The Descend node on smite right now applies it’s steep mana cost even when triggered by others skills like judgement. Would it be possible to add a requirement for it to have to be cast directly in order for the cost to apply? that way you wouldn’t have to choose between the two nodes.
Holy Aura:
Passive node:
Guardian Angel;
a guardian angel blesses you with an holy (protective) bubble.
When enemies hit you it heals you for an amount and it does spell physical damage towards the attacker.
(the damage scales with spell damage, physical damage and increased healing to make it more interesting to scale)
(the heal part scales with health regen)
4 sec cooldown.
4 second duration
3 points
5% chance to receive a holy bubble per point
Than the next Points you can get for this one after getting the nodes of guardian angel.
2 passive nodes:
Touch of light
10% chance to blind attackers that attack you while being affected by the holy bubble.
“Dare attacking the angels blessing and they will blind you with the light”
Follow up node:
1 Passive node.
Angels touch (the attackers angered the angel)
30% chance to get Angels touch buff for 3 seconds when damage leaves you to low life, you receive Holy bubble. If you already had holy bubble you deal 5% more damage and refresh the duration of holy bubble.
Optional:
Node option bubble reflects for … amount of damage while active and heals the amount reflected.
Also optional if needed is longer duration or duration nodes to make it more like a main skill or a support damage heal skill mechanic.
If something like this would be added it would really make me feel like a holy paladin
It would be nice if the healing will get some (hybrid) options to do damage instead of healing only or partly in my opinion.
Sigils of Hope - Proposed skill point change
Last Wish - 6% chance to summon a sigil on kill
I personally feel this is slightly lack luster and I find myself losing all charges frequently. Also this is a dead skill point anytime you fight most bosses. Personally I propose the following to give the skill a little more help in a wider variety of situations:
Last Wish
Chance to gain a sigil on boss hit: 3%
Chance to gain a Sigil on Kill: 6%
Chance to gain a Sigil on Blue Monster Kill : 12%
Chance to gain a Sigil on Rare Monster Kill : 24%
This would give it a little more viability in some situations. Especially when you happen to get those monolith maps that are pretty much all rare and magic monsters. And it would give it at least some viability on bosses. Also being able to generate sigils more consistently, would make other skill points more attractive such as “Faith” and “Fervor”
Maybe an implicit on a unique that allows for larger gold pick up radius and automatic shard pick up.
or…
Maybe one passive choice at the end of every tree that people could choose (and respec easily) if they wanted that QoL.
or…
You could just implement that into the game
So only for Sentinels?
I would like to see a movement skill not connected to lunge or shield rush, If I dual wield the shield rush is terrible for movement around bosses and lunge is useless to get out of danger/area, maybe have a far off node to convert lunge to dash and not needing a target?
Smite with the Descend node? Javelin with the Surprise Initiative node? Shield Rush doesn’t even need a shield if you take Dark Rush.
thanks, i did take shield rush w/o shield and i didnt get to try all the points in the path, but it still felt clunky.
Channelled skills do feel clunky if you only need to channel them for a little bit.
Personally, I quite like the javelin.
Among the many passive trees, there are few key related enhancements.
For example: Strengthening of spear-wielding type
Sierpin’s Fractal Tree
This weapon gave me quite a lot of inspiration
Why not make attributes a feature?
Advice for Passive:
-
Natural projection (recommended to be Crucible Guardian)
Gain +1 bonus projectile for every 15 points of Agility/Strength attached (maximum +3 bonus projectile) -
High-speed throwing (recommended for Paladin)
Increase throwing attack speed when holding a spear (4%/8%/12%/16%) -
Roll to Madness (recommended for Paladin)
Gain Haste/Frenzy (1 second/2 seconds/3 seconds/4 seconds) when throwing damage and causing a critical hit recently.
