Forge Guard Crit Javelin Endgame Build for Last Epoch (Patch 1.2)
Welcome to our Last Epoch Forge Guard Crit Javelin build guide for the Sentinel class. Here you will learn everything about the Forge Guard play style, passives, skills, strengths, and weaknesses to conquer the world of Eterra.
Build Introduction
Blot out the sun with a rain of Javelins using this Forge Guard build! The definition of a bulwark of steel, this version of the Forge Guard focuses around fast, multi-hit critical strikes while being able to tank some of the hardest hitting enemies in the game. Pick up your shield and get in the fight.
An absolute bulwark of defense.
Works at both close and far range.
Retaliation built in, meaning enemies are activly punished for touching you.
Walks slow, most mobility comes from
Lunge.
Topping out the damage will require not moving.
Skill Selection
Offensively, the build revolves around the active skill Javelin and the
passive skill
Shield Throw. While Shield Throw can be used manually (and in some
cases, this is absolutely what you need to do), most cases of it's use will be through
the unique Sigeon's Reprisal. This provides a chance to activate Shield Throw, without
putting it on cooldown, and attack enemies for us without us pressing a single button. Javelin
itself is the main DPS option, and will hit much harder than Shield Throw. While
the build is slow movement wise,
Lunge provides a bit of reprieve, allowing us to
dart around and uses Javelin when we reach our destination.
Defensively, Smite is taken for high scaling healing in order to sustain
us, which is part of the reason the build is able to face tank so many things. Smite
is activated from our throwing hits, so it goes off quite frequently.
Symbols of Hope
grants us a large amount of Endurance Threshold and Block Chance, and is a great enabler for Shield
Throw procs.






Class and Skill Passive Trees
Our base class is Sentinel, which fills the role of a knight in Last Epoch. Upon finishing Act 1
in the campaign, your character will be offered an opportunity to select an Advanced Mastery. Each base class has three
possible Masteries to choose from. For Sentinel, you can choose between Passive Trees for Paladin, Forge Guard, and Void Knight. Upon
selecting a Mastery and placing 20 Passive points in the Sentinel Tree, you'll then be able to place Passive points in the Mastery Trees.
Forge Guard is the Advanced Class used for this build, and also where the majority of our Passive Points will come from. The Forge Guard Tree will focus around picking nodes that bolster our throwing capabilities, enable us to use a two-handed weapon and shield at the same time, and provide a strong defensive layering through percentage based mitigation. Paladin and Void Knight are both used to a degree, but only very selective points are used from these trees.
Sentinel Passive Points
- 8 points in Juggernaut: Strength and Resistances.
- 5 points in Armour Clad: 10% damage reduction if within melee range.
- 1 point in Fearless: Pathing node.
- 1 point in Stalwart: Easy 3% Block Chance.
- 5 points in Relentless: Increased damage and provides a bit of defense against stuns.
Our base class is Sentinel, which fills the role of a knight in Last Epoch. Upon finishing Act 1
in the campaign, your character will be offered an opportunity to select an Advanced Mastery. Each base class has three
possible Masteries to choose from. For Sentinel, you can choose between Passive Trees for Paladin, Forge Guard, and Void Knight. Upon
selecting a Mastery and placing 20 Passive points in the Sentinel Tree, you'll then be able to place Passive points in the Mastery Trees.
Forge Guard is the Advanced Class used for this build, and also where the majority of our Passive Points will come from. The Forge Guard Tree will focus around picking nodes that bolster our throwing capabilities, enable us to use a two-handed weapon and shield at the same time, and provide a strong defensive layering through percentage based mitigation. Paladin and Void Knight are both used to a degree, but only very selective points are used from these trees.
Forge Guard Passive Points
- 5 points in Weapons Master: This build uses a spear, so this node provides 5% flat crit rate alongside usable Strength.
- 3 points in Steel Aegis: 3% Block Chance.
- 1 point in Fresh from the Forge: Taken for pathing. This is a good node, as it adds flat throwing damage to the build, but unfortunately we are limited on what we can take. If you find yourself overly tanky, you may opt to pull points out of some of the more defensive nodes and place them here.
- 1 point in Peltast: Again, not a bad node. But points are scarce, so we only use this for pathing further into the tree.
- 5 points in Guardian: A large amount of Health. The Stun Chance is also useful, especially against Harbingers.
- 8 points in Champion of the Forge: Critical Chance alongside Multiplier, scaling off Strength.
- 8 points in Siege Captain: Flat Throwing Damage for wielding a shield, and a ton of Block Effectiveness.
