Manifest Armor suggestions

Manifest Armor is cool and has 1 or 2 fun builds, but I think it falls short of its full potential. The stat multiplying gimmick is very cool, but I think it falls a bit flat when you end up theorycrafting item combos that are all different ways of scaling essentially the same (Shield Throw) build rather than opening up actual different builds that play differently. These are some suggestions to liven up the Manifest Armor tree with a greater diversity of build paths.

Initial observations:

  • The Shield Throw/Manifest Armour build is good (both strong and fairly nice interactivity) but there is a conspicuous lack of alternative ways to build the skill
  • In particular, we’re missing
    • Viable builds focused around the pet’s subskills
    • Viable tank/retaliation builds
    • Interactivity + competitive synergies with melee builds
    • Some minor stuff like ignite being at all viable in any form
  • The 4 core stat multiplier nodes are super strong and set up a lot of cool interactions. The 4/5 points on the weapon path are also pretty obligatory due to the large damage multiplier and the number of important stats that can only be found on a weapon.
    • That is to say, there are 20-21 amazing no-brainer points to invest in like the first 6 nodes. It’s almost like you need an exalt +skill level helmet before you can even think about the rest of the tree.
    • It’s partly redemed since the itemisation interaction works out to be super interesting despite the lack of flex in the tree.
    • But it means that nodes deeper in the tree need to be much stronger and more point-efficient to be compelling.
    • Imo it might be good to make the Titan Mace (weapon) node more accessible since it’s hard to imagine being willing to skip it. eg. reduce the prereq to 1 or 2 points in the prior node.
    • It might also be good to lower the point cap on some/all of the 4 big stat multiplier nodes, to encourage exploring the rest of the tree.
  • Whirlwind Strike and the Dash boots Charge are just super clunky. They’re often even worse than no skill at all by causing the MA to run away from targets it could be hitting. Besides just buffing the skills, there needs to be a little thought put into how to make motion skills play nicely with a dumb minion.
  • It’s in the nature of MA that new uniques will open up lots of cool stuff, potentially increasing build diversity and node viability without any changes to the tree. However imo the gap between Shield Throw and any other way to spec MA exceeds the reasonable limits on what itemisation can/should do.

Let’s run the numbers on just how much of a gap we need to cross:

  • Manifest Armour attack rate: (MA base numbers from LETools, may be a little inaccuracy depending on the interpretation of “20% less attack speed” - does it apply to base AS or just IAS?)
    • With Wing Guards: 3.2/s
    • Exalt AS weapon: ~2.5/s
    • Exalt AS glove: ~2.76/s
    • Combine everything (including a legendary wing guards): ~~5.8/s
  • Shield Throw interaction
    • 2.4 AS → 3.8 throws/s → 11.4 procs/s with ricochets (reasonably achievable)
    • 3.4 AS → 5.4 throws/s → 16.2 procs/s with ricochets (requires some exalts and/or buff stacking)
    • 5.55 AS → ~8.8 throws/s → ~26.5 procs/s with ricochets (meme chase build, at or close to maximum AS attainable)
  • Forgebreath rate
    • Base: 0.33/s
    • With BiS CDR helm: 0.6/s
    • With helm + Anomaly CDR aura: 0.7/s
  • Whirlwind rate
    • Base: 0.1/s
    • With helm: 0.18/s
    • With helm + Anomaly: 0.21/s

All that is to say:

  • Both the baseline capability and scaling potential of the Shield Throw interaction dwarf all other DPS sources.
    • This is semi-reasonable, since you dedicate an extra skill tree + your character’s actions to get there.
    • On the other hand, altho MA scales with the same items as you, in practice achieving worthwhile MA DPS tends to require choices that significantly reduce your own. At that point you’re basically obliged to run Shield Throw to win it back. The multiplier is just so much bigger.
  • Basic attacks/itemising melee AS are not awful, they’d only need a moderate boost to be pretty good. It would be neat for a basic attack spec to be competitive wtih Shield Throw for overall DPS, but that needs to be balanced by requiring some interaction or very involved itemisation from the player.
  • The subskills would need significant buffs to deal a relevant damage share relative to basic attacks, let alone the titanic Shield Throw output.
    • Forgebreath in particular is really underwhelming due to the high point investment.

