Last Epoch Dev Tracker

Season 2 - Hype Week Day 2 - Sentinel Rework & Heartseeker

This thread was added on April 08, 2025, with posts from EHG_Kain, ehg_trasochi.

Just officially confirming - this is correct.

Haha, I never actually thought about it before now, but I suppose that actually ends up being fairly close! Though you stack Devouring Orbs before Distorting I mean Volatile Reversing in, instead of placing a Sigil on the target (If that's how you want to build it!) :)

Good Eye - I was in fact using WASD for that clip. Though I will say I am normally a fairly accomplished orb walker ;)

This looks similar to what I got when simulating it. It doesn't have a huge effect on average hits, but it does increase variance a lot, roughly tripling it. This increase in variance is because it makes the occasional really long chains much more common (e.g. getting another four hits when you dip below 100% chance is much more likely if those chances are 80%, 66%, 66%, 66%, rather than 80%, 40%, 20%, 10%).

Those long chains are really cool to see when they happen, so we wanted that sort of variance to be a common experience. But we didn't want to overcomplicate the skill by including it in its base behaviour. So we put it on a prominent travel node that's good, and looks enticing, but doesn't give so many average hits that it feels like you have to take it.

The rules are the same for WASD as they are for keyboard+mouse. So this is unchanged, but to explain: Part of the animation can be cancelled. There's three parts to a skill's animation. The Anticipation, the Action, and the Wind-down.

The anticipation is the start of the animation. This can be canceled with other skills, or by moving. Cancelling a skill during the anticipation prevents the skill from being used.

The action is the section of the animation in which the skill is actively being used, and applying its effect. This part of the animation can not be cancelled.

The wind-down is the final part of the animation that's often things like the carry through of a swing, or dispersing the rune that fired the spell. The wind-down can be cancelled by movement or specific skills, such as movement skills.