Death Sentry synergy changes do not actually free up skill points

I wanted to address this from the patch notes:
For Lightning and Fire Traps, we are freeing up synergy reliance on “Death Sentry” to give more build possibilities elsewhere.

I feel like this doesn’t do what it is intending to because Death Sentry is often a huge part of this build since the corpse explode does huge physical and fire damage. I’m still going to want to max Death Sentry because the basic strategy is: throw down a bunch of lightning sentries followed by 1-2 death sentries, once mobs start dying corpse explodes finish off the rest rather quickly, and Fireblast and the corpse explode take care of lightning immunes. And now if I chose to max Death Sentry I’m gimping Lightning sentry and Fireblast by not putting points into a synergy. This is actually a pretty big nerf to trapsins IMO.

I like the idea of increasing certain skills synergies in order to take away another and open up skill points but Death Sentry is too important to cut. If I had to pick one skill it’d be Charged Bolt Sentry, which I know Charged Bolt Sentry is lightning damage so it’d make sense to be a synergy for lightning sentry but it’s just not very useful outside of being a synergy for Lightning Sentry.

Edit: this makes it so I have to 100% lightning damage, I can’t hybrid with fireblast and ds, now I’ll need infinity or lower res to clear everything

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yeah, feel the same way.
why do they need to nerf assassins pvm?

I’m a bit sad for this too. I play hybrid riftsin and LS + DS was quite useful in my view. Now LS doesn’t make any sense and while DS can still clear packs, I have to enter the fray faster and kick stuff in order to get some corpses. I’ll see how it goes…

The intent is to make Death sentry more opt-in.

Say you want to use Fire traps as your off element instead of death sentry, or Lightning as your off element for primary Fire trap build.

Hybrid Martial arts / Lightning trap builds will be much easier to make now with the freed requirements.

The idea is you can still opt in to have Death Sentry for your off element if you prefer that, but at least now there are more options.

As a concept I like the change so far.

I really wish they would remove the Death Sentry synergy: Fire Blast +1 shot per 3 levels, and just increase the base to 10 though. Not having more than 5 shots is kind of annoying at times… placing those extra points to get shots feels wasted.

Well, like someone else said in another post, hybrid builds are not optimal, they’re experiments that deserve to be nerfed and die.

I obviously disagree with the above but right now can’t think how I would spend 42 points in martial arts (alongside a maxed Dragon Talon) and get the same effects as using maxed DS + LS

But I’ll come back to these once the changes are up on the PTR

Well, I see where you’re coming from. It could feel like there’s less purpose to placing points in Lightning sentry. But it’s still worth it for your Kicksin build is it not?

At least this way you have the option to place those points elsewhere, or keep them as needed.

It’s a buff to pvp ghost sins, who will no longer put points into death sentry. And they didn’t need a buff