Changes suggestion: (not an exhaustive plan to perfect MA, just the ideas I’ve had that I thought were good)

  • Dash Boots:

    • Move to the current position of Lethargy
    • Replace Lethargy with a new node in the current position of Dash Boots. Slowing attackers is just not useful imo.
      “Impetus: 50/100% chance to reset Dash Boots cooldown when the Manifested Armor kills an enemy” (alternative: Smaller chance to reset Dash Boots CD when player hits with an attack. The key thing is that the dash should be getting used a lot when MA is rushing from enemy to enemy in a target-rich environment)
    • Remove the area damage component of Dash Boots (making it a more Lunge-like dash)
    • Rationale: Dash Boots would need to be quite strong to be worth the points since the pet gets very good mobility from multiplied boots. But in practice it’s quite weak since the minion won’t save the CD for the most useful moment. Providing a way to bypass the CD solves that issue, in exchange for giving up the AoE damage which isn’t super useful in practice.
  • Warstomp:

    • Add “100% to taunt when using Whirlwind or Forgebreath.”
    • Rationale: For something like a taunt that you may want to account for in your tactics, per second random procs are awkward and unsatisfying due to their inconsistent interval. This change adds a predictablee pattern and potentially increases the value of these weaker subskill buildpaths. In tandem with the suggested Whirlwind changes, melee builds will be able to access the taunt most frequently, which seems fair and adds some build differentiation.
    • Also, taunt should probably be a 1 point wonder since it’s generally useless in the hardest combats with bosses.
  • Whirlwind

    • Each melee attack used by you or the Manifested Armor advances Whirlwind Strike’s cooldown by 0.3s. (triggered attacks do not count)
    • Make the movement component more like Warpath, so the MA can stop at/orbit the target it’s currently hitting rather than rushing through targets and reducing its DPS relative to not using it at all.
    • Rationale: Whirlwind weak; MA autoattacks too weak relative to Shield Throw triggers; player melee has little synergy/interactivity with MA. This is an attempt to fix/improve all these things in one go.
    • Whirlwind might need some buffs on top of this, not sure - it’s quite hard to test as it stands right now.
  • Forgebreath nodes

    • Forge Fire to to: “Forgebreath causes existing bleed and ignite stacks on affected targets to deal their damage immediately. +100% Forge Breath CD.” (or just double in speed would be okay too)
    • Rationale: 100% ignite chance on a 4.5s CD is nothing. And the idea of increasing the CD is unappealing for a DPS spell - even if it you didn’t lose DPS overall, less frequent casts would make it awkward while clearing. On the other hand a strong utility effect could justify a CD increase.
    • Add 100% ignite chance per point to Bellow. (retaining existing benefits)
    • Rationale: This node has to be really strong to be worth 5 points in such a deep part of MA’s point-starved tree.
  • Thornmail

    • Change to: “On hitting at least one enemy with an attack (including basic & triggered attacks), Manifested Armor is damaged according to its own damage reflection stats. This damage can trigger Fire Nova.” (maybe just the flat reflection, bringing in % reflect probably works out to be quite messy)
    • Rationale: You already have an interesting + strong source of Damage Reflect from the chestpiece stat multiplier, you don’t need 2 further nodes dedicated to obtaining it. Rather what’s really lacking is a way to use this stat + make it a workable basis for a build rather than a very niche gimmick. This specific approach has several perks:
      • Complicated build dilemma with diverse scaling parameters - you need reflect, you need to be able to survive the self-damage, you want spell scaling for Fire Nova. It makes currently neglected the tank nodes interesting & it’s not free power for the more attack dmg focused builds that are already good.
      • The mechanic naturally has lesser synergy with Shield Throw without the need to strictly exclude it, since attacking too fast would just overwhelm the MA’s ability to heal the self-damage.
      • The resulting spec still retains significant funciton as a reflect build and will excel the most when a reflect build should, when it’s getting hit a lot/very hard.
    • There may be some tuning required to the triggered Fire Nova to balance this spec + to make sure there is a benefit to investing in reflect stats (can you trigger multiple Fire Novas from a hit that deals >200 damage? Maybe the nova damage and area should scale if the hit is large enough? Self-damage should probably count towards Fire Nova at reduced rate, so that achieving 1 nova per attack requires some investment)
  • Misc