After investing 4 points in this talent, 6 points of mana will be restored when throwing damage and causing a critical hit. -
Full concentration (recommended for Paladin)
When holding a spear, your melee critical strike bonus is treated as a global critical strike bonus, but your melee damage is reduced by 20%. -
Fallen Arrow (Void. Spell. Coordination) (Recommended for Void Knight)
Holy Arrow is changed to Corrupted Arrow. When thrown, the chance of casting Corrupted Arrow is: 20% to cause void damage. -
Demonic resonance (recommended for Void Knight)
Additional Corrupted Arrows: +1/+2/+3 Gain the throwing attack tag, and no longer attack random enemies but attack locked targets, but health regeneration is reduced: 15%/30%/45% -
The Abyss is coming (recommended to be Void Knight)
Corrupted Arrow has been changed to Abyssal Spear, which will be triggered when echoed. At the same time, “Future Strike” will be triggered. You will no longer have life regeneration.
Javelin specialization may be linked with other void skills
For example: hitting triggers the echo of the abyss or hitting triggers the rift
Sierpin’s Fractal Tree
Maybe it can be adjusted
plan 1 :
Cancels the penetration effect, and hitting the enemy will cause circular area damage (equal to two sections of damage)
Strength influence range (1 strength + 1% range)
Agility affects projectile attack speed (2 agility + 1% attack speed) / agility affects basic critical hit rate (4 agility + 1% basic critical hit rate)
Scenario 2 :
Cancels the penetration effect, and the stun probability (40-50%) is regarded as physical penetration
Strength affects throwing damage and mana recovery on hit (4~6 strength + 1 mana on hit)
Agility affects the number of javelin projectiles (8~10 agility + 1 javelin projectile) (conflicts with Specialized Siege Barrage)
Things:
- Forged weapon can be summoned by throwing attacks first hit
- Forged weapons gain armor equal to 20% of your armor
- Forged Weapons now scale with Ring of Forged Maidens
- Manifest armor comes with a base 50% of stats on your Helm/Body/Hand/Feet slots
- Manifest Armor weapon passive: 33/66/100% (3/3) passive to cast Forged Strike when you directly cast Forged Strike, with a 1 second cooldown. This causes the Manifest Armor Forged Strike to sacrifice an active forged weapon.
- Manifest upper tree focused on smelting(sacrifice) an active forged weapon to gain +% for seconds, and mana cost manipulation.
- Manifest left side tree is all physical based passives
- Manifest right side if all fire based passives
- Manifest bottom tree focused on proc damage to Manifest Armor
- Manifest Armor shield node grants: Manifest Bulwark, a melee attack, that scales with the passives from the Shield Bash tree. Also grants the shield stats to the minion, including shield procs.
Ring of Shields changed to Ring of Forged Maidens
Specific nodes in top of FG passive tree:
Misery Loves Company
Three Faces of Misery
March of the Shield Maidens
- Misery Loves Company: You can longer directly cast Ring of Shields, each time you block you summon a Forged Maiden, 3 maiden limit. Each maiden that is out reduces the damage by 10/20/30% of all forged minion, and reduces your chance to block by 33/66/100%.
- Three Faces of Misery: Forged Maidens cast Battle Cry of the Valkyries every 8 seconds. Battle Cry causes all Forged minions to gain 5% chance to apply a stack of shred armor for 2 seconds. Each rank(max 3) reduces the cooldown by 0.75 seconds, and increases the duration of shred stacks by 0.33 seconds.
- March of the Forged Maidens gain 125/150/175/200/250% stats of your equipped shield. Requires 3/3 in Three Faces of Misery.
Shield Throw
- 33/66/100% chance to convert(1:1 ignores +hammers in tree) a Forged Weapon into a Forged Hammer that scales damage from the Hammer Throw tree, and spins for 3 seconds. Conversion has a 2 second cooldown.
Forge Guard Mastery
Forge Guard gains Phalanx
Phalanx(Stance):
- Grants the ability to equip a spear and a shield.
- You can not directly cast spells, triggered spell damage is reduced by 33%
- Javelin is now a melee skill when used directly. If triggered by Lunge spear node, javelin would cast as per normal except spell damage would be reduced by 33%
Generic
- Remove ward nodes for Forge Guard
- Remove all potion effect nodes for Forge Guard
- Streamline the passive tree: Melee is melee passives. Throwing is throwing passives. Minions are minion passives.
It’s late, I am tired, just throwing ideas out there.
Hello!
