FG feedback as a minion focused player

Ok, first of all I tend to play summoners on most games, and LE does a great job at giving each class a diferent spin in the archetype, but FG feels weirdly inuintuitive, even if its my favorite archetype. Also, this is feedback from a semi casual player, so it may be garbage since I don’t reach C300 in most characters (mostly because its a very long process)

First, the way I see it, each summoner has a way to scale damage and survivabiliry, and usually these systems instersect, but not for FG. For example

  • Necro: Damage can be scaled by number of replaceable minions. Their deaths can be used to fuel skills or give ward. Ward and minion damage is dictated by int, so scaling int, and having an army of replaceable minions is useful to sustain damage/ward.
  • Beastmaster: Not very familiar with the class, but the way I see it, you have a set number of companions that benefits from your damaging melee skills, so you have to constantly deal melee damage, giving them more damage. Your melee attacks scale with Str, minions scale with Str, and you can use that Str to boost life leech damage in the frontline.
  • Ent Druid: Multiple spellcasting minions with vines, using few companions to keep other minions alive and yourself alive. Healing efficency and shared spell damage are useful, so as HP and mana to keep your Spriggan form and casting a limited number of totems/vines.
  • Falconeer: Single minion that scales with your dex mostly, so you can glasscannon entire packs. Not very used to it, but the scaling of dex and evasion is the first thing to upgrade.

So in each case you have a stat that helps you survive and build damage, by casting and killing minions, buffing melee minions wihle leeching to survive, keeping healer/caster minions by investing in health efficency or just yolo dex. At least at first sight.

FG is very weird, because you are presented with armor and block as means to stay alive, but neither strenght or blocking helps his minions in any way. The best you can do is either boost equipment directly and increasing attunnement, but these are not related with each other or surviving. Therefore the passive tree should have more synergies besides the attunement to add armor to DoT mitigation. For example:

  • When you block your minions gain frenzy for X seconds
  • Your armor mitigation increses minion damage to a cap
  • 20% of you block change value adds to minion critical

Second, forged weapons and manifested armor have diferent melee damge types, but the tree only gives them physicial melee,. So you are inclined to increase phys damage because the huge boost from the passive tree, but their skill tree favors fire skills. So, in my opinion, the FG passive tree should be agnostic in their melee bonus damage, so you can build a more phys minion build (with the manifested armor and the bonus damage from the armor), fire damage (with manifested weapons and the more damage node from manifested armor) or void experimenting with VK equipment.

Now, the minions in general have issues. Forge Strike is a skill that is not usually used to summon weapons, since the cooldown, speed and damage are suboptimal compared to warpath, rive or multistrike. Then, the weapons are used in mass, so the damage from the skill is very inconsistent, ramping wildly because weapon generation/weapon deaths, feeling more like a chore to upkeep. They are autoattack minions, that clumps in single enemies, wating their limited lives in useless attacks a lot of time. A few ideas I have:

  • Nodes in the tree to make weapons self refresh, either from killing, granting reset timer on nearby wepon death or by other conditions.
  • A node to make less weapons, but more durable and using a larger cleaving attack
  • A node to make the weapon autoattack with your rive skill, or using periodically void cleave, benefiting from your skill tree.

An example could be a new node, that changes forge strike to a void strike that manifest greatswords/greataxes with void conversion, very long duration but limited to 25% of your maximum number of weapons, and use their own version of void cleave each X seconds

Manifest Armor is very fun skill, but have the problem of feeling clunky in the way it deals damage, since it haves a wonky pathfind AI, and its attacks are very unimpactful unless you spend 4 skill points to give it whirlwind, 3 for thornmail and 3 for titan sword, and just then it feel it does some mele damage. If you go the spell route, most of your gear would be wasted, since no other FG skills uses spell damage, and then you have to spend like 14 points to have a slow, somewhat poor spell. Then, you have to sacrifice attunement/vitality from equipment since is useless to the Manifested armor even if it’s useful for the class. Finally, there is no integration with void damage, unlike paladin or sentinel skills. A few ideas I have:

  • Less nodes that increses effects from equipment (like 3 points that give 80%) so you can spend more on other nodes
  • Nodes that grant the MArmor attacks from your skills, like shield throw from shield node, rive from sword node, warpath from boots node
  • Nodes in each armor slot that gives some benefit from atrribute (for example: atrribute points in the helmet counts as giving 1% increased AoE per point)
  • A void conversion node (fire and phys from the skill tree to void), so you can benefit from the multple +voidspell damage from VK uniques.

Ring of shield feels extremely weird and lacks synergy from stat or skills.

