#š±āsentinel
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actually ehg had always been in line with ggg when it comes to melee
Iām going to respectfully disagree on that one
Sentinel was/is just mid because it was one of the first classes finished
Volatile Reversal always struck me as an odd skill. Massive damage multiplier, particularly for DoT, then you look through all the other skill trees and its like 50% more damage! (hit only, no stinky damage over time allowed) š¤
guy has 500 crit multi in build from gear and takes 50% crit multi on tree for 2 nodes instead of 50% more dmg for 2 nodes
meanwhile nobody mentions anomaly that gives 100% more dmg to both dots and hits, but only for void dmg
š
That involves using anomaly for something that isnāt time bubble buffs so it can stay
kekw
I have, hope it also gets nuked. Otherwise it is at least VK only.
that one at least provides some benefit. I'm more concerned about the 3/3 Hastened Cataclysm + Shattered Continuity.
Iām assuming this is with world splitter for infinite es bonk, hastened cataclysm raises the mana cost so more flat crit chance from world splitter
3 points in it is a lil sus cause youād need a lot more max mana to sustain infinite es bonk
yeah WS makes sense. I see 1129 mana on the screenshot
@woven temple mind telling me more about Hammer Mana generation
aint no secret, spec hammer of want and the standard spiral stuff, run into a pack of mobs -> get like 300 mana back per cast
problem is it's much less effective on bosses
they should add a clause that would double or triple the return on hits against bosses
yes but also compare it to such turds like mana strike, 4 sec cooldown for an even lesser mana return
ggg hate mana regen
But you could do Vengeance
yes but that's the healthy person's choice
I don't see a situation where I would use Hammer Throw
also it depends on both aspeed and having the affix
hammer throw eats up a skill slot but it doesn't depend on much of anything other than the target count
as I said it's big meme overall
will smite ever be allowed to have the aoe tag?
Its descend that does AOE damage and descend does not have the AoE tag either.
Is throwing 500 hammers to trigger smite count as AOE smite
not really given that the throwing idol has a cap of 10 smites per 2 seconds
Fair enough
smite can do decent AoE with Unbalanced Scale + 3/3 Wandering Bolts, you hit 7 targets maximum per Smite cast
can still be a bit annoying when swarms of smaller mobs show up though unless you have some sort of uncapped AoE skill also going off
Or do void wizard and use anomaly, abyssal echos and dorb for your aoe

Gonna do the auto cast spinny dorbs + hollow dorb turret
In 1.2
There is gonna be so much choice with auto dorb, IF everything stays relatively the same
Now if they dare a fire conversion ^^
I miss the old uncapped idols
Where you would lunge into a pack with your orbiting hammers and you game will lag because of how many Smite you would procc

fire abyssal balls, still better than, you know, fireball
Forb š
Do we know how "woven offerings" work?
Yo Roblox mentioned
Offer a identical unique with at least the same amount of lp/WW to reroll the values on the "main " unique
Like a Divine Orb in Poe
to reroll implicits* on the unique
also I think it's possible to reroll a legendary this way
Is it only the implicits?
I mean if it works on leggy, it won't reroll the affixes
at least that's what I gathered from the stream
That would be my guess
yea
it's not the implicits, it rerolls the whole item outside of the LP amount
they said it's the same as using a divine in PoE. just rerolls all values on the item
If it's exactly the same as a divine, it won't roll implicits
PoE2 divine does implicits though, so which divine did Mike mean??? š¤£
It does explicits, blessed does implicits
er wait, PoE2 one is different? lol
I didn't play PoE 2 enough to find that out š
yeah PoE2 has no blessed and divine does both
Makes sense, gotta make sure crafting is not accessible 
there is no crafting in poe2
To be fair it does, but all the real crafting tools are obnoxiously rare
There is, but it's RNG galore
gambling is not crafting lol, if you're just hoping something good happens with basically zero control over it you're not crafting
or phrased another way, if the "crafting" you're doing doesn't provide any way to minimize bad outcomes, it's a slot machine not a crafting system
99% of the time in PoE 2 you're just picking up items and slamming random affixes onto those items hoping something good happens, the only real crafting available is like.. essences and omens
omens are insanely expensive and most of the time they don't even help, lol
Cause they reduce rng
I so do love hitting the affix I want but itās the worst version possible of it
It just feels like the affix/suffix pool is so small in PoE2 vs Last epoch
The main RNG in LE is really how lucky/unlucky you are when rolling upgrades and rerolling/removing
But you can lock affixes/suffixes you want to keep so there's that
So it's pretty difficult to brick an item proper
Ye
Classic ^^
Possible forge guard javelin?
soon on april 2nd
It's been a hot minute since I played. Did they ever make warpath and HH work together?
Won't happen
They should
That would be beyond broken
Or they would have to nerf the procc rate
And then it would suck for every other melee skill
Meh. vk's can one tap an entire screen. Mages can delete bosses in seconds. Warlocks can basically never die. Avalanche can proc upheaval and maelstrom. And rogues are rogues. I don't really see how it would break anything
It's not because every one else is doing bat shit crazy think that we should follow
Imo, it's better to bring back everyone back on earth
I don't know. I think if you invest the time to be super powerful. You should be super powerful. I'd like to be able to proc HH and smite with warpath as a paladin for the clear speed and be able to keep constant damage on boss fights while dodge mechanics
With the ward gain nerf on HH I think it would be more about damage than just face tanking everything like before
There is a difference in "super powerful "
Being able to tank 8k corruption, or os Abberoth is too powerful imo.
Doing 1k top, and kill Abberoth in about a minute seems much more reasonable to me
busted builds on other classes should be nerfed as well
i just want divine fury javelin to be good
anywhere we can preview the new sentinel or paladin passive nodes?
javazon my beloved
Someone did 8k corruption? Damn
There a few teasers pinned
Saw some Warlock shenanigans
I saw a Lich at 4k yesterday
And a Sorc at 5k
Awesome where would I find those?
siege barrage aint it
its not the same
I did 1000 on my machine gun smite paladin and thought I was good lol.
In the pinned comments of this channel
It's already amazing
That's the problem
If your on mobile you tap the channels name in the upper left -> then go to the pinned tab
1kish should be the top notch imo
surely they wont rework divine fury into another useless iteration right?

Everything in sentinel has a much bigger power budget now that VR isnāt like 100% more dmg
Thank you!
We know nothing for Divine Fury but we know you can combine it with SiĆØge Barrage
Throw 3 spears down and they will split on hit
the targeting is completely different tho
besides, siege barrage builds already exist
Iām happy things only convert once in LE
kinda boring though aint it?
