike
:white_check_mark: This character build is verified
Harbingers of Ruin / 1.1.7
Sentinel (30) / Void Knight (62) / Paladin (5)
βΈ Health: 1,826, Regen: 46.71/s
βΈ Mana: 177.43, Regen: 12.08/s
βΈ Ward Retention: 4%, Regen: 0/s
βΈ Attributes: 39 Str / 1 Dex / 1 Int / 11 Att / 39 Vit
βΈ Resistances: 101% / 137% / 134% / 93% / 80% / 79% / 60%
βΈ EHP: 3,440 / 3,499 / 3,440 / 4,618 / 3,440 / 3,440 / 2,991
βΈ Endurance: 20%, Threshold: 442
βΈ Armor Mitigation: 53% (3,168)
βΈ Void, Fire, Physical / Melee, Spell
βΈ None
β’ Rive (20)
β’ Void Cleave (20)
β’ Volatile Reversal (20)
β’ Anomaly (20)
β’ Healing Hands (20)
None
first things first your hp is VERY low
passive tree looks standard so no mistakes there
if you are sticking with rive for now put more points into time and faith
honest to Owobyss your gear needs heavy improvement
I'd reccomend going back to unempowered monos and farm
like your helmet, please get a better helmet
I will go back to farming unempowered monos for now, gonna ttry to replace the bad helmet with peak of the mountain for now
something like this maybe?
also your armor is low, tho once you get a better base for your chest armor thats gonna get a lot better
so in general right now instead of worrying about damage stats i should tyr to get health on every item i can?
and not particularly vitality
basically sub 2k life is basically nothing
vitality is amazing for void knight
each point is +8 hp, 1% poison res, 1% necrotic res, 0.33% more melee void dmg and +1 melee void dmg on rive
ahhh so vitality and then either %increased heatlh and/or added health?
vitaly + %increased + flat added health
vitality is a prefix where as the others are suffixes
Thank you, this gives me a good direction to go in π
other thing
yes?
a lot of your resistances are overcapped
yeaaaaaa
i don't particularly like it myself but was worried about ahving enough resists
other than poison res try to get some of them lower
thats fair, pen/curses are annoying
but overcapping to deal with them is more a luxury
oh i do have one more question?
Where would i be able to consistnelty find okay item bases?
a lot of the ones i have saved in stash are really really bad implicits
monos and go for the item slot you need
like go to an echo that says rare/exalted body armor
thank you very much for your help
you can also do soulfire bastion for the soul gamba skelly
but thats also doing a dungeon
More love for Sentinel
Multistrike finally usable for Single Target?
DOrb back to being the autobomber dream?
ST being good maybe?
Yup!
@cobalt blade
@turbid dome
Stabby da boss!
So Devouring Orb has got orian's sun seal ring treatment 
well not really but heh
shield throw between you and boss 
it becomes lich ulti from dota
That devouring orb sounds fun
Hey guys, how can a void knight maximize his echo chance? I know the passive tree has some nodes on the upper right, but other then that? Are there idols that help? Or gear iβn unaware of?
Looking for as many multistrike echos i can get
40% is the normal cap (mastery bonus + the top left of tree)
rive can double this to 80%
Good to know! Thank you!
Dorb warpath is on the menu
I wish ST could ricochet back to target already hit, would make CD version good for single target
That actually sound really good
Mad Ladle, Palarus
if that was in reaction to the sunforged thingy, I didn't actually touch skills at all, those are original from Andrue2. I'm pretty sure he's using healing hands to move.