    • US and UK spellings of “armo|u|r” are used interchangeably throughout the game. You gotta commit, people.
    • <Facetious demand that all unique affixes & procs are implemented for MA.>
    • If MA could use procs, someone might actually use Alluvion. In a build. Imagine that.
    • I can imagine this or something like it is already on a to-do list, but it would be really great if the character panel had a way to show our minions’ detailed stats, so that it’s possible to see which affixes are working without extensive testing.
    • It would be interesting to have some totally new nodes focusing on MA as more of an assistant rather than a damage-dealing independent unit. For example allowing the player to trigger the Fire Nova on receiving damage while MA is alive (using MA’s offensive stats or their own?) Or a new subskill related to healing/sacrificing to save the player.
    • Hopefully the buffs/aura skills can also be developed in ways that produce interesting interactions and affect how you think about your pets. This is some very valuable work since it can do a lot of good for multiplayer too. Whether it’s with players or minions, I hope support skills can introduce some distinctive gameplay and not just be stat inflaters.
1 Like

Thats quite a lot of feedback on what I consider one of the few very good almost complete skills / skill combinations in the game so far… In fact, I found it quite surprising how much you consider needing changing…

MA is stable, been unchanged for a while especially when compared to other skills that have been tweaked almost every patch, yet is still an excellent skill that is capable of pushing high end-game content in a generally fun playstyle…

MA requires some clever interactions to attain the best performance and a whole counterintuitive setup that requires you to change mindset to boost the MA in specific ways and gear setups rather than your own character… I find this an excellent way to balance how strong you make the MA vs your own character…

There are very good ways of making MA a dps monster oneshotting most enemies and other ways of making it a damage absorbing drone… and each approach is counterbalanced by sacrifices you have to actively decide to make wrt your own character…

New uniques etc, all make very interesting variations to MA builds - I especially enjoy the “out of the box” possibilities that skill interactions with gear and mix-matching other Sentinel skills allow variety… using gear like Prism helms or stacking bleed and instant damage with VK skills …

Sure there are individual nodes that could be incentivised more and others that dont really have any effect and so could be changed but quite honestly, MA as a skill is very good in my opinion.

Honestly… Its great that you have provided this feedback but I am not sure MA actually needs much changing beyond a few node updates…

Forgestrike & Forged Weapons, by contrast, need a lot more work to bring up to MA standards imho…

2 Likes

I agree that MA is a more successful design than many others right now.

But I disagree with the chain of thought that gets from there to “MA should not receive attention or improvement right now”.

I hope that LE will eventually have many “great” skills, that realise the full potential of the skill tree system and support diverse buildpaths and playstyles.
I don’t think that’s achieved by improving all skills slowly.

Rather, it’s critical to define great + set the standards for future work. Working towards a known standard with examples is much more efficient than muddling around without a clear reference point. Ie. every skill that can be brought up to the “great” standard becomes an exemplar and provides a crucial momentum boost to the goal of eventually achieving that kind of quality for all skills. To that end, imo some of the highest value work possible is on skills that are decent/good and have an obvious pathway to being much better. It’s those skills that can potentially lead the development of all content to the highest possible standard.

That’s why I’m making suggestions for MA (decent, with potential to be great with small changes) rather than a skill like Forge Strike that probably requires a much more significant rethink.

3 Likes

I agree with some of the points you two make.
At the same time I also think that MA needs a remake.

Yes, the skill does work. It’s super strong and relatively safe!
But those are basically all the positive points about the skill, at least for me.

What I noticed about the skill (and I am by no means an expert):
The shield throw + sweep combo is very strong.
I played it mainly with an exalted spear, Leviathan Carver and Apathy’s Maw while the last one is my current setup.

The problem is, that’s all the skill does… you throw a shield on the MA and it does a sweep attack. Gets boring pretty fast (at least to me) and its only saving grace is the fact that it’s so strong!

Another thing is the movement of the MA. Why does it run around like the floor is ice?
And why can’t its AI decide if the enemy on the edge of my screen is worth attacking or not? It changes its mind just before reaching the enemy, getting stuck in an infinite loop of uncertainty.

