#🔱┃sentinel
1 messages · Page 64 of 1
he cant reach me with his tiny claws

Any simple way for sentinel to get frenzy? I’m used to primalist where it is so easy to get lol
lunge has a node (but lunge has to kill something)
Abby amulet and experimental affix on boots are the 2 most reliable
Assuming you use VC as traversal that is
If you are playing paladin, theres a node in judgement that gives frenzy on hit
Awesome thanks all I’ll keep all of those in mind
Sentinel is fine for HC
Something like a Mage is better though because Ward is totally busted perfectly balanced, as all things should be
Well, Int stacking more so than Ward, but Ward as well
that was more my point
🙏
if forgotten's knight shield is unchanged vk will be so much tankier
For the less void on block?
then stack int on sentinel and be happy 
yeah
cause the new vk node converts half of incoming elemental damage to void
so the 50% less void dmg on block is also applying to half of incoming ele damage
Only change it got is higher block chance
only rebuke gamers
unless the version we saw wasn't final, but I figure it probably was
😏
woo shield vk
You could already shield vk, by forcing yourself to use one of the worst shields in the game for memes sake
Hear me out. I’m gonna try a sentinel build with no gear and no skills.
U mean the shield bash unique Shields axes?
I mean, ive done rive only with 0 other skills, and no talents invested, even in base, all the way up to lvl 80, so you should be fine
Rives just that busted
Even just auto's should be fine
Long as you get good drops
I had the block chance void 2h drop on that rive playthrough which was solid
Though i did play it ssf, if that sword hadnt had dropped, the playthrough may have gone much differently lol
Not sure you can get super far as a passivist
Any easy way to stack dex other than just some chonky gear affixes?
some uniques have a seizable amount of attributes and you can slap another t7 attribute on top
no other way than that rly if you dont count passives
Ok cool thanks. On the passives im only seeing iron reflexes for dex, so ill aim for that. Which uniques would you say are worth looking into?
there are 3 boots with 12 dex/attributes also boneclamor headpiece
Ok great ill take a look!
red rings 
All Attribute on your Spear
also the Dodge -> Armor conversion on Iron Reflexes is bugged, so don't expect any extra armor. Hopefully 1.2 fixes it 😄
Why take Armor when you could have Endurance Threshold
And cover your Hp bar with Endurance
Its not bugged, you just dont have alot of dodge stats to make the armour quantity big enough
you dont convert 200 dodge rating to armor that then gets increased by armor%
feel free to search here on discord for reports from players 👍
you would only do that if you dont reach 60% armor mitigation right? or is there some hidden tech
You get to 60% Endurance
Take Close Call for Shield and Foot of the Mountain for boots
Block a few times, gg your whole health is covered by your 60% Endurance
many of us run shieldless and boots with 40%+ movespeed, so for us speedy boi danger enjoyers it makes sense
i think i remember someone doing the math on 1.0 that hp just gives more ehp than threshold, did that change
No
maybe if you already have a DR% source
iirc the higher your first layer of DR% is, the less value your other layers have
Add on wall of nothing and you can get over 10k ward decay threshhold in certain circumstances. Though it's not at all useful
Layers are independent. The only reason other layers would lose value is if you already have so much EHP you don't need any more
1 hp gives 1 hp +0.2 End Threshold
So it's always more EHP than 1 End Threshold, no?
With 20% endurance: 1 hp/0.2 endthresh gives 1.24 effective hp. 1 endthresh give 1.2 effective hp
With 60% endurance: 1 hp/0.2 endthresh gives 1.32 effective hp/ 1 endthresh gives 1.6 effective hp
Endurance threshold better at 60% endurance 👍
(I'm an idiot though, so I might be wrong)
And now health % enters the chat
well i just randomly added threshold and flat health to my char in build planner and ehp was higher with hp
and it was flat, not %
all dr's considered
with 60% end
🤷♂️
This is not right
Point is, 1 health with default 20% as endurance treshold is 1 and 0.2. But with 100% increased health, that becomes 2 and 0.4
Hey Vlad are you going spear and shield for phys javelin start? Or just spear? Im starting to try come up with a rough plan and looking into shields that might be good
Also, endurance DR is not a direct multiplier to endurance treshold.
I figured
60% endurance means that a hit that would kill you only does 40%, you can take 2.5 of those hits. giving you 250% ehp, or 150% more.
so 1 endurance treshold at 60% endurance is worth 1.5HP
Most likely Spear only first
If I need tankiness I might add a shield
yes 1:1 it does, but the boots can give you a lot of threshold, let's say 2000-3000? Whereas you won't be getting extra 3k hp out of nowhere
At 20% end:
1 hp is 1.05 ehp
1 et is 0.25 ehp
At 60% end:
1 hp is 1.3 ehp
1 et is 1.5 ehp
And hp scales with both increased health and % of health as threshold
The point where hp passes et is pretty low, you don't need a lot of % health to reach it (16%)
You don’t need to know math. Just don’t get hit.
Testing it out in letools rn. At 60% endurance, endurance threshold gives more effective hp, but if you have % increased health, flat health gives more effective hp. Like 30% increased health and it's outcompeting. Though yeah, it's easy to get loads more endthr with the boots
Simply don't stand where the enemies are attacking 🫡
I recommend to not use teloots for math checking
Granted, the above doesn't take into account that et comes in higher values in the same affix. I'm too lazy to do that right now, but it doesn't make et come ahead generally
Pls don't say that, if letools is wrong I'll cry
"this meeting could have been a mail" in a nutshell kek
This should work: https://lastepoch.tunklab.com/ehp
LE Tools is right for the things/stats it accounts for. You just have to be aware of what it doesn't do.
yup, use the tunklab calculators, letools has various errors and "forgets" to account for certain effects
I guess we still dont know how far into FG tree before we can unlock it
I think it was shown
I want to say 35
Oh must have missed that
It's definitely FG exclusive
Yeah for sure. I saw that and the downsides but must have missed the points level.
I believe you can also use Titan Heart with it
Oh nice. Yeah that was another thing i wanted to check is whether the passives/gear that need 2H weapon will work when holding spear etc in 1 hand
technically, i dont think it counts as holding a spear in one hand, but as being able to use a shield on top of a 2h
Very cool. I might have to rethink some things then. Makes some passives more intersting for sure
Our understanding is that 2h passives will work
Is stun worth considering at all? I need to look up how it even works
used to be, not anymore
dang
there are some stun related things along some skills, but never tested it beyond 0.8 patch
why did I see a ping notification but no ping here? what is this tomfoolery?
Probably a spam bot that got nuked
i asked that mike a while ago, all shield/2h passives apply
Awesome ty
Did they mention any changes to forgestrike? Or it will be the same pretty much?
\
we only know forge strike is getting a damage buff, no details
Ok cool tyvm
@turbid dome , what's the wizard looking like these days
For next patch? Gonna try a time rot build with the forgotten knight set to make use of the new incoming ele dmg is now void passive
high apm builds are kinda fun but i cant wait to afk numlock warpath again lol, im getin old
shit is stressful if you farm more than an hour
thats tasty
That doesn’t seem very good tbh
depends on the rest of the tree
might be a nice oh shit button if you run out of pots during boss fights
it honestly feels like healing hands v2. healing hands already does spell dmg, and it already heals you while doing it.
