Suggestion - Tradtional Shield Throw

So I was tinkering with my bud Claude and got him to create a skill tree for shield throw by moving the bottom right nodes into the top left corner and then replacing the bottom right ones with nodes reflecting 4 of the fire based nodes:

the nodes are something like this:

  • Sleek Buckler (0/3): Physical version of Forgeborn, custom and not in the game. Each point gives +5 throwing physical damage and +5% physical penetration.

  • Shatter Burst (0/1): Custom physical version of Eruption of Coals, not in the game. Whenever the shield ricochets off an enemy, it casts a physical burst that hits enemies near the impact, at +2 mana cost.

  • Crushing Rage (0/5): Custom physical version of Magma Rage, not in the game. Gives 30% more damage to the Shatter Burst per point.

  • Defender’s Rage (0/3): Physical version of Molten Toss, custom and not in the game. Each point gives 25% more physical damage.

I feel that as a sentinel we are generally either using void or fire a lot of the time, sometimes bleed but never really are there many pure phys builds with an exception of a multistrike which ends up better and stronger converted to void due to voidwell and scaling.

I would love shield throw to have a pure phys variant thats as strong as the fire one.

I would also love shield throw to ricochet off terrain like in POE1 so that when we’re fighting bosses in arenas we can actually do more single target because right now I think most will agree even with INSANELY good gear single target is quite mid (with exception of potential exploits/bugs) so I think ricocheting off a wall would really help otherwise it would just require some kind of damage buffing to the nodes I guess? Open to ideas for single target here.

Timerot shield throw doing 1 billion damage vs the folks who want to play the cool, traditional shield throw is kind of a silly comparison :stuck_out_tongue:

Obviously this is just a rough draft but I think it could go somewhere. I also think FG needs a buff to the phys pene in its tree for lethal strikes, maybe fire pen buff too. 1% per 2, not per 5, ouch! Void gets a straight up 8 point node for phys and void which not sure why phys is even in there.

Why not just have a single nide after the fire nodes on the left somewhere that converts them to phys?

Bro you couldn’t have called me this morning? WHAT THE HELL IS THIS.

I just laughed reeaaaaaaally hard at this I hate love you right now.

<3

PS - thoughts on how to beef up single target?

I’m not sure about improving the single target. I know there are skills with good clear and single target but I’m not sure that a skill being good at one but not the other is a bad thing, other than people often just wanting their chosen skill to be good at everything.

If I had to I’d probably either amend Shield Barrage to have a damage modifier for each remaining ricochet if there’s only one target or something similar. Or maybe a node that turns it into a turret, either doing damage each X seconds (modified by throwing attack speed) or firing out shields each X seconds (modified by throwing attack speed). Though the latter could possibly be better on an item, possibly a weapon.

I disagree with this. I think a skill should be able to be good at both. I just don’t think it should be good at both at the same time. This can be fixed by placing ST nodes and AoE nodes in opposite sides of the tree. So that if you want one, you usually sacrifice the other (or just delve a bit into it, so you get a few of the bonuses but not all) or you sacrifice other stuff in order to get both.

Yeah, that’s what I meant.

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