Chronomancer Julra one tap potential

This speaks more to the spell’s readability. I’d like to see the orbs which mark the gap have their corona of light tuned up a bit. The fight takes black in a shadowy sanctum on a dark floor and the orbs themselves are black, which blends in. The corona idea isn’t the only way that the location of the of the orbs, and therefore the gap.

It must be challenging designing a fight with so many moving parts which have to work together but remain distinct! Overall, I still think the fight is more fair than unfair, and it feels rewarding when your safety dancing skills pay off.

spoiler ---- if you want to research the mechanic yourself, don’t read following.

level 90 right now. only pass level 1 / 2
If time shift ability don’t have a cooldown isn’t a bug, I have few tip for easier experience.

After you get in the room and waiting the first full screen aoe, if you watch carefully, there is the glowing rune appear on the ground clockwise at the same frequency, like the clock is countdown from 1 to 12.

Use time shift when it count to 11(the glowing rune on the ground appear at position of 11), then time shift back at around the moment it will be 13.
don’t shift back at 12, you will make the right time to eat the bomb.
don’t shift back after 14, you will be mark with void puddle.

If you are not in the same era with her for too long(or instantly if she is not having any big move), you will be mark by void puddle.

So in my experience at least level 1/2, generally you shouldn’t get marked by void puddle when she use full screen wipe, unless you make a mistake.

The other tip is, stand next to her most of the time if you can, but don’t stand in middle(I don’t prefer stand out side either).
If you stand middle, you don’t have much time to avoid rotating beam when it happen.
If you stand outside, the cone water spray will be really hard to avoid cause it covers wide.
If you stand close to her, when cone water spray showing, easily walk by her side or to the back.

So lure her to face the direction you can easily walk away water cone range, while moving slightly as possible to dodge the other mess.
And most of time don’t time shift unless she cast full screen bomb(and don’t forget to shift back quick to reduce the unnecessary void puddle mark), unless you mess up and ready to going.

I’m late to the party, but I want to add this in.

Hard hitting abilities is fine – I want to know that they’re going to happen. Just a TINY bit more visibility, in order to avoid moments like this Twitch Clip here: Twitch

Nope have to disagree there. there was a 2 second wind up and you walked right into the path

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While his movement and positioning was not very clever here, and the windup animation of the boss is fine.

The telegraph on the ground for this Void Projectile is insufficient.
It’s one, if not the least visible ability on LE right now IMO, that actually has a ground telegraph.

I’m also fine with huge damage from an “end boss”, even one shots.

However, I just find that Julra, as it is at the moment, just doesn’t quite seem to be in the same box as the other bosses in LE. I can’t quite put my finger on exactly why this is but I’ll give it a go…

All the other bosses in LE have damaging attacks, but they also have fairly obvious mechanics where you can avoid those attacks if you’ve done the fight a few times. That doesn’t always make them “easy”, but you can go into it with a plan…

Julra, on the other hand, it just seems a bit of a mess. I’ve done this fight now a few hundred times on various characters and I have to say I haven’t enjoyed it once.

I understand the time shift to avoid the massive AoE. I know how to place the void pools. However, the fact that those void pools never seem to go away negates the usage of the time shift, which seems extremely counter intuitive if we’re supposed to be in a LONG, hard fight. I would either put a short(er) timer on those pools, or reduce the damage significantly.

The spinning beams. Eventually I came to see the circular “dead zone” where you could avoid the beams. This took me absolutely ages. I do appreciate that zone now, however, the other attacks that take place during the spinning beams result in a level of needed choreography that a ballet dancer would be proud of in order to stay in that dead zone. It’s just too much. It’s unusually hard in an online game to move in a circle. Left, right, up down, easy. Circles, not so much. To then have to try and run in a circle dodging things when that circle is in fact a small radius ring, again, it’s just too much. So, either just die, or use a time shift (bad, see void pool above). I would make the radius of the dead zone just a little bit larger, or perhaps give us a large inpenetrable rock to hide behind in one corner of the arena?

The “seeker smoke ball”. Again, of itself, I have no problem with a seeking ball of smoke. It’s the fact that it’s release is badly telegraphed that is an issue, but more so the fact that it gets released when we’re already trying to run in a difficult circle inside a tiny ring avoiding death ray beams. Again, it’s just too much imho. My solution would be to release these smoke balls only when the “spinning beams” are not spinning.

