Rahyeh Still Overtuned

Didn’t watch the video, since i wasn’t sure if the screenshot is the same fight as the video. And screenshot has the edges cutted away.^^

I’ve been having a think about the monolith modifiers, and bosses aren’t rares, they’d be uniques or something like that. So the bosses are only affected by modifiers that affect all enemies, but not by ones that affect rares only. I think.

So Rahyeh, would be affected by all of the mods on KMQ’s monolith, but not if he had one that specified rare enemies (like rare mobs have 20,000% increased crit chance, not that that would have any impact 'cause he’ll have 100% crit avoidance!).

I think that fight isn’t the issue, I took him down no problem using my frozen orb sorc. Perhaps the issue lays with the summon specs and the AI of them standing in fire. I think they should be tweeked so its easier to resummon? I haven’t tried playing a summon char yet but its on the cards to try it out soon.

Just want to throw this out there, since I didn’t see it mentioned. Void Rahyeh, and even the empowered version, can be full tanked with a traditional tank build. It takes investment, but it’s absolutely doable. Here’s an example with an SSF character created two days prior downing the level 100 version where I stood in most of the mechanics:

Perhaps you would be kind enough to give a screen shot of your def stats? :blush:

Here is a screenshot just before the fight. Notice that I have Orian’s Eye on, so my void prot is actually my fire prot (Orian’s Eye converts Void damage to Fire damage). I also have 100% Crit Avoidance.

https://imgur.com/Eie7p4b

I don’t want ot be mean, pick one:
Full tanked
or
Most abilities

I still see it avoiding the piechart thingie that may have been a lagon beam etc. I don’t know how these abilities where you have to stop and run in a circle make the boss any more interesting.

Besides that it’s also peculiar as 586hp + 197voidres is only about 783ehp vs this void boss

The fact that you have to do something besides mashing your damage ability is what makes game interesting. For me at least.

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Right so he tanked this boss for 3.8k hp and still has to move on the piechart, why not go for a mild tank and frontload damage instead of fire res so you have a faster boss and have to endure less piecharts? And get more movespeed instead of fire res since a dodged hit equals 0 damage

That’s the issue of oneshots mechanics tank becomes meaningless

Not to mention the waste of crafting whole sets for various bosses types compared to craft one set for all

And another edit: YES if i spent half my passives and 90% of my gear mods into tank to deal half damage or less i want to be standing there eating all skills to keep my damage uptime.

Again, if I’m 100% forced to move then my passive tree and gear mods will reflect that and i will be filled by a mild to no tank, movespeed and damage in all sources

I didnt have to move in the pie chart. I’ve just programmed myself to do it, and i find the boss mechanics fun, so I kept doing it :slight_smile:

Also, that gear isnt crafted for the rahyeh fight, its the standard well optimized gear for that build for all situations. That build also isn’t low dps. The boss takes a while because of how normalization is affecting that kind of build on boss fights right now, but it was still only a few minutes.

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I get your point that you find it fun.

From my side however i find myself with 150h of farming to craft this kind of tank

That still dies to a lagon beam and becomes invalidated, so i’m left wondering what if i put all into getting 40-50% crit 1k+ inc dmg and 20 more movespeed (i think i’m slowed/chilled in the screenshot the movespeed is about 65%)

The beams and piecharts mechanics communicate one thing that is: there is only improvements from moving out of that tanky spec and make a kitey glassy rangy shooter

Well like I said, this character was a SSF character made 2 days prior to the fight, so it took me 20 hours or less to go from level 1 to what you see in the video.

Yes, Lagon’s eye beam will probably still one shot that build, and the stuff rahyeh puts on the ground will probably kill it eventually, but it’s typical in fights like these to have something that will kill you if you stand in it, regardless of how tanky you are. They don’t invalidate tank classes any more than similar mechanics invalidating tanks on a WoW raid boss.

Agreed, building tanky allows you to make either more mistakes before dying for certain mechanics or allows you do purposefully stand in certain mechanics.

