I’ve build a physical rive build, but despite the amount of investment, compared to the void rive that was showcased https://youtu.be/WDiiAFFzU8o I cant seem to reach 6 digits of damage
Wishlist
On the ‘Weapon Specialist’ node on Rive, it has ‘Void Damage per Vitality’, ‘Fire Damage per Attunement’ which both synergize with a lot of the Sentinel kit but ‘Physical Damage per Dexterity’, theres nothing in the entire kit of the Sentinel that synergize with Dex.
Would it make sense to change it into ‘Physical Damage per Strength’ instead?
The first strike of Rive has very low range and most of the time misses being inconsistent with the attack range of the second (Iron Reach) and third strike unless the character goes point blank range, would it not be better if ‘Iron Reach’ also improves the range of the first strike even if half the value of the second strike (+50% area)
the ‘Projection of War’ node falls off highly especially with all the melee investment since it is not a “melee”, would it not be better if the wave attack of this node is given the “melee” tag?
for the ‘Healing Hands’ just to give it synergy with ‘Physical’ having a new passive node next to the ‘Seraph Blade’ to convert its Fire Damage to Physical Damage and its Attunement to Strength, this is to give it more build diversity and not just Void and Fire. (with a bonus of changing its visuals to spraying blood instead of fire)
I hope all these minor number tweaks (most of them anyway) are easy to add in with out the need of waiting for an entire league. thank you.
Oh you’ve choosed Paladin, I missed that. There is some more dex synergy in forge strike tree. Could you provide a link to letools with your setup? I will take a look.
The place where you are checking your damage numbers is important.
You can see it in the video too. On Abberoth he’s hitting 6 digits, but 30 seconds into the video he’s in an echo and no longer hitting 6 digits.
Your attack speed seems very low for a Rive build, otherwise there’s not much you can do apart from increasing the numbers you already have.
My opinion on Rive is that it lacks general damage multipliers. Any time you don’t go the 2-handed route, Multistrike beats Rive. Not sure about the new Vengeance
There was a post about cadence elsewhere, where I made this table comparing third strike Rive damage to damage multipliers Multistrike gets you when specced fully into more damage.
PS: And that’s not talking about the benefits of the new Bladestorm node
He’s playing Void, so he has extra % more multipliers from VK and from Devouring Orb
And finally his skills can Echo, while yours cannot.
Should be pretty obvious why he deals more damage.
They decided to give Rive a special node that doubles bonuses from 2-handers, so logically 2-handed builds will always perform better with Rive than dual wielding.
Feel free to propose a different solution to them.
Since you’re not disabling third strike, Grab Coup de Grace node in Rive. Remove that Energy Wave.
Grab Weapons Master 5/10 in Forge Guard.
In Void Knight, grab Void Corruption 5/10.
Consider dropping Lunge and taking Abyssal Echoes. It also has physical resistance reduction, but on top of that it gives you a buff that increases Attack speed and most importantly gives +20% more damage vs. blinded. Abyssal Echoes also blinds, so that’s a free damage boost.
You can use Healing Heands or unspecialized Lunge for movement instead.
Get yourself some better gloves. Good old Eternal Gauntlets with T7 attack speed. Falcon Fists are an option if you want a quick legendary with even more speed. Immortal Vise are the endgame choice.
Get Siphon of Anguish (Leech, Doom ailment source), get Shattered Chains (% more melee dmg vs. doomed).
PS: Boots, Vaion’s Chariot for allround boost, Blood of the Exile for attributes, Suloron’s Step for max DPS if you can solve the negative.