Hello, after playing more than 330 hours with the least played (and also the least powerful) Forge Guard class, I feel confident in offering my suggestions. Small adjustments to talents and passives that can revitalize and bring powerful and fun builds to this class.
I fell in love with the “fantasy” of the class, its design as a mastery is really good. The problem, in my humble opinion, is that it seems that some small details were missing to enable the mastery to reach the levels that other masteries reach much more easily. I can guarantee that from the beginning I tried to create my own builds and on this journey I was able to notice details that would make all the difference.
So, without further ado and being more objective, I will put these details into topics:
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The first and most important change would be in the defense of minions.
I can guarantee you that it is impossible to make a build with Manifest Armor that can have good DPS and survive mechanics and damage (especially from BOSS) after 1000 corruption. It will take a one shot every time. To be able to hold out, you need items and talents that offer defense and when you seek this, you give up items and talents that offer attack. Once you increase the defenses (armor, resistance and life) of the minions, I’m sure it will open up a range of possibilities. -
Still on the Forge Armor skill: another good possibility for change would be to change the number of points needed to go from the “redistribute steel” skill to the titan sword. Needing to put 3 points and then putting 1 point so that the minion can use its weapon really makes you lose some adjustments that would perhaps make the minion have more ways to survive while still being able to give good DPS. Putting the required points into one would help a lot, or even swapping the talents around. First you get the Titan Sword and then you can get “Redistribute Steel”. Following the same objective, bring the “Bulwark” skill to before the “Self-Repair” skill or even rework the “Self-Repair” skill since life regeneration is useless if you constantly receive “one-shots”.
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About the Healing Hands skill, which is a skill taken from the paladin skill but which we all know has been very popular and effective due to the large amount of protection provided: adjust the “hand of aurelus” talent so that instead of activating Healing Hands with direct use of Smite, activate it with direct use of spells or throw attack. I can guarantee that just this slight change would make a lot of difference in creating effective builds using, for example, “shield throw”.
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Many people want to play with the “warpath” skill since it is a signature skill of “warrior” lovers in games. Allowing the Healing Hands proc during every Warpath channel would also open up this possibility. This can be done with a simple adjustment to the “cleric’s hands” and “unbroken prayer” skills.
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The “smelter’s wrath” ability is simply unusable at the moment. However, the idea of charging time so that it uses a high DPS attack is a great idea for the class’s fantasy. However, this needs to be really effective. The impact of the ability needs to be greater for it to be worth pressing this button.
My suggestions would be to rework the talent tree, increasing its damage even further and adding the possibility of proc the “Rebuke” skill while charging. This would probably make it a viable skill. -
Forge Strike costs a lot of mana.
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Understanding the more “tank” side of the forge guard mastery, I miss a little more utility. A small rework of the “shield ring” skill so that it generates buffs for allies or grants protection instead of healing would also make all the difference for high group corruption progressions. Decreasing your CD a little more would also make it much more viable. I love playing as a tank class in all games and I can guarantee that for RPG lovers, having the possibility of playing Tank in an ARPG would be a huge difference when playing with friends. This skill has great potential for this, as shields provoke nearby enemies and forge guard has a lot of defense potential with its passives.
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Would be great to have a passive on Forge Guard allowing you to use Void Cleave with any weapon equiped since you have talents to buff Minions with it.
Well, those are my opinions on this class. Again, I’m not talking after playing 1 day with the class. I played every day for many hours since launch and these are the things that I could see that would make a big difference in bringing viability and fun to the wonderful fantasy that this class represents. After all, he is the Guard of that Forge that we all use to make items.
If you support these suggestions, please help reach developers so they can think about it.
See you in Last Epoch,
Songx.