SoH doesn't seem very similar to HH to me
i dont think its a big deal, more like a nice to have
i doubt its gonna be a major focus for soh
but if i got free points that dont increase my dmg then why not take the free heal
Who knows what will be the base frequency and potential with nodes and items. If this will work on autocast and we can have it everysecond... It's not gonna be a small amount)
From a screenshot they gave, it was 6.7s cd with 25 mana cost
Ofc we dont know the gear/tree they had for these numbers
Just 400 healing effectiveness for full heal. Even if you have 5k hp? Should be really easy for paladin to get. It's strong.
i hope it still gives buffs passively, what's the point of getting rid of volatile reversal if there is nothing to make up for it?
they specifically said they are accounting for the loss of vr
lets wait with the outrage until patchnotes 😄
I’ve only ever played the current cycles. I logged onto my character in legacy but I didn’t have CoF so none of my gear worked. Do I need to relevel CoF?
I kinda wanted to wait for 1.2, but I just wanted to spin and spin, so I logged the old sentinel with 💩 gear, threw the few things I had around and got to exactly 20 000 
Some people said merging stash tabs should fix that? But idk, never did that myself
I suppose I’ll ask in general.
@gusty abyss imma hit you up before new patch to have gamer talks. I haven’t played in awhile and am coming back in full force.
If I'm dual wielding, which weapon's stats apply to my Forged Weapons?
All of them, except weird uniques stats, but that's true for all setup
When I first played Diablo 2, first game of this genre I played, I was maining summons. Then I got into speedruns and ditched minions, but now I'm coming back to minions, pretty crazy I'd say. I guess that's thanks to the fact that genre evolved and now we have more hybrid "me and the gang" type of builds
Beast Master is very like that too
minions still have scaling issues (especially survivability) when you get to high corruption, they are also kinda slow compared to other builds but I still love the playstyle so much
#👨┃ask-the-devs-not-support-no-bugs message @west obsidian ask devs isn't for conversations so I've moved over here 😄
staves were never designed to be used with shields
Nor were two-handed swords or axes or maces or spears, it's not a balance concern.
He is the "Forge Guard" - master of all weapons after all.
That's your subjective perception - Forge Guard is more specific than that, IMO. You can play a spell-casting forge guard, but none of its unique skills are spells and the passive tree doesn't complement it, for example.
Having these "restrictions" creates more interesting options than it removes, from my perspective
Thanks for moving this! I was more on the side of why not let things be open to experimentation? FG can already wear a wand + shield even if it has no relevance to the passive tree. Not suggesting its good, but he can. So why not allow him to hold onto a staff as well?
i think staff+shield is more appropriate for smth like shaman or druid maybe
there is surely smth balance wise that would break it if they allowed staves
they didnt just outline staves for the sake of it
allowing all classes to use all weapons makes it significantly harder for them to target balance changes
I don't think that's it, staves simply aren't within what they deemed "forge-guard-y" in this case
i.e. why can sentinel only offhand-wield a sword? Because they decided it that way, that's all there's to it
they've never portayed this game as a "play anything you want"
they have specific builds in mind from the ground up
"do anything on any class" quickly turns into "do the same thing on every class"
I like how LE does it more
yeah poe2 having this exact problem, literally every class playing the same stat stacker build
there are quite literally 3 total builds across all classes
read my mind lolol
so forcing specific builds on LE is a much better target than allowing people to use everything with each class
if you wanna be a wizard, go play wizard
if a sentinel can cast frostclaw why would we ever use rive
ect
Also every base class has its unique character background story .
I am fine that staves are restricted to be fair. But then have consistency across the mastery in general. Forge Guard should be restricted from wearing wands/staves as part of the mastery.
Doesn't make sense that FG can wear something as a base, then not be allowed to with the shield other than "we said so".
For comparison, they are restricted in what they can use with dual wield. So they have done it before.
True, but you can still wear the other as the main hand. Wand + sword is still a popular combo for smite builds.
It urks me more that what feels like 60% of axes are acolyte stuff
every class is allowed to wear 2h weapons as a base, then not allowed to with the shield, but I don't see you calling for disallowing every class to wear 2h weapons
I feel this is more because of a lack of other viable offhands. With all the catalysts being int focussed and no shield really offering anything of spell value.
There is like 1 shield , Static Shell I believe
yeah, the lack of useful uniques is a problem
I mean, can anyone come up with a use-case as to why staves were singled out then? If they suck for FG, they should be allowed to suck
Rogue can wield staves, doesn't mean they should
Imagine a spell rogue
Well, weapon master does not have staves, or scepters
you really should ask the devs that question, they designed it that way
There are a few scepters that are melee focus'd like the Aberroth one for Void Cleave. They have melee dmg on them
Same with staves
Well no unique staff in particular has melee focus, doesn't mean it shouldn't exist
I would for sure play Jasper's Searing Pride with a shield to get easy 100% block and a stacking fire damage buff
so in my eyes that's a reason to not allow staff + shield
Outside of sceptre base, no melee damage here
Implicit has melee dmg, just like the several staff bases
Not all of them have that, but some do
Yes, that is just base sceptre
I'm not sure what are we talking about now, but staves don't have melee attack speed as a possible affix
so they are generally not the best choice for melee
Generic physical / elemental damage works for both spells + attacks
those two are incomparable things. elemental damage is % increase, whereas attack speed is a multiplier to amount of hits, so basically it's a %more multiplier
Yeah, I hope they get rid of +typed melee damage on sceptre and staves and add more spell/melee hybrid affixes instead.
Actually looking at the mods, staves with melee damage on them are allowed to roll flat dmg too. You just never do that cause no one uses staves for melee
I just gave you an example where they do, jasper's and stacking the melee fire buff 🙂
The reason FG exists is to have a mastery for sentinel that isn't as focused on magic. We had paladin and dark paladin basically, both adding spells as a side theming, so they wanted to avoid that for FG.
Having staff + shield goes against that
or would
I don't know, the theme is basically "weapon master" right?
why would a weapon master specifically avoid one weapon type
"basically" doing a lot of heavy lifting lol
2, sceptre also
The theme is more "blacksmith"
Well, and dagger, wand, bow xD
I thought we're talking about 2-handed, because we are talking about the new 2h+shield passive. What does scepter have to do with that?
Weapons master passive
FG theme starts right there, first node
you can equip scepter, dagger and wand on FG
the sentinel was a blacksmith before being drafted, so FG is really like sentinel's good ending
Blacksmiths would also be the ones crafting magnificent staves to enchant. No way the mages would get dirty smithing the metals IRL.
i love that 😂 so is paladin a bad guy then
If anything, FG is more "What if he stayed"
this is getting deep
FG should get his dreadlocks back when you select the class, he looked fly asf
Like, if you want them to modify the passive in FG tree to provide a bonus to scepters, daggers and wands, then give them feedback. But it has no bearing on the ability to wield those item types, we can already do that.
Yes, kinda. It's Rahyeh's thing.
well worded
No, I am talking Theming, the theme right there does not include staves, or sceptre. So that the theming continues in the 2h node makes sense.
well then explain warpath
Paladin
FG does warpath too
I get the theming of the Forge Guard. They encourage specific weapons types, but they never explicitly say "you can't do that now"
It does, but the fire theming there is paladin aligned
FG has fire theming aswell
It currently does not support all weapons those classes use.
Like are we really going to argue that Warpath supports using scepters because Paladin exists, while it also does not support using other weapon types that Sentinel uses (spears, wands, daggers) because you just made it up?
since when does a skill require to work with all weapon types
also, since we're talking theme, we're literally "A former soldier of Rahyeh’s army who left their ranks to pursue a more noble path.", so look at the weapons used by them and tell me they are not included because of theme 😄
This. Skills don't need to have a special node for every single weapon type that is "on theme", but you can guarantee when they are picking weapon types to put nodes for, they pick from the pile of "on theme" weapon types.
what even is the argument here
since the time we are "A bulwark of strength and steel whose mastery of weapons ... dominates the battlefield."
and since theming started to matter
originally it was about forgemaster's might not including staff+shield as an option, but the goalposts have been moved a bunch of times
People want staff + shield
idk if it's people plural 
that makes no sense game balance wise, thematically maybe
My buddy was a little disappointed when he found out you couldn't use a staff, but that was because he wanted it mechanically for minion stuff
he was on board with it thematically
☝️
Yeah, and I think that's about it
aye
FG minions borrow directly from your weapons' stats so chances are you'd be better off with an available option anyways
I'm kinda sad that the 2h + shield node seems sus for minions being on FG
Does the node reduce your minions' damage too?
maybe some niche case of magic Bob?
yea its global reduction
yup... for some reason...
