Interesting that we see this so differently. I consider the change to endurance thresh to be a buff that makes Sigils even more mandatory. We can get flat armor from a lot of sources in Sentinel, especially with the new body armor and helmet bases that give a combined 950 armor. Endurance thresh is really hard to come by, and this give a ton of it. With 4 Sigils we get 300 thresh, which is exactly 4 tier 5s on gear. It also means a character with 3,000 health has 50% more total thresh just from this one node in Sigils without any other investment in the stat. Sentinel historically struggles more than other classes with DoT damage, and this node really helps with that in a way that the armor one didn't. Right now I consider that node mandatory for every build I make in Sentinel.
Tier 5 Endurance Thresh on gear really isn't something I would ever build. T6 and T7 are the only things I'd build, and that makes this 300 Threshold just over 2 affixes (that i'd willingly include in a a few niche builds) worth of stats. I like the point about the 550 Armour Chest Piece - I do think that's the best body armor right now, and it does look like the armor got moved from Sigils to Gear.... and replaced with not much, in its stead. Sentinels do struggle with DOTS, just like every class does, but this Threshold isn't going to move the needle much on that. Sample VK Build: www.lastepochtools.com/planner/EAL2p91B EHP on sample Warpath Titan Heart VK, Armor from Sigils: bit.ly/3AhHuuA EHP on sample Warpath Titan Heart VK, Threshold: bit.ly/3Liwkw0
@@PerrythePig The last link doesn't work, but I recreated it as I think you'd make it. I don't wanna bog down your vid comments, so here's the long and short of it from doing a bunch of variations on EHP: * The armor node was providing ~10-15% DR best case (phys) on well made builds that stacked increased armor at the appropriate places in 0.8.5, and much less for non Phys. This is not simply numerical DR (i.e. 60% reduction to 70% reduction viewed as 10%), but DR after accounting for additive gains in armor (i.e. going from 60% Phys DR to 63% is not actually 3% DR since it's 3 out of 40, not 3 out of 100). * The Threshold offered from Sigils is ~10% DR in all scenarios, give or take a few percentage points. Conclusion: I can see the case that the Threshold node isn't mandatory to take, but if we're going to make that case I think we also need to acquiesce that we were overvaluing the armor node in 0.8.5, because neither get too much over 10% DR in best case scenarios, and Threshold has more generic value than armor does.
void knights/paladins problems, we forge guards, as we ran with a useless ring of shields, will continue to run, and we have absolutely nothing to choose from
I agree that must have skills are not a good design Currently there is really not that many skills which hopefully will improve as the game gets more and more updates but that's the situation currently. Every single class has skills that you *need* to take, as you mentioned sentinel has sigils, holy aura, volatile reversal etc, mage has ascendence, fire shield, focus and so on It's not good in my opinion because it reduces build variety, when every single build is taking the exact same skills because they make you tankier and also give you damage for 1 skill slot it gets boring, they are far too strong to not take but at the same time you can't not take them because there is nothing else to take because there isn't enough skills yet, it's a weird situation
Volatile reversal feels as close to this as anything ever has I'm honestly shocked that nothing has been tweaked about it considering almost every Sentinel build VK or otherwise has it :/
I'm super glad for this change! I hated how mandatory Sigils of Hope felt and always had to make builds where I didn't have to use it. Currently sitting with four sentinel builds and the only one with Sigils is my hands of judgement paladin.
You have a build planner for this? My smite hammerdin just isn't doing it without devotion and bastion of honor. Have all the idols and fire starters would like to switch to this and see if it feels any better
I am not a huge fan of nerfing stuff. I like when they can bring other skills in line with the "OP" ones, but that said, sometimes you do need to nerf something a little. Also, What belt is that?
I think the change is somewhat good, many of the changes and nerfs on 0.9 were hit or miss, while crit vulnerability or bastion are a miss, this could be considered a hit.
They also nerfed other stuff in the skill aswell btw, i think the increased dmg and the flat dmg the skill gives you at base was also nerfed. Just saying from the top of my head cause there are to much stuff on the patch notes for me to go check it lol
No, it is definitely good. You can't just "bring up other skills" because first off, that's just power creep. Second, "bring up other skills" is a really vague statement that isn't taking into account a lot of things. Like, sigils is a buff skill. How do you "bring up other skills" that aren't buff skills to compensate? Just increase damage? Cast speed? etc.
@@omegaxtrigun Power creep is a ridiculous argument in a single player game. And yes it is how it should work, if you have things under performing, you first need to bring those up before you bring ANYTHING down. Also nice straw man, everyone knows what bringing the power level of a skill up is in this context or we wouldn't be discussing it, as well as the category we are considering.
@@cashandraven2369 No, it isn't ridiculous. Believe it or not, power creep is a thing even in single player games. Power creep is not just inherent to mp. It leads to problems with the game as a whole. Yes, let's buff 20 things instead of nerfing the few things that are problems. That totally makes sense. /s Also, you should probably look up the definition of "strawman". Nothing I said was a strawman lol.
Interesting that we see this so differently. I consider the change to endurance thresh to be a buff that makes Sigils even more mandatory. We can get flat armor from a lot of sources in Sentinel, especially with the new body armor and helmet bases that give a combined 950 armor. Endurance thresh is really hard to come by, and this give a ton of it. With 4 Sigils we get 300 thresh, which is exactly 4 tier 5s on gear. It also means a character with 3,000 health has 50% more total thresh just from this one node in Sigils without any other investment in the stat. Sentinel historically struggles more than other classes with DoT damage, and this node really helps with that in a way that the armor one didn't. Right now I consider that node mandatory for every build I make in Sentinel.
