#š±āsentinel
1 messages Ā· Page 79 of 1
yeah, that and symbols
im not sure if i understand symbols correctly
wouldnt you ideally never use them? or is the regenration quick enough that the buff loss doesnt matter
Regen is not quick enough
so its 100% passive buff now
unless you're doing weird niche stuff you probably never press it
You will have to decide between using the defensive buff or keep your offense
but you can build into making pressing it ok?
It's an oh shit button, you dont want to use it but having to wait for symbols to regen is better than being dead
i guess
I think it is at least a reason to not equip sun seal
Double Orians with max generator nodes gets you one a second which isn't terrible but yeah much more usable as a passive
yea
wasting 2 ring slots for that doesnt sound too convincing
It's not really supposed to
Unless there's some insane divine flare tech we all missed
grasp of the blood mage might be able to trigger sun seal if your endurance is high enough
it's a shame sun seal doesn't really have stats on it
If there was a % Chance to gain a symbol on attack or something there'd be some fun
there is
There is on the skill tree, 10%
Only for flare itself
I need to figure out a backup plan if shield rush is still buggy online...do I look at smite, or void dot caster?
Smite would be dot based on VK, with the beams and fissure
Might be decent automated clear somewhere
direct cast?
Disgustingly, yes
Yep
Can't get fissure otherwise
direct cast smite is underrated
I'm horribly spoiled by WP smite automation
I just don't agree with that honestly
Maxroll seems to think its top
I mean
on one hand, you can cast a smite
on the other hand you can use multistrike for 4 smite
Then again, warpath smite isnt even on their radar for speed
My experience with it for bossing is only so so at the moment honestly, for echo clear speed though it's great
Selfcast gets double cast, echo's, fissure and beams
Admittedly my gear isn't quite perfect as of yet
with 35 skill points, sure
Only have +3 to smite and WP, etc
also, echo is not an advantage, multistrike also echo
How meme is this ??
its perfect
Use case?
Someone call Draven
Wait wait wait
I'm definitely very interested in how good divine flare is and if you can make it a regular part of a paladin build
I am cooking
28 points 
me and toast went over it, it's pretty fing meme but it has potential
500% more is probably pure meme, but it'll basically automate clear until like 300-400c I'm guessing
With Vengeance Iron Blade + Flame Burst Holy Aura ?
I thinkit was just spamming the boom button, nothing else
It's gonna clear like a mother, just not sure it'll be much use on bosses
Might be wrong though
I mean, it has a built in recast that you only need 4 sigils to get 100% recast chance
like I doubt it's top tier but I imagine you can do almost everything with it, now how it would feel on the other hand
3 hits every roughly 3-4 seconds is just, kinda slow?
the recast ignores the cd
Yeah but you gotta rebuild symbols between casts
Sure but you got 4 other skills in the mean time
not on rares
now bosses yeah, but double boom should clear most rares because that is a LOT of effective dmg
You get 2 hits per cast on rare/bosses
But then you need to build them back up
Hmmm wait is it a hit per symbol separately or all aggregated together
That 10% on hit is a lot better if each hit is separate
1 Hit
Awwww
how tanky is pally gonna be realistically?
Depends on the build
very and also not so much
Probably very if you can utilize high block chance
Probably Very
Lots of sustain, some Endurance stuff, max block chance and high armor, if you utilize Vengeance that's like -35% less hit damage with the right setup
they really should just remove the CD on divine flare, you're already paying a steep cost
FG with Sword Catcher might be higher since you can get like 60% Parry and tons of Block and armor applies to DoT
Which I may need to try out
Not sure about damage scaling that one tbh
4 more points and you can take renewed hope for always having at least 1 symbol
Not bad
dumb question, does the covenant of light passive translate properly in le tools? yes it does
Yes
Tombs of the Erased / 1.2
Sentinel (25) / Void Knight (7) / Forge Guard (66) / Paladin (15)
āø Health: 2,803, Regen: 92.5/s
āø Mana: 481.19, Regen: 36.08/s
āø Ward Retention: 2%, Regen: 0/s
āø Attributes: 73 Str / 1 Dex / 1 Int / 1 Att / 3 Vit
āø Resistances: 98% / 96% / 75% / 105% / 76% / 45% / 57%
āø EHP: 14,175 / 14,033 / 14,033 / 31,120 / 14,772 / 10,795 / 11,893
āø Endurance: 53%, Threshold: 786
āø Armor Mitigation: 79% (11,242)
āø Block Chance: 62%, Mitigation: 45% (1,610)
āø Physical, Fire / Melee, Spell
āø Physical, Fire / Melee
āø Molten Infusion (5), Smelter's Wrath, Symbols of Hope (4/4,Passive)
⢠Smelter's Wrath (28)
⢠Forge Strike (28)
⢠Symbols of Hope (23)
⢠Multistrike (25)
⢠Void Cleave (21)
⢠Phantom Grip
⢠Phantom Grip
⢠World Splitter
⢠Code of an Erased Sentinel
⢠Darkstride
⢠Horns of Uhkeiros
high mana cost on smelters wrath works well with world splitter and with the new FG node you can use horns of uhkeiros which gives +50% mana cost, in between you're spamming multistrike to generate mana and forged weapons which apply massive amounts of armor shred
paladin Bleed Hammerdin good starter build ?
Btw I just read
You can get multiple recasts
right, that's how I read it, doesnt mean it wont feel jank
jank is where the magic happens
I fcking hate this no gif thing
well thursday will be madness, gotta control it somehow
The 5min slowmode will be enough
You don't say
oh man what a cluster that day was
5 days or so lol
im taking m yleave from here for a week or two on release, godspeed to the mods xD
Release was bitter cause of stupid towns and people spawning 14 milions useless pets
For how big EHG is, it went about as well as it could have imo, like things went wrong but come on, no way you can expect a team that small to handle it any better than they did
mind you they eventually got it sorted and they still working hard hence this new update lol
i am looking forward to this patch considering sentinal is my fav and they not seen alot of attention for a while
Hmmm so 35% parry chance from a perfect slam Sword Catcher, potentially 8% more from FW assuming not using FS
Autobomber devouring orb VK or shatter strike bladeā¦ā¦ SOS as a starter
Looking forward to next year when FG gets brought up to par with his co-stars
Just meme harder eventually something will click or you'll just break MA with snapshotting
how pary actualy works in LE i heard it is like u get mini stuns contantly when u pary is it true?
But MA is broken..
im doing jut that fire vengeance proccing HH with the ruby fang set
No clue never used it lol
for me forge guard seems just as strong though not looked properly at the other ones yet properly as planning on running FG this patch
Probably will work better than my phalanx Sigeons meme
The new chest is broken as well, the frenzy amulet is giga broken
MA will be so strong with 0 snapshot
Oh Im not saying it's bad, but the other trees are a lot better, like 2h in one is cool but the tree still needs some love, like 6/10 compared to their like 8-9/10
the build i will be heading towards this coming season https://www.lastepochtools.com/planner/oYM4Rw0o
Tombs of the Erased / 1.2
Sentinel (20) / Void Knight (18) / Forge Guard (60) / Paladin (15)
āø Health: 2,728, Regen: 40.7/s
āø Mana: 307.45, Regen: 8/s
āø Ward Retention: 2%, Regen: 0/s
āø Attributes: 11 Str / 15 Dex / 1 Int / 77 Att / 14 Vit
āø Resistances: 107% / 84% / 105% / 157% / 88% / 56% / 105%
āø EHP: 21,584 / 21,584 / 21,584 / 42,206 / 22,720 / 18,138 / 21,584
āø Endurance: 56%, Threshold: 994
āø Dodge Chance: 5% (136)
āø Armor Mitigation: 74% (7,992)
āø Block Chance: 71%, Mitigation: 61% (3,235)
āø Fire, Physical / Melee, Spell
āø Fire, Physical / Melee
āø Symbols of Hope (4/4,Passive)
⢠Vengeance (27)
⢠Forge Strike (33)
⢠Symbols of Hope (21)
⢠Healing Hands (27)
⢠Void Cleave (27)
⢠Sword Catcher
⢠Phantom Grip
⢠Phantom Grip
⢠Code of an Erased Sentinel
⢠Logi's Hunger
will give credit where credit due father toast helped with alot of advice for the above build
There's probably some better 2H+Shield synergies than Sig+Phalanx but I'm too dumb to find them
Never experienced that
I remember there were people getting stunned believing they were freezing due to parrying but they were just
....getting stunned
any 2h + visage of majasa
Overrated and boring
you asked for better, not less boring
Whats boring to some isnt boring to otheres yes yes
Honestly not even clear it's better, Enemy DoT got nerfed a ton and the other passive is mostly useless
Parry is like dodge, but you still take the hit
Which means it will not stop ailments and stuns
And is capped at 75%
ignite with warpath + bardiche
Yeah that is a lot of bleed % chance -> ignite % chance
shame VC cant be just used with any 2h, I would love to use buldars and VC someone
real
node that makes it a charge forward and aoe slam with a 2handed hammer?
