Forge Guard Skills and scaling. Suggestions

This season I wanted to try Smelter’s Wrath, I got some gear, but when I set out to try it, I noticed something… SW does not scale with attunement?

The weird tags are killing Sentinel for me, like Forge Weapons not scaling with Strength.
The lack of fire skills, why doesn’t Rive and Multistrike have fire conversion, it would be so darn cool. All in all it’s an amazing fun character, but Forge Guard seems like such an after thought at times, it’s mind numbing. Would love to see a slight rework.

Suggestions: Fire conversion for Rive, as it has many fire nodes anyway. Strength tag for Forged Weapons, maybe even its own skill, this could be put at level 20 and Smite could be moved to level 5 for Paladins, Symbols of Hope could be moved to 20 or 25 too make it a bigger investment for other specializations to get as it is a massive damage boost.

Forge Guards class passive bonus could be changed to work around endurance or block, like 20% of maximum health as endurance threshold, maybe even more as a scaling of current health, How cool would that be? 30% of health when you are full health, but as you lose life it goes down to normal levels. I don’t know, great season so far!

How about a node for Rive that lets you replace the third strike with Judgement, Erasing Strike or Forge Strike if they are off cooldown (picks the one which is specialized or higest level).

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That would be cool. Since those skills are all locked to specific masteries it could just pick the one to cast based on mastery.

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Phantom grips give necrotic damage, the one element that is not in the FG skill tree. Makes sense to me. Other than being ghosts, it’s not very well executed. :stuck_out_tongue:

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