Is it just me or does Gorgon’s Poison Twister still too way too much damage?
Considering that it is counted as a Damage over time effect, which means that it cannot be dodged or reduced by armor and it just bursts you down with just one normal lvl 62 monolith with 20% damage boost.
I just happened to lose my hardcore tank based sentinel to this (max physical resistance and 65% poison resistance). The poison dots did nothing, but the Twister itself melted me so fast that l didnt have time to react.
Afterwards l went and found one Gorgon in the lowest level arena and started testing being in the Twister for half a second to one seconds and it still almost killed me multiple times.
It also doesnt help that some monolith events have a chance to spawn a lot of these rare Gorgons.
Other than Resistances and moving away, is there any other way to lower this damage?
Do these types enemy skills happen to scale too much against player’s defensive stats?
Eventually you can get armor bases that take a % of your armor and add it to DOT mitigation. The unique sentinel relic gives up to 30% armor as DOT mitigation and oracles necklace can give up to 20% flat. Forge guard also has 15% DOT reduction with 15% more when you pop a potion in its upper passive tree. With everything combined you can reduce DOT damage by 50-60ish percent with average gear.
These are all level 80ish defenses though. You may be better off getting 2 endurance% suffixes on rings (rings and relics are usually the best affix slot for this) and trying to get a bit of endurance threshold + health regen to help counteract it till then. There’s also early endurance% on the paladin tree and threshold from Sigils of hope.
I think the problem is more of the fact that that specific ability does way more damage compared to any other rare monster ability that l have seen. (even almost all boss aoe’s that l have seen so far do less damage)
So if you are built like a tank and take nothing from most abilities and suddently lost life to one ability, it would come as a surprise.
Also when l died to it, my monolith event decided to spawn a lot of them on the map and running away slighty too far would just pull more.
Sadly l am a melee paladin (assuming that forge guard passive is from the second half of the passive tree) with regen sigils and holy aura and it wasnt enough.
Although l did not have that much endurance/threshold back then.
The Poison Twister also applies Poison stack, which reduce your poison resistance.
There are two things you can do to mitigate a large portion of their damage:
Overcap poison resistance a little bit, to negate the poison resistance reduction
Get cleanse somewhere (most easily T1 sealed clenase on potion use on belt)
On top of the poison portion the regular ability also does DoT, which can be mitigated by %armor applies to DoT and %elss damage over time taken (e.g. Oracle Amulet)
Overall I don’t think the ability is overtune. It is pretty slow compared to other abilities and has a pretty long animation/wind up time and also doesn’t movce that fast, so you can just walk out, even without movemtn skill.
I wouldn’t necessarily agree with that. The big smash ability from Profane Flesh, even being a hit can be very oppressive as well. And you have way less time to react to it. Just ot name one example, there are a couple more which deal very simialr damage.
Yea the forge guard passive is on the upper half , but even with bad rings and the paladin endurance passives you should get to about 40ish% endurance and 40-50% of your hp as endurance threshold. This should give you a little more breathing room until you can get the level 80 armor and relic etc. Spidersilk sash is a belt that gives up to 47% poison and cold resist and can be farmed in level 58 areas. That could help you overcap your poison res as well. I personally used mine for almost 40 levels.