I have been playing predominately Paladin throughout early access and launch, and had some suggestions for the mastery tree and some of the class abilities. I’m mostly focused on changes that would better integrate Lightning damage as an archetype, as I feel its tacked onto the tree at the moment. I also have some suggestions to improve Sigils of Hope, as I find the ability a little annoying to utilize outside of Divine Flare, and a few for Smite.
There are suggestions for item affixes and unique items, though I know this may not be the forum post for that; those are at the bottom.
Unchanged Nodes:
Summary
- Conviction
- Defiance
- Honour
- Phoenix Strike
- Divine Bolt
- Holy Symbol
- Heavenfire
- Rahyeh’s Strength
- Shared Divinity
- Holy Nova
- Dedication
- Piety
- Righteous Firebrand
- Prayer
- Sanctuary Guardian
- Faith Armour
- Sword of Rahyeh
- Shield Wall
- Holy Precision
- Reverence of Duality
- Divine Essence
- Prayer Aegis
- Light of Rahyeh
- Divine Intervention
Updated Nodes:
Summary
- Valor
– 10 points
– 5 Health/5% Necro Res/5% Healing Power
- Holy Icon
– 7 points
– Increases Health by 10 and Endurance by 2%
– 5 point bonus: Endurance threshold increased by 10% of maximum Health.
- Penance
– 8 points
– 20% increased bleed chance with Melee and Throwing attacks, but you inflict bleeding on yourself when you inflicting bleeding on an enemy.
– 6 point bonus: You deal 50% increased damage when you are afflicted with bleeding.
- Blinding Light
– 10 Points
– 15% chance to blind with spells and Throwing attacks.
– 8 point bonus: Blinding an enemy increases the damage of Electrify on the target by 20% per stack of Electrify.
New Nodes:
- Divine Storm
– 1 point
– Divine Bolt now deals Lightning damage and can proc off of Throwing attacks.
- Titan of the Light
– 7 points
– +1 Attunement and +5% Lightning Res
- Purifying Flame
– 8 points
– 5% increased Healing Effectiveness and Fire Resistance
– 5 point bonus: Melee attacks and Spells penetrate 1% Fire Res per uncapped Fire Res.
- Thunderstruck
– 8 points
– 5% increased Lightning damage with Spells and Throwing attacks
– 5 point bonus: +2 Spell damage and Throwing damage per point of Lightning Res above cap.
- Shocking Grasp
– 6 points
– 20% Increased chance to apply Electrify with Lightning damage.
– 4 point bonus: gain bonus 1% Electrify damage per 1 Attunement.
Sentinel Tree
- Time and Faith
– Now interacts with all 0 cost skills instead of select skills
All Sources
- Axe Throw from all sources replaced with Hammer Throw.
– The number of projectiles is determined by the source; the hammer scales with your Hammer Throw tree otherwise.
— EX: Axe Thrower node in the Sentinel tree is now Hammer Thrower, and would throw one hammer when proc’d.
— EX: Axe Volley node from Smelter’s Wrath is now Hammer Volley, and would throw five hammers when proc’d.
Unchanged Nodes:
Summary
- Fanaticism
- True Strike
- Extreme Zeal
- Strength from Afar
- Expedite
- Concentration
Updated Nodes:
Summary
- Call to Arms
– Now increases all damage by 5% per point.
New Nodes:
-
Condemnation
– Lightning damage marks the target with a circle that charges over 1 second. At the end of the duration the circle explodes, dealing Lightning damage to the target. The damage is increased for each overlapping circle. -
Improved Condemnation
– 3 points
– Condemnation takes longer to charge, and its damage is increased based on the Lightning damage you deal to the target during the charge. -
Focused Condemnation
– Condemnation’s damage is increased by 100%, but it no longer deals extra damage for each overlapping circle.
Judgement
New Node attached to Lingering Force, requires two points to access.
- Electrified Ground
– Consecrated Ground’s base fire damage is converted to lightning. Consequently this damage scales with increases to lightning damage, but not increases to fire damage.
Ignite chance from all sources is converted to electrify chance for Consecrated Ground and effects related to ignite now depend on electrify instead.
Sigils of Hope
- Exigency’s effect is baseline (instant cast, 1 sec cooldown)
- Only two points necessary to acess Last Wish
Updated Nodes:
-
Last Wish
– Can now proc when you hit a Rare or Boss enemy. -
Divine Flare
– Removes Sigils of Hope’s cooldown, but adds a cast speed.
