Chronomancer Julra one tap potential

I like that they made a boss that only some certain builds can do it. It just kill the build diversity.
Who want to play a build that can’t kill tier 4 dungeon boss.

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There is a moment where the technicity of the boss fight ruins the fun.
For me (and this is very personal), Julra has reached this moment.
First a labyrinth, then a too technical fight. No fun at all for me.
But I still like and support the concept!

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Ive only done the fight on my Abomination Necro with 3.5k Ward. I just run in circles around them and timeshift at the last moment when the explosion hits to maximize damage uptime, the only damage I take is from those void beams and its not dramatic.

Never noticed damaged from the Void floor rift but I havent stood in it

The fight is kind of boring. It takes a long time. too long infact and my Abomination hits for 350-500k on the dummy and barely scratches her and my Abomination can maintain 5-6 armor shred stacks at 100% so they hit fast enough

Ive fallen asleep fighting Sirus and Maven before this fight is different as one death and you lose but theres also little risk. Its one key that drops frequently

When she casts the explosion I time shift right before it hits then immediately time shift back to the fight, I dont wait for her to chase me anywhere

Yes… she does take too long to follow…

@Tree post above also makes me wonder how much this particular fight is going to separate builds in a similar fashion as Arena Vs Mono build favourites… It seems like this will add another Dungeon ready build type… I.e. a build that is purely tailored to Dungeons because the Boss fights are very technical and benefit a certain build or playstyle more than any other…

To me this is would be unfortunate - while some builds will always be better at mob farming or single target killing, I have always found that its unfortunate that some builds suffer and as such people tend to gravitate to using a few time tested builds instead of just enjoying something from the beginning to end of the game in any build… I realise that player skill comes into play here but there should be a way for each type of build to progress in their own specific way… And it seems that beating Julra currently favours a specific playstyle…

I realise that this is just one Dungeon so far… and there are more to come with presumably different bosses? with different technical focussed fights… but it does make me wonder where this is going…

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What bothers me is, that it always takes a pretty long time until she follows you, regardless of how “good” you time the era shift, even if you switch era’s in the last millisecond it still takes seconds until she follows you.

It definitely make the fight “less stressful”, because you get those big downtimes, but those are bad for some builds.

For the rest of your post, I don’t necessarly agree, that it’s bad that some builds excell at different things.

Especially when multipler hits, it’s super interesting for me, when you can specialize and now do a “well-rounded” build.

But if Player A has insane singletarge, but bad AoE
And Player B has great AoE, but his sustained single target sucks

Some of the most funs builds I play, are builds that would fit very well into some of these multiplayer settings.

Having meta builds, that kinda “can do it all” is not appealing to me, from a co-op perspective, because then everybody can run around doing their own business, even in a MP setting.

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Multiplayer is an entirely different kettle of fish… There specialisation and the strengths of the team override any individual build and there will DEFINITELY be specialisation of builds for MP… no doubt about it.

But Singleplayer is entirely different… If you cannot respec on the fly for each coming battle/boss like LE doesnt want you to do, then you have to have a generalised build that is pretty good at one thing but generally good at anything the game could throw at it… Its already challenging to make a build that isnt too weighted against either mobs/single targets because then you fly through a map, only to take 20 minutes to kill the boss or vice versa.

Things like technical bosses that favour a specific playstyle then force you to build a character for that… what I am saying is that there should be a way for each type of build to progress… there should be a way for Julra to be beaten by melee, ranged, mage, fighter rogue, acolyte with relatively equal difficulty… If not, then everyone is going to have a Julra farming build and its likely to be the same two or three builds…

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Yeah, I get it, but have in mind, this boss is designed for level 100 characters with close to bis gear. My Multishot Marksman also has 2.2k hp and is basically the best you can have prepatch with a T5 Flat phys legendary bow. She is not strong enough to kill that boss easily. However my BD , who is also dodge/GB based defencively eats the boss, chews it and spits it out in the span of 80 seconds.
Nerfing the boss would mean nerfing the rewards, because I’m literally getting 20 exalted items per run.

