After playing around with this unique across the past season and this one, i’ve come to the conclusion that this item is far too lackluster at its intended build and definitely needs adjustment.
The issue comes down to this pulls your build in far too many directions to compensate for various shortcomings of the build.
Firstly this weapon is very clearly intended to be used as a forge guard with forgemaster’s might. While in theory the weapon itself can provide some block chance and you can pick some up via the tree, th node that grants “more damage with vengeance per 10% block chance” makes it clear you want your block higher.
The issue is to do that you need to take forgemaster’s might so you can grab a shield, which eats 20% of your damage, and 10% of your attack speed, and nerfs haste to only grant you 10% block chance.
This runs into the first problem that baseline vengeance isn’t a hard hitting move, and many times its not even the focus, its more a durability filler skill that also works as a vehicle for healing hands. The extra damage per block seems high but once you shake out all these detriments you’re really not gaining much in overall DPS on vengeance itself.
This is then compounded because the attack speed loss is a loss of healing hands procs which is also a loss of general durability compared to someone not taking this debuff.
This is further compounded that by its very nature the phalanx is not a fast hitting weapon compared to just using a one-handed sword like Palarus.
The secondary part of phalanx, which is the real focus is the fact you cast javelin anytime you riposte, and when that works it works great. The issue is this makes you painfully aware how inconsistent ripostes can be. There’s just alot of bosses/enemies that barely proc this which makes this create incredibly bad luls in damage.
This is made all the worse by the fact vengeance in itself is incredibly lackluster and trying to supplement your damage with something like healing hands isn’t great.
Even worse this creates such an amazing split of focus.
You’re looking at healing hands doing either spell or melee damage, both fire,. Even worse is your access and synergy on healing effectiveness is alot of investment to make one skill good as opposed to multiple as a paladin with judgement+this.
Javelin doing physical and being a thrown attack, not melee which means alot of nodes aren’t going to align there. And its only conversion option is in the tree is lightning.
Vengeance can stay physical or convert to fire.
And thanks to this being thrown the obvious shoe-in would be smite as yet another supplement because lets face it there’s not many more rider options avaialble to make this stronger.
its this weird place where you don’t have enough support for bleed, lightning isn’t anywhere in the forge guard tree so you’re going to need to grab the few nodes in paladin if you wanna do that, and the most synergy is with fire and ignite but the issue is that your hardest hitting move is javelin when its procced as a riposte and thats pure physical.
I thought maybe the Onslaught of Cerata could fix this but I found the biggest issue was not only did the proc having a 12s cooldown make that contribution pretty light, the extra block not really equaling out to enough damage to make vengeance carry itself when the ripostes don’t proc.
This build seems really solid at first with some weird luls but your durability can carry you pretty far. The issue is once you hit the altered timelines with 100 base corruption you start to lose some of those wars of attrition, and those enemies that don’t proc vengeance very often really turn into some insanely slow fights.
I feel like the biggest issue is forge guard seems to be in a somewhat lackluster spot compared to paladin for everything this build wants to use.
At this point the only real fix i believe is to somehow make riposte more consistent, or add something to phalanx that allows for some sort of condition to force a riposte so that way the actual DPS of the build of javelin. I’m not even against it forcing you into a physical+bleed playstyle just to incentivize using vengeance+javelin without healing hands + smite just to squeeze out that tiny bit extra, because then making vengeance better for this specific instance would keep vengenace in a more reasonable spot to prevent too much abuse for the paladin builds that use it.