Chronomancer Julra one tap potential

Yes you are correct, I don’t know what I done different or if anything changed with some of the latest patches.

But in my initial testing it always dealt damage, sometimes the impact hit and vfx were not in sync, especially when it initially missed you and returned to you.

But yeah anyway, you can outrun it, which can be dangerous as well, so if you can facetank it, usualyl that’s way ssaver anyway, to not get in trouble with the other mechanics.

But can the chilled seeker be dodged though ? i feel like i already have the silver shroud buff time correctly but still got one shot by it

Anyone got a guide for this fight? :slight_smile:

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I am afraid that these puddles remove too much from the intended dungeon mechanic. “Here, you can time travel to avoid attacks, but no - we will make sure that you don’t use it.” To prevent multiple fast emerging puddles you have to use the ability rarely, which then becomes a gear check.

I know that the main scrennwide AoE attack is designed to force you to timeshift, but then we have the rotating beams downstairs, yet another “gear check or shift away to produce another puddle and another AoE kill floor attack . . .”

P.S. After killing her on levels 1 and 2, and dying many times on 3, it took watching a video to notice that there is a gap in the rotating beams. I feel stupid. :thinking:

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I don’t think that it should be designed for “optimized characters” provided that it is a gate to optimizing gear. Challenging,? Yes. Gated for optimized characters? No, thanks.

Ignoring my other points and concentrating specifically around the optimised character… Well, the point of the Dungeons is to make Legendaries - logically a character that arguably needs Legendary gear should already be pretty well optimised & geared up to make the effort…

I dont think Dungeons is intended for general play… I would have thought that it should at least be something to do after normal Monoliths… imho… maybe a T1/2 could be done around then, but T3/4 I would think would be in Empowered monolith levels…

Remind me, what do the Tiers represent? The Item Level you can Legendarify (<-- new word!) or the # LP you can upgrade?

The dungeon is desinged in a way, that you could potentially use the era shift all the time, if you feel like that makes the fight easier for you.

Some people might think it is, when they do have a clever system to lay down those void puddles.

But the Void Laser is not really a gear check or era shift ability.
It’s entirely avoidable, if you poisition yourself properly.

I would only use the era shift, if I see myself messing something up and the laser blockign the way to escape the Big Cone attack for example.

But generally speaking you can avoid the laser and not take any damage from it.

I don’t think anybody should feel stupid for anything, especially on these mechanic fights.

There is a lot going on and focusing on multiple different things happening at once, can be really hard, so you will definitely need a couple of attempts to fully grasp all of the mechanics.

And even when theoretically knowing how to deal with all of them individually, their timing and how they overlap varies a little bit.

So it really comes down to pratice and good stategy, both of which needs pratice.

To learn the mechanics you really can play the boss on T1 and just try to not get hit, even though T1 is not really deadly for a decent build, you can still use it to pratice mechanics.

I think its Item Level.

It’s the max level of the Unique you will put in the Cache. It’s also the enemies’ level. The two values are different. Enemies tiers are 55-80-95-100, I don’t remember exactly for the Uniques, I think it’s 50-66-75-unlimited but unsure.

The first time I went to the Dungeon I did not even see the big white AoE, so I unwillingly facetanked it.
That’s one important thing in Last Epoch: watch and learn. And it’s sometimes difficult to notice all that appears on screen.

The boss fight seems pretty unfair to not op builds or minion build with snapshot mechanics that will be probably nerfed 1 day.
The void pool tick takes 65% of your life even with max void resist and endurance and first tick is unavoidable. All other abilities just one shot you. If you not able to take hits and quickly recover its even not worth trying. Also having movement skill on 6 second cooldown makes the fight even worse

While the fight feels interesting and appears to be a challenge, i can see alot of frustration for players that dont play a “suitable” build for her. Wayyy too many builds fall short against her and unless your super mobile or delete her fast enough, t4 might be too hard. I think many players could crash into a brickwall here, cause balance wise the game is all over the place.

Please dont nerf it! Finally some hard content with untankable stuff i love it!

Or people are not doing it right mechanic wise. She is annoying in my eyes but i love it at the same time since it is something you need to think about harder then most bosses.
Especially when timing pressing D or not.

I had so many times in other games aswell that i blamed the boss or the boss design when i ended up to be the problem (mechanic wise).
You might be right about mobile players or high dps players could have an advantage.
I rather see a few builds that are way to strong in those fights getting small nerf instead of the boss. For example minions dying faster in those kind of fights.

Absolutely love a fight that requires mechanical knowledge, with tank characters having a little more forgiveness than squishies. Don’t change that!
Maybe, though, make it more obvious to the player that their position has a direct correlation to where the void pools will drop. Maybe have a warning affect appear over the player’s head, then a void bucket dunk affect with sound washes over them, and then the pool spreads out from their feet.
When there’s a lot of aura effects under the player’s feet as well as layered ground effects, it starts to become difficult to see that they’ve been targeted, much less that the void pool that appears was caused by something they were targeted with.

I like were you heading, however it feels a bit to hand holding to my preference.
I would prefer something like a sound of it clearly, like the sound wash as you mentioned for example.

So how does a melee build like Warpath stand a chance against this boss? I mean you gotta get in close enough to do damage to her but those rotating beams. So is this boss made more for ranged and builds that rely on companions to do the damage or what? Haven’t seen any video of a player using Warpath to kill her so I am a bit curious if I am just wasting my time attempting this boss with this build and make a specific build that can handle her without having to take so much damage just to be able to damage her.

The real well-designed part about it is that the gap in the beams is where the circular pattern in the floor is located. Once I figured that out, the beams became a lot easier to work around.

Now I keep dying to the stupid wave pool thing. There isn’t a lot of time to avoid the cone (especially if you’re ranged and on the deep side of the cone). I know the point is to time-shift there (she generally tends to follow it up with the mega-death circle anyway, so it’s not like I’m making it too hard on myself), but by the time I think, “hey, I can’t dodge this, so time-shift away,” I was too late and already dead.

Still, getting closer. I want my Legendary Allivion, but I can’t get it until I beat the T3 fight, :sweat: