Eterra Monthly: Feb. Edition 2026

Bro that chart really makes it pop aye.

Unreal! From personal exp I’ve never tried warlock, spellblade or sorc so I can’t comment but I do play a ton of rogue and sent and know both FG and BD need help. FG needs a rework, hard. It’s supposed to be this ultra tank class and yet you’ll find VK’s well, one of them currently running 80k corruption and paladins also running super high due to their (better) tankyness and life leech and resistances, insane. FG comparatively has terrible damage output / clear abilities. To me (VERY personally) I hate manifest armor it’s the worst minion by miles in the game (sentinel shouldnt have minions), it really does nothing unless you bounce shields off it. Infact Shield Throw is the only skill but you’ve gimped it out to need manifest when really it should just collide with terrain/objects and ricochet and then have some actual decent nodes in the tree for it. FG, YUCK! - sorry for personal opinions, not meant to trigger a response just feeling sad for FG and its current state of average skills, damage ability and over all look.

/Wall of text over.

I wonder if this effect can be triggered by other burning daggers or itself. I tried to make a burning dagger build triggered with heartseeker, scaling only throwing damage with the Pillager’s Gold, but the DPS was not competitive with the Dragonsong hybrid attack/spell/throwing build.

Did anyone else notice that the Corrupted idol is a SENTINEL Idol with a PRIMALIST affix (bees per 10 seconds)? If it’s not a mistake that implies some potentially interesting possibilities…

(Edit to say that I’m bummed to not see buffs to the Halvar’s set proc, which I posted about recently. Hopefully they’ll still consider it and maybe it’ll show up in later, more thorough patch notes. Still hoping!)

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Can’t wait to try some of these new improvements for season 4!

Some of the buffs to uniques have to be tested out to see how they fit in to builds, but these are a good start. I’ve often wanted to do builds with uniques but a lot are just so underwhelming that it ends up being disheartening when you try them out.

I was excited to see y’all listening to feedback about trigger limits feeling bad, but I am a bit disappointed that the response was to simply raise the limits on a few underutilized uniques. I personally would prefer to see triggered effects balanced through their chance or condition for triggering.
Having the maximum possible triggers per second dictated by the item, rather than my build choices is really boring and kills most of my enthusiasm to play trigger based builds.

Only 1% of players are Forge Guard and even they don’t use Shield throw. Keep in mind you need to use Manifest armor to use it which is part of the problem. Also just to get a fire shield throw build up and running you need 36 level shield throw and realistically 45.

We need to clean up this entire tree so it’s playable just like hammer throw from the early start. No minion needed to bounce shields off of. You don’t need insane plus skills to get extra ricochets just bake it into the actual skill.

Soon as you choose shield throw it bounces off of you, it has the +4 extra ricochets and no CD. Get rid of those nodes. Next reduce some of these 5/5 nodes down to 3/3 and increase their values.

I desperately want to play shield throw some day but it’s impossibly frustrating in it’s design.

Since no one uses it I hope it’s getting completely reworked soon. It should be an easy Sentinel favorite skill to use across all specs. Who doesn’t want a captain america build. Hopefully a massive rework is coming. Also one for FG too.

PS - FG is either a minion build or it isn’t. Just make Forged weapons permanent minions and as soon as you choose FG you get 6 forged weapons to fight besides you at all times. Stop dancing around the idea and just give FG the proper love and fun it should have. Also make forged weapons untargetable like falcon. Have them be these spirit weapons you manifest because you are FG.

Please fix the FG mastery to something useful such as Armor increases damage for you and your minions. Strength also increases the damage for you and your minions.

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Literally +1 and also circles back to a post I just made in feedback - please dev’s listen to the uh, I’d say hordes but there are apparently only 3 people in the world playing FG, jokes aside PLEASEEEEEEEEEEE FIX FGGGGGG

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Nice changes to Wildfire Embers, will be curious to see how it lands. Hopefully you also have fixed its bug where skills cast by Wisps were not affected by skill tree and also improved its other stats (as just Ignite proliferation won’t do much against bosses and pinnacles like (Uber) Aberroth that don’t have adds).

Also - even your own statistics (shown as circle graph in post above) confirms that Forge Guard, Bladedancer, Sorcerer and Spellblade are all underrepresented and likely undertuned and in need of buffs / improvements. Hopefully all of them get them in Season 4 and neither would need to wait for Season 5 that could be another 4-6 months away.