But what I really dislike about the skill are all the “attacks” that you can give your MA.
As @Hashashiyyin said, it feels like 90% of the nodes are mandatory!

I tried to play a MA with Whirlwind and it was soooo bad!
Also it seems like cooldown reduction does not work on MA (at least for Whirlwind).
Putting on a helmet with T7 cooldown recovery speed did not change the cooldown of Whirlwind, even tho the values should be increased by 300%. (This was pre 0.8.5 so I don’t know if this changed).
But I guess that’s another affix that isn’t supported by MA, just like every interesting unique affix on unique items ( Alluvion was already mentioned itt but can be replace by any other unique with an interesting ability).
Also the Whirlwind skill itself is pretty pathetic. Sounds harsh but it hits soooo slow in such a small radius and for such a short time with a very uninteresting visual…

I feel like Blast Forge is equally unplayable.
Maybe some MA with Blast Forge enthusiasts can weigh in on this.


Without having given too much thought about this, here is what I personally would think about changing:

  1. Split MA into 2 (or 3) possible specs.
    1. A damage dealer
    1. A minion that can be used to buff you
    1. (A pure damage sponge)

The first spec wouldn’t be too different from the current version, just reduce the amount of nodes you need to really make it work and buff Whirlwind and Blast Forge. Maybe even add another active damage skill the MA can use. Another way would be to remove the “active” MA skill and add more “passive” support for other skills, similar to the shield throw + sweep combo.
Like add support for Smite: When you cast smite on your MA it will do a fire breath attack, similar to what the Voidfused Forge does. This would fit both the fire theme of smite as well as the whole fire/forge theme of Forgeguard.
If smite was converted to Lightning it could do something else like cast “Lightning Blast” at X enemies nearby or get a lightning shield that retaliates with lightning damage.
If it is converted to Void it could cast like a nova similar to abyssal echoes around itself.
You get the point.
Different attacks that still fit the theme of the “trigger”.

You could also think about synergy with Multistrike. If one of the swords hits your MA, it does like a big sweep attack with a giant sword in front of itself or something like that.

It would also be cool to have synergy with Forged Weapon. Give it a node that allows it to consume your Forged Weapons to get certain boni and special attacks or more powerful versions of its attack.

There are so many possibilities to make this skill interesting and create thematically fitting synergies with other skills besides the current shield throw interaction.


The second spec would be to use the MA as a temporary buff for yourself.
This would work really well if the MA itself would look cooler (cough MTX cough).
The MA would still walk around with you and attack enemies, etc. but there could be a node where you can “activate” the MA and it basically “fuses” with your character so you become a big hulking juggernaut for a certain duration, buffing your skills and/or adding more unique effects to them. One basic example would be to simply buff the damage of Warpath/Multistrike/Reave and increase the Area/# of swords while you go full Powerranger/Bankai/whatever.

This version would also allow for synergies with Forge Weapons to further buff yourself (both in terms of DPS as well as in terms of style :wink: ). Like if you also consume at least 5 forged weapons you get buffed and also get a bigger, shinier and just more bad-ass version of your weapon.


The third version is the simplest version.
Just increase its defensive capabilities.
Add more ways to have it taunt, retaliate, stun, etc.
I don’t really think a version like that would make sense as most Sentinels are usually already pretty tanky, but it would be another possible route to go.


I think this skill has a lot of potential but, like most Forge Guard skills, seems pretty lackluster. Some of them have nice visuals already but the synergies and the uniqueness of them could be way better.

These are actually a problem with all minions to some degree and not specific to MA as such… I “complained” about these specifically in a thread some time ago… The running on ice issue drives me bonkers and has been the cause of more than one death in high corruption monos… The AI is almost as irritating…

I like where you are going with this… just dont know how the devs feel about the skills - I have a feeling they dont want to commit to saying if a particular skill is their “gold standard” yet… but it would be good if they could put a line in the sand soon because its going to be a continual never ending cycle if they dont - revamp one skill and all older skills then tend to feel odd and then they continue the cycle… Its already happening on a class level with the newer classes getting much more attention and feedback and the older ones (already having undergone revamping) now seem meh by comparison…

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