I was hoping to get some discussion going about the unique Azurral’s Fury. Sentinel got a lot of work done and I missed out on the initial rework of Forge Guard so Season 2 should feel really fresh for me.
I have always been really interested in Azurral’s Fury but the hurdle to build around it always seemed to high. Now with the changes I think it may have a real shot at being a build for Season 2.
My current theorycraft for the build would be this:
https://www.lastepochtools.com/planner/QqZMaGRB
It’s based around capitalizing on the insane amount of attack speed Vengeance can reach along with the new fire and damage nodes it received. If mana on hit works while the Falsewater Fury Mana drain buff is active it should reduce the cost from 20 to 0 mana depends on rolls and affix tiers. This could lead to a fairly long buff of +100 flat fire damage before the mana drain kicks in.
Outside of finding out how to beat the mana drain the build is fairly straight forward now that more auto cast functionality has been built into the skills. Javelin auto casts Smite, Vengeance auto casts Healing Hands, and Symbols stack themselves now. This leads to a lot of flat fire, % damage damage, and flat healing without having to press a bunch of buttons.
Has anyone tried this unique before? Have I gone to crazy on the mana? I don’t think defense will be an issue since Vengeance is supplying a huge damage reduction buff alongside the polished Sentinel suite of defenses. There’s probably some polish needed some where though.
*Update 4/15
New Build optimized around mana regen and Azurral’s Fury uptime:
https://www.lastepochtools.com/planner/Q0azLY3B
After some testing with Azurral’s Fury I’ve come to the conclusion that it’s not worth it for the build I have in mind. Some information about Azurral’s Fury and how it interacts with mana to start.
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Nothing seems to be able to recover or reduce the cost of mana from the Falsewater fury buff. I’ve tried on hit mana with Vengeance, -9 mana cost to melee skills using the Sentinel relic + Foot of the Mountain, and secondary mana recovery like hammer of want + multiple hammers in the hammer throw tree( a bit clunky).
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Melee skills that trigger other melee skills trigger Falsewater Fury per skill. This means if you use healing hands and trigger it with Vengeance you burn 40 mana a hit instead of 20.
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Sentinel hits around 480 mana 20 mana regen, and 19 mana on hit in average gear fully geared toward mana and recovery.
What does this all mean? My current build would hit around 6 hits a second fully buffed. The amount of hits is doubled to 12 hits per second because of healing hands. 12 hits per second * 40 mana = 480. Conveniently around the sentinel mana cap.
The recovery period however is 19 * 6 + 20 mana regen = 134 mana regen per second. It takes roughly 4 seconds to fill back up to max mana.
This equates to an uptime of 1 second for every 4 or 25% uptime. 25% of 100 flat damage would mean any fight of length has the belt being only worth around +25 melee fire damage.
Meanwhile I give up almost 200% increases fire damage and 15% attack speed to reach optimized mana and regen. My conclusion being the pay off isn’t worth the sacrifice.
I think a strength and attunement stacking build using the Vengeance mace, Renegade’s Will and the Smite on hit sword Palarus’s Sacred Light will offer a better pay off.