Too many one-shots, I'm out

I just burned 20 keys trying to get level 4 Julra as melee (warpath) and it’s just too much. Too many oneshots with max res and almost 4k health, decent armor and endurance. No interest in going to farm more keys and the next big upgrade for me is taking my axe to legendary (level 4 julra). It absolutely sucked the fun out of the game for me.

Edit: I stopped playing a long time ago, but this post got necroed. I played after this post and got stronger, but I got bored before I tried Julra again. I only needed her for the 75+ item upgrades, specifically the axe I was using. The oneshots on melee were super annoying. The screen filling up with puddles was annoying. I didn’t know about ways to manipulate the phases to keep the puddle from happening, and if that was intended behavior, it should have been communicated better by the game.

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That would be because you’re not supposed to tank all the hits. Some of them are meant to be avoided, not face tanked. Like the big clock explosion.

Julra is a very mechanical fight. You can avoid most of the dangerous stuff very easily because it’s a very predictable fight.

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Some time ago I was there (had 13 keys, lost only 5). I’ve already fought Julra many times, but yeah—almost all abilities one-hit a Void Knight, and the lasers kill in milliseconds.
On other classes, T4 Julra is a breeze (even melee Judgment Paladin, for example)

In what universe is your armor decent?
My lvl 70 Shaman has more armor than you do.

What endurance? You have 34% Endurance, you should have 60%.
Your endurance threshold doesn’t exist.

It’s always like this, people complaining about “oneshots” while “having all the stats”, except the last part is always a lie.

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Also I think before Uber aberoth the T4 dungeons was pinacle content not meant to be farmed easily without min maxed characters. So it is possible it is still that way (also what do you need to farm T4 for? I remember farming T4 lightless harbour but never farmed Julra myself.

Same here, playing at 1200 CC and I just can’t enjoy it anymore. The game feels binary — you’re either at 100% or at 0%, with no middle ground. Meanwhile, bosses get ward to avoid being bursted if you deal too much damage. Try grim dawn, you’ll probably like it.

And many boss fights are just a boredoom. If I have to alt+tab to read how to play, it’s not a game anymore (I have enough with my job lol). I can kill T4 Julra in 5 seconds, otherwise the fight feels unnecessarily hard and stressful and you basically need to study the mechanics to beat it.

Vessel of Strife farming, mostly. It only drops at T4 Julra. But you could be farming any of the other items. They have better LP chance at higher dungeon tiers.

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 :stuck_out_tongue: ) 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.

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Over the last two days I’ve run 3 dozen T4 Julra fights trying to get a Vessel.

Still don’t have one.

RNG seriously hates me this season.

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unless I am seeing a screenshot of the defenses on your character sheet in-game (Minus the user name/account for privacy reasons.) or seeing your current build via LETools, I am genuinely having a hard time believing you.

you know you have a chance to get the vessel of strife from monolith’s via the “Warden’s Echo” weaver passive right?
to quote word for word:

Your echoes have a chance to spawn a rare enemy alongside a pack from a specific dungeon, that drop that dungeon’s respective key and have a chance to drop the respective dungeon boss’s unique items.

it’s just a matter of when a dungeon pack from temporal sanctum spawns & considering it can go up to 20% with just 2 weaver points.

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Their character is pretty solid. You can view it on LE tools character profile as everyone’s characters are public. Could certainly be improved but should bbe able to do t4 julra easily.

OP posted this on 26/8/25 so they have either beaten her already, or they quit.

Temporal Sanctum spawns rarely though. You get a lot of mountain stuff because those packs are always spawning, you get a bunch of lich stuff because those still spawn somewhat. Julra drops in monoliths are much much rarer.
Way more efficient to farm her with portal charms.

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Yeah, I have that set up.

I finally just decided to also go Blessing fishing and added % Unique and % Relic.

Did a few more runs and one finally dropped. I want to run a few more to see if I can get a couple of more just for insurance.

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I agree with OP. With my Warlock(witchfire) character I send upwards of 100 keys before defeating Julra T4… My observations were

  • Too many boss mecanics and all capable to 1/2 shot you. Doesn’t matter if you are crit capped or resistance capped. Only thing that matters is armour and any other direct damage mitigation/avoidance abilities.

  • This boss self heals. While you are scampering around for your life, the boss quietly heals up.

  • This is a DPS race. The quicker you kill the boss the less time you have to spend avoiding boss mechanics.

  • Unfortunately you have to be able to do T4 confidently rather than one off for slamming items that are above level 75.