- 10 points in Iron Reflexes: A staple in Forge Guard throwing builds, this converts the Dodge you gain from the scaling of this build into Armor while also providing substantial Dexterity.
- 4 points in Crusader: 60% Critical Strike Chance for Throwing.
- 3 point in Infinite Bulwark: Not great by itself, but the attached node beyond this is what's worth taking.
- 5 points in Liquid Iron: With how this build plays, DoT mitigation is of the utmost importance. We need to be able to survive standing in bad things in order to maximize damage. If the bad thing you're standing in is super strong, using a potion will double your DoT defenses from this node.
- 6 points in Javelineer: Flat crit scaling off Dexterity, and 60% Crit Multiplier.
- 1 point in Flawless Defender: Some bonus Armor while holding a shield.
- 4 points in Walls of Solarum: We're one point off from being able to cap this, but this is still a decent bit of mitigation just for existing. Hitting 50% Block Chance is relatively easy with this build, without Legendary Potential.
- 1 point in Forgemaster's Might: This node enables us to wield a two-handed weapon and shield at the same time. While it does reduce our damage a bit, it's worth it for the interactions the items we choose and the tankiness it provides.
- 8 points in Master of Arms: We get to double dip a bit here. This node grants us Strength, Frailty Chance and reduced damage taken from crits.
Our base class is Sentinel, which fills the role of a knight in Last Epoch. Upon finishing Act 1
in the campaign, your character will be offered an opportunity to select an Advanced Mastery. Each base class has three
possible Masteries to choose from. For Sentinel, you can choose between Passive Trees for Paladin, Forge Guard, and Void Knight. Upon
selecting a Mastery and placing 20 Passive points in the Sentinel Tree, you'll then be able to place Passive points in the Mastery Trees.
Forge Guard is the Advanced Class used for this build, and also where the majority of our Passive Points will come from. The Forge Guard Tree will focus around picking nodes that bolster our throwing capabilities, enable us to use a two-handed weapon and shield at the same time, and provide a strong defensive layering through percentage based mitigation. Paladin and Void Knight are both used to a degree, but only very selective points are used from these trees.
Paladin Passive Points
- 8 points in Conviction: Physical Penetration and Increased Damage.
- 3 points in Honor: Taken for the 3% Block Chance.
- 4 points in Valor: Needed for the ability to use
Symbols of Hope, but does provide some basic defenses like Endurance and Health.
Our base class is Sentinel, which fills the role of a knight in Last Epoch. Upon finishing Act 1
in the campaign, your character will be offered an opportunity to select an Advanced Mastery. Each base class has three
possible Masteries to choose from. For Sentinel, you can choose between Passive Trees for Paladin, Forge Guard, and Void Knight. Upon
selecting a Mastery and placing 20 Passive points in the Sentinel Tree, you'll then be able to place Passive points in the Mastery Trees.
Forge Guard is the Advanced Class used for this build, and also where the majority of our Passive Points will come from. The Forge Guard Tree will focus around picking nodes that bolster our throwing capabilities, enable us to use a two-handed weapon and shield at the same time, and provide a strong defensive layering through percentage based mitigation. Paladin and Void Knight are both used to a degree, but only very selective points are used from these trees.
Paladin Passive Points
- 5 points in Abyssal Endurance: Health, some bonus resistance, but also flat mitigation against Void and Physical damage types.
Javelin
Javelin is the button you'll be using the most. It's an all-in-one package, dealing fantastic single target damage, but also
great AoE damage. Javelin does normally come with a high mana requirement, however this is solved with Tier 7 Throwing Damage and
Reduced Throwing Mana Cost affixes on our rings, and from the Unique boots Foot of the Mountain, which lowers the Mana cost even
further when standing still. You can still walk around and use Javelin without running dry on resources, but constant casting will result
in mana starvation without the proper gear. Nodes in this tree can be adjusted to facilitate lower mana cost as well in the event
you're still gearing your character and missing important pieces. Your damage will take small hits, but it won't be so detrimental
that the build will no longer function.
Order of Skill Points
- 3 points in Mighty Delivery: Multiplicative damage scaling and Attack Speed. This is very necessary, as Forgemaster's Might slows us down a bit.
- 1 point in Warrior's Mark: All that's needed for both effects to take place. Easily caps both Frailty and Physical Resistance Shred on targets.
- 1 point in Siege Barrage: You no longer throw Javelin in a straight line; instead, it rains down from above and hits targets multiple times.
- 2 points in Spiked Bombardment: Siege Barrage now hits an additional two times, but at the cost of more mana.
- 1 point in Excellent Balance: Mana reduction. If you're having problems with mana still, feel free to take more points in this until it's fixed.