Yeah, 20% less damage 10% less attack speed
and you don't get Haste
but we didnt get all the uniuqes yet, maybe there is a massive 2h hammer for minions/forged weapons or smth
(well you get something in return but it's not worth the trade)
we also don't know all of the changes to forge strike/manifest either
sunforged set is a great target for the set crafting stuff that's coming in 1.2
but that's a bit of a wait-and-see
everything is ^^
Yeah, the trade is balanced around getting something spicy for a shield (which doesn't boost FWs and takes significant investment for MA) or just having a 2h that is way more synergistic for your build than any 1h you could get
especially without the passive tree there is rly no point arguing anything balance related
I'm actually not against the damage penalty for having a 2H+Shield. If they want to pull back on the power from the survivability boost 2H gets from it it makes sense
idk if 20% damage and 10% AS are the right numbers... but who knows
I probably won't take a 28% dps loss on FW just to be able to equip a shield
I personally don't care about the new passive, I'm very likely not even gonna use it 😄
Basically we started a different discussion about why some weapon types are allowed in passives or skills and some are not.
- the new passive allows 2-handed swords, axes, maces and spears + shield (but not staves)
- the "Weapons Master" passive (first node in FG) has bonuses for using Swords, Axes, Maces and Spears, but not Scepters, Daggers, Staves or Wands
- the Warpath node "Cyclone of War" has bonuses for using Axes, Swords, Maces and Scepters, but not Spears, Daggers, Staves or Wands
So TLDR is that apparently staff is not enough of a "weapon" to warrant support in the "weapon master" passive tree, Scepter is only in Warpath because Paladin exists, but at the same time Spears don't exist in the Warpath universe.
And argument was made that this is because of "theme", but the explanation is lacking.
incoming shield with 300% minion damage 👀
lol then I'd just run 1h + shield tbh
absolutely fair xD
i honestly expect them to smash out a fat 2h unique for fg
wouldnt make much sense otherwise
forgemaster's might exists for funky Unique combinations that weren't possible before, and not far beyond that, IMO
its definitely gonna be interesting
so thats a win in my book, regardless of power lvl
like idk, worldsplitter + uhkeiros horns to charge up one big slam with a huge mana cost
sure, now explain every other attack which doesn't have a stabbing animation.
Spell damage and dex weapons are just not in FG's theming, that's all
it's only a 28% loss if the stats between 1H and 2H were equal, but they're not
True, but they aren't super far off
the sprinkling of dexterity stuff in sentinel's kit hasn't ever been a serious thing as far as I can tell
Sierpin is the only thing I can think of that even reminds you you can go in that direction
there are no "dex weapons"
It is in FG's kit, but specifically for throwing hammers and spears
FG has passives right now for dext stacking. Iron Reflexes + Javelineer
wat. they're literally double in most cases
Dagger and bow are rogue weapons, if you prefer that wording
And yes, most 2H mods + base implicits are about 2x in magnitude vs 1H mods.
oh. Well that's neat I suppose. Is this a good time to say I haven't played a sentinel in years?
yes I do. Swords are also a dex weapon y'know 🙂
uhhhhh
But a lot of power comes from talents and other gear pieces as well. That 28% less also affects that, not just your weapons stats.
They are less than double and also have lower base attack speed
we have a literal katana as a base item
tell me it's a STR weapon 😛
Spellblade has a dex node, can also use sword
why does it need to have an attribute identity
Weren't you just arguing that there are no dex weapons?
sometimes you'll hold it on a lich just for crit multiplier
this game doesn't really have attribute weapons
it doesn't, Father Toast said FG doesn't do "dex weapons".
You started this discussion, why are you asking me this? 😄
Right we've gotten completely off track lmao
That was my shorthand for the weapons that are heavily rogue themed
yup, and I replied to that too.
so what is the confusion?
why exactly can't a former army soldier use daggers
They can
bows and quivers are the only weapons you could really argue are "dex weapons" because they're rogue locked, but even then they don't have an attribute requirement
I feel like it's worth clarifying that this entire topic is centered on subjective perceptions of what class identity is and/or should be, so there's no right or wrong answer
alright. So why does their army training aka. passives not apply when they use daggers? Do they suddenly forget how to move?
Quivers technically aren't rogue locked for some reason
unarmed judgment with glancing blow my beloved
because the passives were designed to encourage specific weapons to be used

how is that so hard to understand
We already covered this, daggers are out of sentinel's theme. There's a reason why sentinels get half dagger drops compared to rogue.
dual wield quivers when?
Yes, that's exactly what is the confusion. Somehow, "weapons master" is the forge guard theme, but at the same time "a specific weapon type" is not the forge guard theme 😄
I think we've gone in a circle here
just because it says "weapons" doesn't specifically mean "all weapon types in the game"
We switched from practical reasons like "encourage specific weapon usage" to thematical reasons, we didn't circle.
"Weapons master" implies someone with mastery over all kinds of weapons.
I've only ever said it's thematic, idk about what others have said
well you can scroll up and re-read, but it's not really important
I didn't receive that implication from it 🤷
what does weapon master imply to you then?
if I'm really good at using exactly two types of weapon I'm also a weapons master
I just didn't read so much into it because the names of passives are not why you're clicking them 😄
I'm not reading a passive, it's from the flavor text for Forge Guard
A bulwark of strength and steel whose mastery of weapons, armor, and the animation of molten metal dominates the battlefield.
oh so it doesn't say "weapons master" at all
it's not
I mean the whole discussion is based on semantics, so semantics matter yes
What does mastery of weapons mean?
I think if you put weapons master in the context of soldier and army, then sword/axe/mace/spear makes sense?
for what it's worth those blurbs on the passive tree are very inconsistent XD
VK:
A fallen knight who has taken part of the void inside themselves and uses it to devastate their foes even at the cost of their own life.
"cost of their own life"? That's an acolyte thing!
It's means you are good at using weapons, it doesn't really imply which weapons
Point being, I wouldn't read too much into it
perfect, thank you.
If anything we should be offended that FG's blurb implies it "dominates the battlefield" when in reality it sucks nuts 
So Forge Guard is good at using weapons (plural), which doesn't specifically exclude any weapon type.
-> confusion
will be more accurate in 1.2 I guess
why can a class's theme not be defined by more than just the 1 sentence descriptor it gets?
If I said, I have a collection of cups. It doesn't imply I have every cup. It means I have multiple cups.
Why would it need to?
Forge Guard "should" be able to specialize into anything with melee damage or throwing damage. That is my opinion.
like what makes that one sentence more important than the passives it gets providing flavor through their crunch
I mean when I run around with forged weapons it feels pretty dominating 
Even just saying mastery of weapons, armor, etc. could just mean you are really really good with a sword only
aka. "weapons". I agree.
because I say so
it doesn't even require you to be good at more than one weapon type
then it would be a sword master, not a weapons master
I disagree. I think having a class that prioritizes 2H weapon types is neat mechanically
Er, okay, well I just regurgitated the theme for FG as communicated by the devs
This whole conversation started when I asked the question why Staves are not allowed on the 2h + shield node. I am arguing that staves have melee damage --> they should be allowed to be wielded
I would think that the node should say this: can wield any 2H melee weapon and a shield. That way staves that don't have melee as an implicit get excluded as being purely magical
do those even exist
it's okay. I see a reoccuring theme. To me LE feels like it's really really good on the surface, but when you actually deep dive in, you find yourself roadblocked by many little roadblocks and detriments that exist because someone arbitrarily decided so. I find it very irritating.
