I don’t understand the claims. This is a very simple boss. My build (invented by me, not meta) cannot pass Abberoth, but 4 sanctum does it calmly. Yes, not very fast, but his attacks are easy to read. There are A LOT of keys dropped on monolits. The game should be at least some kind of challenge.
PS. Time-shifting mechanics are great.
Sarcastic, not rude.
I did, I just disagreed given the value you apparently put on learning.
That’s fair enough, sooner or later you’ll be swimming in keys. That said, I’ve always been a proponent of putting the key requirement on the reward (& exit so you can’t just run the dungeon on your first character in a league for the campaign skip) so you’d get to practice as much as you want at whatever tier you want, though that would probably also require putting the boss drops in a chest/room after the key is used.
Julra is a really easy boss, all mechanics are absolutely deterministic on when and how they happen.
You can even go so far as to 100% avoid either the puddles or the totems. If you want to have the best of both worlds you can enforce it down to a single puddle and never have totem issues.
Everything else is simply a small circle to run around in and that’s it.
Skipping the dungeon is a problem. It shouldn’t ever be allowed, the dungeon content should be acceptable instead of this absolute garbage they provided us with in a release-version.
I agree since the RNG of the LP slamming is respectively high.
The 1 guaranteed one is also a garbage design aspect, absolutely nonsensical and only shifting goalposts without fixing the underlying issues.
The whole system needs a fundamental rework. And with ‘the whole system’ I mean all of crafting in total together, and aspects of the drop-system too.
Sure, try it with a minion build and cry.
If it’s not universally true for builds in a reliable manner abstain from those comments. Just because a few can doesn’t mean all. My VK falls asleep with the fight while my offline multishot build just has no chance to think about anything else then non-stop evading stuff or dropping dead.
If you get 1-shot then you don’t have good defenses.
Capped resistances are one of the least meaningful methods of defenses in LE.
DR is the most important. Whichever measure you take for that.
The only mechanics which need to be looked out for are the lasers and some direct-line attacks. Which means after hitting you haul ass, simple as that. All is avoided.
The timeline shift takes ages. The totems are very visible and the puddle is a guaranteed outcome when you don’t time the timeline shift accordingly.
It’s extremely mechanical, barely any RNG unlike Aberroth/Uberroth.
That’s basic debuff managing of boss rooms. Exact same mechanics in Path of Exile and nobody has a major problem with those.
Get them to the side, don’t move to that area. If you screw it up it’s your fault, simple as that. The puddles are piss-easy to manage.
I’ll swiftly explain the mechanics and how to manage them:
Time-Shift clock: The animation has ‘hours’ emerging along it. When it reaches ‘12 o’clock’ then it explodes. Shift at 11 hence. Avoided easily while even moving to wherever you wanna have the follow-up puddle.
Expanded Strat: Shift immediately after the explosion back. If Julra stays in the same timeline then no puddle gets produced.
Puddle: Move to the edge of the arena, optimally left so you remember it. Always be a few pixels away from the former puddle and then evade out when it pops.
Totems/Pillars: Stay in the Divine Era, they are useless there. Any major issue avoided.
Cone Attack: Evade out of it, you should be on the move anyway so when she starts you won’t have to move far.
Lasers: They have always the same circle of safety, during the fight only move in that circle, ever if possible.
Single projectile: Literally always misses if you don’t stand around like you’ve forgotten the movement keys. It’s extremely thin.
Triple homing projectiles: Tank em, if you can’t then your build really sucks, they are very low damage and should be tanked even with glasscannons.
AoE Mortar: Also as you move you won’t be in the area.
That’s all mechanics Julra has.
Yes, it’s that easy, learn em.
No, you lack the understanding of the mechanics, that means it becomes RNG.
It’s a ‘Git gut’ situation simply. Or your build is bad.
Let’s look at the build then: level 93 beastmaster named ‘Schmaxer’ I guess is the one you go with?
1534 HP. 55% Endurance, 786 threshold.
That’s 1534+432= 1966 HP.
That’s extremely low.
First off… get rid of that awful set. The armor slot has so many valuable options for DR and you use one without anything at all. Same with the helmet. Those 2 slots are the most important slots of any class. You use em for what? Endurance and 30 strength?
Obviously you die, those items are garbage sadly.
Next up, amulet: Use the DoT amulet if you got issues with the puddle.
Why are you wearing a weaver unique based on throwing attacks when you don’t use throwing attacks? Loads of other options, non-unique specifically.
Why spec inot dual-wield? You take 9% more damage with that, what’s the reason for the dual-wield here?
Why two ‘Font of the Erased’, are you a ward build? Where do you create it otherwise? It’s wasted space and has multiple better options available to pick. Same with ‘Advent of the Erased’, pick other unique boots fitting for defensive measures.
Basically nothing provides you with Health, so obviously you die, and instead of fixing it through Idols you went full offensive there too. It’s a recipe for failure, you set yourself up there personally.
As for blessings… get your endurance from there rather then frailty, defenses, defenses, defenses.
It’s not the fight, it’s your build methodology.
Don’t really need to get further into that, the whole premise is badly thought out from a position of where failure is obviously set up beforehand. The fight isn’t the problem here.