On one hand yes, on the other hand it allows for individual convert effects to be stronger and more frequent
Cause the devs donāt need to worry about making a loop
See the new vk passive and Orianās eye amulet
doubled edged sword i guess
But then Divine Fury already exist too, it just severely lack single dmg since spears don't shotgun
Yeah no crazy immune to most dmg type things like in poe
I don't begrudge players who are able to push that high. They probably invest alot of time into doing that. I just think other builds should be able to do it too without the ceiling if enough time and energy go into it. I don't know if HH, smite, warpath build if possible would be able to push that high. But I'd like to have the option to try you know?
HUH
you mean like
d2?
What you mean huh
Converting all incoming damage to a single type is like peak poe1 defense rn
Ohh
Thatās also a thing in poe1 too tho cause of how converting works there
But the biggest defensive boost is taking all physical dmg as ele dmg
you are correct
I do hope the sentinel convert x dmg to phys gets better this update
i was just thinking about damage (dealing) conversions and how boring they are in LE
you kinda just pick an element that aligns mostly with your other skills for the sole reason of scaling them all on the same dmg type
On sentinel yeah
It'd but just as boring in POE too if not for ailments tbh
The one build I did that cared about skill type was Dravenās triple dot thing
Beyond this is the damage I do so I want the dmg type to match
I wish memorize invoke runemaster was better than the focus on a single invoke runemaster
As having a lot of convert options for that is fun
havent actually tried runemaster yet
Itās very fun
Just a lil sad that the āmemorize 40 spell comboā style is weaker than āuse the box relic and spam that one invokeā style
what can ya do
Make a giga dot build with the new weaver spear
gotta get that clean 384% * 3 increased dot damage and that 200% * 3 ignite chance
siege barrage I SLEEP
divine fury or riot
won't know for a few weeks though
maybe it'll work the other way around or something
like.. throw a javelin and it splits into falling spears š¤
Tbh the new weaver spear might be a lil silly with that
Wait no that spear needs melee hits I think
The new Vengeance Spear
Any patch notes so far:
Did you get them?
Sound like no
There you go then
The phalanx spear is not too high level, hopefully means will be easy to get some 2-3LP on it... š
Hmm
You can riposte up to 3 times from one vengeance hit no? That could be spicy
It doesn't seem like there's a cooldown on it, which is spicy. I can imagine running into a swarm of mobs and exploding in a flurry of 100 javelins with enough attack speed. Would be really interesting to see
Good point. Will have to see if any skill changes can get around this
do triggered skills cost mana? I forget lol
wonder if it would trigger the nodes that make javelins rain from the sky......
Do you know if a triggered skill has a cooldown, does bypass the cooldown? Or still procs only when cooldown is off?
depends on the position of mars in cancer
same as above each individual effect can act in whatever way they decide to code it
some bypass the cooldown while others dont
some set the skill on cooldown while others dont
gotta guess
š Ok cool. I guess will find out shorly after April 2 if i can get the spear to drop
Almost always ignores cooldown
It would say if it didn't. Of course, could say mana consumption and cooldown stuff in the alt text
If we get a way to get riposte stacks while using jav, it could be interesting
Ok interesting. One more thing to be excited about trying in a few weeks time
btw im gonna loose my shit if we still have more dmg taken while dual wiedling
I know that it was probably asked gorillion times and I know that it probably will change in 1.2, but what is best leveling for void knight?
Hammer throw?
electrifiy for pallys getting buffs/support
the two arent connected in any way, in fact I'm pretty sure both are beyond the chain in their respective classes
Nah I meant just within the vk time rot node
You get more dmg from attack speed but since time rot caps at 12 you really donāt need much attack speed
<- wants to do a pure void dot build
its less of antisynergy and more a way to leverage stats that would otherwise be dead for more profit
?##
POG, VR is indeed a teleport
ok we are doomed
Getting some real Syndra from LoL vibes here
Fair
sigils are now just full auto cast š
shh dont spoil I'm 2 min behind live cause of lag
I wonder how they'll change Orion's seal with the new "symbols of hope" change
Since the sigils are self generated
Yes, besided using that skill
trying to make a javelin build without the Battle standard but dunno what other skills may help here as javelin doesnt have much synergy with others
You have Smite on Throwing Hit idols
karv is now my favorite dev
We are going to have to take a lot of screenshots later, so many new nodes he moused over for a split second xD
So true
thanks
Javelogin
It has to be, going from 12 to 24 does not keep up with 1k stackable ailment.
yea
without something still not shown that allow you to pop rot instantly, i dont think that's even enough
did i hear that right , they cap the amount of Mana Judgement can consume ?
24?
did they mention smth regarding that?
š
No, I mean if you manage to get 100% multi, that is like going from 12 to 24
oh
Instead, it is like going from 12 to 96
ofcourse, we can probably go quite abit higher than 100
still need alot more than that to actually be a DPS ailment
yo confirmed that manifest armor has feelings
tsundere manifest armor
š
I called mine Manni the manifested Armor
jinxed it
Wait was there a dev stream?
interview on ghazzys channel
Any juicy sentinel info?
all the info
I better watch it then
we got a brief run down of most skill changes with some showcases
Symbols of Hope instead of Sigils
not sure how i feel about it tbh, sounds like holy aura, press button to get buff
but we'll see if there is more interesting stuff happening with it
they showed so much with random hovers, but you need to go frame by frame to see a lot of it
Iron Blades makes Forged Weapons!
Fire Vengeance š
Im just wondering how much this will also change Judgement
maybe rf is back on the menu
They did, 25% max, but better scaling
mvp
vr for frenzy and movement now, pog š
lol@the revert of pious offering nerfs
it was pretty heavy handed
still not back to 1:3 though, I hope there is more juice for the build
judgment aura is probably even more dead in the water though
maybe the void aura thing is viable now with timerot changes
Currently it's 100% mana for 1% more damage per 2 mana. So 1000 mana will give you 500% more damage. The change is 2% more damage per 1 mana, capped at 25%. So with 1000 mana you'll get... also 500% more damage. You're getting the same about of damage for less mana cost, it's a buff.
have you tried mana stacking on sentinel, does that work well
Iām wondering how this works with hollow orb
And the turret dorb node
this one caps out at 8 orbs, will be insane for applying time rot
use vr to carrry orbs around untill u reach 8 robs
then cast one to consume them
boom
Canāt vr only make dorbs younger once
the only issue is how that orb will apply 12 time rot stacks after
Wasnāt there already a node that made shields from RoS cause fire damage?
Fair enough
yes
Is future strike still going to be in the game
VR basically lunge now? š
lunge can probably go farther
Thanks for the maths and recap of that
I may not be understanding the skill but would it still reset you hp and mana you think?
wont entirely know till we can play it but from my understanding VR lets you tp somewhere then recast it to tp back, lunge is just zoooom to a target
but now i wonder if Urgent inquistions +40 cost is before or after the cap of 25% is applied
buut that means lunge makes you eat dmg (unless you spend 5 points on being immune during it) like if your going through a lagon beam
buuuttt lunge lets you giga zoom through zones
worse lunge, idk we need the details, but the showcase looked awful, karv had almost 0.5-1sec delay every time he pressed button before portaling
wait like hit button -> 1 second later -> tp?