that looks really good far paladin, look forward to that
:white_check_mark: This character build is verified
Harbingers of Ruin / 1.1.7
Sentinel (21) / Void Knight (85)
βΈ Health: 2,261, Regen: 34.24/s
βΈ Mana: 136.97, Regen: 17.52/s
βΈ Ward Retention: 60%, Regen: 0/s
βΈ Attributes: 36 Str / 15 Dex / 15 Int / 15 Att / 88 Vit
βΈ Resistances: 124% / 102% / 117% / 158% / 130% / 163% / 137%
βΈ EHP: 4,242 / 4,242 / 4,242 / 4,998 / 4,393 / 4,393 / 4,242
βΈ Endurance: 112%, Threshold: 493
βΈ Dodge Chance: 2% (60)
βΈ Armor Mitigation: 37% (1,919)
βΈ Void / Spell, Melee, DoT
βΈ None
β’ Warpath (24)
β’ Smite (20)
β’ Void Cleave (20)
β’ Volatile Reversal (22)
β’ Abyssal Echoes (20)
β’ Decayed Skull
β’ Aberroth's Command
β’ Palarus's Sacred Light
β’ Foot of the Mountain
β’ Flames of Midnight
β’ Anchor of Oblivion
smth like that and remove echos
Imo a bit hard to make guesses because
- We know VR is changing a lot
- DOrb might have other changes
true, can only speculate for now. But the multistrike node really makes me look forward to that.
Warpath + smite + dorb, yeah we gaming
anyone ever try a ignite rive build? i feel like its a pretty obvious build in terms if synergies but i havent found any vids or guides about it
been working on one and the damage feels pretty good so far
havent gotten to empowered monos yet but my gear is pretty dang bad and im getting up to like 400 stacks of ignite on bosses and they just melt thanks to volatile reversal
got nerfed into the ground
they capped the amount of ignite stacks you can consume or something
hammers is just a better hit per second skill other than that
if ur trying dot
raw damage rive went to void cuz there's meh support for physical rive and dot ignite is using hammers
does the ignite consume node make the ignites deal damage instantly? cause it doesnt say it does on the node
no it doesn't
oh okay
yeah no i want to do an actual ignite build
hammers is just better than rive, by country miles
rive doesn't get enough ignite stacks even with dual wield
well, everyone and their mother has played hammer ignite
yeah the hits per second aren't comparable to anything else is why
and in this game you need 1k+ stacks of dot to be effective
idk you can get some pretty nutty attack speed omitting the 3rd strike, and then casting healing hands on hit for more ignites, and flame burst from holy aura for some more ignites as well
ive tried, it's not enough
but idk i feel like if im hitting 400 ignites on single targets rn with my trash gear i should be able to get up there
being in melee range unconditionally to maintain stacks is the problem on bosses and monos
meanwhile hammers you just walk around
the gameplay is way more APM to achieve half the dps because you can't hit enough targets
we might have different opinions on what is enough tho, would it be able to handle aberroth if min maxxed? cause thats mainly what im trying to achieve, bonus if i can get to like 700 corruption or so eventually
i also just dont like the typical hammer throw playstyle cause its just kinda braindead autobomber
i have a forge guard i was going to play as dual rive ignite and it was the worst thing i ever played
like legit
absolutely miserable for leveling comparative to other classes, and slower in end game
im using paladin with a 2 hander tho so its a bit different
i mean im up to reign of dragons unempowered and leveling has been super smooth so far, just dying a few times due to ehp being bad cause im not good at building defenses
unempowered is the tutorial still tbh
the difficulty spike going to even 200c is big
for that build especially
well see
all the other vks i did cruised to 500c no trouble
i just dont wanna play meta builds or follow guides tbh
the non meta routes have f/a for support is the problem
the dps checks to clear basic stuff is miserable on the gear
like i hate how half the content this season was manastacking sorc or falconer
i made it to 900c on rive and now i'm just waiting for 1.2 lol
im really looking forward to the vk reworks, the teased nodes seem super cool
i just hope they can actually effectively distribute the power volatile reversal gives you throughout the other skill trees and passives like they said they were trying to do
make devouring orb great
a spellcasting vk is something ive tried to make work but havent really figured out a way to make it good
the best i could come up with was a devouring orb autobomber using a beacon and erasing strike and even then i only made it to 100c before getting bored of it
it seems like theyre gonna try to make more ways to proc devouring orb void rifts other than killing enemies which will be huge
cause having to kill enemies to proc them is pretty dumb when most bosses in the game have 0 adds
I made a pure direct caster vk this cycle
Itβs ok
what main skill? smite? devouring orb?