- 1 point in Beast Ender: Some bonus flat Critical Strike Chance and Crit Multiplier.
- 4 points in Monster Piercer: Multiplicative damage node, but doubles effectiveness against enemies with high health. This is great for mapping, where you may not have a chance to apply debuffs to ramp damage; instead, enemies will just be killed in a single hit.
- 1 point in Go for the Legs: Pathing node.
- 5 points in Forceful Hurl: This is a massive 150% Physical Penetration for standing still, syngerizing with the rest of the build.
- 1 point in Strategic Patience: Massive multiplicative damage modifier, at the cost of Attack Speed reduction. The trade off is worth it here.
Shield Throw
While most uses of Shield Throw will be automated off Sigeon's Reprisal retaliation, this skill can still be used to
kill enemies that may be spread out, or that you simply dont want to stop moving to throw
Javelin. I like to think of this
as the "lazy" option when mapping. It's nice to have as an option.
However, that isn't all there is to this skill. With the rework in Patch 1.2, Shield Throw now provides us with substantial buffs when it is used, and when it ricochets off enemies. This is important to keep in mind, as when fighting many bosses, they won't all hit a bunch, and you may be forced to manually cast this skill in order to pump your damage. While it's obvious that more damage equals less time fighting a boss, it's important to note that fully buffed Javelin has a decently high rate of stun, even on Harbingers. The higher your damage, the more likely you are to stun, and the more likely you are to just avoid dealing with mechanics at all, depending on the Corruption you're at.
Order of Skill Points
- 1 point in Siege Breaker: Adds a 6 second cooldown to Shield Throw, but Shield Throw now deals 100% more damage. This isn't our main damage skill, and the retaliation from Sigeon's Reprisal bypasses this anyway.
- 1 point in Throwing Arm: Allows Shield Throw to ricochet an additional four times, and it can now ricochet off you! This is super important, as you will need the ricochet off yourself for single target fights.
- 4 points in Colossus: This is the most important node in the tree. Easily capped at 20 stacks, this provides 100% increased Armor and 40% global Physical Penetration while the buff is active.
- 2 points in Defender's Rage: Buffs us with Frenzy, increasing our Throwing Attack Speed for 4 seconds.
- 3 points in Sleek Buckler: Increased Throwing Attack speed, but more importantly Shield Throw travels 60% faster.
- 2 points in Ricochet: Adds another potential two ricochets, but increases mana cost. Mana cost here is negligible and can be ignored.
- 5 points in Heavy Shield: 15% multiplicative damage scaling, and 30 flat Throwing Damage added to Shield Throw.
- 3 points in Sharpened Rim: Adds base 6% Crit Chance.
- 1 point in Avenger's Wrath: 1% Critical Multiplier per 40 Block Effectiveness.
- 1 point in Spiked Plates: 50% of your Block Chance is added as a more damage modifier. For this build, this equates to around 30% more damage at baseline, but can be higher depending on your gear.
Smite
Smite is taken for two very important reasons. For starters, it's the main sustain source for our health.
Especially early on before getting the ultra-endgame gear, being in range of at least a portion of your Smite casts is
crucial. With Titan Heart being a great option before Null Portent, it kills our health regeneration, so it's
important to be mindful of the range on the healing. Secondly, Smite hits will boost our Throwing Attack Speed, something
we are in dire need of due to Forgemaster's Might. There's a small chance Smite cleanses us, which may not seem too important
most of the time, however in fights like Aberroth (or even Uber Aberroth), being able to cleanse is imperative.
You won't be actively casting Smite. Rather, this build forces specific Idols (Adorned Rahyeh Idols, 2x2) in order to proc Smite
off throwing hits. Basically, as we'll have four of these Idols, if we hit an enemy, it procs a Smite cast.
Order of Skill Points
- 4 points in Holy Wave: Smite heals in a much larger area.
- 3 points in Righteous Fury: This node is purely for pathing.
- 4 points in Righteous Flurry: Essentially a permanent 20% Attack Speed boost.
- 3 points in Soothing Balm: Increased Health Regen and Mana Regen when healed by Smite.
- 5 points in Grace: Smite heals for 200% more.
- 1 point in Panacea: Small chance to cleanse ailments on heal.
Lunge
This build has very low movement speed. It's easily the worst part of the set up. Lunge is going to be your best friend here.
Smite traversal is an option, which would mean not taking Lunge at all and instead opting for another skill (potentially
Ring Of Shields as a nice passive boost), however you lose the ability to automate
Javelin. This is purely player
preference. When testing, Evade was more than enough to avoid telegraphed attacks from bosses if needed.
Order of Skill Points
- 2 points in Dawn Charge: Pathing node.