Well if it loses the ability to reset the hp and mana it will be a big loss, both mechanically and thematic
I missed that on the stream
that's a crazy take tbh, it has a cast animation like everything else
and it's an actual teleport that doesn't require a target, with a very short cooldown
big disagree. if that's something that gets lost mechanically then the game is better for it. it's mechanically parasitic and a big reason as to why it was so core to the gameplay of sentinel for the longest time
Yes I see your point. Balance wise it could be a good thing. But I was thinking more about how it was a unique skill. Probably one of the more innovative skills Ive seen in an Arpg for a long time with an actual ātime travelā mechanic. If it just becomes a teleport then it becomes more meh. But again, I see your point on balance
anomaly has a lot of those time travel things in it still
Yes good point
Oh shit, they talked about the spiders.
not minions unfortunately
but super strong
Posting here since I haven't seen anyone post yet. Screen caps from when Karv was mousing over his inventory for the fellow time rot enjoyers:
All his items are perfectly rolled, so max rolls are shown
No changes to the amulet
FK set bonus 2-part nerfed from 75% -> 50% TR pen
Sword haste on hit chance upped 15% -> 25% max
Shield added block chance buffed from 14% -> 21% max
Spiders ailment was 5% base crit taken per stack, 4 stacks, if i heard correctly.
so the phantom grip rings bugs has been fixed. this means that the forged weapons no longer benefit from doom and sulron's steps right?
Curious to see the VC phys conversion
They won't get any benefits from your boots, but they do get the benefits of the doom debuff if it's applied from something
I love void cleave so much so maybe phys would be good for my FG builds
VR looks great, but it'll be hard for anything to match VC in terms of feels, love it
Mike commented that they are improving the feel of a lot of the melee skills to. Like SFX, enemy reactions, etc. So that could be really nice.
not base crit, additive crit like acid skin
Ah gotcha
does anyone have the link to the revealed nodes from sentinel? i saw perry had one on his stream ill go check his vod for it if it got linked in chat if no
the only passive node they revealed was the lightning damage over time one iirc
and the time rot node
tyty
that phys conversion thing is actually in game already. no clue what causes it though
snipped from my game right now
Ah, boo, didn't remember seeing that before. Hopefully that is a bug introduced in the engine update for an upcoming phys conversion...
I wonder what they'll do with this now š¤
I'm sad it sounds like we aren't gonna get a lightning skill tag for healing hands
Could stay the same
just change sigils to symbols and it works
phys converted Void Cleave: Cleave
Renaming sigils to symbols is for 1.3 when skill sigils will be introduced
we still want orians for duration tho?
mhm
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Javelin at 6.05
Sounds like there is also forge weapon buffs coming. Oh yeeaah š
here is the 3rd item
which bug was that?
ring was giving stats from like all gear instead of gloves only iirc
do we know how bladestorm is going to work with echoed warfare, hallowed arsenal, and both?
They said that fixing the ring would be a big buff to forge guard minions. You make ot sound like a norf
no they didn't, they said they:
- fixed the bug with phantom grip
- gave forged weapons a "flat, pretty big buff, both to damage and defense"
and "if you were one of those people with a really crazy setup with the bugged ring, you probably got nerfed a bit; but for everyone else, forged weapons are better"
fixing the ring on its own was definitely not a buff š¤£
Oh thx I see thx
Got my heart set on minions for start. Between the forge minions and single bear companion
Iām curious what they did for smelters wrath and forge strike. They did not give details but said they were buffed
its in the nature of bugs and exploits to provide unintended advantage so... kinda yeah?
so i got the impression that the set shards would make your exalted item count as part of the set...not give you all the stats on the old set item. that could have been an insane assumption but thats just how i took it not that its adding more stats like its a "legendary exalted item"
yeah that was my impression as well
and I'm not sure but it also sounded like you could put the set shards onto an item with a champion affix
yeah i think thats the payoff to not running full legendary items, being able to combined sets and champion affixes
its gonna make farming endgame exalted items a gigantic pain in the ass for whatever slot has the champion affix you need but thats really cool
Once they become part of the set they CANNOT be slammed
So for set affixes we would ideally want a champions item+exalted with an open affix slot for the set shard, right?
Depends I guess
Maybe the Set Shard isn't too great but you want the Set Bonus
So you would Seal the set Affix
And get a regular affix
Oh cool you can seal them
Given the amount of crafting that will be going on for those items then..... is there a way to get higher FP items? Is it just the level of the zones they drop?
It's the tier of the affixes on the item that determines the amount of fp
Yes they are almost like regular affixes
Only thing, they turn the item into a set item, ineligible for Slamming
Right so i guess you could optimize which slots for legendaries and others for set/champion/exalt combinations depending on build
Exalted items that drop in a level 100 zone with 3 or 4 affixes on them have the highest LP, followed by 1 or 2 affix ones, then rares
the rng on getting an exalted drop from a champ with the right base, usable exalt, and right champ affix sounds so wild, that you probably won't care how many affixes or how much FP it has, you just gotta shoot your shot and pray š
Technically, white items can have the most fp
granted the new runes help a bit
The max they can have is 32, magics is 28, rares 44, 1-2 affix exalts 50, 3-4 affix exalts 56
Mike said on stream they have a very low chance to drop with a lot of FP, making them technically the type of items that can reach the highest hp
rares and exalts are affected by area level
It this a new thing?
Actually it was during Dread and Perry's podcast
Don't know
The numbers I got came from Holly, I don't think she's ever wrong, but that was 2.5 years ago
I dunna ken
(like my Scottish friends would say)
i dont think you are going to have to seal i think your item is just going to become green and have the set bonuses at the bottom. thats my interpretation of the teasers at least
You don't have to seal but you can
The set shard will give you
1 affix
And 1'part of the set bonus
So you can seal the set Affix
If you want
Yeah, an example given was adding the lightning conversion for metoer to a staff
do we know if the affix given is fixed per set item or if it can be any of the set items affixes?
Each item set will have a specific set shard
I hunted it down. Here is where they source it to Mike - need to jump ahead about 30 seconds to Dread reading his reply. https://www.youtube.com/live/f_e5FOViWt4?si=ruowUjwZT8wQ3hIp&t=4688
what the
I hope if Mike isn't wrong, then they are adding FP to the loot filter
or something, because white items randomly dropping with over 56 FP is probably something people would want to see
No FP added to loot filter for S2 according to Mike. Hopefully that gets added later on tho
Was there something about iron blade and forge weapons? Trying to find that part of the interview
Yeah there was some about nodes about turning iron blades into forge weapons and some general buffs for Iron blades but not sure about specifics
So, I think I finally have a wishlist in mind for our Rework.