All in all, Julra just doesn’t seem to fit in with the other bosses. It doesn’t seem to me like one of those bosses on steroids, it just seems like an entirely different species from another game altogether. It’s not a fight I like or enjoy. Unlike every other boss, I find Julra a highly annoying chore. I do think that need not be the case, but I do think that some serious redesign is called for.

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Yeah, totally agree.

The damage is OK, very high (maybe a bit too much) but all classes should be able to avoid one-shots from her skills at some point.

My problem is melee, the fight already has little room for error, and the stacking void puddle demands you mostly constant high DPS, happens Julra love to move into her own spinning beams, very bad thing for melee.

This could be solved forcing Julra to stay in the beam safe zone whenever she cast the beams and the beams are up.

My main class is a Blade Dance, I use Dancing strikes, Cascade and Shift, all three skills are quite dangerous to use when beams are up, and I need shift each 5 secs to get the armor up to survive one-shots, the Dancing strikes forces you the be on top of the boss to hit properly, so, the fight is so much more difficult with my setup…

If I ever need to make legendaries of 76+ level items, I am pretty much forced to make a character just for that, either abomimation or any range tanky class…

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I agree. I gave up even trying the fight on non-ranged.

It’s odd, especially with the spinning beams, because the other bosses that have rotational abilities I can do on melee, but these beams seem impossible. You almost have to be in the small ring, or have some sort of invulnerability ability. However, the other abilities going off at the same time as the beams kill it for any of my melee builds.

As I said above, I think the fight needs a bit of an overhaul. You shouldn’t really have to make a new style of character just to do one fight in a game. I know a lot of people like melee, and this fight needs some work to enable them to try to enjoy it as well. After all, at the end of the day, the game is all about players being able to chill and enjoy themselves, is it not?

This is contradicting. If you claim to know how to put those pools, you should also know where to not stand, when time shifting.

They do not last indefinite, they have a timer, which increases with Tier of the dungeon.
On T4, when you play how it’s supposed to be played (without cheesing the fight) you get around 3-4 pools in each Era if I remember correctly.

I think the point is, in T4 you are pretty much forced to use time shift ONLY when she casts the big explosion, if you use it more often, she will still follow you and drop yet another puddle, and you will stack more puddles than you can manage.

Yeah that’s a good point.

The fight is generally easier in terms of void puddle management, if you shift less often.

But you are in no way forced.

If you place the puddles properly you can put 10-20+ puddles in one Era without any issues.

All well & good with 2 or 3 pools. Try it with 5+ pools. Once again you jump on one of my posts just for the sake of being contrary. I’m losing count of how many times you try to goad me. I have no idea what your problem with me is, and I’m beyond caring. Obviously my block timer on you ran out, I will have to extend it once again. It’s a shame because your unprovoked initial posts are often quite insightful & informative and worth reading, however your petty replies to people contradict that first observation. You’re a paradox to me.

Thank you, a common sense posting. That was exactly the problem I was alluding to. At least someone reads my posts without personal bias and wanting to needlessly & pedantically argue. I’m not the first person or the only one to make that same observation on the pools, but for some reason the guy above likes to chip in on most things I post on.

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I don’t know for sure what “properly” really means, I place them on the borders, and try to overlap them as much as I can, without stepping into a previous puddle.

Easier said than done, as you will eat some puddle damage and Julra can well finish you off if you don’t leech back quickly. I didn’t get more than 4 going in the same era, but they limit your space and can be an issue. Also, is my impression, or T4 puddles are bigger?

5+ pools will only occur, when you use time shift to often.

But even with that number it’s still manageable, if you place them properly.

I am not even sure what “try to goad someone” means, but I guess it’s a bad thing.

Since you liked at least half a dozen posts of mine I thought you didn’t even blocked me the last time you said that :smiley:
I am only very pedantic towards people who are very insisting on their type of feedback/view like you are.

You can call that good or bad or whatever. But I think I was never in polite or rude.

If someone is very aggressive or insisting about their feedback I will be more judicial about what they post/say.

Sounds good. You only need to avoid putting pools in the “circle”, where the void beam has the save zone.

And when swapping from one Era into the other Era you need to be sure to not swap “into” a already existing pool.

No, they only last longer.

Anyone want to weigh in on this?

The “Void Baseball” is called “Temporal Shot” in the game. Apparently Julra only uses this ability if you’re a melee character.

Devs, could we at least add some better visual to this skill? More telegraphed wind-up? Or maybe just not randomly dunk on melee characters?

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Base damage: 2000 Void
Added damage scaling: 10000%
Hem… ha ha? :sweat:

Whatever the numbers, this fight stays a pure mechanical thing.

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