Anomaly, turret dorb, smite
anomaly as a damage skill or time bubble stuff?
Rotation is throw out turret orbs on cooldown, smite is your filler spam skill, anomaly (time wave spec) to obliterate anything big
Time bubble for the shred zone it has
ah cool i havent messed around with anomaly too much outside of time bubble stuff
Itβs not great given the devs want vkβs spells to be supportive skills
But itβs also an excuse to use omnividence
But I have also lost sanity trying to get a good legendary omnividence

weird that they give the skills a bunch of damage nodes if they just want them to be support skills

like devouring orb not having any support nodes besides time rot chance and ignite chance
D orb gives global void dmg
oh yeah i forgot about that
20% aint bad but its nothing to write home about either i think
But basically wizard vk NEEDS increased damage so badly
You get a ton of flat and thatβs about it
Now granted +200 flat dmg from vitality is a lot
Especially given the void spells have higher base dmg already
how does d orb do with using orbs for mainly contact damage?
The orbiting orbs version?
yeah
It used to be a build for an auto bomber build
But itβs better for melee vk
Caster can stand far away so it doesnβt smack much
not sure how the damage compares to speccing all in on the projectiles
With like 100% cool down recovery I could keep a lot of turret orbs up
so vk spell isnt the greatest?
Itβs fun
But you donβt use a lot of things vk provides
yeah with my build with like 100% cdr and max echo chance and some duration i was able to get like 8-10 orbs out at once
Ie: you need to sac 4 passive points to get singular purpose
If that was with orbiting orbs you could get a lot more with turret orbs
used beacon w/ erasing strike so i didnt have to spec into orbiting orbs, which made the duration better
fair
hmm
with the new auto cast orb node next cycle, shadow beacon is gonna be a lot less clunky
plus i had a beacon with t7 increased void damage and i really wanted to use it
combo it with the explode when timer runs out node for dorb
are the self destruct projectiles in d orb any good? i tried them out and they were tickling enemies
but maybe i was building it wrong
by self desrtuct are you meaning the explode on timer run out stuff
yeah
the one that launches the homing projectiles when it expires
but smite just goes hard
did you use omnividence for this build?
yeah
I was thinking celestial doom but I couldn't be assed to setup another mana stacker
i wonder if palarus would be any better for a direct cast smite build
if you just wanted to focus on smite and use the other skills as support
maybe ill try and return to the beacon setup and try to make that work
does block chance and effectiveness work with ward? does the damage reduction apply to ward also or do you get the full damage to ward? Also if you use the experimental ward affix on gloves does health regen turn into ward regen? or do you just regen health still?
blocking applies to any incoming hit doesn't care if the dmg would go to hp or ward
only thing that cares about hp vs ward is endurance
what about using the experimental ward affix and stack hp regen does that boost ward in any way?
imo since they changed the ward formula, going for ward on a not int based class is very hard
even with hh/healing eff/attunement?
missing out on about 400% ward retention hurts
you can get to an ok amount of ward but its not the insane amount you used too
so you will die in the same ish time as a life build
well my primary source of damage mitigation was gonna be block but since i wanna still do divine bolts ward as a secondary
im aware its not like 1.0 i did try the exact same build and felt the difference immediately
but i like the div bolt for the attacks so was gonna do that but try a different defensive mechanic like block
go for it
and for being lower life on pally you get better fire damage so thats where the experimental ward affix comes in (unless theres a better way of being low life without using endurance)
I mean if you want to do low life exsangious and last step are right there
the damage i know how i wanna go but its trying to fit a good defensive layer in it
low life ward strength stacking with cleaver solution to get int?