  • The healing should be an aura passive with an active pulse and both it and the damage aura should benefit from more normal shield stats, like incresing damage/ healing efficency from resist, regen, block chance/ efficency, or similar.
  • Their behaviour should be affected by blocking, like shield bash or healing pulse on block.
  • The buffs should last the same as the pulses cooldown, so you don’t feel each 4 seconds you are more vulnerable for 2 seconds, feels weird.
  • A fun node could be give your MArmor it’s own mini ring

It has been noted that INT for Necro bulds is the best stat as it improves minion dps and minion health AND ward for the necro himself. Where as for say Shaman based totem builds attunement only boosts minions and does nothing for shaman defense.

What are shaman defenses? it’s a class I haven’t played.

I played Shaman on this run and compared to first time playing Falconer on this run too, that thing is weak as heck. Low DPS, some bad passive and skill nodes, and feels you have to work so hard to have a good build on the gear and high level. It was easier leveling up the Shaman as an alt when I had OP low level gear shared but the experience on Monoliths wasn’t great and I’ve kind of stopped around level 85-86.

Unfortunately for us Primalist mains, comparing a Falconer to a Shaman is like comparing a Ferrari to a Toyota. The Toyota will get you where you going but it ain’t no super car… Falconer has been OP since it came out.

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you can get some damage reduction in the beast master passive. you get armor with totems and resistances with totems on the shaman passives. Various armor and health for shaman passives as well.

I went through your post, and I found several mistakes.

FG has so many armor sources that even if you don’t use STR, you can still have very high armor.

But more importantly, FG scales his minions with equipment.
I’m not talking about minion affixes, I’m talking about player stats like flat damage, attack speed and % increased damage, health, health regen and many others. It’s written in the skill descriptions :slight_smile:

I would say FG is somewhat similar to Beastmaster, minus the annoying companion limit.

I would say it does directly relate to each other when your equipment directly affects you as well as your minions :wink:

No, they don’t. They’re both physical.

No, it doesn’t only give them physical melee.

Not sure what you mean by “the spell route”, you’ll have to be more specific here.

But in general, Sentinel has multiple skills that use spell damage, plus several melee skills with spell damage procs on them.

This sentence didn’t make any sense to me.
Manifested Armor directly scales with Attunement, so it’s definitely not useless to Manifested Armor. Vitality is primarily a Void Knight stat, so you wouldn’t be focusing it on FG in the first place.

I suppose he’s talking about specifically building Manifest Armor into the spell route, with the “Blast Forge” node, not generically building Sentinel as a spellcaster.

The biggest problem is the forged weapons. They dont get your armor like manifest armor. And their ring is currently bugged making them better then they really are. if we assume it works as intended and 2 phantom grips max rolled gets you 200% of glove stats added to the forged weapons, you can get a little it of armor or alot of damage, but not really any great health for them. Cause hybrid health for example on gloves is great for players and extremely weak for minions.

The main issue I have is mostly with the disconnect of attunement on FG minions. Feels like they should have shifted it to strength when they redid FG since he has a lot of str focus now.

Manifest armor is a good minion because he is easy to resummon, and gets more slots to work with letting him get a lot of flat armor which goes a long way for minions.

Where as forged weapons are squishy, take forever to summon, and scale with a stat you otherwise dont want to build(attunement)

I think it really just is as simple as making strength the stat for hp/damage scaling on forged weapons and manifest armor and the minions would feel more coherent with FG passive tree.

Well, if you go Blast Forge, then you kinda are generically building Sentinel as a spellcaster :smiley: you still want Cast Speed and flat spell damage, only your overall stats will be different and more minion oriented.

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I’d say giving armor to Forged Weapons is a bad decision.

Unlike Manifest Armor and Ring of Shields, Forged Weapons aren’t there to stay, they’ll die in seconds, and get resummoned in seconds aswell. Next, have a look here
https://www.lastepochtools.com/planner/Q98jvO5A

Those gloves will only net you 666 flat armor at maximum affix values, so even if you spec into Shield Crafter and Infinite Bulwark, you’ll still only get to ~5,3k armor, (2,6k armor with not bugged 100% glove stats).

This is completely false, as their health not only scales with character level, but also Attunement, which also scales your Forged Strike. Then there are dozens of minion health bonuses if you know where to look. Your Forged Weapons can have 53000 HP if you wanted.

PS: If you are a minion first build, and your minions are dying and take “forever to summon”, it’s player skill issue :wink:

yes but the line of “they scale your gear with you!” is wrong in that aspect for forged weapons. Minion health on gear does not help me the player.

And if you are a minion build your forge strike does 0 damage anyways because you have invested into a bunch of minion passives. Hybrid builds dont work, and never will until there is an item/mechanic to let you share into minion damage.

Forged weapons have 350 health, gain 11 per level so at level 100, they have a baseline 1450 with a staggering 1000% minion health. they have 15950 health. There is no “more minion health” on their tree.

1000% minion health also eats up half a dozen more affixes from you further restricting your ability to scale your own stats.

