Bosses in LE, much like in PoE, are more about knowing their mechanics so you can evade them. That being said, you certainly need to keep improving your build as you continue progressing towards end-game (in this case, empowered monoliths and dungeons).
I can respect wanting to make your builds and working your character up on your own, but maybe once you start having difficulties progressing you should think about changing it.
Either by seeing a build that is similar to yours or by posting your build over here and asking for advice on how to improve it. That will usually tell you what are the most important things to focus on in your builds and you can learn a lot from that.
And by seeing a build I mean just checking a build and seeing what they consider important, what the main scaling/defense mechanisms are, etc. I’m not suggesting you actually follow a build, since that doesn’t seem to be your style. But simply checking what can make a build stronger from other guides can help you maybe realize some of the stuff that might be wrong with yours. Same applies to posting here for help. You can view it simply as a learning tool and not have to blindly follow directions.
While I appreciate your comments - I will definitely be taking them to heart - I still don’t get why this is even necessary. The progression model is completely broken in modern ARPGS. I’m all for ramping up the difficulty (I thought that was what Corruption was for), but these massive jumps are just too much.
Now I will say this: these forums have been wonderful. I’ve learned a ton about the game and will continue reading/viewing other content to try to get better. Unlike PoE, where the canned answers are either “git gud” or “use a build guide”, here I feel like I’m being encouraged instead of talked down to. Just really wish that I didn’t have to go from 3rd level checkers to grandmaster chess in the course of one map.
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Time to step away for a while. Now I’m getting one-shotted by Rahyeh (L66 Echo) when all I did with my 5 other characters was max-out Void res and face-tank him. And they were all 5+ levels below my latest “build”. IMHO, no game mechanic should ever be able to one-shot a fully-healthy character whose level is not far below the current area. I guess growing up with D&D I was spoiled by that - even the death magic allowed a save.
So, anytime someone mentions numbers like 1200% increased, I tend to want to figure out how they’re achieving those numbers.
If I take a necromancer character and get T5 Minion Health on all available slots (relic, body armour, belt, gloves, shield) As well as spend 23(+1) Points into all minion health passives I get about 1164% minion health at max rolls. This does not include any health modifiers from the minion’s skill tree. I’d say this is fairly achievable and you could probably forgo the body armour and/or the belt affix with some T7 luck.
For example, this one has 1500%…
To be fair, it was ALWAYS broken. In D1 the difficulty jumped quite a bit every 4 levels, in D2 you suddenly hit a wall once you jumped to Hell difficulty where any mob could almost one shot you, etc. It’s always been part of the ARPG model. Classical RPGs, on the other hand, kinda follow the reverse model where the start is always rougher than the end.
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My frustration point is having to wait for my life to run back to full after every dungeon level floor change or during campaign.