I'd like to see 2h/Shield moved to the base tree, or just a default part of our setup. To offset it, either as a default part of the kit, or in the base Sentinel tree, then it should have a -25% Attack Speed because big bonk stick should be a Sentinel thing.
For Paladin, I think we're mostly in a good place, it fulfills the tanky frontline type mentality, although I think our skills could use more fire/lightning themed damage. And to possibly have Healing Hands moved further up the Paladin tree to make it so that Rive HH isn't the default build for every Mastery at early game.
For VK, I think it should be moved into a more void thematic, big bonk stick slams that do corruption damage and just ruin things.
I honestly haven't played FK since pre-1.0, so I'm not super familiar with it these days, but last I heard it was mostly around summoning and if that's still true, I think it should move into a fire direction. I understand wanting to have multiple playstyles for each base class, and while being a Firey War Commander could work, it's not like the Mastery is entirely geared towards that.
2H/shield shouldn't be a due given to all sentinels, which would be the case if it was moved in the main tree
"Hum, I have the choice between 2H and the benefit of a shield, or DW two weapons, lacking a shield and taking more damage on top of that"
If i wanted to use eternal eclipse to juice the damage on a void cleave with over 500 flat would i use warpath as my main skill because it counts as one attack i can war path until the buff is up then cleave then go back to warpathing right?
For Paladin, I think we're mostly in a good place, it fulfills the tanky frontline type mentality
But it's a single player game, what "frontline" are you talking about? Every character is its own frontline.
Otherwise paladin's issue had always been easy access to low value defensive stats like resists and block stats, and low to no access to high value defensive stats like DR layers. We still have to see whether or not this is meaningfully changed.
And to possibly have Healing Hands moved further up the Paladin tree to make it so that Rive HH isn't the default build for every Mastery at early game
This is an indicator of a very common problem in LE where a skill is better when triggered by another skill then when used directly, which in my mind should never happen but clearly the developers have their own "vision" on which they forgot to consult me. Doesnt make it a better design though.
For VK, I think it should be moved into a more void thematic, big bonk stick slams that do corruption damage and just ruin things.
VK has too much chronomancer on crack and no enough actual knight. I very much doubt that this is changing from what we are seeing so far. It should be split into an actual knight class and a void mage class. Thematically it's a mess.
Yeah, % chance for iron blades to be forged weapons instead
can't remember the %, it was less than 100%
I mean thematically it should probably be a primalist skill, ooga booga me strong but exceptionally dumb so ima use a weapon in a way that it was very intentionally not designed towards. Neither of the sentinel subclasses strike me thematically as being a fitting place for this kind of effect. It's just splash from other games where this sort of thing is found on warrior classes, mainly WOW, and people identifying sentinel as "warrior"
my counterpoint to that VK statement is that the echo mechanic is one of the coolest archetypes ive seen in an rpg and its one of my favorite things in the game. theres enough bonking going on in the genre, the echo mechanic is a very unique thing
And spears tbh should just be a form of 1h weapons
with increased attack range as their gimmick
cool but VK has literally one skill out of 5 that is a big melee bonk
and 4 skills that are void and/or time magic fuc kery
and not even skills that look like something that a sort of a magical knight class would use
the void melee bonks are coming from base skills conversions
like void rive, void warpath, etc
and im saying that the void/time magic part is the more interesting part of the kit
sure I mean it's all opinion based, I would love to have void and time magic on an actual mage class, and something more fitting for a melee martial artist on VK
honestly
void knight is probably the most catered mastery in the game and it's not even close
it's the only mastery in the game about void damage
and you have void items absolutely EVERYWHERE
it's absolutely crazy
it's "catered" in the same way as spellblade is "catered", since it requires a lot of specific dev attention to even basically function, given that it has little synergy with the rest of its class
although SB is even worse in this regard
also it's the only void themed class which is also a problem in a game where void is a major theme
like there are 5 elemental classes in the game but only one with some semblance of void support and one with major focus on necrotic
while for the game at large void and necrotic are 2/3rd of its themes
I think they really just wanted the spear + shield aesthetic to be sentinel. Also it does synergize a lot with FG's kit.
with void being by far the most dominant
and dual wielding two staves synergizes a lot with the sorc kit and is also cool, meanwhile I don't see them rushing to implement it
???
Wat is bro yapping about
DW staves is just moronic, who said it was cool
I'm saying that "its cool" is only a reasonable justification as long as the developers make something that you personally consider cool
bro you ever seen a skier? It's only moronic to you
also any reasonable mage should hold the staff like a gun, why would you point your magical conduit AWAY from your target, are you dumb?
I don't know what that has to do with my comment?
I'm saying that rule of cool is a subjective justification, tis all
designing things based on themes is not the same as the "rule of cool" at all
bad faith argument
EHG makes a lot of void uniques because there's a lot of void enemies in the game and it's thematically appropriate
Holding 2h weapons with one hand is not a theme, it's a literal meme
Of course it's subjective, but that seemed kinda irrelevant to the conversation
anyway
Who's gonna be playing jav? š
That's subjective. Yes, if we are taking an average human in a non-magic world, using a 2H weapon in one hand is stupid
but imagine that, it's a fantasy world
I'm on the fence about javelin, I'm hoping smite + healing hands is good but I'm waiting to see skill tree changes tbh so I can compare with javelin + smite
D3 said "this paladin was empowered by his god and wield divine might, so 2H + shield you go"
then why isn't everybody running upside down? It's a fantasy world after all. Also, a one-handed weapon for a superpowerful individual would still not look like a normal 2h weapon just because of balance and not leveraging said strength in an optimal way, but why do I even bother..
you are welcome
freakishly strong warrior types wielding ridiculous weapons in one hand is a classic, and forge guard is a great fit for that in LE considering how strength based they are
yeah, exactly. Dumb crap like this is draining my suspension of disbelief at an accelerated rate
wow
seriously
You have people throwing fireballs around
but you draw the line at swinging around heavier swords
one of the other sentinel masteries literally uses time travel mid-combat as a fighting style, someone using a big weapon is way less absurd
hell, the whole plot is about time traveling
It's definitely one of the opinions of all time
I would say that you are really trying to be dense, but I've seen this argument many thousands of times so at least you are not alone here. Alright, let me explain it, again. Fireball is entirely magical so I don't have many problems with it. Implausible weapon wielding technique is taking a realistic element and then trying to modify it with appeal to magic in a way that is not logical, not efficient, and not consistent with how the magic works in general in most given settings.
magic steroids?