Attunement also conflicts with minion damage stats, offers less return on damage or health, and offers no backup stats. The reason other minion builds scale strength or int is because those stats have secondary bonuses that make it attractive to stack past what it does for the minions.

Attunement is just a terrible garbage stat that offers you nothing for stacking it outside of a singular passive in FG(which is actually not that bad, but again we are not gaining much else, where as shit like strength stacking on beast master gives you minion stats, armor, and regen)

I dunno, the problem with forged weapons is how you summon them, if you go the lazy warpath route, you get 1 per 2 seconds. that is not enough if you go with the “they exist to die alot” and if you go with forged strike through a mechanic like multi strike forge strike its pretty much too slow as well while also needing you to go into melee.

if we compare forged weapons to any other temp minion, they just suck outside of the cheese damage strats they currently have because of the bugged ring.

There has no been a forged weapons build guide made on LE tools since 0.9, because no one really plays this archetype past casual investment because like all temp minions and even more so, they just start to die too easily. in a boss fight like abby if you cant just nuke him I can imagine how frustrating it is to try and keep the weapons alive.

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I use minions from FS only for debuff, in this case it is usually armor shred. They don’t die, because I spam FS all the time, so I have always 3 guys up for shredding the armour.

This is the link to build that can comfortably farm 500-600corr, and eyes for abberoth:
https://www.lastepochtools.com/planner/Q98kdDPA

Note that my gear is now insane, as I invested in this char ~500hours of CoF farming :vulcan_salute:
So this is IMHO not the stuff for the casual crowd… although it could be easily geared for let’s say 300corr and basic bosses.

When someone says that minions scale with player stats, it doesn’t mean every player stat you come up with must now be helpful to both player and minion.

OP’s point was that FG has only Attunement as a stat that would help both the player AND the minion. That is not true, slapping attack speed or health on gloves will help both you and the forged weapon minion.

But I could also argue that Minion Health is helpful to both, because it solves your issue of forged weapons dying, providing you with up to 12 meat shields that tank incoming damage for you.

I understand not everyone has the capacity to make a hybrid build work, but that doesn’t mean no hybrid builds work :wink:

And once again, if you are a minion first build, you don’t need FG to deal damage.

They also gain 11 health per point of Attunement.

Last time I checked “half a dozen” doesn’t equal “three” :smiley:

https://www.lastepochtools.com/planner/BGde57jo

You mean the damage stat I don’t need on the player character, because my minions are my damage source?
And you mean the health which STR also doesn’t provide?
IDK man, you seem to be confused.

Well, Aaron thinks it is enough, given that he made a 1.1 Warpath Forged Weapons build with 0% minion health :smiley: And I also think it is enough.

So maybe give us your build link or better record some gameplay of yours so we can see why summoning Forged Weapons with Warpath isn’t good enough for you.

Oh, I see, you’re just assuming there’s some kind of cheese strat. No, there isn’t. :smiley:

edit: I searched for the bug and it seems the bug is something else than I thought.
This new information however didn’t change my stance on forged weapons though, I still think they are very comparable if not better than the minions from other classes.

There are four since 1.1 that use Warpath, and more that don’t use Warpath.
PS: you have to watch the videos, not read the written build guides.

So I searched forged weapons aberroth on youtube and this is the first result, I don’t see the weapons dying:

Sure if we slap The most optimal gear in to every slot and go “look at my build on paper xd”

See all those yellow numbers? he is abusing the fact that phantom grip currently gives the weapons stats from EVERY gear slot, which is why he is using face of the mountain an item that normally does nothing for his build here. He is just rolling the boss through phases because he is using broken items.

Guess ill just ignore this topic until the big fix so we can actually see builds that are not bugged.

Which is irrelevant, because your point was that Forged Weapons cannot stay alive during the Aberroth fight. :clown_face: The video clearly shows they can.

I’d say your decision to ignore this topic is for the best.

Yes “I dont need hp when I kill abby in 2 minutes flat on a bugged build”

“This build sucks it has 800hp”

posts video of bugged interaction 1 shotting abby “haha see it does not”

Im fine with FG staying shit you can defend it all you want while the only people who bother playing its minion portions are only doing so because its bugged and or are snap shotting like the guy leading in arena rofl.

My literal only suggestion is to shift the minion scaling from attunement to strength which makes more thematic and balance sense.

Last time I checked Forged Weapons have a base duration of 20 seconds, which can be boosted up to ~46 seconds.

So yes, posting a 2 minute Abby kill is relevant.

I’m only dispelling the incorrect assumptions you and OP have posted :smiley:
Dropping suggestions is okay, but if you’re dropping suggestions because you don’t understand how it currently works, don’t be surprised if nobody acts on them. It’s not the builds’ problem if you have no clue how to build it.