you dont even need to change that,
but a sweep doesn't feel hammer-y
you mean to tell me you cant swing a hammer in a sweeping motion?
I want da bonk
you have ES
I want more bonk
yeah you can echo void cleave
it was a joke
just take the wind out my sails
I like how this one node completely takes the wind out of two of FGs entire passive lines
I wonder when we will get mace changes?
hello! currently im using such gloves on leveling, what gloves could possibly be better for void warpath build? im trying to craft some with crit and att speed but tooltip shows much lower value every time
yeah you got a lucky roll with weavers will
for context 25% melee attack speed = a T7 melee attack speed affix
*on gloves
hey engi, did you see earlier when I realized that sent now has a base fire skill to double proc my stupid ruby fang build?
š»
but overall those gloves are good leveling gloves
they really are
so they will stay with me for a long time I guess
given its eally all the stats you want
yea
damage, stats, attack speed, more damage
tf else do you want from gloves
hybrid health but thats for later
you wont replace those until like, emp monos or close to them
only way smth could be better is like t7 melee attack speed, crit chance, hybrid health
yea
or if you REALLY need dot defense from eternal gaunlets
but thats still waaaayyy later in the game
so something like this but t7 att speed and hybrid health?
probably yeah
if your going for a single big bonk build the more dmg on the weaver gloves becomes a lot better imo
will t9 CoF rank reward really make t7 to appear more often?
I think next patch mana is pretty valuable on gloves for VK Warpath

what warpath build exactly
Any warpath build that takes warrior's fury and utilizes void well
Maxroll one comes to mind
hey new tech discovered
yeh, the more mana you have the more you can ramp up that build and also maintain your mana pool
time rot spread on kill means you don't need a clear skill on tiem rot builds

I am season starting a Void Knight using Warpath to trigger Smite and Devouring Orb. Here is a bare bones planner for it.
Tombs of the Erased / 1.2
Sentinel (20) / Void Knight (78) / Paladin (15)
āø Health: 1,793, Regen: 28/s
āø Mana: 106.51, Regen: 8/s
āø Ward Retention: 6%, Regen: 0/s
āø Attributes: 6 Str / 3 Dex / 3 Int / 3 Att / 27 Vit
āø Resistances: 42% / 0% / 0% / 20% / 24% / 27% / 27%
āø EHP: 2,814 / 2,501 / 2,501 / 2,747 / 3,021 / 2,343 / 2,343
āø Endurance: 30%, Threshold: 539
āø Armor Mitigation: 36% (1,896)
āø Block Chance: 41%, Mitigation: 32% (790)
āø Void / Spell, Melee, DoT
āø Symbols of Hope (1/4,Passive)
⢠Devouring Orb (23)
⢠Smite (23)
⢠Warpath (23)
⢠Symbols of Hope (20)
⢠Volatile Reversal (20)
Hi so I made a endgame build kind of and the new forge guard mastery of using 2h and other bonuses would make shield bash incredibly strong, might not be the most fun thing to play but should be strong at least.
Worth to invest more time on it or would the skill be too boring to use?
Its crazy how much stronger Warpath Void Knight Smite gets with free procs of Devouring Orb
You have 0 mana sustain
???
You seem to be going Hit Dmg
Very confusing point distribution as well, yes
I have tested the build on the community tester server, and it works fine, no mana problems
How
Why take Inc Dmg Over Time Taken on a Crit Build ?
Ya, i had some extra points, so i thru them in there
I don't claim to have optimal point distributions, still a work in progress
opse, i thought I maxed that
VR alone drains 20+ mana per combo, thats half your mana pool
2 orbs and you are down to 20 mana
Tombs of the Erased / 1.2
Sentinel (20) / Void Knight (78) / Paladin (15)
āø Health: 1,793, Regen: 28/s
āø Mana: 106.51, Regen: 8/s
āø Ward Retention: 6%, Regen: 0/s
āø Attributes: 6 Str / 3 Dex / 3 Int / 3 Att / 27 Vit
āø Resistances: 42% / 0% / 0% / 20% / 24% / 27% / 27%
āø EHP: 2,814 / 2,501 / 2,501 / 2,747 / 3,021 / 2,343 / 2,343
āø Endurance: 30%, Threshold: 539
āø Armor Mitigation: 36% (1,896)
āø Block Chance: 41%, Mitigation: 32% (790)
āø Void / Spell, Melee, DoT
āø Symbols of Hope (1/4,Passive)
⢠Devouring Orb (23)
⢠Smite (23)
⢠Warpath (23)
⢠Symbols of Hope (20)
⢠Volatile Reversal (20)
ok, reallocated the points
As far as mana goes, I been playing on the test server, and never run out of mana, but i rarely cast VR
Right now, on your planner you regen 4 mana per second while Warpathing
I don't believe you have no mana issues
VR and Orb already drain 50% of your mana, you have hindered mana regen cause of Warpath as Vlad said, and you are proccing ton of Smites
I thought only the ones from idols are free
Sorry its too late to try it ^^
I was just doing the calculations and shield throw can do 1 million boss DPS with good gear. With great gear it's way over
And i rarely use VR, its more of an emergency thing, i just warpath around
And the planner, is barebones, i may have some mana regen on the gear on the test server, that I did not put in the planner
this node is disgusting.
I am asking the Devs, but checking here too - has anyone had a the devs confirm this?
Does "Future Focus" on Volatile Reversal disable "Warped Time" and "Phased Reality" in the same tree. It's not specified that it does, but I want to check if it does in fact disable both.
I don't want "skeptical assumptions" I want to know if its been confirmed to disable them or not.
ugh I'm stuck deciding between paladin multistike smite/electrify and vk warpath for start
Nevermind - Mike is saying the wording does not impact the skill - this is hugely important for those considering Volatile Reversal.
Poison ā šŖ š£ļø
huh thanks for asking that, I assumed based on the wording that it obviously disabled them because otherwise why word it that way
very interesting
use paladin, use ignite, bleed, poison, electrify all on the same build
Mike claims that its just treated as a 2nd combo (staged combo) I assumed the wording mattered too, but it appears it doesn't.
That makes Volatile Reversal incredibly valuable
hello, i saw a discussion on dmg conversion earlier in this chat, i'm wondering if it means that this node for example is worthless if i go for fire melee dmg scaling?
