Julra has the following ‘dangerous’ attacks:
The change in timezone which is to be avoided, that’s a one-shot, extremely well showcased before it happens and a given to handle.
Then the puddle, which is immediately after the time transition, simply a degen to position at the edge of the arena and move out of the moment it drops.
You got the totems, which are really a no-issue unless you’re lazy and ignoring their existence.
And then as the last dangerous thing you got the laser ring… which to be extremely clear about… is a simple reduction to a narrow ring of the total arena which you’re not supposed to leave, if you do… you’re dead.
All the other attacks can basically be ignored with your equipment, so I don’t get how you can even struggle with a character that’s vastly stronger then the fight needs as a baseline. The only thing I see which is an issue is your ele resistances as Julra has lightning and cold damage.
The reason you’re likely dieing are either the water cone burst or the homing ice I imagine, given you got 46% cold res… which is awful for your level.
Get that siphon of anguish as 1 LP and slap ele res on it!
The second major downfall of your build is the lack of crit reduction, you’ve ignored that completely. That means you take double damage from potentially every direct hit. Which means your EHP against alpha damage is halved. This needs to be handled ASAP.
My recommendation is to exchange your gloves to crit reduction + attack speed rather then the focus on health (yes, it provides you more EHP despite loosing HP) and getting shattered chains with 1 LP for more crit reduction on that.
For further reduction in damage you take since you’re using Warpath I recommend ‘Lessons of the Metropolis’ as those grant 5% DR while moving, and Warpath is a traversal skill, hence you’re moving. They’re also very easy to get in 2 or even 3 LP, hence allowing to get MS on it as well as Health and potentially even more crit reduction.
As for your amulet, that one is rather ‘meh’ as well, quite awful for your stage of the game. ‘Bleeding Heart’ for sustain is a good one in your situation since you’re likely not leech capped, ‘Omnis’ without awful rolls would be very good because of the +1 for your skills, which have a lot of potential still beyond 20 points. ‘Orian’s Eye’ since the puddle is void damage and hence you could potentially reduce 10% of that going in (+ having the DoT reduction base as well). Alternatively any amulet with Void Pen (as that’s a massive scaling venue you’ve not taken there) and Health simply with the needed res as a third one… and leftover for the Prefix the best likely would be Crit chance.
Next up there’s a few odd choices in your passives which can help along.
In your base tree you used 4 points in ‘Overwhelm’, which provides flat phys damage… you don’t use phys anymore, those 4 points can be used better otherwise. Also reducing the total amount of points to 20 there is a very good option since VK itself has such a myriad of vastly more powerful options then Attack speed which you can get both on your weapon and your gloves as you progress.
In your Paladin Tree you can also remove 3 Points in ‘Defiance’ to max out ‘Valor’ instead. Yes, it provides ele res, but a single ele res Affix on gear should take care of that.
Your scaling is also a bit ‘wonky’ but not too bad. What I recommend is the following:
In your VK tree ‘Temporal Corruption’ and ‘Void Blades’ are basically mandatory nodes. You play melee, and melee scales especially well through flat damage.
Comparatively ‘Sorrow and Steel’ is not as important. If you need AoE then that is better handled via the Affix on Gloves, but AoE is rarely a major hindrance.
‘Dark Maw’ is really not a good node, many better ones available. Health on Kill doesn’t provide you any upsides during bossfights anyway, and outside of them you should be able to sustain any hits taken through other means which also apply to bosses. Instead ‘Doom Knight’ has a much higher reward for the points taken.
You definitely need the 6 points of ‘Patient Doom’ since you’re not crit-reduction capped.
Also extremely recommended is ‘Finality’ as it increases your kill-speed by 10% for every single enemy, including bosses.
As for your skills directly… I don’t quite understand why you move with Warpath into ‘Warrior’s Fury’ and a full 3 points in ‘Maw of the Deep’ but then don’t scale time-rot chance which provides vastly better ‘more’ multiplier then burning away your mana. Especially since it syngerizes extremely well with ‘Rot ripples’ in your passive tree as it would mean nearly every single hit scales your damage up without any downsides to it… unlike the ramping up mana cost from ‘Warrior’s Fury’ does.
As for the weaver tree, one thing which makes your love (Edit: life… though would be nice if it helps with love-life too
) vastly easier: Take the node ‘Gilded Tails’, guaranteed Unique is a massive thing to have. You drop dozens of extra uniques, which does mean you get a better Titan Heart since yours is quite bad as you got Mana on it rather then crit-reduction, health of some kind or Warpath level. Same with Army of Skin with LP to fix up that.
Doing a few or even all of those things will make the fight substantially easier and improve your build. VK has a extremely easy time against Julra compared to many others.
Nah, Julra has become a pushover compared to before. The myriad of powerful options given make her from a very hard boss to a mid-tier one nowadays.