Having abilities that needs to be avoided at all cost is a good thing, in all boss fights, regardless of how tanky you are. Those mechanics need to be fair and balanced though.

The only big difference in aRPG’s and also specifically in LE, compared to games where you NEED a tank, is that there is little to non sustained incoming damage.

Most bosses don’t even do regular basic attacks or have somekind of constant incoming damage.
I think some bosses(not all) could needs mechancis like that, those could act as some kind of gear check for the higher endgame states, where you are required to put some kind of thought into your own sustain.

They kinda do
Gear slots and passive pts are limited in numbers so you have to give priorities and weights and values

100% movespeed becomes top priority and all possible slots are better filled with crit and dmg

hp and resists have 0 value in face of a beam, it’s not like you are left with half hp and have to get back to leech/regen/heal, you are dead with 500hp and are dead with 2k

Moreover you probably deal one third to half damage less (spent in tank to have poor gains) so you are going to get twice as many fancy mechanics

You know this game is more than “just boss fights”, while alot of defensive stats are useless for certain mechanics until you reach the point that you don’t get 1-shot, which requires ALOT of invesment. All those defensive stats are still valauble for either a) other mechanics that are not 1-shots and leave you more room for mistakes at failing with those mechanics(not all boss mechanics are 1-shots and b) for the rest of the games, which revolves around killing trash mobs, were ALL defensive stats are very very valauble, especially in LE.

100% move speed isn’t needed on any build to avoid the mechanics. You saw the tank build avoid the pie chart with 25%, and even that was more than it needed. It has exactly one affix devoted to movespeed, and this is pretty typical of how much movespeed my builds have.

The lagon beam is easily avoided, and that’s true regardless of movespeed. It’s a very simple mechanic. i’m still not getting how because a boss has one mechanic you must move from, it invalidates building as a tank. This seems to me like an over exaggeration. The vengeance build in the video is one of my very favorite builds, and a mechanic or two that it cannot stand in doesn’t invalidate anything about the build for me. I still have far more room for error, even on those mechanics, than I do with basically every other build (I’ve even been hit by the beam and survived, and in the Rahyeh fight I’m taking damage from the void on the ground for several second and I survive it).

The build does 5k crits with good attack speed. It’s not incredible damage, but it’s probably more than most. If you want a tanky build, I’m not sure why you also have to have the most damage.

Actually no it can be worse outside bosses, in MOF i am better running with a 2h weapons even if i specced block in the passives, i farm more with dmg and farm more if i run more. And there are still mobs that still kill your tanky char like the fire construct fire dot (ignores shield) and the ice spammy golems, the skeleton chicken nova (ignores shield) and such

Going damage has a guaranteed advantage in farming, you need a bareminimum tank and are good to go. Even less if you spam from range since most mobs spam melee aoes

Here I did already strip my trees of all these “5hp” passives to get way more valuable %dmg and left “only” 30pts for block and to unlock the pally sigils.

My next logical step was dropping 1k hp maybe even drop some block passives and changing the rings for movespeed to get crit, dmg and movespeed all of which would have been better also against bosses, most probably shortening the encounter time lenght by 20-25%

Being “not necessary” does not imply that it is not the better choice.

However you look at it, you are going to have an easier time with 50% movespeed rather than 0. You relocate quicker and start outputting damage earlier = more dps = easier to take 0 damage (because this is how these fancy mechanics work ultimately: move and take absolute 0)

Not the same can be said by having 500 more hp they won’t give you back anything helpful

All of the stuff you mentioned were either mobs or mechanics that are meant to be dangerous, that’s just what LE tries to be and i personally like it that way!

There is still room for tankier builds, just because your build or you personally don’t like it or it doesn’t work for you personally doesnt mean it’s completly useless.

There is alot of stuff that can’t be avoided easily from trash mobs(when they start to stack up or you have some bad pack combinations pulled at once), especially in the higher MoF’s where even small mobs become more tanky and you don’t oneshot them anymore.

Your glasscannon type of build will start to fall off, the higher you get, defense in LE is still king, you need some mandatory defenses and then the rest os build depended.