It's how magic works in LE, literally all your skills, weapons, armor, etc. are magic
so why is he using it in such a dumb way?
idk about primalist, but sentinel worked the forges in his backstory. Smiths historically had more brute strength than say a knight, but lacked in other physical areas
your gotta get strong sitting there and hammering metal all day
if anyone historically was gonna use something like leviathan carver I'd call a smith
Also if you claim that sentinel is trained at arms, he should realize that having more strength to use a larger weapon improperly is silly. Having him do this erodes suspension of disbelief because it undermines his competence in-universe.
The real reason is the devs are souls players and strength mains, obviously :)
in which way does he use his weapon "improperly"?
Clearly the sentinel holds it upside down when one-handing it, and hits enemies with the handle end
define larger weapon in this context, like a zweihander or like a giant comically big club
I would say being able to use a 2H weapon with a single hand with no loss of efficiency is the very opposite of "dumb" or "silly" or "improperly"
tbf there is a downside to forgemasters might that we don't know yet
maybe some of us should go outside
try using a polearm with one hand and you'll quickly come to the conclusion that its main benefit is leverage which you cannot really utilize with one hand no matter how strong you are, because using it requires grasping the pole in two different spots, it's basic mechanics and geometry, no amount of magic is going to fix it
a 2-handed sword is also a polearm in this context
yup some of us def need to go outside
Pretty sure the mage literally doesn't even touch his weapons when he swings them... I think magic can handle it
no, it's not, in this context, it's just a bigger longsword, that's the whole point
maybe forgemaster uses the magic/skill of that person whose talked about on phantom grip when he's onehanding a twohander
the proportions between blade length and arm length for longswords and zweihanders are not remotely close
I'm surprised this is the hill you're dying on, considering one of the main skills of sentinel is T posing and helicoptering to do damage
as for polearm not being able to be used with one hand, I think mounted knights in middle age would love to be explained how they have to put down their shield and use their spear with 2 hands instead
this feels like its entering the dungeons and dragons debate of realistic martials vs fantasy casters
The key point you're missing here when analyzing the issues with balance and leverage when attempting to use 2H weapons one handed is, these are MAGICAL weapons. Literally all of these issues can be solved via magic, meaning it really is just a matter of strength. If I'm throwing a giant magical spear or a tiny one, the details don't matter; either way it's teleporting back to my hand after I throw it. Or alternatively, if I'm spinning in a circle like a lunatic.. I'm sure you can use your imagination here.
martial fighters need to be constrained by physics/irl logic, while a wizard is breaking reality
makes sense to me,
vk has void boi power
paladin has divine power
forge guard is simply built different/customizes his weapons to do it
if we really got to force logic on it
yea
Sentinels are not martial warriors, they're holy warriors decked out in magical equipment, using magical techniques, with their supernatural physique.
barb in d4 is goated
despite the fact 2x2H and 2x1H on the same character is not remotely realistic
Forge guard has muscle magic (performance enhancing drugs)
yea thats part of my point
makes sense
I mean
he has 12 animated weapons around
he could have another one in his hands while he is posturing
Like FFS, half of Forge Guards kit literally involves fighting alongside magically animated weapons and armor.
gigachad mastery class tbh
Can't wait till we jump forward in time and we all get to be cyborgs with lazer swords
cyborg already does that on spellblade
it all comes full circle I see
you had me at 2h gigachad
Our pecs shall be our shield š£ļø š£ļø
when the devs nerf defenses...stop using them
Iām tempted to do a shield vk with the forgotten knights shield + new convert ele to void passive
Just take like no void dmg
i timerot is good enough the set will be bis
Ye thatās my plan already
Ima void dot gang
and probably consume orb will be the best way to apply it, if they add more multipliers on its tree besides consume
I do hope thereās more ways to apply future strike too
I'm really torn between time rot, VR, and beefy FG
Or like any way to get more future strike chance
Do all 3
oh yeah, and electrify
I've spent an unreasonable amount of time thinking about electrify
I need patch notes
u can do all of that besides last two letters
š
if electrify isn't good I'm going to riot
like multistrike/javelin will be good but at the same time why electrify on them if u can go crit
do we know if electrify node in bottom part of pala
or top?
LOL
and there is no way the javelin lightning setup with electrify isnt op
its like 60% of the changes they made to paladin
I specifically want to play electrify, I would like to do smite + healing hands but whether or not that's actually good depends heavily on skill tree changes
it will be good, cause its already is, question is will it be better than crit
javelin is my fallback if smite+hh electrify is scuffed
whats the problem with getting crit with everything else? affix slots?
It's pally-locked
rip
thats what i mean you said "will it be better than crit" im just saying that you can probably do both
run electrify and crit
oh the difference is skill tree nodes
if they added a bunch of hybrid crit+electrify stuff maybe
multistrike+hh+smite will be giga solid and way better than self cast smite imo, as long as u solve mana sustain
yeah but then you're playing multistrike
I will probably do a staff VK myself
i mean nothing wrong with it, it targets whole screen if u have lightning smite with bolts
the entire reason I'm interested in it is because smite+hh electrify feels good to play, it just does underwhelming damage right now
MS looks like it will feel very good in S2 tbh
multistrike into bladestorm into +4/+6 swords transformed into smite
it feels good on live for clearing, bladestorm looks like it'll be good on single targets
MS shattered lance is an option
ye clear is good
especially on lightining
but ill need either give up block or give up aurelis
idk maybe I'm just stubborn, the node exists to cast HH on every smite, it should be good, not just ignored and you go for melee instead
with the changes to electrify and nerfs to electrify uniques, it'll probably be possible to drop aurelis
maybe
well it might be good its just MS cast 5 times more smite with 1 click, so its impossible to overcome that gap
your only benefits are twisted heart and range
not impossible, they just need to change the smite tree so casting it directly is less of a meme
if they make double cast node into 66% to double and 33% to quadro then maybe
idk i just cant see self cast smite being strong dps unless its VK cause you have orbs as supplimentary dmg
dread did self cast electrify in 1.1 or 1.0 i dont remember
like it was good but not crazy damage
EHG could easily make it a viable option it's just a question of whether or not they will
if they do I'll play it, if not oh well I'll probably go javelin electrify
Oh right multi strike can shotgun in 1.2
yepp
https://www.lastepochtools.com/planner/oynzdRdA planning on eternal eclipse for my weapon is there any where i can grab easy defense don't care to much about damage
Harbingers of Ruin / 1.1.7
Sentinel (20) / Void Knight (11) / Forge Guard (81) / Paladin (1)
āø Health: 2,010, Regen: 157.52/s
āø Mana: 132.51, Regen: 8/s
āø Ward Retention: 4%, Regen: 0/s
āø Attributes: 109 Str / 1 Dex / 1 Int / 6 Att / 16 Vit
āø Resistances: 116% / 165% / 169% / 97% / 68% / 108% / 134%
āø EHP: 8,014 / 8,014 / 8,014 / 18,759 / 9,744 / 10,163 / 8,014
āø Endurance: 20%, Threshold: 402
āø Armor Mitigation: 82% (16,730)
āø Block Chance: 64%, Mitigation: 37% (1,110)
āø Void, Fire, Physical / Melee, Spell, Throwing
āø None
⢠Void Cleave (23)
⢠Warpath (21)
⢠Ring Of Shields (21)
⢠Volatile Reversal (21)
⢠Javelin (21)
staff bonking is not a meme now!