Ah you are correct, seems like all staff bases do have melee damage on them 
Still stand by the statement that melee damage --> forge guard should be able to use them with a shield
I think an argument could be made that staves are just magical in general because of the spell damage on them. FG is the blacksmith and that's why they're excluded
like it fits thematically. you can use any of the other 2H types
scepters..
sceptres are also not included in FG passives
and the one in specific that we're talking about is the 2H + shield node
arbitrary decisions otherwise known as designing the game :p
Yeah I am not saying that its good or supported. Just be consistent
yeah I know. They are included in warpath
There isn't a good arguement why if I found a sweet melee damage staff, that I couldn't use it on FG with a shield
warpath is not a FG skill. it's a sentinel skill
I'm a supporter of "limitations breed creativity" and those little roadblocks help you find a direction in making builds. But I understand not feeling that way
FG also uses warpath
but it's not a FG skill
but FG uses it
so?
right back at you
you're missing the point clearly
Javelin isn't a FG skill and it directly supported in its passive tree via the dext stacking nodes
no, you're just parroting what we already discussed earlier
And in the defense of staves. No one uses them already. Why make them objectively singled-out when they are already pretty bad vs the 1h wand/scepter + catalyst
All weapons except bows are melee weapons by the game's definition, which I understand is not exactly intuitive
it's intuitive if you don't have assumptions drilled into you by playing a certain other ARPG 😛
well, maybe not for wands
what's the ideal way to scale the void hammer throw?
Void cleave helps for sure, but just stack DoT damage and void damage?
I don't think Vitality from VK works on it, so go for STR/Dex?
Forge Strike, Ring of Shields, and Smelter's Wrath are all exclusively Forge Guard skills. Warpath has to work with all 3 specs, so it gets support with everything that each of them uses. Paladins have a heavy casting subtheme, so warpath has a node for sceptre synergy. The Forge Guard synergies are summoning forged weapons from Forge Strike. The void knight synergies are around echoes and abyssal echo casting
I remember there being an orbiting void hammer build a long time ago, but I can't remember seeing many people play it after 1.0
I haven't tried the void cleave sceptre yet
I dont have the scepter, but Void cleave itself has a node that gives flat void throw damage on your next attack
it chunks
Right, it scales with hammer throw's attribute scaling
Sometimes you pee, sometimes you poo. The circle of life.
hammur :3 is Str Dex Throwing and Physical in its scaling unless it gets more Tags
if you do Smite or Ailment then you should scale them
The aura is a void DOT, which I'm pretty sure gives hammer throw overall the void tag, idr if it gives it DOT
There is a Void Dot besides time Rot ?
There are quite a few
there's a few
abyssal echoes is another
I think the void beams from various sources are DoT
We also discussed this.
Warpath has to work with all 3 specs.
I agree.
so it gets support with everything that each of them uses.
No, it doesn't. For example, FG spears and throwing isn't supported.
Paladins have a heavy casting subtheme, so warpath has a node for sceptre synergy.
So logically if the node supports multiple specs, it should also support Void casting for VK casters, but it doesn't.
The Forge Guard synergies are summoning forged weapons from Forge Strike.
You correctly identified 1 build support, but that's not the only support, and also not the only FG spec, and it doesn't mean Warpath cannot support Spears or Staves.
it has to support the subclasses not every single possible spec that they could have
thank you
wasn't sure if STR/Dex would help scale the void DoT portion of the attack
Warpath does support void casters btw
but yeah, base skills are not supposed to support everything that every mastery can do, they should just have some use on each mastery
Once again a matter of semantics over what "support" means. It doesn't not support them but there's not much to explicitly tell you to play it that way
does Javelin support all 3 subclasses ? Thats another Base sentinel skill
What if instead of warpath we changed it to peacepath?
This is getting tiresome guys.
I never said Warpath does not support void casters. I said that specific node does not support Void casters.
I also never said a Sentinel must support all possible specs of all three Masteries of that class.
Put this person in charge
It doesn't have much for VK, but it can be used on VK to some extent
I dont think there is a void Jav? would be cool to see some purple javs
yes but VK less so
not directly but it can be used since it's echoable and has a unique that you could theoretically build around
from a harbinger
We should all keep in mind that the passive trees are all getting reworked/adjusted heavily this next patch. So a lot of the support/thenatic stuff being discussed might be better very soon
Void scatter Jav that all cast Abyssal echoes
most of this discussion started because of a reworked node 
yep, that's exactly what started the whole discussion.
a time rot jav build would be fun
now imagine if we did all this in #👨┃ask-the-devs-not-support-no-bugs instead
Mike would love us
Yeah but we are talking about that node in isolation. We have no idea of all the other adjustments aroubd it to make the rest of the class make sense
Hm, good idea
Void knight new void damage reduction node kinda crazy. Slap on a ravenous void and are one tanky boi
I still think FG is fine thematically. He's a blacksmith, he makes big weapons, big shields, big armor
Void Taken as Phys is already super bulky
just mechanically kinda sucks right now compared to other things
Void Strike becomeing Gates of Babylon
The node makes sense as-is with the FG theme, only thing I was a little disappointed about is how it appears like it might not support minion builds well, but that remains to be seen really
primarily we wanted staves + shields, highly unlikely another node is gonna fix that 😄
Infinite Blade Works ! and Axes , and Hammers and random BS GO !
but yeah there are some unknowns for my 1.2 builds 

only stickers
Yeah, idk why they haven't re-enabled gifs yet
Anyone have the current meta VK warpath build layin around to link? I’d like to test it verse my pala warpath.
I wonder why is there no list of builds
Yep i have one , one moment
I don't like playing spin to win so I'm morally obligated to advise against it
As soon as I was able to literally click zero abilities I fell in love with warpath
just use it on VK and you'll get echoes for purple spears :^)
:white_check_mark: This character build is verified
Harbingers of Ruin / 1.1.7
Sentinel (30) / Void Knight (75) / Forge Guard (5)
▸ Health: 2,710, Regen: 48.55/s
▸ Mana: 217.35, Regen: 11.12/s
▸ Ward Retention: 28%, Regen: 0/s
▸ Attributes: 43 Str / 7 Dex / 7 Int / 7 Att / 40 Vit
▸ Resistances: 87% / 91% / 80% / 74% / 79% / 75% / 75%
▸ EHP: 7,374 / 7,374 / 7,374 / 13,265 / 7,374 / 7,374 / 7,374
▸ Endurance: 59%, Threshold: 542
▸ Dodge Chance: 1% (28)
▸ Armor Mitigation: 73% (7,437)
▸ Void, Physical / Melee, Spell, DoT
▸ None
• Warpath (28)
• Rive (24)
• Abyssal Echoes (22)
• Volatile Reversal (22)
• Void Cleave (26)
hiya , Warpath VK
Thanks
I played echo shield throw using the idol that made shield throw pure void
it was bad
but fun. I liked the sounds it made
we need some spinning emoji. warpath is so popular
Also the Vid of that is very good
I would love to see that shine
How did you try it?
we should work on it when the rework drops because I honestly love shield throw is a skill
skills are immediately more fun if they are purple
it just had garbage single target. clear was still great because it was a smite-proc build
Oh so not Throwing Dmg based
I tried throwing damage based initially
with the crit nodes and stuff
clear was okay but it struggled in massive groups AND single target
like it was fine until you got past basic empowered monos. any real density took a while to clear
You kinda have to make it bounce on your MA for single target
yeah that's what I came up with too
but then your MA does pretty much nothing because you're not investing into minion at all
it tanks hits
YoU CouLD SnaPShoT IT
not really. it has no survivability if you're not investing into it
no plz
I hate it too
I think one of the new shield throw nodes makes it able to bounce off yourself, but it might be locked behind the thing that gives it a CD
which would suck
Im still wondering how Brian works when you also have Julras Obsession with some LP affixes
It is
It also gives 4'zxtra bounces
lame
Big help. I’m remembering why I didn’t go VK before. Pretty much impossible to use double red rings and can’t sustain mana full uptime on warpath. Great reference tho to maybe remedy that with the upcoming changes.
