"Forgemaster's Might" 2H Weapon and Shield new node questions

I plan on making a WP build utilising this node, with a 2H Sword (likely Volcanus), and a shield for its defensive layer and the buffs granted for FG with one equipped. (alot of these buffs may drastically change, but I expect nodes relying on 2H and seperate ones relying on a Shield to be present in sentinel trees.)

The node itself causes:

  • “20% Less Damage for You and Your Minions”
  • “10% Less Attack and Cast Speed for You and Your Minions”.
  • “Haste Instead Grants +10% Added Block Chance”.

Im wondering if those who are alot better than me at making builds/understanding the maths behind damage calculations can answer me. Are these drawbacks worth it?

I know it may be hard to objectively say without being able to experiment with and utilise the node yet, but based on your understanding, is this a node any 2H FG should take. If it isnt, are there any specific skills/builds that would benefit from it while others would not?

While DPS will almost definitely be lower than if you were to just use a 2H Sword, do you guys think the passives reliant on equipping a shield, but mostly the defensive layer of block would make that DPS decrease worthwhile?

I look forward to hearing from you all! <3

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You might want to give this thread a read:

A bit further down the line, there is some discussion about this node.

What I think EHG is going for with it is that it won’t always be an auto-pick. For some builds a 1h will be better. They are trying to balance things so that you can play for either.
But until we get to experiment with it (or, at least, get the full patch notes and updated trees) it’s going to be hard to say how much it will be worth or not.

I expect in some builds it might be a great improvement, but not in others. And you’ll probably have to build into it.

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It depends on what you want to do with your build.

In general you can say that any current 2H build has chosen to use a 2-Handed weapon for a reason.
If this reason was “to maximize my damage output”, then Forgemaster’s Might is not what you want. If the reason was something else, then it could be an improvement for your build.

Things are similar if we look at the passive from Warpath’s point of view.
You could say that Warpath offers different specializations for different masteries of Sentinel. For Forge Guard, the specialization is to summon Forged Weapons, which would indicate a minion build or hybrid minion/melee build, and in both cases this passive will hurt your minion damage output, so that’s not very good.

To me, it feels like this is more of an upgrade for builds that already had a shield, since now they can go from 1-Handed to weaker 2-Handed and keep their shield.

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Or if you feel that you’re a bit squisher than you would wish to be with a 2h weapon & want to use a shield as well.

Just a quick observation, with some maths…

Volcanus gives +90 melee damage according to Lastepochtools.com

The highest +melee damage unique 1H sword is Chronostasis with +54 melee damage

Reducing Volcanus’s +melee damage stat by 20% brings it down to +72 melee damage instead of +90

It’s still a lot higher melee damage than the strongest +melee damage unique 1h sword Chronostasis.

Obviously there are SO many other factors to consider with a comparison like this, like attack speed (also impacted), other affixes on the items, etc … But it would appear that the drawbacks may be worth it.

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Does the node specify that only a shield can be equipped? It would be interesting using a staff and catalyst on a caster.

Might also be some interesting stuff with Shield Throw. Who knows what all the new items will bring.

No staves and catalysts. 2h swords/axes/maces/spears + shield

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That node just by the 20% less damage and attack speed seems really bad, haste is one of the biggest increases to damage you can get, the fact that it changes haste to block is even worse as you can no longer increase attack speed. Just from the haste alone it seems to make a 2H worse than most 1h weapons. So for that alone its not worth it

Haste is movement speed, frenzy is attack/cast speed.

Only for ailment builds, for hit builds you’d hit slower but significantly harder.

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it is incredibly unlikely that they would add a new node that is completely and utterly useless, no matter how niche. Especially not with a node that completely changes how you choose to gear a character.

While yes, it will undoubtably have drawbacks, there will be builds that benefit from it. and as Llama said, haste doesnt do anything for dps.

Sorry brain fart, yes haste is only movement speed so it just means you are a slow joke. The slower attack speed and lower damage combined are massive, unless you for some reason like a skill that sits there and builds up while getting hit. To me if it had one or the other then it might be decent, when you stack both of them then it its way below the line for acceptable. Way to many enemy skills ignore block to heavily focus on it moreso when you have to have both block chance AND block effectiveness so you must heavily nerf your build more to add both of those. The devs have added a few nodes that are nothing but a detriment to the actual skill but people still pick it for the feels even if makes it objectively worse. Also making a node absolutely garbage except for a 1% niche skill is a horrible design plan.

It’s not that big of a difference. Two handed weapons have significantly higher hit damage, they’re just not good for ailment builds on account of the lower hit speed.

Only ailments or skills with the DoT tag.

Not really for Forge Guards, they’ve got relatively easy access to block passives.

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I’ll have to disagree here.

There’s only up to 16% block across Sentinel passives, with a 5% node that’s excusive to Paladins (and a 3% node exclusive to FG).
Similarly, Block Effectiveness nodes feel rather weak at 50 B.eff per passive point or less, especially with nodes like Stalwart (Sentinel) or Honour (Paladin) where it’s just B.eff and nothing else.
FG is basically forced to invest into Ring of Shields if you want to have a decent B.eff value.

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When comparing 2H weapons to their equivalent 1H weapons, the 2H are often 2x the damage. So a 20% reduction is almost nothing… The 2H will still do way more damage than any 1H with this node.

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That would be incorrect, its 20% less damage and 10% less attack speed, combining those two it is quite a bit more than 20% reduction in damage, then it also removes all haste so you are at base movement speed reducing your clear speed by a massive margin as well as being able to move out of bad areas. They need to either remove the less attack speed or drop the less damage by 10%. As Psojed said you are forced to spec ring of shields and even then you are also forgetting the fact you need to really gut your damage to make block worth it with the node. I personally hate the fact they broke block into block chance and block effectiveness it wastes so much by making you spec both since they also take the place of other, much better stats on your gear.

In the past, I made a forge might, weapon master.
It’s runs really well.
Not so fuking good, because you have do spend a lot o points in minion damage and minion Heath (specially health)
I think the easiest way is using 2 handed weapon with the set of sun forge and the node that give to your minions ignite (and double with 2 handed)

Forge master was always good.
Btw using 2hw you can take the skill void clave, that have a ignite bonus to your minion.
With all these skills you can easily archive a hundreds os ignite in a boss.

But when you archive some corrupt maps, the builds seems little weak.

There’s only 1 Minion Health passive, and it’s been like that for years. Are you perhaps talking about affixes on items?

Considering you mentioned minion stats in your post, it seems you used the Sunforged Set in a minion build?
If so, that probably wasn’t a great choice, because the Sunforged Set doesn’t have any benefits for minions. Instead, it works fairly well for a Forge Guard focused on Smelter’s Wrath or Forge Strike+Detonating Ground.

You are right, for the endgame I changed que sunforge to a 2h with a flat minion damage.

Yes I’m talking about the affixes. The weapon needs a thousands of affixes in minion flat damage and minion health.
Because I’m corruptions maps, they die too fast, more fast than you can create.

All you really need is to give them Health Leech :wink: I think that’s the most comomnly used solution. Alternatively, you can also heal them with potions or healing skills.

Yeah, but I remember when the corruption goes high, it’s becoming a little difficult.
But now, they will rework sigil of hope skill. Maybe now will be more easy to ad some damage to minions.

I haven’t tried using healing hands skill. Maybe it’s another solution, constantly healing the forged weapons.

Btw they reworked a bunch of sentinel passives skills l. Let’s see what’s will coming out