Harbingers fights are terribly designed(esp for melee)

The last time I played last epoch was when it was released. So over a year ago. I’m really enjoying the game so far and everything they have added to it. But these Harbinger fights for a melee build are beyond horrible. They have so many one-shot abilities with little to no CDs and some go out insanely fast.

I just don’t understand how you are suppose to fight them without just overpowering them. In general the game is insanely one-shotting but these guys really take the cake(they should really nerf healing and nerf one-shots imho but that’s for another topic).

Am I just bad or what… Do people enjoy actually fighting them as a melee(as in, you actually fight them and don’t just kill them in 5sec).

Yeah, they can be face tanked as melee.(well you still need to dodge some stuff)

its just a learning curve on character building.

And iirc they sorta overtuned monster damage, so once that is patched it might be better no idea if harbingers are effected.

Yeah… I dunno if this is a learning curve thing. My character can legit face tank everything on normal Abberoth. But trying to do The Fading Brink woven echo is beyond insane compared to that.
Maybe that woven echo is suppose to be overtuned. Dunno. But it’s simply just not fun. And I personally really love hard/challenging things. But this just feels unfair in a very not fun way.

I read something that hey have an error that makes damage scale higher than it should be, especially for harbingers, since they have lvl 100 as a baseline.

Supposedly, EHG will fix it with 1.3.1 ‘later this week’.

Fading brink has special modifiers, if thats the one with 10 harbingers

it specifically has damage/health mods built in that you cant avoid. so a 300c~ one is more like a 500c one etc.

the echo with 10 harbies is some of the harder content in the game if you are not prepared for it.

Harbingers are very predictable, though. They almost always use the same attacks in the same order. Especially the big beefy ones.
Usually, the only attack you can’t face tank at higher corruptions, even with great gear, is the big multiple bonks he does, where a bunch of pink copies of him show up.
The other harbinger is more annoying for melee because she keeps running around. Especially annoying for leech builds.

As has been pointed out, there is currently a bug with several mobs damage scaling which causes several of these attacks to be way overtuned.
This affects especially Harbingers and I’ve also noticed it also affects Rift Beasts in the woven echo where you fight 5 of them.

I wouldn’t worry too much about trying to outgear this damage until the patch comes. It’s possible you already did and this is just the bug.

Yeah… That’s not my experience with them. Like, they do have a reason to them. But when you add in their boss abilities taking up most of the arena(some of them have massive aoes that stay out for 5-10+ seconds). And almost any of their attacks being able to one shot… It becomes…tricky to deal with them as a melee character. Not to mention stunning them throws a wrench into their attack pattern… which is fine but it does make them less predictable.

The big boys most dangerous attack was his bonk that had a red indicator. It was coming out so fast that using evade while already being on the edge within a few hundred mil sec was not enough to avoid it most of the time. I had to use healing hands with it’s immunity to avoid it 100% of the time. Not to mention that sometimes he would legit 180 with it. Or sometimes I would stun him out of it as I tried to evade it, to then have him use it again before I had any chance of moving.

Not to mention sometimes with the floaty boys and their “dodge this” attack would have no visual as it overlapped with something else out or was simply underground or something. And the visual for their leap into the air attack or thrust attack are…poor imho.

I think part of the problem was that in one of the echoes I was trying it in they had frenzy when hit(at least I hope it was…as their attacks honestly felt like they were coming out too fast). But as a whole, it was pretty chaotic. Even their normal melees were hitting me for 2-3k.

I now get that they are just simply over tuned because of this “bug” and most of their attacks should not be this dangerous… which would make it a lot less chaotic(as in, I don’t have to avoid 90-95% of their attacks).

The bosses have a lot of issues and bugs even before this patch’s enemies overtuned bug so this patch has just highlighted how bad they are.

Fun fact the void wave the skinny Harbinger does is bugged and actually hits twice for each collision on top of its very high damage which is one of the main reason it oneshots. You can test this out by using things like Silver Shrouds(dodge next hit). It also has the most dumb tracking and the Harbinger can unnaturally twist a full 180 if you try dodging it with a movement skill.

Many attacks and animations the Harbinger does get skipped when they get stunned or frozen one of the clearest ones is the Formosus Harbinger where the necrotic beam continues while it is free to attack you.

The Fire Shaman Harbinger is another poorly designed fight where he spams the necrotic DoT ground with very little cooldown and there is a necrotic spirit that lobs mortars at you which are the same color as the necrotic dot ground and hence a pain to see while he continues attacking you as well.

The only saving grace for melee in these fights is to outgear them, mostly through enough damage to burst them down before they can get to do much.