Dont go this node regardless
oh
i was looking for a vengeance build with forgegard's minions so i thought i'd get hit a lot
how that node didnt get changed is insane
base classes are currently not being changed.
think of base classes as 20 pointso f filler with 2 sets of giga op nodes at the end
hey everyone, been almost a day one vet. to the game and im pretty stoked to give this build a whirl. let me know what yall think
Tombs of the Erased / 1.2
Sentinel (20) / Forge Guard (76) / Paladin (17)
āø Health: 1,787, Regen: 43/s
āø Mana: 505.1, Regen: 8.64/s
āø Ward Retention: 2%, Regen: 0/s
āø Attributes: 42 Str / 1 Dex / 1 Int / 122 Att / 9 Vit
āø Resistances: 156% / 91% / 89% / 121% / 32% / 85% / 93%
āø EHP: 10,488 / 8,583 / 8,583 / 12,384 / 10,488 / 8,583 / 8,583
āø Endurance: 135%, Threshold: 668
āø Armor Mitigation: 60% (4,325)
āø Block Chance: 88%, Mitigation: 49% (1,950)
āø Fire, Physical / Spell, Melee
āø Fire, Physical / Melee
āø Symbols of Hope (4/4,Passive)
⢠Forge Strike (30)
⢠Symbols of Hope (23)
⢠Smite (21)
⢠Ring Of Shields (23)
⢠Healing Hands (21)
⢠Face of the Mountain
⢠Code of an Erased Sentinel
⢠Phantom Grip
⢠Orian's Sun Seal
⢠Orian's Eye
⢠Fiery Dragon Shoes
from what i can tell its gonnaa be one tanky boy but Le has proved me wrong in the past xD
Don't diss the 30% attack speed 
do fissures benifit from smites passive tree?
yes, all subskills work that way
according to mike a few minutes ago "target conditional effects like damage to ignited and damage to blinded do not get passed down (to subskills)"
some nodes on subskills may say the phrase "directly cast" which means not when procced by other abilities though, so watch for that
mostly only cared about sacrafice tbh
but thats good to know too
so smite is a good movmenet skill for holy trail judgement
it can be, though volatile reversal is probably better IMO
VR can make enemies take 15% increased damage over time, which is pretty big
I feel like the gloves don't make tons of sense with phantom grips in this situation. instead of attunement and minion damage, you should drop one for attack speed probably.
fissure smite and holy trail javelin have pretty similar scaling tbh
ground based elemental DoT
since minions don't get anything from minion damage or attunement via the "your forged weapons get 64-100% of the stats on your gloves"
yeah the main issue is the mana cost
since i need to make sure holy trail stays above 10 mana
sorry
judgement
if you're casting smite directly it's pretty easy to solve mana
Time and Faith passive + smite mana affix on helmet
0 ward, 0 health regen, 1700 life, this is getting 1 tapped
i was debating not going holy trail
and useing spear throw as a sort of like
judgement mana reducer
@polar spire Think the heartseeker helm can be put to good use on a forge guard for ailment stacking?
or just wasting a helm slot?
Should be fine, kinda hard to "waste" helm slot
Not much to waste on
And then run shield throw shield, vortex pennant, and play throw smite?
Yeah pretty much.
Go all phys/bleed, dont even have to pick forgeguard
Could also go like, sunforged hammer for all the generic ignite from the FW.
Vk runs best with vortex pennant, but all 3 work
If someone wants to play around with str stacking Shield Bash here's a concept with 400 flat phys, 430% more multipliers and 44 pen (And has crit multi)
https://www.lastepochtools.com/planner/QkV1g4DA
Tombs of the Erased / 1.2
Sentinel (20) / Forge Guard (70) / Paladin (23)
āø Health: 3,128, Regen: 73.2/s
āø Mana: 192.51, Regen: 8/s
āø Ward Retention: 52%, Regen: 0/s
āø Attributes: 199 Str / 25 Dex / 26 Int / 7 Att / 13 Vit
āø Resistances: 125% / 96% / 123% / 77% / 68% / 75% / 73%
āø EHP: 21,506 / 21,506 / 21,506 / 38,746 / 20,099 / 21,506 / 21,085
āø Endurance: 46%, Threshold: 776
āø Dodge Chance: 4% (100)
āø Armor Mitigation: 73% (7,419)
āø Block Chance: 257%, Mitigation: 54% (2,415)
āø Physical, Fire / Melee, Spell
āø Physical / Melee
āø Symbols of Hope (1/5,Passive)
⢠Healing Hands (21)
⢠Shield Bash (25)
⢠Symbols of Hope (21)
⢠Forge Strike (23)
⢠Lunge (21)
⢠Code of an Erased Sentinel
⢠Blood of the Exile
⢠Clotho's Needle
⢠Bastion of Honour
⢠Siphon of Anguish
⢠Swaddling of the Erased
⢠Shattered Chains
⢠Dominance of the Tundra
⢠Mantle of the Pale Ox
since the shard itself is still decent with the ignite dmg, 40% per weapon
could make a decent crafted two hand maul.
I feel like you'd be mixing damage types too much
Doesnt work as well as it works on forge strike
How do you mean?
wouldn't use forge strike at all, except for the FW.
probably use vengeance to spawn them
Yea i mean forge strike is easier to run and affix multiple dots
hey, i am undecided between 2 builds javelin paladin(phy hit or electrify) or VK Erasing strike i like to min max 1 build per cycle so which one of them is more fitting to min maxing which one is more scalable?
Bleed and ignite for phys/fire is spreading yourself thin
Yeah, i'd do one or the other.
I mean it'll work, just not for long, it'll hit a plateau sooner
If i went bleed, i'd probably go like, symbol of demise or something
You want the symbol refund, it boosts how fast you can use it by a lot. Also, dropping one max symbol to take the void conversion is on the table! (You can get it back with suuuuper high end items, but dps isn't actually much worse off for it, and even better since void spells can be echoed - just not sure how well the spell will echo given it normally needs to consume symbols.)
Also, with void beam from smite being a smite subskill, does this mean void fissure + beam smite build is on the table? š
Has to be direct cast smite unfortunately, but could be viable?
Planning on time rot void knight. What weapon type and main skill do y'all recommend? I'll figure the rest out live just want to start in the right direction
Anomaly as a spellcast maybe? Coupled with void cleave, run apathy maw, and you have doom, time rot, future strike, and time wave
Sound good!
This is forge guard.
Naaa i dont think they are
I think im overestimating it personally
Ive seen a small chunk of face of the mountain builds spring from it
https://www.lastepochtools.com/db/items/UAwRgrALCDsQ or apathy of maw
I was just going to go full crit with Phalanx
Erasing strike will probably be very good / well-rounded, shield rush is another good skill for time rot. There's a time rot set (sword + shield + amulet), and also there's a 2-hand sword that has potential (black blade of chaos).
Is sentinel looking like one of the better classes to start with this new season? Just tried leveling both a sentinel and a rogue to the mastery selection just to see what Iām feeling, and I felt so much stronger on sentinel
Yeah i just mean its slipping under the radar, because everyones so used to vengenace only being used with fire paladins is all
If you want a season starter purely for farming to get other builds you want to enjoy on board faster, i recommend Werebear
Pretty sure I saw someone theory crafting with it yesterday-ish for a bleed build
Tombs of the Erased / 1.2
Sentinel (20) / Forge Guard (93)
āø Health: 1,393, Regen: 38/s
āø Mana: 102.51, Regen: 8/s
āø Ward Retention: 2%, Regen: 0/s
āø Attributes: 43 Str / 1 Dex / 1 Int / 1 Att / 4 Vit
āø Resistances: 67% / 0% / 0% / 75% / 32% / 4% / 4%
āø EHP: 2,021 / 1,248 / 1,248 / 2,343 / 1,527 / 1,277 / 1,277
āø Endurance: 20%, Threshold: 279
āø Armor Mitigation: 20% (728)
āø Block Chance: 44%, Mitigation: 41% (1,360)
āø Physical / Melee, Spell, Throwing
āø Physical / Melee
āø None
⢠Vengeance (20)
⢠Javelin (20)
⢠Lunge (20)
⢠Rebuke (20)
⢠Forge Strike (20)
⢠Countenance of Majasa
⢠Phalanx
I hamfisted this thing together just trying to get an understanding of what nodes I wanna take in the active skills. Passive tree is nowhere near final.