I wanted to make a forge strike "slam" build work but it always felt just shy of where it should be since it was CD locked
If we get other ways to proc shield throw, it could be great
so far it's just sigeon's I think?
Sigeon's Reprisal time baby
It gets stats from your Gloves, stats being passed by the gloves and also passes stats to minions he makes
yeah , wander explained it very well
Don't really even need to lean hard into flat reflect honestly. just treat it as a way of getting flat throwing as a stat on your shield
every time i look at them i only think of Brian and how much the +240% stat efectiveness node would do and if it could break some thresholds
sigeon's reprisal still isn't great in ST since you want to be taking hits, and taking hits against bosses can be a death sentence
it does make arena echoes really funny though. I did a reflect build with it and just stood in the middle of arena echoes while I got a snack
It effectively brings you from 340% stat totals on your gloves to 440%, I don't think there are any regular glove affixes that would break
I might try sigeon's again in S2 with the changes coming to ST. Last I tried it was before they doubled all the flat reflect affixes and it was pretty weak then, of course.
We'll see what the new tree looks like, could be fun
I didn't actually know they did that
last time I tried it was 1.0 as well
I played Sigeon's ST in 1.1 and it was pretty good. https://www.lastepochtools.com/profile/Repeats/character/Blender
Got to like 500c with that build as CoF., which is saying something for FG
Then you'll be better off now, they did the doubling thing in 1.1
Armor Shred chance and Stun Chance sound very okay
i wanted to do it with void knight for the echo chance + void shield throw idol. makes sense for forge guard
Yeah, FG has some really solid throwing support
plus the noise that shield throw echo makes is silly
If you have shield throw with CD and it procs from sigeon shield does the CD reset? Or it is separate?
it's separate
You 100% take the no cooldown nodes for playing shield throw though
in season 2, that node will be much easier to get, so the tree opens up more possiblities
also less damage penalty on it iirc
it already had less damage because of the travel nodes to get there
oh wait nvm, it comes with it now
its already -25% dmg. So you will likely make up for with taking other nodes
I was thinking about a shield throw with CD + javelin build where you throw shield and while it’s bouncing around you spam javelins
why even have that -5% in the first place
No longer gives -mana cost now, but ST costs 6 mana base instead of 20 lol
1 T7 Throwing Hybrid on Rings and its 0
Not sure, but the change from 25% less to 5% less is about a 27% damage buff
do we know if the 2H+shield node is left side or right side?
It's FG-only, so right side of the passive tree
that's what I thought but wanted to be sure
Every time i see this channel, my brain send me this picture :
Great show
devouring orb doesn't actually do anything on its own right? Needs stuff to die nearby?
assuming you don't have the orbit hit node
Correct
But it's about to change in s2
It will have a Void dot aura around it
Can't wait to play Warpath orbiting DOrb + Smite Fissure Void

I told myself I'd start with one of the meta builds in S2 so I could do my meme experimenting later
but now I kinda want to play a void caster
There is no meta, only the meme
in my defense I was playing ignite warlock before it became a known meta build
oh hey anomaly's time wave has vitality scaling
meme IS the meta
We take the -CD node and invest in CDR 🧠
dorb basketball is the flavorful meme build (and is probably going to be good too)
Shadow Beacon time
I have some questions how to scale Electrify.
Lightning damage is an obvious choice, same with lightning penetration with Electrify. Any DoT node or damage increase that applies to the skill (but is not specified) should work with Electrify. Attack speed increases stacks we apply. I assume that global lightning penetration also works.
Is there a limit to penetration? What about duration? Is there any source of increased Electrify duration outside of the skill tree?
In Javelin, there is a node called "Divine Throws," which states: "Effects related to Bleed or Ignite now depend on Electrify instead." Does this mean that all modifiers related to Bleed and Ignite work with Electrify? For example, does increased duration for Bleed/Ignite or "Health gained on Kill per stack of Bleed on the target" also apply to Electrify?
Dont forget Inc Dot, Inc Ele Dot (roll the highest so it's the best)
No limit to penetration. Your 'can and should stack shock, Lightning Shred and some Pen. Also we know about a new passive in s2, More Lightning Dmg per Crit Multi
No, that phrase refers to stuff like
Javelin deals More Dmg to bleeding enemies for example. It calls to other node inside the tree
For duration we don't have sources outside the tree for now
I actually asked in the most recent dev chat if they planned to make the damaging ailments more mechanically diverse. with the electrify support coming I'm worried it's gonna end up being just another flavor of the other ailments outside of time rot
they all end up playing the same way: just put a bunch of stacks on the target, as many as possible
Mike asked for suggestions on how to do it
Like electrify now has a limit of 20 stacks and after getting 20 stacks it deals dmg over time as an one hit and consumes them?
even then, you're still incentivized to put as many stacks as possible out to get as many 20 stack pops as you can
maybe they would need to do it with uniques just because of how their ailments are setup. something like "Enemies you ignite can only have 5 ignites on them at once. XX% more ignite damage. YY% more ignite duration. Your ignites spread with Spreading Flames."
just something to make their DoT playstyles different. something like that unique would ask you to make big, chonky ignites instead of lots and lots of smaller ones
Electrify from attacks is now reflected to you. You get 20 stacks max. After getting 5 stacks you have lighting aura that deals dot dmg based on stacks and does not consume electrify. Hit and run electrify build?
Electrified enemies should zap nearby enemies when they move, dealing damage based on the electrify stacks they have. Weaponized static electricity, 50% more damage with Wool Sweater unique equipped.
I like that one
The zap effect should have some recoil too, dealing damage back to the "source." Maybe remove some electrify stacks when this happens if it's too OP.
They should spread naturally maybe
I feel like ignite should spread naturally, and would be interesting if electrify did chaining damage somehow
Yeah, passive spreading is more of a fire thing. Active bursts of damage on movement/contact is thematic for electrify IMO.
let's go water and oil ailement to spred shock/burn !
electrify so far has spreading mechanics already built into it with some skills, like healing hands skill tree node
could try and use that idea but for electrify as a base, when you hit an enemy with another electrify source it chains outwards and spreads to nearby enemies
I like Holy Winds on Healing Hands, hopefully they expand more on the Lightning theme stuff for that skill in season 2
it's a bit bare bones right now
I played self-cast smite electrify back when healing hands was first given a skill tree was a fun build
same
single target always felt lacking to me unfortunately, AoE was 10/10 fun though
I like ignite pop like in enchant
i've been playing a flame reave ignite build and popping them with enchant weapon is a rush
someone on reddit actually made a thread a few hours ago about my ailment question to mike
Ive been saying since early beta that spreading flames should be the default behavior of ignite.
i honestly don't understand why ehg nerfed judgement. it wasn't even nearly as op as those current top skills. now it's just as bad as falcon fist.
even worse now without volatile reversal
i wanted to play judgement next season :c finger crossed it'll not be "so" bad
I haven’t seen a single statement out of your mouth other than complete dooming all the time, maybe just wait for the patch notes and chill
Top ladder Paladin playing judgement without VR, but idk
That is fun, too. Not sure why this made me think of it, but does warlock have pops? Because it feels like it should and I can't think of any.
