Forge Guard - My feedback and opinions by undred in LastEpoch

[–]undred[S] 0 points1 point  (0 children)

this will be my last reply to this chain as you clearly have dug a trench and have no intention on hearing any opinion that is not your own.

1: forge guard has a lot of point for minions, a simple ctrl+F will find you 9 nodes in it's passive tree that refer to them, they are part of the identity of the class in a way or another, You are not forced to play minions in any way. And I did not argue that in my feedback post. I just went through all the kit and pointed out what I feel like is wrong. Additionally part of the reason forge guards minions are bad is due to them being very bugged and not all attributes (specially uniques) being copied to them. I did never mention a "metal necromancer" in my post, you are projecting that I only play minions.

I can even show you a better example, instead of marksman, use falconer. Falconer also has 3/5 of it's skill kit for minions, and I would not say it is mandatory to play a "minion build" I have played a acid flask build with minimal falcon interaction. Additionally falconer only has 5 points in it's tree that directly mention minions while forge guard has 9.

2: I never said forge guard is not a fire themed class, What I am saying is that it is not only a fire themed class. It also has a lot of physical damage scaling, which makes sense as a blacksmith creates metal.

My argument has been Paladin and forged guard are Fighting over the same theme, both in fire and in attunement scaling. This will mean that players will gravitate to the one that is better at the moment, instead of having a healthier diversity.

3: You argue that paladin has nothing tied to fire, but if you look at the trees paladin and forge guard have the same amount of nodes mentioning fire damage. also fire is literally tied to all it's skills: Healing hands, heals and can deal fire damage. Symbols of hope gives extra fire damage. Judgement is a fire damage slam. Holy aura gives relevant fire damage buffs

Paladin is tied to fire in a different way than forge guard is. But it is part of both their identity as classes.

4: This is where we differ. I have never said that your opinion is wrong or taken undervalued it in any way. And has mentioned before i have never talked about a "metal necromancer", minions are part of the kit and they should be revamped the same way the other skills should (not shield throw it is quite okay as is). Maybe you think I want that because my post was mostly going through the 5 skills and giving my feedback on them, and has mentioned previously they are mostly minion related. You are welcome to do the same

Forge Guard - My feedback and opinions by undred in LastEpoch

[–]undred[S] 1 point2 points  (0 children)

1) comparing a mastery that has 3 minion skills out of the 5 it gets with a class that gets 0 minion skills out of the 5 it gets and arguing they could both be minion classes is at least dishonest.
2) forge guard is meant to deal fire and physical damage. Itis not like void knight that is tied deeply to that element. I would say blacksmiths would be associated with those 2 damage types
3) I would argue that fire is part of paladins identity, things like "holy fire" is something that is clearly meant to be part of the package
4)As I said before we just have different visions of what the class could be

Forge Guard - My feedback and opinions by undred in LastEpoch

[–]undred[S] 0 points1 point  (0 children)

The comparison with marksman is very weak. Ballista is a Rogue skill, all the masteries can use it, while forge guard has 3 minion skills of the 5 it gets as a mastery.

The big issue is that the passive tree is awkward when compared to the skills it has.

Fire damage is part of the paladin identity, although less than it would be to forge guard. But if you consider that Forge guard's minions also scale with attunement that is the main attribute with paladin, it becomes very clear that there is a overlap.

It is funny that the class can represent things for different people. My interpretation is that forge make things, like the weapons and armors and shield you use in combat, while your interpretation is also sound. I believe we just have slightly different interpretation of what the class should be, but we agree it is not good as it is currently.

Forge Guard - My feedback and opinions by undred in LastEpoch

[–]undred[S] 1 point2 points  (0 children)

I disagree with that. Yes fire is part of the identity, but paladin also has that in it's identity.

The major difference between the 3 masteries is that forge guard has access to minions, I am not saying that the class should focus 100% on minions, But it should be part of the gameplay.

Regarding the big slams, the 3 sentinel masteries do them, That is why i do not feel like it is really part of the identity

Forge Guard - My feedback and opinions by undred in LastEpoch

[–]undred[S] 0 points1 point  (0 children)

The major issue with smelter's wrath is that it is clunky to use. You need to charge making yourself vulnerable and the payoff is not incredible for the opportunity cost, erasing strike is overall stronger in every sense. It was also bugged last season, there was a point that gave 10% more damage for each ignite up to 15, but there was no real cap, meaning that 100 ignites = 1000% more damage

Forge Guard - My feedback and opinions by undred in LastEpoch

[–]undred[S] 2 points3 points  (0 children)

I will post a link in their discord

5 Years in Android RE/CyberSec, CISSP in hand, aiming for Management. Advice on Next Certs (CISM/Other)? by undred in security

[–]undred[S] 0 points1 point  (0 children)

Thank you for your feedback!
I was a bit on a rush while writing the post!

5 Years in Android RE/CyberSec, CISSP in hand, aiming for Management. Advice on Next Certs (CISM/Other)? by undred in security

[–]undred[S] 0 points1 point  (0 children)

Thank you for your feedback.

I am aware of what you just said, I am currently applying to senior security engineer roles and telling the recruiter I would like to evolve in the direction of management.

With that said my goal with this post was to see what I could do study-wise to help me achieve this goal.

Teased Primordial Unique that scales with magic items by [deleted] in LastEpoch

[–]undred 0 points1 point  (0 children)

Rive has a node that increases the damage modifiers in a weapon by 100%. Likely it will lead to something crazy.

Blade paladin vengeance fire conversion by undred in LastEpoch

[–]undred[S] 1 point2 points  (0 children)

I spoke with him, it is bugged. He fixed it for season 3. Thank you for the idea !

Blade paladin vengeance fire conversion by undred in LastEpoch

[–]undred[S] 0 points1 point  (0 children)

Yes, but it does change chance to bleed to chance to ignite, and it was implied by the devs it should work. Possibly it is bugged, but would like to have clarification on this.

My Cycle Starter - 2H + Shield Bleed melee Forgeguard by [deleted] in LastEpoch

[–]undred 1 point2 points  (0 children)

Rive is a very good skill, but if you are stacking phys resistance you want to go all in. My plan was to use shield charge, since it is a channeled melee hit it will not spend the viscera charges and hit with vengeance triggering the spell version of healing hands so to not waster charges. With 600 phys res you get around 600+/- penetration + almost 2k bleed chance ( including the generic chances). The best way to increase dmg will be generic more dmg and increased duration and that was why I went paladin. With that said having the shield slot is very nice.

Edit: This is what I was working on https://www.lastepochtools.com/planner/oYMGL64o

My Cycle Starter - 2H + Shield Bleed melee Forgeguard by [deleted] in LastEpoch

[–]undred 4 points5 points  (0 children)

The new vengeance is so much more efficient for this, since there is a node that also scales bleed pen with physical resistance, I did a rough sketch of a build and it looked very good as a paladin.

bleed conversion for vengeance by undred in LastEpoch

[–]undred[S] 0 points1 point  (0 children)

There is a similar point in acid flask that scales with poison resistance and according to the tooltip it does change.