How Do you Mitigate Aoe/Channeled Damage?

Some big offenders are Wengari spires Aoe, Wolves Cold/Fire breath, Acid pools, Poison tornados, Emperor of Corpse Necro breath.

How do we mitigate these attacks? Block doesn’t work (Although it should on channel breath attacks) Armor doesn’t work, Resist don’t work.

So what actually works? Besides the obvious flat damage mitigation. Feels bad any time one of these attacks happen. Everything is relaxing and smooth then your melting.

Just looking for some consistency in mitigation where you aren’t taking spike damage.

I guess Endurance and more HP/Threshold could be it but rather not be taking spike damage then it kicks in to try and save me. Gotta be a better way to mitigate this stuff unless it’s just bugged.

TLDR : Just take a page out of the D2 playbook. If you get one of these maps just teleport out reset the map. Don’t bother wasting your time doing bad mechanics. Just like if you got Souls in Baal runs. Just reset it. This is the best solution to these mechanics.

Don’t stand in them or move out of the way.

No, because they have the DoT tag, this is why armour doesn’t work.

They do, but they’re the only defence, apart from endurance & % armour applies to DoTs.

Armour if you have the affix/effect that applies it to DoTs, Oracle amulets, resist, general damage mitigation (eg Primalist’s Ursine Strength, Aspect of the Boar) & endurance if you’re below the threshold.

That doesn’t mitigate them though. Looking to reduce their damage.

From a design stand point each tick from a channeled attack should be Blockable. That’s why we have Shields. So it’s a shame it doesn’t work. However what you are saying is if I have Dot mitigation it will work?

Right looking for more ways to mitigate them cause Resist don’t work.

I have that and have 9k armor. Maybe I need more and more armor.

This seems like the play didn’t see this ammy. I’ll try that good suggestion.

Doesn’t seem to be enough of general mitigation. Do Acid pools also count as DoTs? Want to bolster my mitigation from them and ground effects as well.

My experience with some of these attacks is that you either blow up the monster before it can react or you make damn sure you don’t get hit. These attacks and some others are the reason I feel playing as melee can be a pain at times. It also doesn’t help that some of the hardest hitting attacks in the game are coded as damage over time which ignores armor unless you specifically itemize for it. On my beastmaster I got the invulnerability nodes in warcry and leap slam to deal with incoming dot damage.

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It already works, but only if the channeled skill in question delivers Hits. For example, the Wengari tornado can be blocked afaik.

More tips for standing in them:

  • Lots of these DoT effects also apply a resistance shred effect, so if you want to stand in them, overcapping your resistances by up to +50% above the cap is a good idea.
  • Ward
  • Health Regen
  • Temporary invulnerability skills (Traversal skills)
  • Damage Reduction skills (Rebuke, Flame Ward, etc.)
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Yea Ward might be the answer again was hoping that isn’t the case this patch but it’s OP. They really should continue to bolster other mitigation nerfing Ward does nothing if it’s still so effective vs everything.

I have some but not a lot the problem seems to be taking too much damage for it too work.

I’m well over the cap so should be fine there. Thanks for the response.

You won’t take any damage though, which is the point.

No, they are designed as a counter to block/dodge. Also, if there’s a puddle of Bad on the floor, why would your shield block it?

For armour, yes. That’s what the stat is called.

They really do. If you had 0 resists you’d take more damage.

It is rare, because it affects everything.

If you want to mitigate damage then no, ward is just a blue health pool.

It’s not the point. You ignored the question and then typed out a troll response. I can also not take damage by not loggin in either or playing another game or teleporting out and resetting the monolith.

There is no reason to be like this. It’s not helpful. You do know a lot of information so you can do better. The goal of the thread is to mitigate damage better so that way gameplay is enjoyable. Key word mitigate.

They really don’t. If the outcome between Max Resist and 0 Resist is still a 1 shot. Then they do nothing. The result is the same. As you said Max Resist is only 1 thing and that 1 thing does nothing. You need other mitigation which is information I am trying to acquire to be Tankier so that way I can enjoy playing a Tank.

Then either there needs to be more or there needs to be less Enemy damage that can’t be mitigated properly.

Ward is a blue health pool protected by your mitigation. Which is why it works very well.

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If you literally die from one singular tick you are severely lacking eHP

Increasing you health pool works wonders

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Yea that’s probably the key ingredient. It’s low atm seeking out Block, Block Eff, Str and other required stats. I can AFK vs ranged and melee and stay at full health. Then one of these other attacks happen and it feels extremely bad. Trying to smooth it out.

Hopefully I can find some interactions though that work eventually.

So ways to take 0 damage don’t could as mitigation? Sounds like you just want to facetank everything (which is your prerogative), but that’s not a particularly active & enteresting gameplay. But you do you.

They really do. If you say that then you clearly don’t understand the maths (which is fine, maths isn’t everyone’s strong point). But what you say is objectively and mathematically wrong.

But some stiff isn’t supposed to be facetanked.

No, because the devs don’t want you to be able to facetank everything. That’s why there are telegraphs for shit you need to avoid. Why do you think they nerfed ward? Why do you think they nerfed Bastion of Honour? It sounds like you want to enjoy mindlessly standing in everything the devs don’t want you to stand in.

Then if it’s equivalent to health why are you complaining about getting oneshot? Ward is more effective because you can get so much of it (in some builds) and regen it so quickly.

But he doesn’t want to do that, he wants to get mitigation. Health (& ward) aren’t mitigation. If he’s willing to accept the obvious answer of “get a bigger pool” why is he not willing to accept the obvious answer of “don’t stand in stupid”.

