[1.3] Commando Forcewave - Justicar Guard set feedback

I’ve never tried a “Forcewave” build before, so I took advantage of the 1.3 playtest to try out the Justicar set. That said, I’m certainly no expert on this skill. If there are any major mistakes in my build, please feel free to point them out :slight_smile:

A couple of notes about the build:

  • Prefixes and suffixes are dropped in-game, so they may seems unusual or wrong, but that what I got.
  • The build tends to be fairly defensive, as I prefer fighting Celestials and always try to go as deep as possible into SR.

Grimtools

That said, I have two main complaints about the set:

  • In practice, Forcewave’s damage is pretty low, even though the numbers seem fine.
  • Forcewave (or its animation) seems extremely inconsistent, to the point where I often wasn’t sure if I was hitting an enemy or not.

Here a pratical example: Clip1

These two issues, combined, make clearing groups of trash mobs particularly tedious.
Interestingly, despite the relatively low damage, the build is much more satisfying against bosses, mainly because I imagine it’s much easier to hit them and apply debuffs.

Overall, especially since it’s a pretty expensive build (5 rares, 1 Nemesis drop), I would have expected much more.
I think a good buff would be to expand the size of Forcewave, to make it more enjoyable to play at least.

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what’s the confusion there?/where’s the hit issue? :thinking: - you’re hitting every target every cast

if you feel like forcewave isn’t killing enemies fast enough, try repositioning yourself so that enemies funnel into your waves. That way you’re not having to turn around every second to hit a single enemy. It’s a strat i’ve picked up on playing ranged characters.

Also, if you feel like you’re missing out on damage, ulzuins torch and magi are shoe in devotions for almost every fire build. Not to mention, no points invested in internal trauma node which is more burn damage since you’re converting it to fire.

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Ironically, your legit build is harder (I would say almost impossible to replicate) than GD-stashed builds that you are for some reason throwing a shade at. All because one small detail: Vampiric prefix is almost impossible to drop on high level Gollus rings (and any rare rings in general) and it is responsible for most of the adtch your build does (yes there is regen but adtch still plays a big part here).

I think if you want more you should not try and re-invent the wheel and just play it with Shar’Zul mace (also going more offensive in devotions, namely picking up Torch would help a lot).

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I shared this clip for two reasons:

  • the lack of damage, especially against the final Hero monster
  • the feeling (at least for me, perhaps due to my lack of experience) that Force Wave should/could hit some targets thats is actually missing

Again, I for sure lack experience, so I’m talking also about the “feeling” of the build.

No shade at all, and I’m sorry if it’s came as rude… what I meant is that if some rolls seems strange, it’s because it’s stuff that actually dropped in game, and not created for testing.

This is simply a build that I recently levelled and played, I didn’t started it explicitly for testing, I simly took the opportunity to left some feedback…

Testing builds creating them with GDStash it’s totally fine (and the most correct way, too!) but don’t take offence every time someone mention that a build doesn’t use it…

I definitively missed the mace, and I appreciate you pointing it out.

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aye, but which one? because it doesn’t there
you’re either out of reach, or hitting the ones actually targeted in that clip
The dmg/hero issue there is because you’re fighting a high fire res enemy with basically nemesis defences, 80+ fire res, 25% DR and 30% absorb proc; while you don’t have full/“proper” uptime on RR because eldritch fire has low(15%) proc chance on single target spam.
But you can clearly see the hits being made each time, so it’s not missing or whiffing anything it shouldn’t there in the clip

Dmg wise it is what it is, it’s forcewave, stupid OP in levelling but gets a bit lower at end (i still disagree with buffing baseline FW since it just made it more OP in campaign :sweat_smile:)

Yeah, I have to admit that, watching it at 0.5x speed, I didn’t miss a single hit, and I was focusing too much on the hero who was just tanking my damage :slight_smile:

But if you don’t mind, could you check out this clip too? I think it shows more clearly what I meant: Clip2

I promise to don’t bother you animore after this :stuck_out_tongue:

healers and terrain :smile:
doesn’t look like a FW glitch to me/something wider cone would change

*edit. - at 4-5sec you can see the deathmark gets bumped off/out path, and after that you FW hitbox doesn’t reach, despite being still otherwise perfect able to hit others walking in front of you(static aim), so FW range/width isn’t the issue but interference

ugh, thought i had a similar vid with different skill, was aiming at a crystal cluster, and attack got “blocked” before it reached the crystal with default aim/targeting. Without moving cursor/changing attack and just using Force Move attack button now the same attack in the same path could strike, like there was a slight variance in up/down with “auto” target vs “cast straight” and attacks’ alignment vs crystal hitbox depth. *it wasn’t forcewave, but i also don’t remember which it was, AAR, PRM? unsure (played some arcanists lately so could be one of those i suppose)

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I updated the build based on your suggestions, and I have to admit that damage isn’t a major issue anymore, though I’d prefer to be a bit more tanky.

  • Changed devotions to be more offensive
  • No ring with super rare affixes
  • More adcth
  • Shar’Zul Mace as weapon

However, I feel like without the Shar’Zul Mace the build performs much worse. I tried a similar setup with the Sunherald Claymore, and the damage was again too low imo.

I don’t know, but I feel like an entire set shouldn’t be dependent on another item to function decently. I have no idea how to change it, thoug.

That’s the case for tons of sets, though.

For example: Try playing an AAR Clairvoyant character without additional items to convert AAR to your chosen damage type (Aether or Vitality) and add life steal to it. You need something like Fleshwarped Tome AND the Essence of the Grim Dawn for aether, you need Hallanx’ Head for vitality. (And probably also the Essence of Grim Dawn ammy)

But I don’t think anyone would argue that the set is flawed, it’s in the current top 21 builds, using exactly those items to make it work.

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I appreciate the feedback, I got you point, owhever I would say that convertion it’s a whole different scenario, because it’s a core mechanic that let you define you build; here we are talking raw stats.

If the set is already proven to be in a good spot tho I think it’s a case of “skill issue” on my end :stuck_out_tongue:
I will check the top 21 build :wink:

Apologies in case I wasn’t clear, the Clairvoyant set was in the top 21 builds.

Fire forcewave Commando was in the PREVIOUS top 20, but not this one.

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you could take BWC and get more DR + OA shred :thinking:
*i don’t remember old top20 setup offhand, but seems at a glance like “big” DR is missing, which might add more chonk

Isnt a Shamblers Heart for your Amulet Slot and a Balthazars Crest for your Medal Slot better? Both of them are MIs that are rather easy to farm and you should get more damage and much more oa/da that way.