- 2 points in Juggernaut Dash: Grants 100% Block Chance while dashing.
- 1 point in Unstoppable: You are invincibile while dashing. This is great for getting through things like Lagon's eye laser in the event you have positioned poorly.
- 1 point in Warrior's Renewal: Pathing node.
- 2 points in Initiate's Onslaught: Pathing node.
- 1 point in Art of the Spear: Some cool changes with Lunge itself, but we don't really get to do anything with them.
- 1 point in Deadly Stab: Improved Crit Chance, but basically worthless to us.
- 1 point in Pilum Assault: The whole reason for the previous points. Lunge now automates Javelin on arrival. This is great for initiating dangerous enemies because it may just outright kill them.
- 1 point in Blade Stream: Lunge now strikes all enemies along it's path.
- 3 points in Broadside: Lunge has a wider range of where it can hit.
- 5 points in Crusader's Fury: Each enemy you Lunge through, you gain 10% Physical Penetration for a short period of time. Use this to your advantage while running maps.
Symbols of Hope
With the changes in Patch 1.2, Symbols of Hope (previously Sigils of Hope) now automatically propogate on your
character without inputs. This is a welcome change, and allows us to use the Symbols as a passive bonus to our character
without forcing clunky casting or forced Uniques to enable functionality. We'll focus on capping out maximum Symbols,
Endurance Threshold, and Block Chance.
There is an active effect on the Symbols, however the use case for this build is very niche. When activated, you gain global damage mitigation for a period of time. However, bonuses from specific portions of the tree scaling off number of Symbols will disappear until they regenerate. Only use Symbols in the event you're taking lethal damage from a DoT effect and need to move.
Order of Skill Points
- 5 points in Iron Symbols: Endurance Threshold per Symbol.
- 2 points in Enduring Hope: Pathing node.
- 1 point in Tetragram: +1 Symbol count.
- 1 point in Meditation: Symbols give increased Health Regen. Be mindful in group play, you no longer grant benefits to allies now.
- 3 points in Sign of the Guardian: This grants a massive boost to blocking, increasing Block Chance and Block Effectiveness per Symbol.
- 2 points in Quiet Mind: Pathing node.
- 3 points in Invigorate: Increases your healing, boosting
Smite healing.
- 1 point in Polygram: +1 Symbol count.
- 2 points in Empowering Symbols: Increased damage per Symbol.
Build Mechanics and Playstyle
This build doesn't make you choose. Your are both the unstoppable force and the immovable object. This build combines the best of both worlds, a hard hitting character with the defensive layering of an absolute tank. The one drawback here is... well, you're just a bit slow. It's possible to obtain some really obnoxious gear and fix the issue. However, with average player gear and expected drops of 2 LP, it just isn't feasible to expect your character to correct this flaw. The build completely takes advantage of this though, and won't expect you to be fleet-footed. Rather, the expectation is you simply don't move and take every fist to the face, shrugging off even the hardest of hits as you fight your way through the Monolith of Fate.
Retaliation
Sigeon's Reprisal is a great shield when used with the appropriate build. The point of this
shield is to automate Shield Throw, which means keeping up Colossus stacks
passively and not worrying too much about them. There's one aspect of the game where this just won't
happen; boss fights. They generally do not hit you often enough (or at all) in order to generate the blocks
needed to proc Shield Throw. In these cases, you will need to manually toss Shield Throw in order to buff yourself.
Defensive Layering
In order to maintain our defensive posturing, several things need to be in place.
- Access to either Titan Heart or Null Portent, depending on where you are in progression.
- Conversion of Dodge into Armor through Iron Reflexes. (Does not stack with next bullet point.)
- Conversion of Dodge into Endurance Threshold through Foot of the Mountain Unique Boots. (Does not stack with previous bullet point.)
- The ability to use a two-handed weapon and shield at the same time through Forgemaster's Might.
- Idols allowing automation of
Smite casts off throwing hits.
Most of the things listed above are fairly easy to make happen, as they come naturally through leveling, or the requirements are from gear drops that are fairly common. Specific affixes, as listed in the LETools we have on this page, will come in time and allow you to climb further up in Corruption with each increase. At the time of writing this, the build had been tested at 650 Corruption, but was not anywhere near capping it's potential. With the proper gear, this build could easily see 1,000 Corruption. However, something to take note is that as Corruption increases, you may need to start avoiding certain things. There's nothing wrong with taking a slap to the face from a boss in the name of science to see what you can and can't face tank depending on Corruption levels. With less than ideal affixes on gear, and some poor implicits, this build was capable of taking the room-wide mace slam from Aberroth on the chin, so feel free to use that as a baseline.