What did they do to it?
it was a certain % more dmg per mp used. but it got cut in half.
I don't remember them touching that node at all, when was that?
1.1
Ah okay, even 1.1 was a while ago lol, looks like they cut it in third
iirc it was 1-shotting stuff so probably deserved, but yeah idk why sentinel has all its broken stuff fixed on high priority
maybe devs can't see rogue due to stealth
i was never able to get it to 1shot anything, but i was getting 1shot a lot since it had no defenses, everything got sacrificed for mp
Some fun builds were killed, then Ward powercreep on bosses comes to put the nail in the coffin ;o
?
the ward is a weaker version of the hidden DR bosses used to get
or is there a weird breakpoint for a very low dps build
yeah i play low dps builds ><" it's another world / game
They did buff boss EHP alongside the change, so a lot of people think that the ward did that
ah
did not realize they buffed bosses EHP
so ward + buffed ehp would still be better than hidden DR + buffed ehp

Yeah, I kinda wish they kept the EHP closer to what it was previously when making the change to just change one thing at a time, but it's okay
people will still not like the ward thing just due to feels, which is fair
true
so true !
didnt they say they arent happy with the ward thing either and wanna change it? guess it didnt make it into season 2or they didnt mention it
And it didn't change people bursting boss with broken builds in 0.007 sec
Campagne bosses will be change i think, ward will be for late game only ?
and i bet none of those builds were sentinel
They are removing it from most enemies, and I believe also increasing the decay rate
true, it was 2 shots (the double)
Arf... Sentinel can't one shot Aberroth.... but Aberroth can one shot Sentinel at least ! 😄

You can pop your zombies with chaos bolt
That node is being reworked with 1.2 because of the VR changes
I mean effects that consume DOT ailments to deal their remaining damage
Its damage is remaining the same as it is currently, just burns less of your mana to do it
Oh I don't think so. Closest would be popping your infernal shades with cthonic fissure
Oh yeah, forgot about that one. It's kinda buggy so I put it in the back of my mind lol
There goes the armor I wanted to shuffle around in 1.2... 
Reduced the value per Mana in 1.1
But it's getting reversed to the original value in 1.2, but this time it will use 25%max mana instead of 100% current mana
Was it not the change to Corruption that mainly buff the boss hp ?
pls pls pls be good
😭
That also did, was that at the same time?
Just get more mana bro
I believe so
but no reversal to get mana back
🥹
Going to have to use Vengeance
us rive
good riddance imo. that skill is awful to play with in the current state
That's already another nerf on an under used skill jesus
And warpath nerfs too. I seriously believe ehg hates sentinel.
Ain't nobody can get enough mana sustain for that kind of mana drain
The most I can see is 300 percent more DMG for 1 second, then ur out of mana till then.
when did warpath get nerfed, did i miss smth
it hasn't, this dude just dooming
figured as much ^^
what are the best methods of regaining mana for sentinel?
depends on the skill you are using
javelin + smite to stack electrify
there is a node in sentinel and affix for helmet/body where you gain mana when you direct use smite
also smite is a spell, if you are using a sceptre you can get -spell cost on that as well
If smite is triggered via idols then it is free, leaving only the javelin cost. Which you can reduce in the tree as well as with jewelry. Additionally, a couple mana regen affixes help a lot.
Only way I can see it work is with mana stacking and those void essences that restore 30% of Max mana once you are oom. But no clue if this triggers before you stop warpath because oom
that doesnt look good imo, hope i'm wrong tho
The upcoming change is a buff technically, they are just reducing the mana it eats without touching the damage.
actually warpath is recieving a sizable change. Something we werent aware of, but Warrior's Fury was apparently not meant to work on the echoes of Warpath, which means that the echo warriors fury version is getting a somewhat sizeable change.
Its not a nerf, but a bug fix, but still its been in the game for close to 2 years now
so it might as well be a nerf, especially considering you can physically see the echo'd warpaths growing in size
u need to check numbers again, its a buff not a nerf and judgement conc ground spam variation will be insane
warriors fury nerfed
Truly the over preforming warpath spec
It had it coming, clearly
Loss of VR mana recovery hit it pretty hard, too, I suppose
it wasnt lol, it got nerfed only cause of idiotic shrines
the echo being affected was a side effect not because build was op
I should have used 
Ye it's far from OP
happy birthday Misha 
Warpath nerfed to the ground. Can’t even clear campaign now. It’s joever
At least we can play warpath on mage now
tyy
its finneee u just play rive+hh untill lvl 30, it needs levels
Now they just need to add warpath to falconer and everything will be perfectly balanced
to be fair seeing the falcon spin like a beyblade would be funny
i dont wanna hear anythign about balance since i saw what they enable with the glancing blow block passive in falconer+cradle (85% glancing blow with 1 item and 5 passive points)
thats just criminal
typical ehg
real
What, you didn't think "meteor, but it's a bird and also better" was balanced?

So many misogynistic- anti animal - hateful jealous people here !! Ooops i boycott falconer too ><" "one of us..."
what
it's a joke, like saying Sentinel is the worst class because ehg considere people of color less.....
thats not a joke
My guess is that they made sentinel early and because of the inevitable power creep newer stuff is just better
no
I remember playing kickstarter demo years ago(back then I had laptop which barely ran it), Sentinel was there, so was Beastmaster and... Necro, I think?
That sounds correct?
I can’t tell if this is real or not
Oop yep that’s from ehg’s facebook account
I think it is, Void Knight and Beastmaster checks out, I forgot what the 3rd class was
Also when the void knight was a she
The Facebook post I found https://www.facebook.com/story.php?story_fbid=599727447030416&id=100063526901907
probably from the April 1st jokes around the corner?
nah thats from a 2018 EHG facebook post
Ah ok, I automatically block facebook mentions if they contain a link so I must not have seen it before.
understandable
when the cook goes too far
Ironically enough, I planned a build abusing the weapon on acolyte haha
since she has a spell triggering melee attacks

Longer attack duration = longer time for big DR and stun immunity
Why need move speed when bonk instead
Yea it's really bad I tried so much to get even 1 point to work but the cost was insane
It's been a while but have they made it so mana regens during channeling skills? Or nah?
Yes, it does
for most, anyway
is it even worth i mean, this season i played a smitepath, so most of my dmg are from my smite and not my warpath, the dmg increase isnt even worth
this can easily be explained away by 'ehg hates sentinel.'
they have the same trauma that chris wilson has when it comes to the pure melee class.
i mean i love last epoch, but the state of the sentinel is just so sad.
but i'm hoping the patch notes proves me wrong and makes me shut up.
Would have "all arpg HATES melee", but Sentinel got spells too
you have to FEEL the (heavy) WEIGHT ! Flicker Strike Lover btw (then stop playing)
it's got all the slowness of a tank, and the low dps of a tank, but none of the actual tankiness of a tank. i mean hell, a freaking mage is more tanky. smh.
Definitely not worth it if you're not using warpath hits as your primary damage. It's questionable even if you are utilizing it to its best, though.
i am very tanky, until i enter Empower Mono and late game , true :/
sentinels are tankier than other classes for the first 30 levels, but that's it.