but general idea is just crit
Iāll look into this. Thank you. I have maybe 15-20 hours in this game playing a spriggan Druid and that was months ago. This season announcement has me hyped though
Yea vengeance + torkrefin phys resist phys pen for bleeds is nutty
Yea werebear is like the easiest thing to play, and chunky tanky
Makes for a fantastic season starter
And dr3ad has a tornado build for it, but honestly just basic werebear is more than fine
I really want to jump straight into making the Phalanx FG but I should probably level something fast first
like bleed hammers
I like running high cdr leap/upheaval bear
@polar spire Vengeance parry lunge sigils are the obvious skills. What do you see people using for hte 5th skill/
leap + circle upheaval is lots of fun
Fury leap giving invincibility mid leap and having it on a less than 2s cd is alot of fun
One of my other builds this season will probably be with the new bhaldurs
Sentinel baldhurs i'd love to run
leap and have upheaval and quake go off will be so awesome
Shield bash + fire lunge or something else
oh interesting
Lunge in general is just hilarious on a high health build, especially with missing health idols and missing health 5/5 on lunge
Can max heal every 1.5s from 10% health, spamming lunges
wopuld you just use shield bash as intended for 5th skill?
I mean you could
Run bulwark of the abyss and then play fire shield shotgun shield bash on lunge
And play it as a melee fire build
By proper i just mean a free stun sorry not the damage way
if i play fire vengeance, it's better to not get too much stun chance, right?
I feel like a standard high health vengeance/missing health lunge build could easily handle uber aberath
For Shield Bash experts out there - do you need to be in melee range to cast shield bash for the procs to proc? "Essentially" do you "have to" hit an enemy with it for the procs to proc - or can you just cast it to preload the procs and it doesn't actually require you to hit/be in melee range?
I know the ignite node that also gives 20% base crit and be cast whenever, you used to do that for judgement 1 shot boss slams
if your playing fire vengeance your playing ironblades vgengeance
its just sadly not a option
Can MA parry if you have Parry chance on weapons? I assume yes
Yeah I'm looking at it for the Block Chance - if I can just hit air with it and get the extra 15% for 4 seconds at anytime regardless of enemies it becomes interesting
Iron blade in vengeance can proc volcanus magma shards, as well as paladin talent divine bolts and holy aura flame burst
i didn't understand why i'd need iron blades specs tbh, the fire conversion on vengeance tree is only for vengeance hits and ripostes, no?
it's just one big trigger shit show and its awesome
I think hh is on direct melee use, dont think it counts for iron blade
Otherwise you'd run counterattacks retribution on every melee build for HH
Which, that also works great for these procs besides HH
Sad you can't get Flame Burst on FG
is the goal of firfe vengeance
volcanus fire vengeance/fire lunge may honestly be what i go
its a lot of fun with a logi's amulet
the way the node reads to me is that it covnerts all of vengeance
and then run it as a paladin
since there is no mention of riposte or mean hit
and then we have +100% increased symbols crit, and i'm running a full group with a primalist running sum sprig so another 8% base crit on top
Actually i'mk not entirely sure
time to head to ask the devs
ironblades is a pure subskill but it's also a subskill thats local to only one skill
its a melee hit, it can proc anything that requires a melee hit/attack
rogues flurry has a wave attack that does the same thing, and also procs the same things
oh yea it doesnt convert, stays phys
So basically 3 melee hits per hit
subskills like that typically dont convert unless specified
yea riposte gets converted because of how it works for vengeance
when does the anvil damage on forge strike start hitting hard?
but iron blades is a bit different,
iron blades is like if you take energy wave on rive
iron blade is a subskill of vengeance and riposte
vengeance and riposte can fire convert, iron blade stays phys
rive can void convert, energy wave stays phys
thats so different compared to most skills with subskills exactly like iron blade
wtf ehg
ty for the answer. Now i'm very confused lol
there are so many skills with subskills that dont convert unless specified
and iron blades just converts anyways
ehg code goes brrr
Almost 100% sure it can, unless they changed something. Played for a while with swordcather and saw Parry tooltips on top of my minions
it's just missing it in the tooltip of the fire conversion node then
how is mana cost reduction calculated. for example is a node is -3 mana and another node is 40% increased mana. is it -3 pre 1.4x or is it 1.4x-3?
parry goes on those
so yeah the minions should get it
assuming you have the AM gets your weapon node
yea 1 node caps to 80% based on attune, previous node just gives flat 20%
so only 100% sadly
thats why fire vengeance volcanus works so well, magma shards and divine bolts scale off attune
AND volcanus just got buffed with this patch
In general, it's the same as damage/etc. calculations: all +/- cost modifiers are applied first, then % cost modifiers
+5% on magma shards chance, and a little extra melee and spell fire
gotcha then the javelin seige barrage + divine fury looks doable with the mana reduction nodes
only * i'll add for completeness is everything on the skill tree applies first, then your gear applies
Yeah, it's totally doable - it's even more expensive currently just to run siege barrage on its own than it will be to do siege barrage + divine fury (depending on how many points you put in DF)
and it's the most common way to run javelin unless you're using it for banner or holy trail
its nice they moved the mana node up one
that solved lol
Yeah, we get a lot of freed up points š
pinchingloaf put out a javazon build that looks good
i was just looking at how to fix the mana
I don't htink vengeance is all that good as anything but a mana generator
but its a very good mana generator
https://www.lastepochtools.com/planner/AKlrrqXQ
this isnt fleshed out at all, just a bit placed in for a fire vengeance starter paladin
Tombs of the Erased / 1.2
Sentinel (30) / Paladin (15)
āø Health: 1,244, Regen: 45/s
āø Mana: 112.51, Regen: 8/s
āø Ward Retention: 2%, Regen: 0/s
āø Attributes: 8 Str / 1 Dex / 1 Int / 6 Att / 7 Vit
āø Resistances: 50% / 30% / 30% / 26% / 20% / 33% / 7%
āø EHP: 1,487 / 1,282 / 1,282 / 1,282 / 1,200 / 1,309 / 1,107
āø Endurance: 42%, Threshold: 454
āø Armor Mitigation: 8% (198)
āø Fire / Melee, Spell
āø Holy Aura (Passive), Symbols of Hope (1/5,Passive)
⢠Healing Hands (20)
⢠Symbols of Hope (20)
⢠Vengeance (20)
⢠Lunge (20)
⢠Holy Aura (20)
⢠Volcanus
⢠Logi's Hunger
⢠Falcon Fists
speaking of being an insane mana generator
logi's is the only target farm in that
can easily get the weapon and gloves in weaver tree
it doesn't make a lot of sense at first but i think i found the 5trh skill for vengeance+ javelin
and its pretty obvious
the skill is designed with the sole intnet of being a mana dumb
forgte strike
running javelins -20 mana cost on next skill after throw?
ranged javelin/forge strike is a fave of mine for arenas
https://www.lastepochtools.com/planner/oRWnn8zA CoF SSF Judgement Aura/Dot any additions/improvements?