hmm but no flat then really
those uniques arent really gonna be better than using an exalted chest and crafting my own gloves with experimental affix though surely?
is block/hp regen more viable?
or spell leech? however i think i looked into spell leech before and the gear slots i needed for other things (outside of blessing)
not sure, vk loves leech so I just do life
That's what I was hoping, but if that node stays where it is, orbiting is a pre-req for taking it (and still makes sense to require orbiting, since it doesn't mention a targeting location)
does orbiting not do anything with shadow beacon
Shadow beacon doesn't do anything for orbiting orbs
darn
(well, at least not the teleport on ES part, which is the coolest bit)
I think I'm going to plan out a bladestorm build, though auto dorb could be a great addition to rav aura warpath, I've already done that recently enough and that one relies on VR heavily for bosses it seems risky
its pretty handy cause you get orbs to follow you around without having to spec into orbit and get the massive duration reduction
helps get more orbs out at a time
means you gotta have erasing strike on your bar though
yeah, my thought was more combo-ing the to be added auto cast node with shadow beacon but if the auto cast node is behind orbiting orbs then it doesn't really work
so you just run around erasing striking and don't need to recast orb
Yeah, orbiting on a beacon build halves the number of orbs you have out for no real benefit unfortunately
ah yeah, hopefully its low investment to get the autocast node
I hope the auto cast thing isn't behind the orbiting node (but it probably is)
seems like a really useful qol node
yeah
also making it so you can keep moving while casting so you dont need to invest in cast speed in order to not be a sitting duck while casting
I'd also accept a different auto-cast thing for non-orbiting orbs
or maybe have beacon proc dorb on ES π
it would be cool if they gave beacon another effect
How do you know that Toast?
This is the node currently:
Correct
So if it stays there, it requires orbiting, if it doesn't then there's the question of where would it cast the orb at
That's the main reason I think it'll stay in place, because if it didn't require orbiting, it should say where the orb is cast at
I really wish they spoiled the alt text for bladestorm, I'm hoping all it says is something to the effect of "if you have negative mana, it doesn't do this thing"
im more of a mahogany guy myself
fancy
can't ever go wrong with a good ebony
i used to have a mahogany guitar
wait
i think i still have it actually
just havent used it in years
ooo
Mana looks like it may be a somewhat limiting factor on bladestorm
Hey guys, question for the forge guard, my ring of shields says that it all my shields get the stats of my equiped shield, does that mean that if i have Sigeonβs reprisal equiped, all my shield will retaliate with shield throw? Or doesnβt that work?
it wouldn't work for two reasons
ring of shields are minions, and minions gain only certain stats like health or damage, but they don't gain any more complex stats like % chance to proc X
second reason, Sigeon's Reprisal has "retaliate on block", but your Ring of Shield Shields don't block, they just take the hits
Ahhh got it, thanks!!
They can block
can you show us?
I will try when I get home
But they inherit stats from your Shield. Block is a rather simple stat. So they should be able to block.
Block is just damage mitigation isn't it just like endurance?
Is TuRani's bident a good item?
I've noticed sentinel has very few lightning dmg modifiers in passives and skills
It's viable for sure. It's not like super OP or anything, but it works for the two builds it has, which are almost identical (crit siege barrage or electrify siege barrage).
No, just from the skill tree
Newer conversions tend to have global converts more often, but converting stun chance globally 1:1 would be super strong
It would make Throw Shield at least viable building option
a lot of skills have global scaling
If you could gather let's say 1000% increased stun chance, it would be 10 ignite stacks per throw
it's not that many comparable to other status builds
like thousand+ bleed stacks with falconer etc
Does Cast speed affect Channeling Healing hands?
or just channeling in general? idk how it works
Only the startup animation, basically no. The general rule is cast speed only affects channeled spell startup, but attack speed affects all parts of channeled attacks.