Spin to Win still fun in arpg, not the best but "moving and hitting" does the job ((better than hitting and dying lol))
wish we could spin in place so that we don't glide into abberoths aoe and die.
i've spun into dot's a lot
I had a LOT of fun with my Erasing strike, very frustrating when boss just fly away / run all over the place, but the "Slam Feel" is good
but yeah can't take Julra and Abby 😉
(skill issues)
You can be stationary, or nearly stationary, if you're careful with your mouse position. Would be nice if it had a larger deadzone, though.
but when you spin away to avoid his next strike, it's hard to stop
and then you overshoot into some ground dot and die
It takes practice
easier to just falcon punch it to death from a safe distance lol
or heartseeker from a safe distance in season 2
2.7k hp :v not for me
"my Sentinel dash on his own into DoT pools"
good luck with 2.7khp
He takes somes damage, but 30sec Abby is worth it
realistically its not that ehg hates sentinel its just build power on sentinel literally can vary in 50x times more EHP and 10x more dmg, while on other classes its true only partially its way less noticeable there and also fewer top builds and u have to abuse vr/rebuke ideally both to be effective
can't do anything while rebuking. and vr is gone
rebuke needs to be at least 20 seconds
well surprise u can 🙂
especially in s2 with timrot we will have more builds with rebuke abusing, now its just erasing strike/dorb/minions and dorb is weak
do smite fissures convert to void with the passive that converts smite to void?
not yet but with s2 there are talks that it will with conversions applying to all subskills
im guessing just run channeled healing hand to completely ignore the negative attack speed?
2 sec casting erasing strike for boots dr+stun immune
show me a mage with 10k armor and 100% block chance, I'll wait
armor and block don't mean jack when you can have 20k ward. show me a sentinel with the tankiness, clear + the dps of that very same mage. I'll wait.
nah its true for all classes, and while on some level I hate the "highly managed player experience" game design paradigm that had been quite prevalent for the past 20 years or so, LE and most other arpgs veer way too far into the other direction where player power can vary so widely that the game is impossible to balance as a result
i would argue this if it were a few years ago back when i cared more
tankiness and dps doesnt matter if its a slam judgement pal though
slam judge is the most glass cannon in the game
Haha, except when you get hit for 20000, your mage dies. When sentinel gets hit for 20000, armor and block reduces it to ~1500 and he survives.
Let's say you manage to activate your flame ward at the right time and DR saves your butt. Now you have 14000 ward left, next hit you die.
Sentinel gets instantly healed to full HP and can take the second hit aswell.
but you also hit 10mill+ crits
every 3-4s
but you also die immediately if anything even sneezes on you
the delusion about sentinel is real
its more fun in group play
judge still hits like an absolute truck even after being nerfed twice
it needed the nerfs though, i used to be able to judge 80 mill crits
And none of that will matter when you get hit by 2 ticks from a random dot and get vaporized 😔
that shouldnt be alowed lol
I did say sentinel gets instantly healed to full HP, that works on dots too.
fun fact, healing and regen don't show up in EHP calc
fire abyssal echoes support pal is a lot of fun too
can literally afk in boss mechanics while healing 5000+ a sec
oh? Tell me more. I thought abyssal echoes pales in comparison to other healing options
depends on VR though, and that depends on how chunked VR gets on the rework
abyssal echoes casts on the ground once, and then 2 more times, so you're spamming it under your feet, and have like 20 abyssal echoes hitting you each second
fantastic in group play too
and ignite stacking
so it's similar to judgement spam, hard on your mana though, right?
yea hence vr
make vr the max 4s, and then its just VRing every 4s
and you just eat boss mechanics and can num lock auto cast abyssal echoes
Yeah, that's because it's sustain, not tankiness. Both very important ofc. But at a certain level of corruption no amount of sustain can stop you from dying in 2 milliseconds. At which point rogue is the king of tankiness
i can attest to rogue being the tankiest, and thats with 0 dodge too
dusk shroud stacks + mountain boots + stack crazy health
works on bear druids too
and swarmblades
you get like 6000+ health on any of the 3, and then endurance threshold covering all 6000+ health
easiest to pull off on rogue
but ive done 9k health bears with 8k endurance threshold
That's where armor and block comes in. You can have all at the same time.
Comparing it to glass cannon mage and saying mage is tankier than sentinel is so ridiculous
Not really...
sentinels have access to rebuke
thats all that needs to be said
sent's can soak literally any hit in the game with rebuke
i remember back when they were messing with emp of corpses arena, and his aoe nuke was hitting the full arena and we had a guy in here asking what to do, and i was like.... just put rebuke on your bar, dont even need to spec it
guy finished it the next attempt
Rebuke is probably the best unpec'ed skill, it's so good
im a sent main at heart, but even i can attest to how tanky mages are
my all time favorite mage build is afk focus
literally numlock auto cast focus on T4 julra, and leave my pc for 15 min to make food in the kitchen and come back to her being dead
and with the new stuff coming
it'll be even stronger
Yeah, casual 75% damage reduction permanantly and high armour
what? julra is like under 30s bossfight 😄
yea if like a crazy dps build, but im known as the queen of jank here, i make really dumbass builds
We're talking about tankiness, remember?
i try to make every skill work, even if people call it crap
T4 julra can be a 3 second fight if you really want
yes, you can be tanky and sentinel and kill julra under 30 seconds
I know...?
yea play glass cannon judge, you can do it in under 15
I'm a sentinel fangirl too
you can also 1/2 shot end game bosses
but once i achieved that i just started playing more for fun and dumb builds
i mean thats a dumb build too
I have never used rebuke before. Does it work on all bosses attacks? I might need it for slow moving character in season 2 lol
Yeah, it just gives straight DR, and some other stuff if you spec it. Granted, some boss attacks will still kill you through it if you're not really tanky
Ok very cool. Is there a preferred way to spec it? The CDR and duration increases look good
If your planning on farming Lagon or a different ele damage boss get the node for 60% dr vs ele damage
But in general if you have a skill being triggered, you can just put inspected rebuke into that slot of your bar
Does vanilla rebuke not give DR to elemental? Or is the 60% in addition to the 80%?
Amazing thanks. Not sure why I’ve never tried it out before
It’s not really needed for most content
Only for when your hitting higher corruption do you really need it to not die
But it is super fun just not taking damage from Lagon, like ever
I’m not great at the whole dodging mechanics thing so if I can block them instead that would be nice
Rebuke is gonna be your best friend then
Does it count as a “block” for things that would trigger on block?
There is also an amulet called apostates sanctuary that makes rebuke better… but you need to build around its downside
Ok great this is very helpful

Oh by the way does the DR also apply to dots and ailments or just hits?
It doesn’t specify hits so it’s everything
Noice
Also @spring pollen if you are planning on using a shield, I recommend staying with an iron glass shield (second highest level shield base) and not using the dawn shield (highest level shield base) as the iron glass shield comes with more block chance
Until you hit 100% yea
But 5% block chance is a lot harder to get than like 400 block effectiveness
Other than shield and passive tree, is there a good source of block chance?
Rings and gloves can get it
Ok great
Wasn’t there something in the FG two handed weapon in 1H node about haste to block chance
I need to find that
An iron glass comes with 35% block chance and can have an affix giving another 26%
That’s for the next update
Oh hey that was me who sent that
😄
So with shield and affix and that node you can get 71%. Then in passives there is another 9? Need to check
Found 11 on passive available for FG
I’m probably forgetting something but hitting 100% block chance is like the thing to do on sentinel
I’m also learning that LE tools builder thing does not like loading on my phone
Lol same it keeps refreshing or going blank on mobile. Didn’t used to do that
How does block effectiveness work? Is there a general value to kind of aim for?