Tier 5 Endurance Thresh on gear really isn't something I would ever build. T6 and T7 are the only things I'd build, and that makes this 300 Threshold just over 2 affixes (that i'd willingly include in a a few niche builds) worth of stats. I like the point about the 550 Armour Chest Piece - I do think that's the best body armor right now, and it does look like the armor got moved from Sigils to Gear.... and replaced with not much, in its stead. Sentinels do struggle with DOTS, just like every class does, but this Threshold isn't going to move the needle much on that.
Sample VK Build: www.lastepochtools.com/planner/EAL2p91B
EHP on sample Warpath Titan Heart VK, Armor from Sigils: bit.ly/3AhHuuA
EHP on sample Warpath Titan Heart VK, Threshold: bit.ly/3Liwkw0
@@PerrythePig The last link doesn't work, but I recreated it as I think you'd make it. I don't wanna bog down your vid comments, so here's the long and short of it from doing a bunch of variations on EHP:
* The armor node was providing ~10-15% DR best case (phys) on well made builds that stacked increased armor at the appropriate places in 0.8.5, and much less for non Phys. This is not simply numerical DR (i.e. 60% reduction to 70% reduction viewed as 10%), but DR after accounting for additive gains in armor (i.e. going from 60% Phys DR to 63% is not actually 3% DR since it's 3 out of 40, not 3 out of 100).
* The Threshold offered from Sigils is ~10% DR in all scenarios, give or take a few percentage points.
Conclusion: I can see the case that the Threshold node isn't mandatory to take, but if we're going to make that case I think we also need to acquiesce that we were overvaluing the armor node in 0.8.5, because neither get too much over 10% DR in best case scenarios, and Threshold has more generic value than armor does.
void knights/paladins problems, we forge guards, as we ran with a useless ring of shields, will continue to run, and we have absolutely nothing to choose from
Keeping symbols up is such a boring, noninteractive and tedious way to play.
I agree that must have skills are not a good design
Currently there is really not that many skills which hopefully will improve as the game gets more and more updates but that's the situation currently. Every single class has skills that you *need* to take, as you mentioned sentinel has sigils, holy aura, volatile reversal etc, mage has ascendence, fire shield, focus and so on
It's not good in my opinion because it reduces build variety, when every single build is taking the exact same skills because they make you tankier and also give you damage for 1 skill slot it gets boring, they are far too strong to not take but at the same time you can't not take them because there is nothing else to take because there isn't enough skills yet, it's a weird situation
Volatile reversal feels as close to this as anything ever has I'm honestly shocked that nothing has been tweaked about it considering almost every Sentinel build VK or otherwise has it :/
You mean I shouldn't have to run smoke bomb in every rogue build??
I'm super glad for this change! I hated how mandatory Sigils of Hope felt and always had to make builds where I didn't have to use it. Currently sitting with four sentinel builds and the only one with Sigils is my hands of judgement paladin.
You have a build planner for this? My smite hammerdin just isn't doing it without devotion and bastion of honor. Have all the idols and fire starters would like to switch to this and see if it feels any better
I am not a huge fan of nerfing stuff. I like when they can bring other skills in line with the "OP" ones, but that said, sometimes you do need to nerf something a little. Also, What belt is that?
I think the change is somewhat good, many of the changes and nerfs on 0.9 were hit or miss, while crit vulnerability or bastion are a miss, this could be considered a hit.
is ring of shields good? i mean it does exist but i never used it, the only two FG i ever played never used lol
When did they nerf it?
0.9, just over a month ago
They also nerfed other stuff in the skill aswell btw, i think the increased dmg and the flat dmg the skill gives you at base was also nerfed. Just saying from the top of my head cause there are to much stuff on the patch notes for me to go check it lol
Sigils of Hope made my stop playing Sentinel lol. Just got so tired of trying to keep that one up.
What build is that?
Also waiting for the build video or just a planner for this build lol
🎉
good thing cuse i always hated recasting them all the time
No, it's NOT good. Good would be bringing up the other skills to be able to compete. Building up should always be the way for any skill.
Oh shit I gotta remake the video
No, it is definitely good. You can't just "bring up other skills" because first off, that's just power creep. Second, "bring up other skills" is a really vague statement that isn't taking into account a lot of things. Like, sigils is a buff skill. How do you "bring up other skills" that aren't buff skills to compensate? Just increase damage? Cast speed? etc.
@@omegaxtrigun Power creep is a ridiculous argument in a single player game. And yes it is how it should work, if you have things under performing, you first need to bring those up before you bring ANYTHING down. Also nice straw man, everyone knows what bringing the power level of a skill up is in this context or we wouldn't be discussing it, as well as the category we are considering.
@@cashandraven2369 No, it isn't ridiculous. Believe it or not, power creep is a thing even in single player games. Power creep is not just inherent to mp. It leads to problems with the game as a whole.
Yes, let's buff 20 things instead of nerfing the few things that are problems. That totally makes sense. /s
Also, you should probably look up the definition of "strawman". Nothing I said was a strawman lol.
@@cashandraven2369 Just a reminder: It's no longer a single player game.
Bro get to the point ffs
Just watch it on 2x speed o.O