Tombs of the Erased / 1.2
Sentinel (20) / Void Knight (5) / Forge Guard (19) / Paladin (69)
āø Health: 2,172, Regen: 121.79/s
āø Mana: 230.48, Regen: 13.52/s
āø Ward Retention: 2%, Regen: 0/s
āø Attributes: 11 Str / 1 Dex / 1 Int / 52 Att / 3 Vit
āø Resistances: 200% / 133% / 93% / 105% / 105% / 97% / 100%
āø EHP: 6,245 / 6,245 / 6,245 / 9,878 / 7,235 / 6,972 / 6,245
āø Endurance: 36%, Threshold: 780
āø Dodge Chance: 2% (75)
āø Armor Mitigation: 63% (4,806)
āø Block Chance: 41%, Mitigation: 39% (1,205)
āø Crit Avoidance: 43%
āø Fire / Spell, Melee, DoT
āø Holy Aura (Passive), Symbols of Hope (1/5,Passive)
⢠Vengeance (20)
⢠Holy Aura (20)
⢠Healing Hands (20)
⢠Symbols of Hope (22)
⢠Judgement (21)
⢠Hand of Judgement
⢠Rahyeh's Light
⢠Orian's Sun Seal
⢠Decayed Skull
It's also a DR generator, a great damage buff for ES or VC, and also still very good for flame burst (though bladestorm might be overtaking it in S2)
Oh yeah, and a pretty decent FW generator
its fantastic for never dying builds
And maybe a fun alternative throwing build
can solo all content especially with its rework
Depending on how Phalanx works and interacts with siege barrage
i just wish iron blade chain still existed
The DR is downright insane. That's the main reason I think it still competes with multistrike bladestorm on flame burst.
yeah vnegeance javelin forge strike vengeance javelin forge strike
plus the global 1.2x damage multi helps
or forge stirke spam vengeance when clearing
multistrike bladestorm will go better with forge guard because of its block effect node, but at the same time, you kinda wanna run Fiery Justice which doesnt work as well with bladestorm for optimal forge guard damage
I'm worrieed void vengeance isn't good enough tbh
at least multistrike paladin/vk can run smites on target
not because its genuinely not good
but because erasing strike players are apes
and will do anything other than play the game proper
BONK GOOD
vengeane and riposte granting void essences for void well makes it a nice enough defensive staple for ES builds on bossing
I'm not worried about it, I'm definitely using void vengeance on both my time rot and spell DOT VK setups
Also very psyched for FG Vengeance Jav via Phalanx
theres also the fact that after using vengeance, you get a full 2s to riposte, so you can vengeance, erasing strike, vengeance, and erasing strike gets full riposte DR coverage during its use
yeah you could also use rives
I think it'll go hard on electrify builds, maybe bleed also
but you've seen the apes that play this game
do you really expect them to play properly?
Aura/Dot
compared to poe, you can get to at least 300c with a random crap put together build
Honestly might want to take both +1 Riposte nodes for coverage against packs and multi-hits
last epochs a lot more lenient on bad builds
Since the DR disappears once you riposte an attack
I don't think that's a bad thing.
you prob dont need those gloves for aura dot then, they're more made for slammers, a good fire wand or sceptre helps dot aura more from what i remember of people that played dot aura
Also lenient is a relative term here, I've definitely home brewed builds that were fun but couldn't breach 200C
Looking at you frostbite tornado shaman
Im hyped af for electrify paladin with multistrike/smite/HH shennanigans
it looks like it'll scale to the moon
Very likely to be powerful and plenty of unique support
Yeah, bladestorm just seems so strong
Well one good unique anyways
instead, if you like intentionally nuking your own health pool so you can proc orian's sunseal (especially if you pickup divine flare for the 80% reduced cd) you could swap to Blood Mage gloves
blood mage gloves are gonna be a total thing for symbols of hope divine flare righteous fire
Is the multistrike single target change going to make a meaningful difference to any builds? Is it just the most efficient smite dispenser now, or is there actual melee use?
just gotta get the threshold up
I think the issues start to show when streamers are like
"Just get 1.1.k mana easy."
which is so clown
CHECK OUT MY NEW SSS TIER BUILD
or
HERES THE NEW TIERLIST
smite go brrr
oh its going to be massive for single target damage, smite or not
I am so glad ehg nerfed caltrops. God bless they heard someone other than the streamers talk about balance.
https://www.lastepochtools.com/planner/Bja449WQ
i crafted this jank earlier because of it
Tombs of the Erased / 1.2
Sentinel (30) / Void Knight (10) / Forge Guard (9) / Paladin (64)
āø Health: 3,072, Regen: 83.97/s
āø Mana: 108.66, Regen: 10.91/s
āø Ward Retention: 2%, Regen: 0/s
āø Attributes: 13 Str / 1 Dex / 1 Int / 1 Att / 6 Vit
āø Resistances: 70% / 90% / 86% / 72% / 76% / 71% / 83%
āø EHP: 6,836 / 7,206 / 7,206 / 9,865 / 7,585 / 6,928 / 7,206
āø Endurance: 59%, Threshold: 770
āø Dodge Chance: 6% (172)
āø Armor Mitigation: 53% (3,489)
āø Fire, Lightning, Physical / Spell, Melee
āø Frenzy, Haste, Holy Aura (Passive), Symbols of Hope (5/5,Passive)
⢠Symbols of Hope (20)
⢠Multistrike (28)
⢠Smite (28)
⢠Healing Hands (24)
⢠Holy Aura (20)
⢠Aurelis
⢠Aurelis
⢠Wing Guards
⢠Bleeding Heart
I didnt know if MS had the base to actually hold up as a ST skill with it, I always felt like any sent build I did kinda fell apart in ST situations
the crit multi build that cannot crit
how does aurelis actually work, is it 1 smite per hit or per cast of multistrike?
I smite per multistrike
per multistrike use, but i just have it for the electrify and + skills
You might be able to swap one to Palarus for more smites
kind of sad forge strike's damage is mainly off of forged weapons at the moment
Not if you do some Sun forged Silliness
probably just too early to try forcing the anvil aspect to be the most damage
whats your electrify dmg
interesting, but i think i let that job to the enemies in the game . Mare some rare gloves with attument will do it.
yeah just hit level 35
so probably not going to have to that before 1.2
Ahh yeah up front no dice, just make weapons and be sad
Once 1.2 drops and you've got a nice +15 skill levels on it that will probably change
well lets see here electrify is 44 base, + that lightning dot damage on top, and god knows how much pen
(note this is an untested theorycrafted build)
you can see it in ailments
yea, the fire pen and high attune of the judgement gloves are still fine, and those gloves are also easy to 3/4lp on if you also just wanna do that and exalt whatever onto them
like slot those gloves into the weaver tree and you should get a 3/4lp in no time
you can also get them as early as the chest room in one of the lvl 10-15 zones, the one with the secret bell boss
because the gloves are low level and can drop in that room
1482 Electrify damage from the planner
i usually farm that room like 10 times, and pray they drop lol
That's without penetration scaling though I think
yeah gotta add pen manually
cant wait to play this javelin electrify, almost 1500 electrify and some scaling missing from letools
the damage will be gooooood
i feel like sierpins + divine fury for just lots of javs everywhere would be really fun in arena's
wonder with all that crazy stacking if it will still be less dmg then vk warpath. warriors fury is dumb
such a broken node
farming with this will be crazy too
gonna clear maps so quickly
poe2 lightning spear at home
How are you managing Mana?
void well
and then if you run high dex for the additional spears off sierpins, you can pickup shield throw for its new Hemrin's Technique and the skill can get up to 10 ricochets, grants frenzy, grants haste, and you have a solid armor steal and health gain off just that, can pre-throw the shield and then start jav chuckin
If im going to be forced into minions with forged weapons carrying through the campaign until sunforged set is obtained I think I would rather go for something less dependant on specific gear but my only backup right now has been a beastmaster, nothing specific yet, maybe lightning totem or scorpion
Where is my void knight void rive god
clearly i will test this after the siege barrage/divine fury
theres also the fact that with that new paladin lightning dot based on crit multi, and how easy it is to build throw crit on sentinel, you can play sierpins divine fury jav as a crit/dot hybrid and actually make it work insanely well
there arent many builds that can actually hybrid crit and dot
jav is one that can do it
i'd imagine with the timerot changes, and a solid apathy maw, erasing strike can crit/dot hybrid now too
you could as multistrike too but wing guards are too good
wait
hell even this abomination does wonders on forge strike
419-544% increased dot damage for all ailments on forge strike, doom included
and you can get up to 1500% inc stun
so 1500% inc dot damage for all ailments
Im so hyped for 1 guaranteed mod for legendary crafting
and massive survivability from the stun
i always slotted 1 t7 per slot on my builds, because it wasnt too hard to achieve with 50 or so hours, but with the change its now far more reasonable to achieve
How would channeling warpath with the fire damage node count for the Immolator's Oblation unique belt? It says chance to ignite yourself when you use a fire or necrotic skill and chance to gain frenzy when you directy use a fire skill
~https://www.lastepochtools.com/planner/BGj88ljQ okay final iteration of multistrike electrify
but also MG inevitably gets screwed due to gold shennanigans
letools burned into my eyeballs
I have faith. And time
very sad. That would have been perfect idea for my build :(
Iām so excited to use my 3lp volcanus on the eternal realm
But also lol lmao CoF for life
I may literally just stay Legacy and make one new character given how much I have to play with now
Also not having to re-farm factions...