since you want one in order to scale smite
trade some overcapped res for endurance
1 point in stalwart for extra 3% block, maybe even block suffix on rings
shield with 1-2 lp is reasonable, you can go for some dmg reduction on block or health on block+block chance
i am using the -30 ele res for mana sustain on warpath and poison you need at 150 prob could drop some fire though
25 pts in
you dont need that to sustain warpath, just get some mana regen from somewhere, you should already be fine with 5 points in unchained
or use the unique ring that gives 75 ele res while channeling, if you insist on using that
not worth sacrificing ALL your suffixes for res
- If you convert Warpath to Void it will use the Fire Buff of Eternal Eclipse for it
- 99% sure Vengeance is getting a Void Cleave node, that will be a lot of DR while the cd is down
I feel fine over capping i once has a monster cute my poison res by 80 so will things like marked, for death, shock, res shred and poison cutting your res by 60 in under a sec because thise tornados stack it to 30+ fast
yeah but if i channel for 2 sec to get the VC buff it will be back up and can't consume it twice
You can
health/armor stacker without endurance is not what i would go for personally
As soon as the buff is up it will be consumed
really but its all one attack? why can it trigger the sword twice but not healing hands
And I don't know the node in Vengeance but I believe it will give you around the same More Dmg
Well if vengance works that will be nice
if vengance works i will drop reversal for healing hands
There is a similar one in Multistrike
It did look like that node was behind the void conversion, hard to tell since the mouse wasn't visible, but if so it would consume one of the eclipse buffs
Oh! Erf
MS or Phys Warpath it is then
I need to study the vod in detail
But I am at my in-laws for the weekend
MS is not too bad but the clear will be bad if i need all 5 stacks for killing packs
You won't need all the stacks for each mob in a pack
depending on how you build it, it already shotguns a whole pack in the current game, just gets held back by not generating any swords without targets for them
https://www.lastepochtools.com/planner/oRElvnzB ok so i made the swap to MS and re did my res now that i am not running war path
Harbingers of Ruin / 1.1.7
Sentinel (20) / Void Knight (10) / Forge Guard (78) / Paladin (5)
āø Health: 2,030, Regen: 179.36/s
āø Mana: 132.51, Regen: 8/s
āø Ward Retention: 4%, Regen: 0/s
āø Attributes: 125 Str / 1 Dex / 1 Int / 6 Att / 18 Vit
āø Resistances: 123% / 94% / 92% / 103% / 108% / 96% / 124%
āø EHP: 7,598 / 7,598 / 7,598 / 16,469 / 9,372 / 9,372 / 7,598
āø Endurance: 59%, Threshold: 476
āø Armor Mitigation: 80% (12,325)
āø Block Chance: 17%, Mitigation: 33% (819)
āø Physical, Fire, Void / Melee, Spell, Throwing
āø None
⢠Void Cleave (23)
⢠Multistrike (21)
⢠Ring Of Shields (21)
⢠Healing Hands (21)
⢠Javelin (21)
⢠Code of an Erased Sentinel
⢠Decayed Skull
⢠Eternal Eclipse
id probably recommend just outlining how your build wants to work if you want to start theorycrafting
but min maxing stats is rather pointless cause sentinel changes are going to be majorly effecting all of that
My baseline for a smite ignite build: https://www.lastepochtools.com/planner/QDLWPkEQ
Harbingers of Ruin / 1.1.7
Sentinel (31) / Forge Guard (67) / Paladin (15)
āø Health: 2,489, Regen: 48.4/s
āø Mana: 195.51, Regen: 8/s
āø Ward Retention: 56%, Regen: 0/s
āø Attributes: 36 Str / 10 Dex / 14 Int / 10 Att / 22 Vit
āø Resistances: 83% / 66% / 66% / 132% / 86% / 64% / 50%
āø EHP: 19,296 / 17,703 / 17,703 / 28,524 / 19,296 / 17,384 / 15,437
āø Endurance: 51%, Threshold: 2,307
āø Dodge Chance: 48% (1809)
āø Armor Mitigation: 61% (4,609)
āø Block Chance: 3%, Mitigation: 0% (0)
āø Fire, Physical / Spell, Melee
āø Mountain's Endurance (3/3)
⢠Multistrike (20)
⢠Smite (22)
⢠Sigils Of Hope (20)
⢠Healing Hands (20)
⢠Lunge (20)
⢠Maehlin's Hubris
⢠Foot of the Mountain
Around 1.7M dps if the only change is bladestorm, but I don't think it would be worse overall from the rework, unless we get things like smite multiplier nuked from orbit
What is the standard if it's gigalow?
Pretty new to this game! I want to explore a bit of end-game before S2 since I never made it past early monolith. I'm currently following a VK Warpath and I'm still early and find I dont deal damage... I regret swapping from rive since its was actually smoother to single target.
Any tip on scalling dmg for VK Warpath pre apathy maw... I feel like I have 0... struggling monolith lvl 75....
imo at least 4 on dummy
but its an ignite build so not surprising
few ignite builds do actual dmg
do you have an example of a build doing 4M dps?
bleed hammers, erasing strike mana stacker, 2h vk warpath, electrify jav(or bleed jav), ignite shield rush
bleed hammers don't do 2m dps lol.
u didnt see its abby kill?
https://www.youtube.com/watch?v=6hkT1nLlnOY&ab_channel=LastEpochClips herew 24sec kill time
thats way more than 2mil dummy dps
anyway, i'm not sure if we are talking about the same thing, given I was giving the dps calculated from the figures of LEtools. I heard the dummies were lvl 1 and therefore took additional damage, so i'm not sure it's comparable
I literally said it was based on the new bladestorm
how do you think I could have tested that
no clue u couldve not tested it at all, just calculte in excel
also the dummy isnt taking more dmg, its enemies in lvl 100 take 87% less damage, so the real dps is always calculated by dummy *0.13
I've been rocking a rive/forge strike phys build a bit. Works decently well so far, but can't figure out the best way to focus my weapon upgrades.. Currently using an exalted axe, but would the best phys 2h weapon be the leviathan sword with 1-2 good slams? apathys maw?
Or did I miss something that could be ballers?
Currently at around 200 corruption as I haven't farmed it higher yet for context š
I was messing with vk last night. I've never used void cleave before that. I totally wtb a void cleave build as a main skill lol. Maybe it would be clunky for single target but dang it's fun to bolt across the screen and see packs of stuff turn into purple ashes
Eternal Eclipse š„
What's that?