What level (out of the four) are you taking about?

And there is another issue that I have with particularly difficult bosses, whether optional or not. They make the rest of the content feel bland as if non-existent. I’d rather see challenging map mobbing, spiced with slightly more challenging boss encounters as opposed to “fall asleep” 95% of the game, and challenge concentrated on the remaining 5. In the latter scenario, the “easy” part of the game feels non-existent and not worth playing. Why pour countless hours in design for content that players will breeze through once and then forged about?

I might have to correct my first statement about instantly dying in the void pool.
Yesterday I tried the T4 Sanctum with the same char and noticed that I got hit twice and died on the third hit from the void pool. If I remember correctly the two paths I took in the T4 Sanctum both each had 120% more damage/health modifiers.

Now I don’t know what happened in the T3 Sanctum but I suspect that when I did the time lapse I got hit by someting else at the same time, maybe even got crit. At least that could maybe explain how I can survive two hits on T4 Sanctum with those modifiers but instantly died in T3 Sanctum. I feel like even if I did get glancing blows on both hits in the T4 sanctum and none in the T3 Sanctum, the damage difference would have been enough to have the same result. Both times I had full health before getting hit by the void pool (or void rift, not sure what her ability is called).

The only thing that I don’t really like is that she marks you after you time lapse and it follows you making it very hard to escape the first hit. I didn’t check if she marks you again if you time lapse to avoid the current mark basically making you end up in an endless cycle of getting marked → time lapse to evade → get marked because you time lapsed. Maybe someone who knows the fight better than me can elaborate.

Anyway, there is something else that I noticed quite some time ago and maybe someone can confirm this. I always felt like there is a certain range of damage from enemies and for some enemies that range seems rather high. Not I don’t know if this is true but when I was reading the patch notes for 8.4 when it was released I was confused by the following line: “Ascendant Embermages deal 11% less damage, have 5% less range, have slightly greater cast speed randomisation, and arena pack size scaling has 85% reduced effect on them (from 40%).”

Does this mean that enemies do indeed have randomized stats (not in an unlimited range of course). I have never really noticed that in terms of like attack/cast speed, health, movespeed, etc. but in damage for sure. Sometimes the same enemy (non magic/rare) in the same echo feel like they don’t do the same damage. Most of my chars use multiple layers of defense but even with characters that have no block or glancing blow I seem to notice this. Like sometimes I get hit by the Embermage Meteor and it deals 200 damage and then I get hit by another one and it deals like 400 damage or more (of course I know it might have been a crit). Now I know that a lot of factors play into enemy damage but I was just wondering if in general enemies do indeed have randomized damage in a certain range and if that range is higher for some enemies than it is for others.

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Tried (and died) multiple more times against the T3. My build’s definite weakness is low health; even then, War Cry’s invincibility helps tremendously against those Void pools, which allows me to focus my attention on her other attacks. It’s definitely PITA if you don’t have a movement skill, but now that I clearly know the range of those spinning orb things, it’s now a much more fun battle instead of panick fighting.

Now at least I can focus on improving specific parts of my build instead of worrying about constant death pools. I also have a Druid that I’m leveling up until I have decent health to fight her T3 form. With it being much tankier than the Beastmaster, I’m hoping for a more balanced fight.

Similar experience here… although T4… most of my builds can handle T3 ok… Its definitely harder for some builds than others - even if they can each handle 150-200 corruption without trouble…

I dont mind that the fight is hard… Thats 100% fine… But it should be equally hard for any build.

I dont mind that the fight requires you to look at your build more carefully and potentially fix a weakness that isnt that serious in other areas of the game… However, once fixed, you shoul dbe able to progress.

I dont mind that the fight requires skill/practise/understanding the mechanics & technical side of defeating her… but there should be a way for any kind of build to handle this aspect of the fight without it being easier for a certain build… at least not substantially easier… 5-10% max.