Build?
hmmm you think giving up attunement scaling is worth for water orbs?
New character on legacy
Depends if DoT or Hit
I guess its fine for early game
unless im missing a key node in passives it didnt seem worth tbh, never played sentinel tho
endgame I always try and plan around red rings so gotta pump up attributes
but thats mainly because I want to try ubers/1k+ corruption with this
I think with weavers tree it will be slightly easier
if its dot is attunement worth?
i hope nothing happen this reset
Im just gonna go CoF, dont want to play a week then have everything be worthless
Ucenui might be competitive in that case
I would but Vortex Pennant is required for my only good legacy character
Uber relic is absurd, but 1 LP on it would be brokenly absurd
Nope not that hard š
wait i dont get it
I mean other than being from the peak of pinnacle content that I can't even do the base version of
I mean yeah it assumes you can kill it
but with how busted sentinel is
you can probably eat a few mechs that other classes die to
oh my god the uber abby gloves with max endurance threshold is insane
weavers items just unlock random affixes as you gain xp
so its rng to get what you want each time
yeah but, this unique always been like this ? i though it was a regular unique that could roll LP
ok thanks
this has to be very hard to roll the good one
guess i will stick to ucenui
eh
it depends
they're a pretty common drop
just depends on how much waevers will they drop with
i wouldn't say "very hard", i got some pretty good ones in CoF with medium playtime
and if you hit smite early you have pretty good odss of maxing it
plus the weavers tree has some nice weavers will focused nodes too
the thing is its really random while ucenui LP3 isnt that rare
i guess if i roll a good one i can play it
kinda want to try a practice run with multistrike but its gonna be so much worse then 1.2
can u numlock holy aura?
6% chance for rare enemies to drop a weavers will item in echoes
30% chance for weavers will amount to roll twice rather than once
yeah
question
Most of Uberroth drops appear to be BiS for like half the classes
yeah with the new system its gonna be easiertho
when im in the build planner on maxroll and i try to look at set items, i'm only seeing like 4 helmets etc
are there really only 4 sets to pick from or are they adding more this patch
what Im trying to cook is a version of the multistrike electrify with 100% block
not sure if possible
dont think so. but the set shards are a little different
People level sent with hammers?? Or what
there are 7 helmets total, but some of them are class specific
there is 17 sets
yea but i feel like the line where its -30% damage if below ur endurance threshold, if u have foot of the mountain and max threshold, thats a huggggeee dr
You see the changes to sets? lol
yeah they are better now
the only reason sets werent good was because you just got the affixes you got on them
set shards on the other hand have 4 more affixes on top
if you count the sealed one
How is there so few ways to get frenzy outside of being a void knight
Shield throw build looks so LIT
set shard sound pretty insane tbh, hard to consider all of the implications
also a lot of sets were tied to inehrently bad mechanics
forgotten knight set is bis for a very long time now
Were any other sets changed direction or indirectly?
the 2 sets that most saw use were last bears and shattered lance
Corsairs set is now instantly good
though a fair chunk of vk's still enjoyed the forgotten knight amulet, without the other pieces
Gum the Hlemt
@polar spire ~https://www.lastepochtools.com/planner/BOGjmKGB Thoughts?
There are a lot of problems with this build and i'm genuinely not sure where to start.
Hit me, i'd love to know where I went wrong.
Your shield throw smite and vengeance all serve the same purpose
that's the biggest one
Vengeance is proccing FW, shield throw is proccing smite.
you don't want to do both
Why not?
trying to stack ignites.
Is it just too janky?
I figured, vengeance spam, throw shield off cooldown.
the rest is pretty much automated
so step one
are you a minion build
or are you not a minion build
you can't be both
this is not how this works
No, im ignite stacking via the sunforged ignite shard, 12 FW gives you 440% ignite chance.
Minions are just there.
and acting as meat shields/bodies for mantle of the pale ox.
in that case, are they immobile and generating you ward?
Could do that for sure.
I didn't have it specced like that, but its fine to go that route.
dont neglect that energy regen node, it says nearby but in reality its been bugged for 4+ years and generates ward on you no matter how far away you are
and the ward gen is so insanely fast, you get 400 ward at all times that instantly shoots back up to 400 fast enough that it feels like you have a 400 damagw shield against EVERY hit
The plan was to test both and see which made more sense. The ward probably ends up being better though I imagine.
since they aren't gonna be doing tons of dmg themselves
not doing much damage themselves, and as long as they're immobile and generating ward across the map, they arent being hit
Makes sense.
good choice, the range exploit has existed the last 4ish years, makes it stupid strong, but because no one ever runs the nodes its never been covered enough to be fixed
Yeah, vengeance I think is viable as a main or main-ish skill for bleed or flame burst
its super viable for blame burst
i miss the old chain iron blade when you were flame bursting 3 enemies in a fat pack at the same time
You should still be able to do that, iron blade chance is still on hit, not per use
your gonna need to use a skill that generates the weapons
Is taking this node but non-directly using smite allow you to take the knockback nodes behind it without gaining the giant mana cost?
or a lot of mana
as long as you overlap a few enemies in your little hit area, also helps if you have HH as a melee proc
yes
Really? lol
you can also go the fissure route now
because they made fissure direct only as well
saves points
thats hilarious
Just makes it less easy to do, but I was doing it on 1.1.7 with no chain and it felt pretty good even at the super low proc rate
i did jav spears with smite knockback and turned the screen into pinball
Dear all, can you recommend a sentinel build that won't change much in power & playstyle next patch? Need something to tide me over until 17. Thanks.
its great if you run the exile bleed boots and have some form of slow chance, and then you're just pinballing enemies around the screen as they bleed out slowly running to you
I think smite does still get the giant mana cost, just as long as you only proc it from free sources you're good
I mean won't change much from current to next patch
probably anything hammer related?
As long as the procced version doesn't get the cooldown and cost, thats fine with me lol
what will i do with all these hammers!? tripping over yourself while carrying too many hammers
Oh that's a good idea
Never played a hammerdin in le
i hate hammerdin's in any game that supports them
Hopefully it won't feel cumbersome
They definitely don't get the cooldown, but some smite procs do cost mana. The idols are free though.
Why's that?
just not a playstyle i enjoy
Yeah i'm just using the idols, thats perfect.
getting pretty excited for this build, hopefully it isn't too too janky.
i think the closest thing to a hammer throw build i enjoyed was poe wings of entropy spectral throw that i selfmade and had fun with
That's fair
alot of helath regen based within the abilites though
Which build bob?
you're getting eaten alive by the sheer amount of dots in the game, as well as floor dots
have fun in the poison spider caves
~https://www.lastepochtools.com/planner/AV24DGdA Cooked it up just a minute ago.
