It’s pretty awful that it isn’t, I run into instances where I can’t get out of telegraphs fast enough because I have no movement ability often enough that it actually irks me. I don’t see a real reason why this movement skill is the only one that requires an enemy target. It feels bad.
That’s all, just something I noticed playing a bunch of paladin. It’s not great that every other class has a movement ability they can use without investment to avoid telegraphs.
You could always use Shield Rush (with the node that makes it not need a shield if necessary). Or the Javelin/not-lunge combo. Or Volatile Reversal (though that requires you to have a much better awareness of where you were 2-4s ago).
I honestly do not care about this skill, but I would like to know what is the purpose of this game convention.
How is this skill fundamentally different from other similar ones, in order to have a targeted initially system.
I understand that there are nodes that change this, but if you do as the author of the topic suggests, it will introduce an imbalance or what?
I’m not exactly sure why. I guess developers don’t want sentinels to be too mobile?
It’s a bit tricky to avoid instant death attack from bosses without movement skill that can move freely. I have to use a lot of +X% movement speed items to deal with that.
We do get the unique helmet Paranoia that makes Lunge no longer requires a target.
Volatile reversal does not really work like that since it only rea)y moves you where you were 2 seconds ago (without investment) so probably going to be on top of the boss. Shield charge on builds that use a shield sure, but every other class can just slap their move skill on their bar unspecialized and jump, dash, or telepirt out of telegraphs.
It’s just kinda blah to tax sentinel specifically.
Honestly, I’m glad there is some difference in how the movement skills function between classes. Sentinels don’t have to use Lunge as previously mentioned, also, does no one use Rebuke?! I typically build my Sentinels to be a little more tanky (for the thematic aspects) and just use Rebuke to survive a bunch of stuff. The Sentinel has plenty of options for the issue at hand. Let’s not homogenize all the classes please.
Having the necessary tools to navigate boss mechanics is not homogonizing it is having the requisite design space for interesting boss mechanics, lunge (or shield charge w/o a shield) being usable to escape telegraphs on the most melee focused class seems like a no brainer from a design perspective, unless the design is that they simply ignore oneshots but then that is not being clearly communicated, and they need to point out that you will need more defense than normal thus less damage.
On the other hand, the current Lunge ensures that you and the target will be in melee range after Lunge. I guess Lunge is meant to be an offensive skill by default instead of an evasive or utility skill.
Perhaps there should be a node that removes target requirement?
I don’t think that movement skills are necessary. I’ve not yet done a boss fight where I felt like I needed one, and have done most of them without one as well. Thinking about it, on the Primalist and Sentinel I rarely ever have a “long range” movement skill or untargeted movement skill equipped. There’s plenty of other ways to move out of telegraphed attacks.
I always have the primalists jump skill equipped, always. It’s actually made 2 of my recent primalist (one druid one shaman) playthroughs feel awful because spriggan form just feels clunky and awful. No amount of tankiness is a substitute for simply not getting hit.
This is clear when you fight a giant undead bone dragon who slows you before a massive aoe one shot that even with 1500 life max res and a huge amount of armor I can’t survive. So the only option is run out, but I cannot make it out in time if I have any of the slow stacks on me, as my options are “run, die, or completely rework my build to use a shield, or different helmet.”
Its the biggest reason why that spell annoys me.
That corpse emperor AOE thing is pretty massive and does a lot of slow.
Its just annoying to have to run in and out of it and the other classes have quick things like teleport or dash or fury leap to get out of it without needing a special item or a special build, no investment necessary except a skill slot.
Shield Rush you can’t throw it on your skills and just use it unless your using a shield, so two handed melee is out, but so much of the damage increase stuff is doubled for 2handed weapons, its worth it. So you have to skill it and put points into it to have it with a two handed melee build, or you have to use lunge.
Lunge you have to target an enemy, if there isn’t one when EOC starts his channel, your walking. If you were standing next to him cause you were fighting him melee, well now you gotta hoof it and hope you get out in time.
Either one requires you to put it in your skill bar and invest points into it for it to save you, except for running equipped with a shield, which mitigates a bunch of damage.
Every other class has an ability that they can throw on their bar and just use without needing to invest points and deselect another one without needing a specific set of items on the character.
Thank you for actually understanding the crux of the issue that was spelled out instead of offering a bunch of solutions nobody asked for that don’t satisfy the criteria put forward.
Pro tip for avoiding EOC’s bomb as a melee build. Get cleanse on potion use as a prefix on your belt. Even a tier 1 prefix gives 100% chance to cleanse all ailments. This costs mostly nothing since most belts get a single dmg mod for prefix and the other is pretty free.
EOC usually roars to apply 3 stacks of slow before channeling his bomb. The moment you see him roar, pot up and haul ass. Additionally, cleanse is VERY useful in high corruption against poison, armour shred and chill.
Trust me, having 4 pots to cleanse all ailments makes a night and day difference on any build.
I use Glyph of Chaos to reroll my belts until i get the 100% chance to cleanse ailments on potion use and then I try to affix lock it to my belt. That thing is so worth it. I got it on my ranger 5 belt and use it with like a 40% chance to find potions too. Constantly dropping potions with haste on potion use is really nice.