I should have taken pics for this boss for Chapter 9. Yet I noticed 2 major issues with the mechanics.
1, My character at times gets too close to the boss and can’t move for some reason in Phase 1.
2. Phase 2 of the boss with a red ring I swear my character was out of it and still got 1 shot.
Honestly Chapter 8 and 9 bosses seem to be a steep curve in the campaign of difficulty. I am not sure why and for a new player both are truly epically hard. Chapter 8 boss mechanics seem fine but 9 seems to still be off at times.
Plus, the difficulty for both bosses seems to be around 5 to 15 levels above the expected level it suggests. I am not sure how to fix this steep climb but I hope the mechanics for Chapter 9 gets fixed since that one to me seems more like 15 levels above the recommended level.
If there was a way to farm more mobs to my level besides repeating the mobs before the boss I am stuck that to level faster to help get the levels I need to deal with the boss that could help the steep curve. Guides from maxroll or content creators help but it isn’t fun with the steep learning curve for the bosses that get really hard out of no where. Just hope there is a way to level up faster if it would take 5 to 10 levels to get past the boss?
You can tell when she’s going to use that ability by her eyes glowing very brightly. If you stand in that you will get stuck for a few seconds, if you get partially hit by it or move out before its full effect then you will be slowed for a few seconds.
honestly the major issue with this game there is no additional button for a dodge like mechanic. other aarpgs have this more so these days. due to this I had to build into my gear and skills for that dodge like mechanic. plus, due to the last two bosses I tried before than to combine 2 entirely different builds into 1. when I looked up maxroll under the specific build I was aiming for the skills I used didn’t mesh under 1 build maxroll recommended. once I took their build guide suggestion and added gear for that addition dodge mechanic I was finally able to defeat the boss. however I wish there would be a compromise with the gear system where for a void knight you need all of your resistances up to deal with the bosses. I am not sure if there is actual gear in the game where you can combine dodge mechanics in the gear with high level resistances as well. it felt I sacrificed my resistances to get an additional dodge mechanic in my gear. I did some end game but got frustrated and realized the dodge mechanic in other aarpgs does help with hard boss fights. I just hope if there is no dodge mechanic coming in the future there would be gear not just skills baked in easier going forward to help with that but not sacrifice your build so you can have that dodge built in.
That is not a issue, but a design decision. And for any of the bosses you don’t really need it anyway.
However a mechanics like this (called evade) will be implemented in 1.1.
Dodge is one of many many defensive mechanics, including things like armor, endruance, health, ward, glancing blows. There is even other forms of generic damage reduction.
The goal of building your character is to stack many of these in any combination.
The way you describe dodge you make it sound like superior to any of the other mechanics, which it really isn’t.
There are several high endgame characters that I played that didn’t utilize dodge at all.
Having to make sacrifices in certain slots is intended. Defensive affixes are usually on the suffixes and since items can only have 2 (up to 3 with sealed affixes) suffixes you have to make choices. Otherwise every character and every build would run around with everything.