Nice
Probably still some changes to make to streamline, but i feel like it should at least work
Ohhh lovely a FW build
you want some afk forged weapons fun? take their self destruct node and run a pact severance 1h axe
lol was looking at that the other day, kinda neat.
i still love that every class supports a 0 button build via Pact Severance and Eterra's Path
This is very interesting
@urban phoenix https://www.lastepochtools.com/planner/olG4r6LB
Tombs of the Erased / 1.2
Sentinel (21) / Void Knight (15) / Forge Guard (53) / Paladin (15)
āø Health: 2,628, Regen: 251.46/s
āø Mana: 186.51, Regen: 8/s
āø Ward Retention: 6%, Regen: 0/s
āø Attributes: 48 Str / 13 Dex / 3 Int / 33 Att / 5 Vit
āø Resistances: 85% / 58% / 62% / 115% / 137% / 105% / 83%
āø EHP: 6,265 / 5,355 / 5,544 / 10,107 / 6,595 / 6,265 / 6,265
āø Endurance: 20%, Threshold: 676
āø Dodge Chance: 2% (52)
āø Armor Mitigation: 64% (5,047)
āø Block Chance: 15%, Mitigation: 24% (390)
āø Fire, Physical / Spell, Throwing, Melee
āø Fire, Physical / Melee
āø Symbols of Hope (1/5,Passive)
⢠Shield Throw (21)
⢠Smite (21)
⢠Javelin (21)
⢠Forge Strike (24)
⢠Symbols of Hope (21)
Wasn't actually planning on using forge strike at all, but that global fire pen does look quite nice huh.
Thanks!
what would u recommend to aadd more health regen in the build??
and keep in mind in the build most are T5 not maxed
there is a lot less electrify that I would like on the trees
its not so much regen you need, but more health
1700 is stupid low
So you can get 2 ripostes from 1 vengeance right. So are both triggered off 1 enemy hit, or separate?
its per hit
it used to be a lot of fun against imperial watchers because they used to machine gun fire you and you'd sit on their face and spam out 20 ripostes in 2s
So if enemy is not hitting me twice per vengeance, the extra riposte is wasted then? Or do they accumulate?
wasted
but the chances of it being wasted are slim
- you can take the cant be crit node and then never build avoidane or crit reduction
Ya that's my plan as well, it's so good
Bob I've checked your build, so where does the shield throw come in? I got a bit confused on that
Basically just huck it out off cooldown for frenzy, it procs smite.
could also remove the cooldown and spam as well.
either way
I see
don't worry i fix
I did make some mistakes
In that case, when are you spamming vengeance?
it fix
enough to keep FW up essentially
don't worry
Thats why i figured the cooldown on shield throw would be fine, but it will take some feeling out to get the balance right.
Then isn't warpath better? You just summon all weapons prefight or between them, then in fight you actually spam shield throw
Absolutely could be for sure.
could also get the axe throw in there if you go that route.
soo here is whaat im playing at start https://www.lastepochtools.com/planner/A6glq9pQ
Tombs of the Erased / 1.2
Sentinel (20) / Forge Guard (33) / Paladin (60)
āø Health: 3,187, Regen: 91.2/s
āø Mana: 140.95, Regen: 12.24/s
āø Ward Retention: 2%, Regen: 0/s
āø Attributes: 83 Str / 1 Dex / 1 Int / 1 Att / 10 Vit
āø Resistances: 97% / 105% / 95% / 93% / 76% / 83% / 88%
āø EHP: 6,835 / 6,835 / 6,835 / 9,006 / 6,835 / 6,835 / 6,835
āø Endurance: 60%, Threshold: 787
āø Armor Mitigation: 51% (3,306)
āø Lightning / Spell, Throwing
āø Holy Aura (Passive), Symbols of Hope (1/5,Passive)
⢠Javelin (24)
⢠Symbols of Hope (22)
⢠Holy Aura (20)
⢠Smite (20)
⢠Healing Hands (20)
⢠Tu'rani's Bident
⢠Stormtide
⢠Elecoe's Innovation
⢠Orian's Sun Seal
keep in mind there is no blesssing or idols either so some gear may change but
this looks fun
The one big difference with having shield throw spammable, is that it doesn't ricochet off you anymore, so single target may actually suffer a bit.
Each throw would be 6 hits with the cooldown version.
is void knight going to be good this season at least or is it still the bottom of the three specs of sentinel and the bottom of all the classes?
it'll be good
full void conversion on rive and the elemental to void defensive conversion is enough to make sure it's at least viable
build recommendations
haha theres a big difference between viable and a good class
so im guesing its the same paladin hammers etc is the top
what the hell
vk is largely considered the best mastery by far
how in the world did you reach that
? last season it was the worst
The ladders always had that stupid beastmaster/rogue mage classes as top
and they were constantly one shotting bosses
VK cant do what they did
ES vks could
and what did sentinel leaderboards show?
u'd need stupid gear but yeh
dont look at other classes, just sentinel
Sentinel showed Paladin and some forge knights at top
there was maybe one vk in the top 50
and when all classes no sentinel at all
well with sentinel changes, that may change for this season
ya vk looks stronk in 1.2
vk has been behind since 1.0 because they didn't get the same boost from HH that paladin did but before that it was definitely the best
we'll see where it lands lol
it should be back though, ES is always good and rive should be fine again
I mean warpath with the scaling node should be insane depending on how long you can sustain
just wont be one shotting
ES and judgement should both be capable of 1 shotting
warpath has always struggled but i haven't taken a fine comb to the changes to it
Yeah cd will also be easier on mana. You can also alternate with forge strike on cd tbh, not sure how the rotation would be, aka how long the downtime is. 1 good thing on doing that is you can totally cut vengeance too
its basically just the new node making warpath scale to infinity
the node its always had?
Could also maybe sneak a bunch of CD recovery in as well and get that lower if needed.
lots of options either way
yeah but new vk passive can make it sustain
maw of the deep right?
unless vk's got something that lets time rot go above 12 stacks
Maw of the Deep looks cool, i like that its generic dmg too, i wanna try it with sunforged hammer at some point.
i'm just happy vit stacking rive will actually make sense, on account of full conversion
I was still playing void rive before and basically disregarding phys so this could only be an improvement
I decided to look at electrify and good grief you gotta be scrouning for that mod on items
dont u like convert things into it
For the most part, but I was just surprised given how much support is there for the other stuff
I know apathy maw is the go to for vk stuff
But i wanna do something with Black Blade of Chaos
You know what, with changes to devouring orb, i wonder if shadow beacon will finally see use
Empathica, i want you to season start as a shield rush build and tell me how bad it desyncs
I almost wanna play offline just so I can play lightning bear
Hey Amadora am i allowed to message you directly to ask something please
synergies on the sword just don't play out as well, you'd really want to stack dex to make the most of it but the applications for that are limited - you'd want some second order dex conversion like forge guard converting evasion to armor
I dont do dm's
Just pop it in here
game will be true 1.0 for me when shield rush works without a hitch
Ok ill ask and hopefully dont cop abuse like on D4 channels or POE2
What is ES and HH
erasing strike and healing hands
my cover is blown
get him bois
The amount of my friends jumping ship from poe2 to last epoch is staggering
this last patch was the best epoch ad I have seen yet
ok so what would you recommend i play, last league i played someone named Allies Auto bomber it felt ok but when i was only like 100 corruption friends were hitting 3x my amount
"Last epoch got delayed for this!?"