I know, but that doesn’t change the fact that eHP scales exceptionally well if you already have a few sources of mitigation by increasing your base HP pool.

All the mitigation in the game will not do much for you if you only have 1000HP

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If you didn’t get hit by the attack then no. Mitigation happens when you receive an attack and “MITIGATE” it. This is common game terminology but maybe you aren’t familar with that.

Some people play Glass cannons, super mobille Dps or Tanks. There is a reason Tanks are very popular in games as they fill a Class fantasy. To me Tanking is the most interesting play style. Don’t matter if it’s this game, World of Warcraft etc. I love Tanking.

To me dodging around is very boring and also why I don’t play Soul type games. It’s not the gameplay I’m looking for.

The math isn’t really relevant when it’s a schrodinger cat situation.

Disagree. Any attack should be able to be mitigated so you can react.

Also in this genre it’s not about avoiding everything. It’s about hack and slash. It’s about OP builds and fast farming.

I disagree. I don’t think the Devs want every Class to be able to face tank with a cheesy mechanic (like Ward) but the Devs do want some builds too because that is their design and focus. That is their Class fantasy. If you are playing a Tank you should in fact Tank.

EHP is part of mitigation. I actually said above I do want to do that. HP is always very important to mitigate attacks.

Indeed this is true.

Well I’m off to bed then some grinding tomorrow to improve my Tank build :slight_smile:

Interesting you should bring that up, because it’s not that either, your character is not in a superposition of states. The point of the thought experiment is not that there are two binary mutually exclusive states, it’s whether a quantum event (whether the nucleus decays) can influence a non-quantum object (the cat) & whether the uncertainty in the decay means that the cat (a classical entity) can be in a fundamentally quantum superposition of states (both dead & alive) because we don’t know whether the nucleus devayed because we can’t see it).

It’s ok, quantum mechanics is hard as fuck & if someone says they understand it, they don’t.

Fair enough, but you just said you don’t want to react and that not-being hit by a thing wasn’t what you wanted.

For some people, yes, but not for everyone. You said you like tanks but they generally don’t have high dps, it’s what they give up in order to tank stuff (if it’s balanced), but that means you’re not going to be killing stuff quickly so you won’t be farming stuff fast.

To an extent, yes, but still no. I’m pretty sure when they designed t4 Julra they’re trying to kill everyone with the big aoe & the rotating beams (egregious ward builds notwithstanding).

Good luck! What’s your build btw?

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I looked up items with “less damage over time taken” and there are very few, but some are interesting.
Advent of the Erased - 15% to 35% if you can maintain “Haste” somehow. Maybe there is some trick to it.
Rotmind - 17% just like that, but it’s catalyst. not shield.
Dedication of an Erased Primalist - 12% to 8% less Damage over Time Taken from Slowed Enemies, slow is easy, but it’s only for primalist.

Sentinel has more options with “Armor Mitigation also applies to Damage over Time”. That’s Champion Regalia (implicit 10-17%), Eternal Gauntlets (implicit 11-24%), Code of an Erased Sentinel (20-30%) and Decayed Skull (15-30%)
No idea if this is a stat that adds up and has any cap, maybe 100% armour against DoT is possible. Maybe that’s how i will try it.
I think his build is FG shield basher, something i also want to try at some point.

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Another way that may work - debuffs like frailty

It does.

Also chill makes them slower so you have more time to not move out of the way.

Eternal Gauntlets (implicit 11-24%) and Decayed Skull (15-30%) are available to all classes :slight_smile:

There’s also Experimental Armour applies to Damage over Time on gloves (up to 30% at Tier 7, realistically 16-18% at Tier 5)

FG also has the Iron Attunement passive: 1% Damage over Time Mitigation from Armor per 2 Attunement.

Haste can be maintained with Chance to gain Haste for 1 second on Hit.
Speaking class specifically, Forge Guard’s only source of Haste is probably Shield Throw with the respective passive.

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We have covered this.

Disagree. Tanks should provide powerful damage because they are melee and have to stand there infront of the Boss/Mobs surrounded while fighting. Tanks are the ultimate brawler build.

Every mechanic should have a break point that you can eventually ignore. That is the fun of making builds in this Genre. To eventually be able to overcome the mechanics. It’s the best part of gaming. When finally that 1 shot no longer bothers you and you can keep on trucking.

Again should a Rogue be doing that? No. But a Sentinel? Yes.

Thought you knew from my other threads where you actually posted good info such as Perma stun. I’m playing the new Dual Wield Forge Guard Shield Bash. It’s great that LE now has a D2 Uber smiter.

They have great damage and is a great bosser since you can disable Boss mechanics. Again something I find fun. Can’t wait for better gear. Already have 12k Block Eff and Shield bash with buffs is at 200k. I think you could get it too 500k damage maybe.

Some people love dodging around I like the challenge of trivalizing mechanics and becoming the Pinnacle Boss.

We have, it’s not the objective thing you imply it is. Why are you right but “them” wrong?

So you just want easy mode, high dps plus being unkillable because moving out of the way is “unmanly” un-tanky. And you think that sounds fair? For realz?

This is a fundamental philosophical difference of opinion.

I was looking for a link to the build planner.

I’m doing a Bladedancer Puncture SD build. Still low level (imperial era I believe, 'cause job + exercise) but absolutely nuking everything every 2 hits. Especially since I got a legendary Taste of Blood to dw with a dagger (will eventually transition to dw swords & probably drop Umbral Blades, or maybe keep it for the chill & freeze chance).