Oh that's cool
Is there a way to remove the cooldown on void cleave? I didn't really look through the whole tree. I was just using it as a traversal skill
No, you can have a couple charges
Damn. I would totally play an off meta build if you could remove the cooldown. That would make playing melee alot more appealing. I used to play flicker strike in poe all the time. But void cleave just feels more fun imo
Void cleave is baller af. Works wonders with ES too
Using a controller - it sometimes kills me though.. As for some reason it can double cast with controllers
But I agree, it feels so good to use
š¤ have you submitted that as a bug?
Think I have, can do it again
damn that weapon is sick
never took a proper look at it
Void Cleave > wait 2s > Erasing Strike > wait 2s, repeat š (copium)
The goal of it for VC is to have VC as a fire and void skill to get both bonuses at once, so you want to just use VC -> wait 2s -> VC -> etc.
yeah lol was kidding š
You could of course use ES in the 2s window, but without the buffs from the sword it probably won't do too much
very true
Done now

is anyone planning to play Erasing Strike in the upcoming cycle? I always go CoF and I know ES needs a LOT of uniques and some julrah slams to take off. Was wondering what a good transition build would be, especially now that theres mastery respecs
thinking either Rive, Warpath, new Javelins or something
dr3ad also made a void beam ES solo character found vid which didnt look bad
Too early to tell for me. Looks like a lot of possible builds with the upcoming changes
you could always play the devouring orb/volatile reversal build they showed and just hope its good
I might end up playing three sentinels next season, so probably one of them will use erasing strike at some point š
Usually I see people play VC -> ES combo until they get the void well set up for bottomless ES
The new void conversion for rive honestly will probably be the way to go for single target, and it can do fine clear thanks to the succ. But you can also use it alongside VC+ES for clear if you want, VC just feels so good. VR might also be a good one.
forgotten knight set gang vk time rot dot soup
vc is good only for abyssal echo auto proc to free up skill slot and also ravaging aura is op for erasing strike
so good mobility+utility
even after void well
after playing es in 1.1 i would say ravaging aura is almost mandatory on high cor
I would say guaranteed crit on the next es is good too (for leveling)
Yeah, this is the main reason I mention VC+ES
VC is just always great utility if you have a weapon type that can use it
and it does clear entire packs of weak enemies on its own early on, too, lol
How is Ravaging Aura going for ES?
They didnāt show the passive trees yet but sounds like there are quite a few changes too. Max hype
A good number of the pinned things are on the tree
Only way I can think of is the health loss on it prevents your leech from ending when you reach full health
its like 150hp degen at 3k hp pool, can counter it by a couple suffixes or a single blessing
hmm could holy trail be awesome with new electricity stuff?
Holy trail is not good for electrify, it's a different build entirely with a little bit of synergy just for being an elemental DOT
Oh I read electrify rather than electricity. No clue about holy trail changes in general, we might need to see passive changes
time to play the LE javazon soon ^^
It'll hopefully be good, but holy trail did lose a 2.8x damage multiplier with VR rework
The node after for Electrify on hit could be really juicy now
Combine it with the Banner
yeah i meant electrify, mispelled it it seems š
Each jav from siege barrage is its own hit right
Yes
Yeah, I use it in my melee electrify builds, but it's ideal to disable the holy trail by making it into a banner
Javadin* 
banner sustain via smite is insane too
ššToo fast for you
Hmm Iām now thinking a multi strike dot build with the new spear, trigger a bajillion smites and have that for more dot procs
Cause spears get generic dot and ignite chance
?
You mean the Vengeance Riposte Spear?
The weaver spear that triggers spells on melee hit + has triple stats on those triggered spells
Iām on my phone and I donāt have a pic on hand
I don't see the connection between Multistrike and Javelin
More hits per second
I know what you mean ā¤ļø
i guess i go forgeguard

0 knowledge abotu that build so might be fun
I am afraid of the draw back on the 2h shield node
Mike made a comment that scared me
can forgeguard use that new minion unique
My assumption is gonna be like 30% less attack speed
Send item pic
They wouldnāt be showing it off in the trailer if it was comically bad
i tried to find pic but couldnt find one

I've used aurelis + palarus for MS electrify, works pretty well. Can probably drop one of them with the upcoming changes to have a shield
that new 2 hander but i cant remember if it was a staff
Probably? As long as it has decent melee dmg on it
Oh the WW staff with miniond lvl on it?
Given your fg minions use your weapons stats
Yeah, it was a staff
afaik forgeguard cant one hand staves
right
I wonder if we'll be able to actually make use of the RoS fire auras in S2
that would be a fun build if so
Same
Looks even more spicy than 1.0, and I made a lot of characters in that patch lol
Yee
You will only need 1 sentinel now šš
Nah
Gonna still make like 5 sents
Gotta have my squad of
- VK melee
- VK wizard
- Paladin hammer smite
- forge guard minion gang
- a level 80 sent who isnāt specced into a mastery

alts are so fast and now with the new QoL updates in monoliths easier than ever to get rolling
Also related, RoS is actually getting damage scaling with attunement
Tbh leveling to 80 in on an unspeced character is a fun challenge
Just for future reference, looks better than the old one (presumably was actual fire aura, 140% eff per second)
the only point of ravaging aura is infinite leech since it has %current health drain effect
the issue with es is that u bonk and leech so much that it instantly stops
which is bad on high cor, with drain your leech never stops
no and anyone who believes otherwise is on insane cope, its dot minion spell ....
depends on how much shotgunning its gonna have
Count me in
uwere already n1 on cope leaderboard
Gonna be weird using a shield on void knight
š¤ I need to find my old idea for void time rot shield throw
I am going the Sentinel leak sequence in slow motion
We lost the Fire portion in Rive
Sad
I just realised , DOrb is now a Void Dot
holy
doing hte lords work, I was tempted to do the same
ooh, orb/echoes stocks are rising
Did the orb have that ācasts a void rift whenever something dies nearbyā part before?
Yes
Ok kewl
Orbiting DOrb + Ravaging Aura Oo
Double Void Spell Dot AoE
Void RF !!!
I totally missed that, that's huge
No kidding, rav aura was already great on its own, but it had such little other support skills
We can hit 100% iron blade chance
isn't there also a node that gives +80% chance with attunement investment
my worry with that is you might be resummoning your forged weapons too quickly
100% chance to make an iron blades -> 40% of the time thats a forged weapon -> your attacking too quickly
the forged weapon spawns in -> floats towards enemy -> dies because you summoned more over your cap
But you spawn them when you are on top of enemies
And some are probably lagging behind
No changes it appears to the base Sentinel tree
wait right they share your smack range
but are the nodes the same...
