A little love for every build it seems except the EQ builds. Stack Vit and health regen will be the way to go with VK’s
Where can we see an itemized list of the new items and uniques? I’d to see what items are going to be available with the patch but you just provided links to the previews but they don’t show us everything.
It’s not often I find patch notes exhausting. Can’t imagine how long it took to make these. Looking forward to seeing the new stuff in game.
THICC!! I will miss ring of shield with holy aura though
WHY BABY my current VK already had 40vit, it is like an out of season christmas gift!
Really eager to try all the new stuff
Judd strikes again!
You can still do a leap quake build though. Just spec leap to hit all the nodes that reduce the cooldowns or reset it. It’s not quite as OP as werebear was but it works pretty well.
Lots of great changes, looking forward to it. Really like the adjustment to movement skills while channelling.
- Forge strike will be interesting, I still think it was stronger than most people gave it credit for last patch with a 200+ minion factory but I like the changes here.
- I think this quadruple nerf to Shadow Daggers will finally be enough for you guys to kill the build.
- Decoy is in line with that I was expecting, but not sure what being somewhat less effective at drawing aggro means (area of effect perhaps?)
- Bit disappointed that Spellblade defensives haven’t really been addressed yet, there is very few budget options.
- Good riddance to Frost Wyrms in arena
- More animation cancelling skills is great, really enjoyed this with shift.
- Thank god Wengari Shaman’s are getting fixed
- It’s Sentinel SZN
- Hype
Patch notes reading done!
Wow, those changes, amazing QoL, Mono changes, Summoner changes, Primalist, set / unique rewards, Sentinel changes nice! Im loving that channeled skills change where you can use other abilities - huge warpath QoL. Unique idols HYPE!
Im little concerned by those heavy hitting abilities changes, but maybe those skill tree changes will improve them, cause for example my Judgement Pala can spam 8 Judgements before i need mana, now that 4s cooldown doesnt look good, because i dont know how many damage nodes i will have to sacrifice to remove its cooldown. So if heavy hitting abilities felt unrewarding, now giving them cooldown concerns me, cause those increased damage numbers arent that high to compensate that 4s cooldown, but lets first see changes ingame
Loving the gambling unique / set and Mono reward changes! In last 4 weeks i have made 12 SSF characters, all to 80-90 level to prepare for upcoming multiplayer to decide what starter builds i will use. For example Bladedancer still waits for Smoke Weaver drop while my Mage has already 3 of those daggers in the stash, those unique / set targeted rewards looks great!
Cant wait to test everything ingame. Another patch and it feels like new game again after reading patch notes. Amazing dev team / studio, keep up that amazing work, im dev by myself (ISP OS senior developer) and im amazed by your pace and content what you are bringing with every new patch (or how fast are hotfix patches deployed), also i dont remember what Beta game was so polished and felt so complete like LE, many and many bigger dev team / studios should learn from you!
Well only the procced one with Sync. Strike / Cascade / Shifter. Puncture will now apply 2 shadow daggers in one hit.
SSDD Delete toons and start over…again.
Just my initial takeaways and thoughts from reading through (Sentinel main):
Only one I used was Jugg. Stance, was a good option to go to for damage reduction (DR) when dual wielding. Interested to see where those effects went to or what other DR options became available for dual wield builds.
Oh baby.
This and other attack speed changes, was this generally done to balance Multi-Strike or are there are other things, behind the scenes, going on?
always personally thought this skill should be Forge Guard exclusive, fits the theme. Good change
Why?
I’m really happy that you guys know what “chase item” means. solid patch. thanks for your hard work.
congratulations, no one will autocast wandering spirits now, because NO ONE WILL EVEN PUT IT ON THEIR HOTBAR. You could have made it like paladin holy aura and had spirits as a passive effect with a cool active effect, but this just makes it unusable.
By “more build variety” you mean “everybody that doesn’t have leech in their passive tree is going to die constantly as they will be forced to stack hp regen and thus lose out on health and resist affixes” - in other words less build variety
There are a few fixes that kind of wreck things, one being that wandering spirits is now almost useless. Unless the skill tree increases cooldown recovery, I don’t see it being very beneficial in builds. RoS seems odd to be moved so deep into FG also. There are so many other def stats that should be removed or combined, but you guys went with removing leech? Interesting…
I had the same feeling. I think this is might moves to increase stability and mitigate frame drops. Kind of disappointing, especially with aspect of the shark stacking that I had a lot of fun with. But if this is all for improving the back end I won’t complain.
Removing leech is similar to how PoE kept ruining defences - instead of actually making the other defences VIABLE, it kept nerfing the defences that actually worked. It doesn’t solve the problem that most builds lack a decent passive source of healing outside of leech.
How was this bug was picked up, & what qualifies as a “short” enemy???
Smite now grants mana back only when directly used.
Huh. Bricks my Hammerdin nicely, hoping my T6 rings will be enough to offset.
Alas, I would rather builds work organically instead of relying on gimmicks. Just my 2 cents.