– Now converted to Void damage if you have taken the Sigils of Despair node. -
Exigency
– 1 point
– Casting Sigils of Hope refreshes the duration of all active sigils, but it has a longer cooldown (+3 sec).
Smite
-
Pillars of Light
– Now has a 33% chance to proc per point, up to a maximum of 100%. Each Smite deals 75% damage. -
Fissure
– Damage type, ailment type, and scaling now matches Smite’s damage type, ailment type, and scaling.
Unchanged Nodes:
Summary
- Searing Light
- Bane of Evil
- Cleric’s Wrath
- Consecrated Storms
- Holy Wind
- Virtue of Patience
- Seraph Blade
New Nodes:
- Surging Light
– Damage from the Searing Light node converted to Lightning
Removed Nodes:
- Halted Scourge
- Turn Undead
Unchanged Nodes:
Summary
- Protective Impact
- Perfect Bulwark
- Block Out
New Nodes:
-
Glaring Shield
– Shield Bash now deals Lightning damage instead of Physical. Scales with Lightning damage, and all nodes that apply bleeding or armor shred apply electrify and lightning res shred instead. -
Shocking Strike
– 4 points
– Your next spell or throwing attack applies electrify at increased value.
New Prefixes
Summary
-
Increased Lightning Damage and Electrify duration
– Helm
– Chest -
Chance to Electrify on Hit
– Large Idol (1x3) -
Added Lightning Damage to Spells
– Grand Idol (3x1)
– Ornate Idol (4X1)
New Suffixes
Summary
-
Shared Lightning Damage
– Large Idol (1x3)
– Huge Idol (1x4) -
Chance to Electrify While at High Health
– Grand Idol (3x1)
– Ornate Idol (4x1)
New Items
Summary
-
Hopeful Rebuke
– Unique Solarum Banner
– +1-2 to Level of Rebuke
– +1-2 to Level of Sigils of Hope
– Increased damage while channeling.
– While channeling Rebuke, you cast Sigils of Hope every 0.5 seconds. This costs 75% of Sigils of Hope’s mana cost each time. -
Mjolnir
– Unique Rune Hammer
– Increased Lightning damage
– 100% of Hammer Throw’s Physical damage is converted to Lightning damage.
– When Hammer Throw stuns an enemy, an additional hammer is spawned that target’s another nearby enemy.
— This additional hammer cannot spawn more hammers.
– If there are no enemies within range, the initial target takes additional Lightning damage instead. -
Adjudicator Gauntlets
– Unique Plated Gauntlets
– +1-2 to Level of Smite
– +25-50% increased damage to Fissures created by Smite
– Fissures within X range of each other cause a Divine Bolt to arc between them, dealing damage to enemies and healing allies.
– +30-40% Fire Resistance
– +30-40% Lightning Resistance
literally anything in the forge guard passive tree post-30 for blunt weapons that justifies actually being a hammer-wielding forge guard
Hello!
I’m back after spending some time play Forge Guard and thinking over how I felt playing it. This time around some of my ideas are a little more… intensive, so I don’t know how useful they would be, but I will post them anyways. They include reworks to Manifest Armor and Smelter’s Wrath.
Updated Mastery:
Summary
35% Fire and Physical Resistance
1 flat damage reflected per 1 Strength and 1% damage reflected per 1 Attunement. This is doubled while wielding a two handed weapon.
Unchanged Nodes:
Summary
- Weapons Master
- Steel Aegis
- Rallying Block
- Champion of the Forge
- Siege Captain
- Smelter’s Might
- Iron Attunement
- Crusader
- Flawless Defender
- Duelist
- Osprixbane
- Javelineer
- Lethal Strikes
Updated Nodes:
Summary
- Battle Hardened
– 10 points
– 4% Physical Resist and 50 Armor
- Unflinching
– 10 points
– 10 Health and 40 Stun Avoidance
– 5 point bonus: 25% reduced duration of stuns
- Fresh from the Forge
– Now 10% increased Physical and Fire damage rather than flat damage.
- Peltast
– 5 point bonus: you deal 30% increased throwing damage to stunned enemies.