Equipment and Gear Affixes
For all suggested gear pieces, please see the planner provided below. Specific Unique item interactions will be listed further down the page.
Uniques
While this build is very simple, and technically can be played without a single unique, we've included several that we felt should be required, just to ensure you're able to climb the Monolith properly. All of these items are very easy to get, with Julra's Obsession being the outlier, as it is only obtainable from Temporal Sanctum and requires a specific tier.
- Sierpin's Fractal Tree – Exiled Mages (Chance Drop)
- Mandatory for the build to function as intended. It scales everything we want, provides some extra Dexterity
that we wouldn't have access to otherwise, and allows
Javelin to have better AoE damage due to the extra projectiles it fires off.
- Mandatory for the build to function as intended. It scales everything we want, provides some extra Dexterity
that we wouldn't have access to otherwise, and allows
- Sigeon's Reprisal – The Black Sun (Echo Rewards)
- Mandatory for the build to function as intended. This is needed for the automation of
Shield Throw. The rolls you really want on this are +3 Levels to Shield Throw, a decent Block Chance roll, and as high of a chance to retaliate with Shield Throw as you can possibly get. Luckily we don't need a ton of Legendary Potential on this piece. LP1 with the affix All Resistances is more than enough; anything else is a bonus.
- Mandatory for the build to function as intended. This is needed for the automation of
- Foot of the Mountain – Lightless Arbor Dungeon (Drop Chance from completion)
- These boots are taken for two reasons. The first being to reduce the mana cost on
Javelin down to acceptable levels. Secondly, these boots pump up our defenses, taking advantage of the Dexterity scaling in order to bolster our Endurance Threshold. You only need one stack of Mountain's Endurance to gain the Dodge conversion, but this will stack up to three times, reducing mana costs by 2 for each stack.
- These boots are taken for two reasons. The first being to reduce the mana cost on
- Null Portent – Aberroth (Only drops for the host)
- This piece is best in slot, but obviously... you need to kill Aberroth first, right? There's two choices here before Null Portent is an option. Either a Titan Heart with a couple LP on it, or a Champion's Regalia with good rolls. Null Portent's damage mitigation is extremely strong, and provides a great base for Health.
Idols
Idol slots are gained through the campaign, unlocking small bonuses and unique affixes for the player to discover and augment their builds with. The Idol screen consists of a grid system for the player to fill out with different sized Idols, eventually filling in every part of the grid. As the Idol shape increases (1x1, 1x2, 1x3, 1x4, etc.) the stronger an affix you might find for your build.
The Idol slots for this build are not up for debate. It is required to use four Adorned Rahyeh Idols with Chance to cast Smite when you hit with throwing attacks. The second affix is up to you, however it is suggested to grab either Health or Chance to Shred Armor on hit with throwing attacks.
Blessing
Blessings are permanent buffs that are applied to your character. These come in two different powers, Standard and Grand. Grand blessings are significantly stronger than the Standard Blessings. In total, there are 10 Blessing Slots, one for each Monolith Timeline. When you complete a Monolith and defeat the final boss you will be awarded a choice of three blessing with a random value.
Blessing Name | Affix | Timeline |
---|---|---|
Grand Emptiness of Ash | Critical Multiplier | The Black Sun |
Grand Rhythm of the Tide | Health Regen | Ending the Storm |
Grand Body of Obsidian | Armor | Spirits of Fire |
Bulwark of the Tundra | Increased Armor | The Age of Winter |
Grand Resolve of Humanity | All Resistances | Reign of Dragons |
Changelog
- 11 Apr. 2025: Guide Added.


GhazzyTV is a professional content creator that knows all about theory crafting builds in Path of Exile and Last Epoch and has been teaching players how to build their characters for over 9 years. He is a huge Blizzard fan with thousands of hours invested into Diablo 3 and 4 and is a frequent World of Warcraft Classic player. His builds will be helpful content for new players and veterans alike. You can find his PoE Vault Guide Hub here and his LE Guide Hub here. You can follow him on Twitch, YouTube or Twitter.
- Last Epoch Season 2 Patch Brings Massive Overhaul, New Faction, and Endgame Updates
- Final Hype Week Delivers Big for Last Epoch With New Surprises!
- Last Epoch Hype Week 3 – Endgame, Balance, and Itemization!
- Last Epoch Hype Week – Everything Has Changed About the Sentinel!
- Last Epoch Launches the Season 2 Hype Week!
- Players Are Just Now Noticing This Stash QoL Feature in Last Epoch
- The Capybara Pet in Last Epoch Is Real – Coming with Season 2
- PoE2’s Update Causes Season 2 Hype in Last Epoch Community