If you channel it, you don't need cast speed
If you don't channel it I recommend cast speed
Yea im making Orbital Strike
2 friends of mine got the game recently so I wanna do funny build
since game is on sale
Orbital Strike?
Oh the Solar Beam thingy
So if you want to scale its dmg you need Fire/Spell/Dot Dmg
y
HH+Sigil+Aura
idk what else
I have lunge and Rive for the mana regen
then again im gonna get lv 30 and stop playing dont wanna overlv to much for them
@waxen nymph Wait so I should take this node right?
No skill lvs but is gonna be pretty nice to lv up
Spell Crit doesnt Affect the Beam since its a Dot
But its does affect the 4 Cast per Second of HH
I assumed HH itself did more damage than the beam
Quick question guys, is there any item or idol or skill that has synergy with devouring orb? I tried to look it up but i only found a staff that teleports the orbs for you (but not if they are orbitting, which is what i want to do)
the staff you found is a mace. Otherwise look for anything void spell related
Oh a mace hahaha whoops, yeah i know itβs a spell, guess i have to buff that instead of finding actual synergies like abissal echo has for example
π€ other than the one node in base sentinel, does a void knight otherwise care for the difference between a staff and shadow beacon? I mean they both give melee and spell dmg
for the use of orbiting dorbs which donβt use the move where you erasing strike effect
Staff can get cast speed
Mace AS
Not sure if that's relevant
I guess orbiting dorbs would want cast speed
Not really, well it makes it smoother
Probably won't need it after 1.2 (or hopefully)
ES does have a node with a mace bonus, can't think of much else
yeah probably doesn't matter
So far the only decent Shield I got for my Healing Hands
T6/T7/T7
both T7 near perfect
I feel the yellow 1 is doing more damage with HH for some reason
Is that 15 base spell damage such a big diference?
OH
NVM
Im DUMB

well, when it's 15 times increased times more times critmulti times pen times speed times shred times other modifiers 
?
oh i forgot to put reply, i was replying to this
Who hurt me as a fetus that i still play a forge guard with shield rush, being a weak shithead who falls out of the map and loses all progress of current echo, again and again.
(And why is there still no fix or workaround a la position reset for that >.<)
pretty sure that's a self-inflicted ailment. If it's weak, have you tried doing more dps?
Does count adding more amor shred?
I don't know, it depends on your build. Post your build and we can tell you.
I was just annoyed that this stupid bug still exists
are you sure? Because you included being a fetus, playing forge guard and being weak too.
the only bug ive encountered whith shield rush is not getting my mana back when my framerate is really low
You have Vengeance and Forge Strike, why are you using Shield Rush?
health is kinda low too
Movement.
so it's not your attack skill. Then, how about using another movement skill?
Because the other skills don't come close to it how i use it.
I tried using it with Ring of Shields btw, but it's...not impressive.
First Monolith with this char i found this treasure:
Since then i'm running forded weapons.
myself I'm a Lunge enjoyer, but afaik Shield Rush can be stopped at any time, so you just need to control your charging
everything else beside forged weapons is practically utility, and less then i would like to in some points.
I have a minion focused forge guard at lvl 60. This is what I'm using atm
I should play it some more before poe2 comes out π€
Haha, reason i'm working at my Forge Guard.
I'm currently working to reach Corruption 125.
Oh, nevermind. SOmehow i just reached 136, even though i only had 106 before. Should have been 112..
hehe, congratz
try to improve that health total and I'm sure you can go much higher
don't sleep on armor either
Have you tried HH for mobility?
HH?
I would just like to have shield rush bug free..
Currently at 69%, should come close to cap win fights.
HH = Healing Hands
Does Healing Hands require a Target when used as Traversal?
nope
Hmm.
Also you can refund most of its cd when healing an ally (Forged Weapons)
Rushing for like 5-10 seconds trough a map keeps unbeaten, but i'm gonna try out HH some.