- Thornmail
– 6 point bonus: you gain 1% damage reflection per 200 armor.
- Shield Breaker
– Flat mana cost changed to percentage increased mana cost.
- Crushing Blows
– 4 point bonus: Your zero cost skills generate an additional 5 mana.
- Hammer and Anvil
– 5 points
– Using a throwing attack grants you Hammer Stance, increasing damage done by 2%. Using a melee attack grants you Anvil Stance, reducing damage taken by 2%. These can stack up to a maximum of 30%.
- Iron Reflexes
– 10 points
– 2 Dexterity and 50 Dodge rating
– 6 point bonus: Dodge rating converted to Armor
- Guardian
– 8 points
– 3% increased Health and 4% Critical Strike Avoidance
- Might
– 10 points
– 1 Strength and 2% Endurance
– 6 point bonus: You gain Endurance Threshold equal to your flat damage reflected.
- Folded Steel
– 10 points
– Increases the effectiveness of stats from equipment for your minions.
– 6 point bonus: your minions have 50% increased Health and Armor.
- Molded by the Forge
– Now effects one handed weapons as well. The values are cut in half, but are doubled for two handed weapons.
– Spear: 2.5% physical and fire penetration
- Walls of Solarum
– 5 point bonus: Damage you reflect is converted to fire damage when you have a shield, and now scales with damage over time.
- Avatar of War
– 1 point
– 30% increased Health
– Dropping below 35% health, or reaching your Endurance Threshold, grants you Avatar of War, increasing your melee damage by 50% and size by 25%, and causing your melee attacks to grant you ward equal to 2% of your maximum health per attack.
- Shield Crafter
– 3 points
– Blocking an attack refreshes the duration of your Ring of Shields, and has a 10% chance to summon a new shield. If you are at your shield maximum, your lowest health shield is healed to full instead.
New Nodes:
Summary
- Iron and Flame
– 10 points
– Melee attacks deal an additional 2 Physical and 2 Fire damage, and additional Physical and Fire damage based on your flat damage reflected.
— Does not scale with points: 1 Physical and 1 Fire damage per 10 flat damage reflected.
- Heating Up
– 5 points
– 10% increased chance to stun with melee attacks.
– 3 point bonus: Your melee attacks have a chance to cause a Molten Nova centered around the target, dealing physical and fire damage to it and nearby enemies. Stunning an enemy is guaranteed to cause a Molten Nova.
- Focused Throw
– 1 point
– Increases to throwing attack speed no longer have an effect on your throwing attacks.
– Your throwing attack speed is reduced by 25%
– Your throwing attacks deal increased damage equal to four times the total of your increased and reduced throwing attack speed.
Now always summons a Forged Weapon.
Eagle Strike now converts Forge Strike into a throwing attack. Melee tag is replaced with a Throwing tag, and damage now scales with Dexterity rather than Attunement.
Unchanged Nodes:
Summary
- Forged by Fire
- Shrapnel
- Forgemaster
Updated Nodes:
Summary
- Well Forged Weapons
– 4 points
– Increased duration.
- Mass Production
– 3 points
– You have a chance on kill or on attacking boss or rare mobs to summon an additional Forged weapon.
New Nodes:
Summary
- Scrap Metal
– 1 point
– Converts your Forged Weapons into Scrap Metal, a buff that increases your armor and damage by 3% per stack.
– Scrap Metal has a unique effect for each ability that is specialized into the buff. For Forge Strike, the mana cost of Forge Strike is reduced by 3% per stack.
– Maximum number of Scrap Metal stacks is equal to the maximum number of Forged Weapons you would summon. Increases and reductions to Forged Weapon duration is applied to Scrap Metal.
- Blade Barrier
– 1 point
– Your Forged Weapons are converted into a Blade Barrier, dealing damage equal to your Forged Weapon’s damage, plus your flat damage reflection, when you block an attack. A sword is consumed in the process.
– Your maximum number of Forged Weapons is reduced by half.
- Powerful Reach
– 3 points
– Your Forged Weapons have a short range dash towards enemies.
- Forged Hammer
– 1 point
– Your forged weapons take on the form of hammers, and scales with your Hammer Throw tree, but they have significantly reduced duration.