void knight spin to win
I've been working on this since the patch notes dropped phys crit forged weapons https://www.lastepochtools.com/planner/ALqDqZxQ
Tombs of the Erased / 1.2
Sentinel (20) / Void Knight (15) / Forge Guard (67) / Paladin (11)
āø Health: 3,393, Regen: 122.4/s
āø Mana: 327.61, Regen: 8/s
āø Ward Retention: 2%, Regen: 0/s
āø Attributes: 24 Str / 9 Dex / 1 Int / 96 Att / 26 Vit
āø Resistances: 75% / 114% / 74% / 102% / 100% / 76% / 78%
āø EHP: 14,574 / 14,574 / 14,429 / 23,082 / 15,341 / 14,574 / 14,574
āø Endurance: 51%, Threshold: 811
āø Dodge Chance: 1% (36)
āø Armor Mitigation: 63% (4,822)
āø Block Chance: 72%, Mitigation: 49% (1,941)
āø Physical, Fire / Melee
āø Physical, Fire / Melee
āø Rallying Block (10/10)
⢠Vengeance (20)
⢠Forge Strike (26)
⢠Healing Hands (20)
⢠Ring Of Shields (26)
⢠Manifest Armor (26)
⢠Phantom Grip
⢠Phantom Grip
⢠Sierpin's Fractal Tree
⢠Mantle of the Pale Ox
very newbie friendly
Oh i remember that streamer
Jesus we havent gotten a new season in ages, that feels like it was so long ago
plays itself
I mean you can play anything really, play what's fun to you honestly, unless you're pushing deep corruption you'll be fine
lol yup
If you just want a season start farmer for other builds, imo werebear is always the best and newb friendly for that
but ive always loved the void in any game i play, the void is home for me lol
Nah screw bears lol wanna play a VK
lol
vk rive is back to being beginner friendly
You can slam your face into your keyboard repeatedly when setting up werebear build and it'll still work
Unsurprised, i've got like 6000 hours in PoE 1 and barely played PoE 2.
Im still waiting for parity with bugman and bearman, bearman gets so much for so little
I always wanted to make an orbs and or echoes build that felt good. Hopefully the changes will be enough
Abyssal echoes support/healer was so much fun for me, sitting in ALL boss mechanics and healing 5000 a second
But VR mana refund is gone so that build is gone too
Thereās always cool tech that takes a bit to come out
There isnt cool tech for that specific one
i haven't tried new vr, what's the difference?
to begin with there's no longer 30% inc dmg and 60% dmg taken for 4 seconds, there's 15% dot couple-pointer xD for 12 seconds
its a combo skill
vr amp was like fully half the class ICANT
VR is a good source of frenzy now if you want that i guess
Sword Catcher + VR
75% raw damgur was lost :(
they dug up my rive build to shoot it in the head again š
its a buff
and it's likely still better than most other skills in the game bullet wound and all
going from "third strike always crits" to "third strike has double crit chance" was brutal
new vk passives sort of even it out
5% base crit and extra % chance that wasn't there before, downside is that the easiest solution is peak of the mountain which is not quite as meta as it used to be but is still in high demand
the 5% base crit there is wild
then it drops 3LP but 244% š
You say combo skill, I say I'm just teleporting around doing abyssal echoes š
ive never looked at the weaved echoes till now
this is COOL AF
i kinda wanna make an arena gladiator build and run that
yea there are some crazy woven echoes
oooo that'd help me get my Immolator's Oblation for my build
i grabbed all the loot lizard nodes because dopamine
Oblation is a boss drop, this lools like it's for soul gambler only
yes its a boss drop, but i couldve sworn you could get it off the soul gambler too
Nope, but there are the 3 soul gambler only uniques that that should help a lot with
i think there was a weaver node or 2 that mentioned boss specific drops, i'll check those instead then
They really did cook for this, enabling the ability to get things from other content, even a trickle for people who dont like that content is a good move
Like, you have to grind it out, but it's at least a chance, especially if you are a dirty CoF player
and imagine, weaver tree will most likely get expanded upon with each new season as new things come out
because theres a node that makes it so loot lizards can spawn alongside champions, i have all the increased champion spawn rate nodes, as well as the double champion spawns
and holy crap my maps are going to kill me
wow I forgot how much electrify HH can get
https://www.lastepochtools.com/planner/A8dawYVA
alright, my season 2 starter, fire paladin, volcanus
Tombs of the Erased / 1.2
Sentinel (30) / Void Knight (20) / Forge Guard (5) / Paladin (58)
āø Health: 3,034, Regen: 182.32/s
āø Mana: 270.51, Regen: 10.4/s
āø Ward Retention: 2%, Regen: 0/s
āø Attributes: 8 Str / 1 Dex / 1 Int / 66 Att / 6 Vit
āø Resistances: 112% / 112% / 112% / 82% / 94% / 83% / 84%
āø EHP: 8,390 / 8,390 / 8,390 / 11,088 / 8,831 / 8,390 / 8,390
āø Endurance: 60%, Threshold: 1,385
āø Armor Mitigation: 46% (2,767)
āø Fire / Spell, Melee
āø Immolator's Oblation (20/20), Frenzy, Holy Aura (Passive), Symbols of Hope (5/5,Passive)
⢠Smite (20)
⢠Healing Hands (22)
⢠Vengeance (24)
⢠Symbols of Hope (28)
⢠Holy Aura (20)
⢠Volcanus
⢠Logi's Hunger
⢠Falcon Fists
⢠Immolator's Oblation
⢠Orian's Sun Seal
⢠Orian's Sun Seal
Those would be good nodes if you were trying to get access to the secret lizard level, if such a level existed. But it doesn't, of course.
I wanna use Volconus so badly but everything I make with it just doesnt work becaue those spikes are just not worth it
honestly though, should prob drop the health regen blessing for the stun chance one
Big Arena -> Champs -> Lizards
oh my lord stop
i almost want to now
but i hate arena's
i'll make an arena specific build next
i do love my lunge missing health gladiators
They arent Arenas anymore. They are lizard pits. Do the lizard pits
i'll make my alt an arena glad
I love stacking lunge recovery and just regaining like 1500 of my missing hp
people really skip out on it, and its so disgusting
it's like a forgiveness button
actually, those idols might be even better now, I gotta look at what they can roll now
and now i can pair it with orian's sun seal + divine flare symbols 20% max health heal??
cant make a true gladiator without the fighting chance gloves
HIT ME
arenas are gettin buffed anyway then you add ontop that you can shorten them by 2 waves and replace em with super arena's which guarantee champions
yea i just prefer running through area's instead of sitting in 1 spot
i'll make my alt an arena gladiator
friend says you wanna spec your weaver tree according to getting the currency and leveling up the faction for a while first, and then respeccing it later
I might do the chaining stun hammers for areanas
In arenas, the loot comes to you. Itās like the doordash of shinies.
Anyone know if you need devouring orb on your ability bar for it to autocast itself with the Abyssal Rush node?
if not then gonna fit in a free nice rebuke
isnt sentinel ULTRAnerfed after volatile reversal? im leveling and missing it dearly
I mean yeah definetly
That's how it always works with these kinds of systems
Max out point generation first to unlock all asap
i dont think so, almost every skill got buffed to compensate for not needing volatile reversal anymore
No no no it's definetly nerfed
Don't look at the 10m dps timerot or onetap ES, never mind the fact that Paladin is still functionally immortal or that FG might have viable builds to it
why did they need VR before? (I'm new to sentinel)
VR was a reset all your shit button for every sentinel build
"FG might have viable builds to it" maaaaaan
FG has viable builds
vr was a damag multiplier of like 2.4x on the high end
it prob just has more now
i made like 6 hardcore forge guards that got to 90+, they were great defensively at least
depending on the way you built ailment forge strike, you could bleed pop anywhere between 2-8mill damage every 5s
Like FG isnt bad by anymeans, just needs some tweaks to bring it in line with the changes that VK and pally got this patch
it has viable builds, but i'll still say EHG has no idea wtf they want to do with FG
it should be pretty good now, the passive changes will carry
i can see a couple nodes that might not even last the season
too bad forgemaster's might is all the way in right field, kinda makes the leveling wonk a bit
thank god vk's cant get it
the downsides are such you wouldn't want it early anyway
just imagining Apathy Maw with Bulwark of the Abyss on a VK
just on the other side of the mastery fence would have been nice
Just do that on FG tho =) Big doom
in reality, yes, especially on forge strike


the best of builds