If you are really unlucky with modifiers and you are forced into “bad” modifiers for this boss, you can also just not pick the boss on the first available quest echo.
And do more echoes, let the “bad” modifiers run out.
But anyway, this problem will most likely be gone with the new MoF System anyway.
Have not fought him recently and I dont know what changes 0.8.2 will bring to the fight yet but changing a gear item or two to facetank at least one of his big attacks is something I have done quite a few times…
Originally (many patches ago), the Emperor was the first boss that I came up against that killed me and now he is just another boss to me… Ranged is easier but honestly, a character that can tank a hit or two and/or regen fast enough is wonderful against him… Throw in some decent damage and he is not even worth worrying about… Spellblade anyone?
As Heavy says, it’s only an issue for the next ~7 hours 15 mins. But yeah, if you can only choose one of a bad set of mods, you can let them run out. Though I’d also say that the list of “bad” mods is dependent on build. A DoT build wouldn’t have issues with gains frenzy/haste/damage on hit, but everyone else will & minion/fast hitting builds will have the most issues with those mods.
That said, I’m not saying he shouldn’t get a bit of a rework since, IMO, his skill set is too similar to the generic dragon that LE has (ie, I find him a bit on the boring side).
It already has a cooldown, and IMO, there needs to be more nodes that are actually useful than just the initiative ones.
Different players have different attitudes and talents.
Some people say that this is the easiest boss in the game because the fight is well readable and if you know it, you can avoid everything.
For me personally this is not true. This bosss is my nemesis. My problem is the change in game pace. I can’t deal with it very well especially on a melee character. I’m better in fights that are faster in general and require movement all the time. If the phases of dealing damage without the need to move get longer, it lulls me. My reaction time increases…
This boss is harder for melee objectively. Because as a ranged character you can stand on the edge of his big aoe all the time, only needing 2 steps out and back into the circle. You can also ignore almost any dangerous modifiers that are mentioned above.
With my Forge Strike / Rive Sentinel it is way harder.
With the new patch the boss gets a damage buff (along with all other bosses). But as stated before you have more control over modifiers and you can save up stability to be able to do the bossfights several times in a row.
The latter us huge as people will be able to learn a lot faster.
This feedback obviously inherits the characteristics of what you think about the bossfight…
Lunge is kind of boring due to it being mainly a buff skill. Could use some changes as the damage is humorous with the cooldown. The buffs are REAL nice though. My heart skipped when I saw changes to Sigils of Hope only to be immensely dissapointed…sigh.
I’m also tempted to try some of the Sigils synergies, but I’ll probably wait for release when I have to create a new Sentinel. Who knows what builds or options will be available by then though. Back on topic though, I’m not sure all boss skills should be affected by things like attack speed and cast speed as this really restricts skill design by making some attacks too fast for much of a response time.