Thats why I said, no changes
1.0 i was getting apathy maw like every other oreo kill. I've killed oreo from corruption 100 to 250 and nada. RNG hates me
Damn thats Lightning Jav Barrage + Split looks awesome
oof
No cd on Shield Throw is amazing
And the Dmg penalty is now only 5%
Instead of 25%
That one is after the 100% More Dmg + 6 sec cd and the extra 4 Ricochets + Can bounce on you
Alright that was all of it I believe
Do we know the base functionality of new VR?
You tp on your cursor doing a Melee Void Attack
You have 3 sec to click again and be tp back to your starting point doing another Melee Void Attack
I assume it counts as a traversal skill, right?
Definitely will look into it, there seems to be potential
Not for my tentative starter, cuz I plan to start with Lunge Pilum Assault(assuming it's still in), but definitely something to look into later
Yeah, you have the option to reduce its range by like 70% or so to remove the traversal tag, kinda like the opposite of how you can turn VC into traversal
That's even more interesting
The part where VR brings your devouring orbs with you kinda sounded like a fun mechanic
What's looking like the best Forge Wep generator for s2?
Haven't looked at any of the new changes yet but I guess I need to. I always say I'm gonna try a different class/build and always end up starting vk warpath lol
VK is love
VK is life
the forgotten knight set being good is insane to me
and not just using the sword in the offhand on a caster build
check your profile pic again
I like the picture of Paladin more
But I am a purple wizard at heart
If we had a Void Helmet I would have gotten it
So many changes on dorb tree as well
I wonder what that additional node will be for abyssal orb
Look at what you made me do
Just broke 300 corruption a and oreo still hasn't dropped a effing axe. It doesn't require a certain timeline right?
Nope
Just bad luck then
What faction are you ?
CoF
What rank ?
10? Maybe I stepped outside for a smoke
Yeah in the past I've gotten them all the time. Now I have like 10 rings and 12 belts lol
With atleast 1LP that is. Zero maws
I know. I'm kinda irritated and happy with the belt luck
they aren't horrendously far apart in droprate once you get to the point you can get both of them, maybe 2:1 ratio
I'm just trying to get a maw so I can actually get further on my VK. Even a 0LP would be good at this point lol
just gotta remember the desire sensor :P, as soon as you want something the chances of it dropping vanishes >.<
What are you playing ?
I know lol. My paladin farmed for an eterra for ages. As soon as I said F it. I got one randomly with 2LP
Warpath ?
Yeah my VK is.
This is me but for the letters FG š
I love all sentinels
@waxen nymph yeah man you've been active in this thread since the beginning. I salute you sir!
With the release of 1.2 I will stay here for ever
Here and #šŗāprimalist and my home
I've played paladin pretty exclusively. But I'm bored and was having alot of fun leveling as a VK using dreamthorn for warpath and void cleave. But the damage isn't there for high monos
Too many people in the other Channels
I believe DW is the most Dmg you can get
So how would FG Minion God look like?
Vengeance, FS, ManiArmor, Ring of Shields, + what?
Way better the Maw
DW?
Vengeance, FS, RoS, Void Cleave, and maybe Sigils ?
Dual Wield
symbols, not sigils!
Oh
OOF
š® no big boi. I can't live without Timmy the Titan tho š¦
A specific weapon for DW void warpath? Or exalted weapons?
I feel like Bob is a build in it self and needs either Shield Throw or smth else with the weird spell base setup
Nah this is fair, I've come to similar conclusions in my 1.0 days.
I just force him in because I wanted all the possible minions in the build.
Naal Tooths should be amazing
So the question becomes, Void Cleave, Javelin Banner or SYMBOLS of Hope for best buff slot for the minion army
Yes
Have to get used calling it Symbols now. Wai dey do dis :((@
Because there is going to be a new system called Sigils
Skills Sigils most likely
So to avoid any confusion
I remember void cleave can give crit to allies or something like that, and flat damage maybe
So, useful for minions
Flat Dmg + Ignite Chance but no Crit I believe
Maybe it makes enemies crit vulnerable? Iāll go check
void gang
There we go. Thanks. That should work well for minions no?
Yes
But I am not sure you want to go all the way down there
Thats a lot of Pts
But I might be wrong
crit vuln + spiders to double down on crit debuffs

Real
Okay, how overcooked is this? š ~https://www.lastepochtools.com/planner/A2LyXdLB
Pretend there's a shield there and vengeance is specced to make FWs
Alternate options for FWs are make them explode to get spell scaling or replace them with a forge breath MA
Also, I will have to fiddle with the nodes in shield bash and shield rush (kinda) that manipulate the RoS shields
if setting the shields up in a line with shield bash lets me stack all the shields on top of an enemy, it might be fun
there will be changes to the passives as well right? kinda hard to theory craft accurately until then
Yeah, until we get the full thing we're just making rough guesses
Another ring. I'm done lol. I'm logging off before I actually get mad at a game
I probably missed something as I didn't went deep into the sentinel rework, but for FW, why do you want minion damage on the weapon?
isn't regular flat much more effective?
do you even get to convert into necrotic damage?
i dont think there is anything necrotic gonna happen around sentinel
yeah, that base feels wasted compared to obsidian axe
an axe like that is probably much, much stronger:
or flat physical instead of the increased melee damage
Or atk speed?
I already put the attack speed on my suggestion
Oh yes oops lol
Toast is trying to do the Fire Aura Shield
And take FW as a side dmg
hey guys just bought last epoch was thinking paladin any thoughts?
sentinel gets giga changed
if u want to play something that most likely will be approximately same then try hammers/judgment+rive/smite+healing hands/holy trail+judgment aura+rive
hammers are better on other masteries tho unless u go bleed
Yeah this, trying to get as much flat spell damage as I can for the shields. Even getting flat poison on my rings lol.
Sounds like fun XD
thats probably wont be strong, you need skills with big generic %more dmg
since the stacks are limited
shhhhhhhhhhh let a boy dream
void cleave/smite/dev orb are top 3 candidates for now imo
Where can I look these up myself? Some vid on Twitch/YT?
smite gaming
I expect a lot of changes in sentinel skills, but if smite's multiplier survives, that might be the way
I feel like I should go through and calculate which is actually best, but that might just end up a total waste of time š
i'm thinking about doing a time rot phys resist stacker. even though you're limited to 12 time rots, i think there was a skill that allowed you to expel all the timerots to do instant damage and start over.
I'm just praying at this point that Lunge's Pilum Assault is left intact š That's pretty much only thing preventing from locking my build in
this node+new consuming orb node
funny enough karv was playng exactly that setup in interview
the only issue is applying enough timerots with eruptions/rifts from giga orb but we most likely will have tools to do so
idk if we'll be able to get much out of void eruption, but combining orbs into big bois and then having those stack up rots should be good
eruption is another huge multiplier on top of big orb
Hammer throw is also solid, same as smite anyway