- Molten Weapons
– Base physical damage for Forge Strike is converted to fire damage. Forged Weapons apply Molten Spray on hit.
– Molten Spray is consumed when an enemy damages you, taking damage equal to your flat damage reflection per stack, 50% fire and 50% physical. This damage is increased by your % damage reflection.
Unchanged Nodes:
Summary
- Thick Padding
- Warstomp
New Nodes:
Summary
- Bulwark
– 1 point
– Your Manifested Armor gains 1% damage reduction per 10% damage reflection you have.
- Stick Together
– 1 point
– Your Manifested Armor teleports to your location after you use a Traversal skill.
- Forceful Impact
– 1 point
– Your Manifested Armor deals bonus damage equal to your flat damage reflection.
- Overwhelming Weight
– 3 points
– Your Manifested Armor gains 1% chance to apply Frailty on hit per point of Strength you have.
- Coverage
– 3 points
– Your Manifested Armor gains 1% increased area per point of Attunement you have.
- Sharper Metal
– 3 points
– Your Manifested Armor gains 1% increased damage over time per point of Dexterity you have.
1a. Shield-Bearer
– 4 points
– Your Manifested Armor gains a portion of the defensive stats from your shield.
2a. Forged Sentry
– 1 point
– Your Manifested Armor is now a Forged Sentry, gaining a sword and shield.
– The Forged Sentry has a shield bash attack that stuns enemies in front of it.
3a. Bladed Armor
– 4 points
– The Forged Sentry has a chance to shred armor on hit per point.
1b. Titan Axe
– 4 points
– Your Manifested Armor gains a portion of the melee stats from your weapon. This is doubled when wielding a one handed weapon.
2b. Forged Juggernaut
– 1 point
– Your Manifested Armor is now a Forged Juggernaut, gaining a two handed axe.
– The Forged Juggernaut has a Whirlwind Strike attack that deals damage over its duration to nearby enemies.
3b. Cleave
– 4 points
– The Forged Juggernaut has a chance to perform a cleave attack when attacking, dealing damage to nearby enemies.
1c. Enchanted Equipment
– 4 points
– Your Manifested Armor gains a portion of the caster stats from your weapons. This is doubled when wielding a one handed weapon and no catalyst.
2c. Forged Scion
– 1 point
– Your Manifested Armor is now a Forged Scion, gaining a catalyst that rotates around the armor and deals fire damage to nearby enemies.
– The Forged Scion will channel a powerful beam on boss or rare mobs, dealing fire damage over time that builds in intensity.
3c. Blast Forge
– 4 points
– The Forged Scion’s attacks have a chance to deal fire damage to enemies near the target.
1d. Bombardment
– 4 points
– Your Manifested Armor gains a portion of the throwing stats from your weapon. This is doubled when wielding a one handed weapon.
– Note: this won’t work with how gear currently is, but I hope in the future we get weapons that are throwing-specific.
2d. Forged Bombardier
– 1 point
– Your Manifested Armor is now a Forged Bombardier, transforming its arms into cannons.
– The Forged Bombardier will periodically root itself in place and use a mortar attack, increasing its range and adding splash damage.
3d. Sharpened Metal
– 4 points
– The Forged Bombardier has a chance to inflict bleed per point.
1e. Quick Step
– 1 point
– Your Forged Sentry or Forged Juggernaut gains a charge ability. The cooldown of its unique ability is reset after the charge.
2e. Hastened Pace
– 3 points
– Reduces the cooldown of the charge per point.
3e. Prepared to Strike
– 4 points
– Your Forged Sentry or Forged Juggernaut gains attack speed after using its charge.
1f. Tactical Retreat
– 1 point
– Your Forged Scion or Forged Bombardier gains a disengage ability that triggers after taking a certain amount of damage. The cooldown of its unique ability is reset after the disengage.
2f. Planned Escape
– 3 points
– Reduces the cooldown of the disengage per point.
3f. Retreat and Recover
– 4 points
– Your Forged Scion or Forged Bombardier regenerates a portion of its life over time after using its disengage.
Channel to release waves of molten metal that deals fire and physical damage.