Since i didn't saw that before.
Thanks for that btw.
Healing Hands is incredible. it can be an attack, a source of heals on every hit and a traversal skill at the same time
Yeah i saw those things by now. Made me interested.
There is an interesting synergy between autocasting it with a skill (with a chance to summon minions) and then having a CD reduction when hitting summoned minions.
Aww, it has no unique items related?
It's plenty strong as is
it has synergy from buff skills and synergy from healing bonus
So are exalted items, which you start exchanging for using unique items.
Since i'm at it...
There are some items for minions, which give minions stuff, based on items. Making the forging system more interesting to use. I wish there would be additional uses for Forge Guard itself, getting even more out of forged items, or rather, exalted (hence, no Legendary ones).
Gonna call Forge Guard FORGED Guard with that...hah. Sorry.
Hm..unique effect to make Healing Hands recover Mana instead of Health. Or make Healing Hands PAY Health to recover Mana. Just an idea.
Would make HH so much stronger, and it's already one of the best Sentinel skill
Depends on the scaling of said changes.
Or change it to buff minions in some way. It being useful or strong doesn't mean it should not get no unique relating to it.
I would give the healing away for some additional block chance or something.
That sounds like something void knight would do

Fallen Paladin style
the skill is called Healing Hands
sigils of hope has healing, block and damage
it's not called sigils of healing tho
It was just an idea for unique item possibilities.
yeah thier called sigils of despair 
(β―Β°β‘Β°)β―οΈ΅ β»ββ»
WIth healing hands
not even shield rush
might be dungeon based though
did you run through a wall
How do I make Abyssal Echoes (Fire) work?
I have 2 skill buttons that I have 0 CLue what to do
Shield rush and abyssal are there cause IDK what to do with it
Im using Orbital Strike Healing Hanmds
What version of echos are you doing
Youβve turned it into a fire dmg hit
I recommend taking screaming rifts and then shrieking echos over the do it at target location node you currently have
You target a spot, then that spot explodes a couple of times

Next 2 points is more damage and more fire damage x Sigil
5 Sigil peak
Nemesis cucked me a bit
Eh still not a useless affix
Yea is nice
Could be better
so I have 35 Second Sigils that recast every 10 seconds
π₯
I still missing
2 Skillslots that are kinda useless for me
Should I go Javelin for the AoE buff?
Yea Javelin + Smite
Jav with auto cast smite is good
...you don't
It's always going to be underwhelming compared to what you can do with healing hands
Abyssal echos is great when It's activated by void cleave and followed by ravenous void.
Yea, works best as a void skill, not a healing fire skill.
be aware that it casts one sigil every 10 seconds. so on bosses where you don't get sigils from kills, you'll probably have only 3-4 sigils active
This is the only character I have made it work with, its intended role here is AOE clear. https://www.lastepochtools.com/profile/skyqula/character/Voidpath
Actually, I specced it out of AE fire into Impair the Weak ^^
what does Impair the Weak do?
that build does something stupid like 15-20 hits per second. Impair the weak does the full dot damage on hit.
but it says it deals a portion of the damage on hit, and that it deals full dot damage on hit by default. So it seems like it goes from
hit -> 100% dot dealt now
to
hit -> 5% dot dealt now
I was using a similar build to this
I saw your Spin 2 win Smite
I remember going Lightning smite
It was pretty nice
I need to make a Throwing build at some point
Is it PLD or Forge for throw builds?
Depends what you are doing. I think DoT/spell is paladin, hit would be FG due to base crit on dex scaling.
I saw a couple of Javelin unique's
and from some of those teasers, looks like 1.2 is where it will actually shine due to shield throwing being able to bounce of yourself.