If your interested in numbers there’s tunklab
If you want to do the math yourself this page has the formula on it
If im doing a block build after capping block chance its normally the shields implicit block effectiveness + affix that adds block effectiveness + 4 2x2 idols with block effectiveness
What ever number that comes out to be
On the passive tree I don’t really go for block effectiveness, only really what I have to take to get the block chance %
Ok amazing thanks a ton. I guess with the exalted shields giving so much block chance and effectiveness it is a bit challenging to use unique shields in builds…
Yes and no
For example the shield bash build uses two unique shields
Bleed builds love the flayers shield
And next cycle/season I’m gonna start a build that uses the forgotten knights shield
You can also get a unique shield with lp and slam block chance onto it
technically its 1 unique shield and 1 unique axe >.<
im honestly still addicted to cradle, hard to replace it unless you really need a unique effect in that slot
Shush
I was eyeing the shield throw shield for next season but the block chance is very low. Would need to slam a block chance on that I guess
Cradle is great, needing the stacks for the extra block chance hurts me a lil
depends on the build, on high dps builds its pretty good for a defensive burst when you need it
if i expect to tank alot i would go for an exalted one as well
True
Its for people that usually get stuck on a boss due to gear check, you can just straight up skip annoying mechanics and continue on with your bad gear till you get your good gear
Sentinel has that luxury, everyone else gets screwed
Well, mage has self freeze but thats it
Tbh I can’t wait for the new VR so I can teleport out of the boss AOE then yeet myself right back into melee
I better see hardcore players still be able to accidentally vr into lagon laser
That’s a sentinel rite of passage
Does anyone of you used this? 75 ward on hit shocked enemy seems good? I was thinking about rings and this with electrify javelin + Stormtide (boots) or Oceareon (ring) - can do both. Ward is hard to scale on sentinel. Is it worth it, if i dont have any unique ring in second slot? I hope this affix can be crafted in new patch.
Pretty sure it will get nerfed/changed
Where you are going to get more ward per procc but there will be a cap to the procs
Personally no, on avg 7.5 ward per hit isn’t a ton
If warding hands pally was still a really strong build sure
I'll guess higher proc chance with a cap
I used this on my tornado storm bolt shaman and it generated a lot of ward because you hit a bajillion times a second but haven’t used on anything else.
It is quite a lot of ward of builds that dish out tons of hits
The weaver ring has a similar effect, but is capped by your health/mana
On Lounge you get javelin (thats 5 hits on single target if overlaps) + piercing spears and smite + healing hands on melee hit. I dont know how many things can we hit. In packs probably a ton.
I use it on focus mage for a good while till better ring drops
I'd guess you could use it on a spam lightning jav chucker and get good use out of it
@dense mountain about the ring above
Tornado storm bolts what hes doing right now
Cant wait to throw javelin on CD and feel like zeus
I need something that makes the jav banner mode use hammer throw
A bajillion smites gaming
So build of the month is Channeled Healing Hands. Sadly the guide is from a year ago, so it only has video from 1.0 and Skyfall didn't get bonuses from HH tree in 1.0 but apparently it does now in 1.1. Anyone tried it?
Yeah the beam is cool, maybe if Taunt from Manifest Armor is good you could combine it?
Hmm
minion stacks monsters and you do orbital strike 😄
Does the beam count as a hit?
no, but the channeled HH does
only two seconds :F
yeah that would be better
Now if we could rebuke while using the laser beam from the heavens it would be a lot better
Quick question, anyone knows what the last part of the sentence entails?
Cuz there are no real nodes about bleed otherwise on Erasing strike?
So "effects that depend on bleed" ... but if there are none? Or at least I don't know many conditional things that state "AGainst bleeding targets" or so....
At first I thought bleed duration etc, but usually that is then in the bottom part as well, which it isn't?
It's just standard wording, I don't think there are any things in ES that it affects. It would normally convert effects like "vs. bleeding targets" or "per stack of bleed".
Man I really hope they do something with smelters wrath. Its so anti synnergistic with itself. Getting increased area actually makes the skill worse instead of better, its so backwards
It's a janky skill, really needs a graphical redo
I think they nerfed it recently, or will be nerfing it?
saw a video with some oneshots
that was a bug
it was scaling infinitely which it should't have been
the node states a cap, but it had no cap ingame for a bit
leading to a lot of people thinking the skill was OP
It sunds hopeless. Right now its already doing around 1/3 or errasing strike dps if not less in bis gear
I feel like ehg is just so bad numericaly with fs and wrath
Not being able to spam it due to 1 sec cd is a big hurdle too
And 2h node will make it even less dps cause only a dummy would pass on free block
It's not coming in S2, but sounds like getting us capable of turning while channeling SW could be in our future. Won't fix the numbers issue, but it would help. I hope they fix the numbers in S2, we'll see on the 11th I think.
SW is one of the skills that benefits most from the 2h+shield node since it doesn't scale with attack speed. It should definitely improve damage over 1h+shield on it - but it's definitely not free block on a 2h build
well nobody was playing 1h+shield sw
thats kinda dumb
as for block it is free imo with new 2h node its +10% block, 8% from passives, 8% blesssings, 12-15% sigils and 15% from RoS, so 53-55% block chance just from being FG
you only need 45% block chance which can be done with exalted shield or lp
But you do 20% less damage
das fine cause ukheros shield for example gives more that 20% dmg due to ramping cost and fg passive+ over 150% inc dmg from combined str and increase
or u can go bulwark
So hypothetically now that vengeance has a fire conversion....extremely long falsewater fury? You should be able to generate more mana than you lose for the 20 on hit so its just the ramping drain that would get you
Drain mana count as negative mana Regen?
No, its a different mechanic
Also Mana Regen is disabled while you have Falsewater Fury
it doesn't say directly, so procced HH should eat mana and get bonus damage too
but then you couldn't generate more than you eat anymore, because it would eat 20 for Vengeance and another 20 for HH proc
There's a chance it won't work for procced attacks, Mike seemed to think it wouldn't work for SD, but also he doesn't know how SD works, so idk
what about echoed attacks?
Logically I would think echo already includes the bonus from the original attack, so it won't work for echoed attacks to avoid double dipping
Not necessarly
For exemple if you Void Cleave for the garanted ES Crit, and your ES echoes, the echo doesnt have the Crit
I don't know how echoes actually work, sounds like they are a new attack, so wouldn't have the effect and would need to proc again for the bonus
Same thing that would cause what Vlad said
so it might be a choice between sustaining the mana cost vs. dumping mana into procs and echoes. Sounds like Chamberlain will have some secrets to unravel 
I'll probably test it out a bit in S2, since I'll most likely start as VK and it'll be a lot nicer testing hits with the damage variance removed on dummies
there is weird void magic going on here....
Hi guys...for Shield bash build, what would be desirable Unique(s) you would wanna have? Except the axe/Shield one?
Shattered Chains is good for all Melee Char
Bulwark of the Last Abyss (shield) is nice
But my HP is dropping when Full HP 🤪
Thats fine, you have Healing Hand healing + some leech
I think it does not matter when having +100% block
So..for the boots
Even when i am "statter steping" it will proc?
stutter*
And I dont think so
Thank you 🙂... Stutter
And lastly
I cant find last skill to add
You really need to slam Flat Crit on your Sh-Axe btw
I got Shield bash, HH movement
Shields
And sigils
Its like i dont need anything else
Shield Bash, HH (Melee Proc + Traversal), Sigils, RoS (for Block Effect), and VR (though you wont in S2)
Right now VR is 60% More Dmg for just a skill Slots
No reason not to take it
Hm...after the patch it wont be used i guess
🤞
Javelin Banner could be an option
Hmm