Summary
-
Dazed
– 4 points
– Waves now slow enemies. -
Overwhelm
– 4 points
– Smelter’s Wrath has increased stun chance. -
Molten Control
– 3 points
– Mana cost is reduced by 10% per point. -
Jagged Shards
– 4 points
– Smelter’s Wrath has 50% increased chance to apply Bleed per point. -
Awestruck
– 1 point
– Enemies damaged by the wave have reduced stun avoidance to your other melee attacks. -
Iron Guard
– 5 points
– You gain 5% increased armor per point while channeling Smelter’s Wrath and for 3 seconds afterwards. If Smelter’s Wrath is no longer a channel, the armor lasts 3 seconds. -
Burning Iron
– 4 points
– Smelter’s Wrath has 50% increased chance to apply Ignite per point. -
Molten Spray
– 3 points
– Enemies damage by the wave are inflicted with Molten Spray, one stack per point. Molten Spray is consumed when an enemy damages you, taking damage equal to your flat damage reflection per stack, 50% fire and 50% physical. This damage is increased by your % damage reflection. -
Unstoppable Flare
– 4 points
– Smelter’s Wrath has increased fire penetration -
Iron Flow
– 3 points
– Increased damage with ailments per point. -
Crushed by Iron
– 4 points
– Smelter’s Wrath has increased physical penetration -
Steady Flow
– 1 point
– Waves now move more slowly, and continuously apply ailments while enemies are in them. -
Pliable to Unyielding
– 1 point
– Fire penetration from all sources is converted to physical penetration.
1a. Channeled Flow
– 1 point
– No waves spawn until the ability is released, or two seconds have passed. The size and damage of the wave is increased based on the amount of time charged.
2a. Massive Wave
– 1 point
– No longer need to charge to release the enhanced wave, but Smelter’s Wrath is no longer a channel and has an increased mana cost.
1b. Hammer Time
– 3 points
– You cast Hammer Throw every fourth/third/second wave. Hammers thrown this way gain additional fire damage.
2b. Many Throws
– 4 points
– The number of Hammers thrown is increased by 1 per point.
1c. Pillars of Iron
– 1 point
– Damaging an enemy with Smelters Wrath spawns a Pillar of Iron at the enemy’s location, up to a maximum of 1 per wave. Casting Forge Strike near a Pillar of Iron consumes the pillar to spawn an additional Forged Weapon.
2c. Forest of Metal
– 3 points
– Increases the number of pillars spawned per wave by 1 per point.
3c. Superheated
– 4 points
– Pillars now radiated fire damage per second.
4c. Explosive Core
– 1 point
– Pillars explode at the end of their duration, dealing significant fire damage, but have a reduced duration and can longer be used to create Forged Weapons.
1d. Immutable Iron
– 1 point
– Converts Smelter’s Wrath’s fire damage to physical. Smelter’s Wrath is now a melee attack, and scales with Strength rather than Attunement. It’s mana cost is increased, and it is no longer a channel.
–Three waves of iron is released per attack, rising from the ground in a growing area in front of the Forge Guard.
2d. Forceful Wave
– 1 point
– The first and second wave now knock enemies back.
– If you have Massive Wave, the enemy is knocked up instead.
3d. Return to the Forge
– 1 point
– The third wave now knocks enemies toward the Forge Guard.
– Has no effect when you have taken Massive Wave.
4d. Useful Scrap
– 1 point.
– While you are at max Scrap Metal stacks, you automatically consume half on melee attack to case Smelter’s Wrath.
1e. Wave of Flame
– 1 point
– Converts Smelter’s Wrath’s physical damage to fire, and Smelter’s Wrath has increased channel speed.
2e. Consumes Fire
– 4 points
– Increases the width of the waves.
3e. Wildfire
– 4 points
– Smelter’s Wrath has a 25% chance per point to apply Spreading Flames.
4e. Wall of Fire
– 3 points
– Increases the length of waves over the duration of Smelter’s Wrath’s channel. Overlapping waves deal bonus fire damage.
Ring of Shields:
New node that causes your shields to expand and contract when you use shield throw instead of throwing your shield, dealing damage equal to your Shield Throw.
Shield Spike node now uses your damage reflect stat.
Rive:
Scrap Metal node increases damage for all attacks instead of just Rive. Rive now refreshes the duration of all Scrap Metal stacks when specialized into its Scrap Metal node.