Oh yea I forgot about shieldthrow
I remember using this Scepter for Light Smite
Idk if it was good
But I was using that + Zeus amulet for a low mana build for a lotta cast speed
yeah, if you can get one with 2/3lp and hit some solid affixes, thats great
yeah, the +spell damage puts it on par with Obsidian Sceptre
Damn this works wonders for my Healing Hands
can someone tell me what some of the stronger builds are for sentinel?
Vk > Erasing Strike, Rive
Paladin > Bleed Hammerdin, Fire Spell Warpath
FG >.... Shield Bash (because you are tanky, not because it deals dmg)
stronk FG builds probably Manifest Armor/Shield Throw
Forged Weapons minion build, but there's a bug now
Is there one that is more fun/enjoyable to play?
Cyclone of War node in Warpath
yea I saw now
10% base crit while spining and 75% fire pen
Kinda BIG
thing is,... dont think I have a singel warpath chestpiece
also can the Weavers Relic for Sentinel roll warpath?
still I need the relic for the spin 2 win anyway
I'll have to gamble a T6/7 Smite on it when I can
I also realized I build the passive really wrong
cause I was barely getting crit
and I forgot mountain peak for some reason
anyway now I have 77/83% Melee crit and 108/112% Spell crit
with 64% ATKSPD
With some nice crit damage
If I built around this weapon, what are the benefits of going Void Knight instead of Paladin? Since Ravaging Aura is the primary source of damage, and it can't stack or echo, wouldn't I get more use out of Holy Aura than I would the VK Mastery?
Vk has a lot of Inc Void Dmg in the tree, leech too
That's a good point. I wonder if it has more benefits in the passive tree than are on offer from Holy Aura.
Also Void Cleave and its Subskills scale with Vitality and Str
Both stats that can be found inside VK
Also Anomaly is insane
I am getting mixed signals about what exactly raises the damage of my hammers. I'm doing hammers + all other void skills. It seems like +melee void and + spell void damage all appear to increase the damage of my hammers even though it doesnt have melee or spell tags. IDGI.
Tooltips dps is a big fat liar 
that's what i figured
Only Flat Throwing Dmg
Also any relevant %Inc Dmg (Void)
Or DoT if you have Void DoT Aura on your hammers
yeah. alright thanks for the confirmation.
If I want to be a dual wielding palarus smite proccer, but not using warpath, would multistrike for the smite proc or reave for more damage and ignite be better?
Was thinking of going paladin with one of the melee attacks I mentioned, healing hands procs, and whatever else I can use to buff it all up
It definitely does - the big thing about not going paladin is the paladin passive tree has almost nothing that benefits ravaging aura. I personally don't even dunk the 15 points to get sigils (though they wouldn't be a total waste, you'd get some ele res and health).
multistrike has its own smite synergy, so you can get more smites out of it compared to Rive. Remember that Smite is fire spell and those attacks are melee physical, and going hybrid usually makes your character weaker than going for one damage type.
Then I need to think of what I can do to make it into a melee proccing caster. (spell damage prio procced by melee)
conveniently, palarus has spell damage from attributes, and swords can also have flat spell damage affix
I do vengeance personally, but multistrike is good for proccing smite specifically
Vengeance is best for survivability I assume?
By far, yeah. It does also have a global 20% more multiplier for your spells and it can proc additional melee hits with iron blades (and riposte), so it's still about just as good offensively compared to something like rive. Main thing you miss vs. rive is the pull, but after a little while I stopped missing that since the spell procs kinda explode everything anyway
Good points, will try it out
Can't wait for new content and skills though, burnt through most of what I like to play as already π
Yeah, looks like next season will come with a lot of big changes to sentinel specifically, a lot of the teasers look spicy
When using palarus, can smite double cast from the pillars of light node? I'm not casting it directly but it looks like it sometimes casts twice..
Palarus procs are independent from every other proc method
so they can go off alongside anything else (as long as you're getting a melee hit or directly casting smite)
You are not directly casting you are proccing
Oh I was reading the question backward lol