Hear me, i see you have a strong opinion about it and so do i have.
There might be not everything balanced, some mechanics/trash mobs might need tweaking.

But LE is a game that tries to do things differently, with all those mechanics coming even from “normal mobs”. And i really like it for that.

Here is an example of how I clear the echoes on that build I fought Rahyeh on. Notice at the end I have over 50 stacks of poison on me, and I’m still tanking the boss with no problem, so DoTs aren’t an issue. I can do the same with the Dominion and other DoT types. Doing it this way, it takes me about 40 minutes to go from echo 1 to boss on the empowered Lagon timeline . It would not be faster for me to wear a two hander with this build, since I wouldn’t be able to stand in place and focus the boss while I’m getting hit by large packs of enemies. Note that this is also not the tankiest version of the build. In the arena and on boss fights, I replace shield rush with Sigils of Hope for 12% more block chance (I forgot to change it on the rahyeh fight). I leave Shield Rush unspecced so I can switch out seemlessly.

More move speed can be preferred for the right build, however on builds like mine, more move speed than you need can be a waste, since it’s taking up space where something more valuable could be used instead. So no, I wouldn’t have an “easier time” if I stacked move speed on the tank build. If I have enough to avoid the mechanics that I need to avoid with a reasonable amount of reaction time, then I’m optimal.

I think your main issue is the way you’ve built your character. For a tank build, it’s not optimal. For example, your HP is far too high, and subsequently your prots are too low. You should be reversing it, because the way you have it now puts unnecessary stress on your sustain. Damage absorbed by prots doesn’t need to be regenerated, but damage absorbed by HP does, so you need far more leech/regen/heal to sustain a high HP build than a high Prot build. Does your build have 100% Crit Avoidance, and do you have a source of leech?

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I had opened another thread about how tons of mobs shutdown melee by having 0 range aoe nukes, this becomes very aggravated in the Arena where the scaling reveals the outliers.

There my char that is not a pure melee and is flexible and can choose to be either melee or ranged, past w100 or 150 can’t be in melee anymore, you get a pack of void scorps you are not allowed to be standing (ground dots everywhere), find 2 beetle queens, same.

At the same time with the same char i just choose to kite and this action does nullify most of the potential damage allowing me to get like +50 waves. My conclusion was to get slow + chill on the weapon, movespeed rings, maybe mana regen, and since the melee part was gone remove vengeance and get smite and voila the build would turn upside down into a kiter that would go w250

I would call the game perfectly balance the day a tank and a ranged caster will be exactly at the same wave, before that (and with the bosses favoring movespeed over hp resist) i’ll say the game needs a good review on the nrs and mobs powerspikes

If i may intervene, you are skipping the entire map to rush the lootbox. Trash mobs do drop loot which i find is even as much as the lootbox maybe even more and anybody correct me if it’s wrong there is a tooltip that states “The content of the lootbox is proportionally increased by the slain mobs”. I personally do clear the entire trash in the path and for this you will want to push the dmg as high as possible and the tank as low as possible. ← finding “the right amount of tank without overtanking” is the only place where we may find an agreement at this point

About the hp/resist, in LE the % reduced damage is meaningless, 1 resist equals 1hp. And ontop of those 2.2-2.4k hp i have 500 to 1k res

The sustain part is understandable but i am using a specific case where i’m using this chest that so far i was not been able to replace with any set with better stats:

https://i.imgur.com/PnWueQT.png

And anomaly with 200% inc leech rate plus i don’t know 15% total leech from all sources

The 85% glancing freed me with various slots of glancing blows that i filled with life rather than resists, the build that has no heal and no regen (and shoots orbs in auto mode that provide sustained leech) can fill the 2.2k np i would say almost instantly

So to not elongate/derail this too much, it is 2.2 to 2.5k hp (that you could look as 500hp + 2000res) plus 500-1k resists (and then 74% block and full glancing) with insta leech and orb sustain which i find such a strong tank that so far i am trying to replace with resists+glancing but still can’t compete