Not worth it, nobody listens, nobody cares

not worth it, nobody listens, nobody cares

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While this is probably one of most punishing bosses if you are unprepared, there are quite a few things you can do about it:

  • He has a very predictable rotation, so you could move prematurely away from him
  • You can slow him down by using chill, time rot or temporal blight
  • Some classes have active damage reduction or invulerbility affects to facetank the blast
  • And obviously the thing you already mentioned: having decent movement speed
  • Don’t take modifiers that quickening his cast time (enrage and gains frenzy when hit)

I think the most impactful thing i mentioned here would be the ability to slow down the boss.
Just having 3 stacks of chill on him already gives you a noticeable increased timeframe to avoid this attack. And every single class in this game can get chill on hit via gear.

While this is good advice, I have to agree with OP in a general sense just because (in my experience) melee in general feels bad to play in this game for similar reasons–not just this boss. I know he’s asking for a specific adjustment, and I don’t know what could fix melee for me (haven’t quite pinned down why this seems to be the case), but I find it really hard to justify right now.

I personally don’t think that melee feels bad to play. Most of the very dangerous stuff is telegraphed and for some attacks it doesn’t even matters if you are ranged or melee, if they mobs targeting at you some telegraph on the ground.

Also melees do have some tools already that makes life a bit easier, for example sentinel and primalist have stuff like ā€œ-X% damage taken from enemies nearbyā€. I know this can also be utilized by ranged, but still those are very strong nodes, that melee character benefit alot more from.

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That’s true, but like I said, I haven’t quite put my finger on why I feel this way about it. I’ll probably play it a little more to see if I can figure it out, but something just doesn’t work about it.

While i personally never had that bad experiences with it, i know someone who has a very strong opinion about Melee Vs Range, specifically the issues of getting ministunned when taking damage as melee.

May the @McFluffin be conjured

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Man… Am I glad all the builds I enjoy playing are ranged (Meteor/fireball/ele Sorc, Shield Throw Pally, MS/Flurry Marksman…) :smiley:

You say it like I’m the only one. It’s pretty much a universal sentiment for anyone who has pushed arena. :stuck_out_tongue:

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Dunno, maybe i am not aware of alot of arena feedback, since i personally don’t have that much interest in that game mode, but yes you are correct in my mind you are one of the few guys complaining about that :smiley:

Go ask @LizardIRL :slight_smile:

If enemies have chill chance, that can be very true. But most of times, I wouldn’t say it ā€œfeels badā€.

Sure. I hope I’m really clear about it as a purely subjective and maybe even emotional statement. Not trying to convince anyone they shouldn’t try it or can’t enjoy it.

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I just facetank this boss now

everytime I fight him the game gives him enrage or speed buffs 2 mono’s before I fight him so i change gear to ensure I can tank his explosion then switch back to other gear because there is no way possible I can exit the circle in time - my fav is Manifest Armor Forge Guard with no movement skill and 15% movement speed

This is the only monster in the whole game you need Necro resist for, everything else is just …there basically

There are some very punishing modifiers for this boss which make it near impossible for some builds to avoid this even when playing extremely cautiously. Agree with the sentiment

So if a player chooses some bad modifiers & refuses to get certain minumums of various stats then the boss should be nerfed?

Could the devs nerf all the bosses so that my nekkid no skills no passives characters can facetank all the bosses please.

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Might want to read what I actually wrote and not what you inferred. Chill, Slow, Enrage and Frenzy are some of them that can make it difficult to move out in time (as in do the mechanic and not face tank it with a no skills no passives character). With multiple modifiers affecting it can be hard to avoid choosing them of them as sometime you’re choosing between the less impactful of two. I just agree with the general frustration of getting in that scenario where the only way forward it to cop a death and keep running through your modifiers, not necessarily the solution put forward by OP.

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I know, but

  • you have the choice to not pick bad/painful modifiers (though granted the reroll modifiers mechanic does seem to have a sense of humour & can definitely troll you by giving you the same modifiers but with bigger numbers).
  • The monolith & how you choose modifiers is changing drastically in 0.8.2 so that, valid, argument isn’t an issue anymore.

The main point of my argument, however, is where do you draw the line? Just how ā€œbadā€/low-skilled does a build/player need to be to be able to get through a boss fight? I was being facetious with the ā€œnekkid no skills no passives characterā€, but that’s where I was heading.

I agree, some modifiers absolutely should be avoided for a boss fight, but you can avoid them.

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Yeah thats fair, and in most cases I would say the line needs to be drawn higher, but this was one case where I’ve had a few builds really struggle with this with an unlucky run of modifiers. Sentinel particularly with not being able to use lunge to get out is what comes to mind when almost every build needs to be in melee range to do damage. If I were to enter the solution space I’d be more for a fall off damage approach from the centre.

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I’d rather Lunge not require a target.

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Theres virtually no way to outplay this boss sometimes on certain builds, its great on the last 3 monoliths getting ā€˜190% increased Necrotic’ ā€˜Mobs enrage’ or ā€˜Frenzy/Haste on hit’ whatever it is and either spending 60k to reroll those mods or just accepting them

Then even on characters like the Rogue still not being able to dash out intime as his wind up is less than 3 seconds with super juiced mods

As I wrote above my counterplay to this boss is to ensure I have capped Physical/Necrotic resistance, equip gear with massive HP and just keep hitting his behind to avoid his breath attack and just tank his explosion, avoid the physical degen on the floor

Another issue for me is the controller, sometimes you run away during the wind up and cast a spell like Transplant to try evade and it only moves you slightly forward meaning you land as the explosion is going off still inside the circle

the biggest issue for me is the boss is boring, extremely boring even with this going on, once you can tank his explosion you pretty much have won the fight, he also has ridiculously high hp making it even more drawn out

in comparison to Raheyh and the Fire Spirit trio who are the best bosses in the game I think he could do with a rework

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