Thx, now I see how stray I am in my mastery choices :sweat_smile: S3 builds of mine(corruption):
1 Lich (1200)
2 Necros (1000) both non single minion
1 warlock (1000) + 1 in progress (?)
1 crappy blizzard runemaster (750)
2 spellblades (1000)
2 sorcerers (1000 n 1200)
Beastmaster is unfinished (1100?)
1 crappy tornado (800) n 1 juicy scorpion (1200) shamans
1 druid (1200) not a cactus brainrot
—-not touching falc—
2 marksmans (1000)
1 bladedancer (1200)
1 VK (1000)
1 pal (1100)
3 FGs (1000, 1000 n 1200) :sweat_smile: and last one is crazy low hp FG with shield rush jamming and high mana cost
It feels good to be offmeta :smiling_face:

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I think its because they are trying to avoid the PoE pitfall that this game also will have.

if you remove the limit to proc rate, it will just be warpath for everything. As it doubles attack speed. So if everything else can get 5 attacks per second, warpath gets 10.

You can do some weird jank stuff like, “well it only procs half as often” then people will complain that warpath is getting unfairly treated and they cycle will loop like this forever.

I think its acceptable to have trigger caps, as it means you build a character that is more then just “proc as fast as possible and ignore every other mechanic”

its just that the proc limits are laughably low currently.

We should be looking at minimum 3 per second for most of these. so like on the tidal wave sword you would need a decent chunk of attack speed to hit 3 hits per second. probably a legendary roll and maybe some glove speed or passives in tree etc. but then you can invest in other stats. if you remove the limit then make it chance based, attack speed is just the only stat you wanna chase.

With the current limit of once per second, the skill is just useless however. where as even if magma shards is bad, having played a magma shards build, its def one of the better procs.

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Your last video is very cool)

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You might get more traction if you post it to discord or reddit, the devs don’t post here much.

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If you need any help knowing what to change, these class stats just told you everything:

Shaman (again) and Sorcerer first, as neither are being used with their own class skills, then Forgeguard and Warlock, because their player rates are atrocious. but at least their class skills make up their most used ones.

In fact, I’d say Shaman is the worst offender, as it’s just being played as better Druid. Remove any synergies being used to make Shaman better Druid from the game so people actually play Druid to be Druid, and buff, AGAIN, totems. At least Sorcerer, while not playing a single class skill, is playing it’s own build.

In fact, if it’s not a crime to say this, want to make totems great? Stop treating them like minions. Make them scale with player stats, same as the rival game (POE 1, not 2). It’s just a thing casting for me (I still remember the day of Shaman having a self cast Thorn skill, the Thorn Totem is precisely what I said), it has no life other than the little while it stays up. Remove those horrible “totem resistance” masteries from everywhere possible as no one is picking those up in any circumstance, their resistances should go up with skill level, reaching maximum by level 18 to 20.

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You can also share your thoughts on our Feedback and Suggestions forum too as we gather information from there weekly.

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The problem is that EHG discusses and provides more information on those other sites than on the official LE Forum. So the person who posts on those sites are more likely to hear something than on here.

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While I agree, TBF, there have been more staff posts in the past week or two than in the past year. Which feels kinda damning IMO.

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I agree, and it’s good to see, but with the track record I don’t see it continuing very long. It would be nice, but I am doubtful.

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I’m curious if you’ve actually played a trigger build in PoE. In spite of what you seem to think, they aren’t actually just “proc as fast as possible” let alone “ignore every other mechanic.” The only builds in LEpoch that would be likely to chase procmaxing in that way would be DoT builds (which is an issue already inherent in the design of LEpoch’s DoTs)

I could agree with the sentiment of “it’s just that the proc limits are laughably low currently” but that would require that the proc rate be hit arbitrarily high (eg ~60 triggers per second just to mitigate unintended mechanic abuse).

Another potential angle for balancing triggers is mana. Many of the strongest triggers right now either don’t cost mana or can be made to not cost mana. For example, Aftershock Idols for primalist would be absolutely broken if they were made to not have a proc limit in their current state. Add a mana cost for the aftershock triggers of say 10 and it becomes prohibitively expensive to run 4 aftershock idols without investment into mana.

In my experience, the current state of triggered effects is that there are a few that go on every build they can because they give free damage without any build arounds and the rest are effectively unusable. I would like to see triggered effects as something powerful to build around, but weak and not worth using without building around.

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I mean yeah, but poe has trigger limits. its cooldown locked.

And you eventually run out of cdr you can stack. poe builds cap at like 12ish I wanna say with maxed out awakened coc builds. 12 per second.

And coc builds have historically been nerfed on chain cause they were broken strong.

Which because LE takes a lot of design from poe, but trys to make a little more casual, and lower the power scale in some aspects, it makes sense that we have like 3/sec triggers, vs you know, 12 a second.

Your personal site needs to be your primary and foremost place to get feedback from as well as the primary and foremost place to provide info to us as customers.

It’s like writing into the void here… it’s repeated over… and over… and over nigh universally and still you guys seem to be too tone-deaf in that area to realize what is being told.

In that topic we’ve lost any sense of reasoning long ago and by now it’s just sad.

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