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That’s unrealistic. Some builds are stationary, some builds are mobile, there is no way the devs can do a flatline balance for every build.
So far I have downed the boss with 4 characters. A Crit Cascade BD, A Multishot Marksman, Bowmage and Void cleave Ereasing strike VK. The VK and the BD had it easier for sure, but that doesn’t mean the boss is impossible for the stationary playstule. My Multishot MM struggled mostly due the lack of damage, while my Bowmage shreded the boss almost as fast as my BD.

I don’t know how you could measure that.

The boss is fine. With an optimized character and a few practise runs, it is actually fairly easy, because there is no unavoidable damage, with the exception of the first tick from the void puddle.

That ticks off 2 of my 3 requirements for a “fair fight”. Properly spec’d build & player skill…

Maybe 2/3 is the best we are going to get… Maybe the next Dungeon boss will be easier for a different playstyle… Who knows and assuming there will be other dungeons that you could run to create Legendaries…

I did the T4 Sanctum today again and noticed something that might be a bug or just me not understanding the fight completely yet.

During the fight, Julra shot a blue-ish projectile (if I remember correctly it was more like two intertwined projectiles) which I dodged by walking out of its way, so basically it missed me and wasn’t even close. Not even one second after the projectiles left the screen I died to a “Chilled Seeker”. Now I am not sure if the blue-ish projectile(s) were those “Chilled Seeker” but as I said they clearly missed me and did not “seek” me like those Nagasa blue spheres from the Sapphire(?) Nagasas. I also didn’t see anything else fly towards me or anything on the ground so I am a bit confused.

Did anyone else experience something similar?

Also, is there a source that lists all her attacks?
I know she has the void pools (Void Rift?), the void carousel (whatever that is called) with the gaps in between, her Genkidama, the weird pale blue AoE breath attack thing, some totems that shoot lasers? (usually I time lapse and destroy them before they can do anything but I noticed they make a blue line on the ground and then fire a beam?) and apparently “Chilled Seeker” and maybe some more that I forgot or didn’t experience yet.

The seeking water projectile is unavoidable, unless you switch era’s with the dungeon ability.
It’s not supposed to hit you “initially”, that’s basically just a long ass windup animation to give you time to react.

This serves as a kind of “gear-check”, because it’s hard hitting but not lethal if you have decent defenses.

If you can’t handle it, you need to swap era’s using the dungeon ability, but this will result in more void puddles, because she will always apply the debuff on you, that spawns one, after she follows you into the other era.

Okay so I understand the intent behind this but from what I experienced this is implemented kind of poorly then, or maybe it was a visual bug.
For me if a projectile misses me and does not seek me out or leave behind some sort of marking on the ground that would suggest a follow up beam or explosion or something like that, the threat was avoided. But in this case the projectile missed me by a long shot and pretty much as soon as they left the screen I died.

I am going to do some T1 Sanctums and see if I can replicate this but I felt like this might be a (visual) bug.

I don’t know if you really experienced some kind of bug or not.

The projectile, when it shoots out does not have any indicator and flies a long arc before seeking out to you.

For me this was clear the very first second, that this is unavoidable.

If it behaves or looks different, that migh be a bug dunno.
But that never happened to me on dozens and dozens of dungeon runs.

In case you notice anything weird you should try and make a video I guess.

Just did a T1 Sanctum and this time the projectile followed me.
The projectile following me looked… a bit weird. Like it felt like it was “off-track” and just kind of following my general direction and not precisely me, if that makes sense.

And the “impact” was kind of disappointing and non-existant as the projectile just kind of disappeared around 1 meter behind me, but that might be because my graphic settings are pretty much on low in every aspect. So I won’t critique that too much because it might feel more impactful on higher graphical settings.

It might be a visual bug. The spell follows you for a short time and disappears. Ironically, that’s the only skill I don’t even try to dodge, because it’s too much of a pain. I either decoy it, or face tank it with CDs like smoke bomb.

They are. It stops following you after a short chase.