So if you do not have DPS to finish of the Julra in 3/4 cycles of doom you are stuck.

Only if you ignore the totems. Don’t ignore the totems, they’re a non-issue if you just remove em.

Umh… thanks Sherlock for the second part?
The first is wrong though.

It would be a DPS race if the degen had any reasonable chance to fill up the arena, which it doesn’t. If you need 30 minutes for the Julra fight then something else is entirely wrong and needs dire fixing.

The time-change.
The puddle following the time-change.
The laser.
A explosion in front.
One underneath you.
A homing shot.
A direct frontal shot.
Totems.

If that’s too much I really don’t know what to say… neither the attack underneath you nor the cone should ever hit you. Walk in a circle and don’t stand around. I get that you can get really unlucky with longer animations and the cone, but the one underneath is a single evade to get out unless you got awful reflexes.
The homing shot and direct shot is to be entirely ignored. If you can’t tank those your build is broken.
The totems have to be removed simply, they’re in reach even for a dagger-wielder in melee while lasers are going on. They have basically no HP either. Nothing’s going on in the ruined era if you just crumble stuff in the divine era.
The time-shift just means ‘walk to the edge and then shift’
The puddle happens when Julra follows.

That’s the full thing to handle

Come on… if that’s too much nobody can help along, that’s vastly below the complexity of Torchlight Infinite’s pinnacle boss even… which is a really easy end-boss.
That guy has several phases and in the first 10 seconds you see more then half of the total mechanics friggin Julra has. Melee attacks, floating cubes which come from outside the arena, teleports, AoE ground attacks which expand and retract again, large rending attack on the ground… and that’s I think 1 of 4 (?) phases if I remember right.

LE is not supposed to be as difficult as PoE… but it’s also not supposed to be D4 level of difficulty, which means ‘none’.

Well I just narrated my experience.

If you look at them as list sure you can argue that they can be avoided. But generally (again based on my experience of the fight) after a phase change it “may” open with the homing puddle + Totem and fountain + Conal attack + rotating beams. That makes it tricky to hit the totems+fountain and evade the other mechanics. One slip up and you are toast.

Julra has a 100% chance to open with a puddle, the puddle is non-discussable for Julra basically… she’s obessesed with that thing and reducing your acting area :stuck_out_tongue:

There is though a single method to avoid that. If you switch back to the timeline she bombed before she actually switches timelines… nothing happened. She’ll not create a puddle, otherwise it’s a bug you encountered and should report it happening.

Totems+Fountain is only possible in the Divine Era, Julra cannot create Totems in the Ruined Era.
Rotating beams are a thing which is a given, act as if the arena is always beamed up. This way you guarantee basically avoiding any sudden surprises by not seeing the telegraph… which is a little bit hard to see.

And yes, it’s meant to be one slip-up of moving into the beams and being toast. Positioning is the core mechanic the Julra fight goes for. The major reason as to why that is so outrageous for players of LE is that there is no other boss doing that, she’s the only one. Much unlike for example Final Fantasy 14 where this is a common gimmick and vastly harder even during the middle of their F2P campaign already.
You see it primarily in PoE for the genre where quite a lot of bosses have the positioning as a core mechanic implemented. Albeit two miniscule examples with Rayhyeth (the floor explosion going counter-clockwise) and Gaspar (the rotating beam which always has a slightly de-synced hitbox and EHG not getting that handled at all seemingly) you don’t see this specific type of mechanic at all, not even during Aberroth.

So I would rather argue that it’s an issue because it’s not prevalent in the game and hence lacking a proper preperation to this type of gameplay rather then actually being hard when compared to the competition of the genre. Still a design problem… but one where Julra needs to changes but the stuff overall in the game preparing you better.

“Positioning” as a core mechanic - seems very doable.

In actual fight your character has a narrow circular path which is constantly bombarded with small lightening puddle, Large lightening puddle and conical jet. You have to keep avoiding them whilst being in that path. That is the reason for this fight you need high damage so that you reduce that chance of a “slip up”.

I am sure all of this is good for the game but the pain point (as OP stated) is that the whole upgrade system is available after you complete a fight successfully. With other dungeons I don’t mind failing a fight as much as this one.

Yeah, those are the 2 mechanics you have to look out for.

The AoE.
And the cone.

You run either clockwise or counter-clockwise and attack whenever you come close to her.
She isn’t target-leading. The cone goes where you’ve been standing when she starts the animation. The AoE does exactly attack the place where you are as well.
It even makes the non-targeted shot miss most of the time as that’s also not led.

Makes the fight easy as long as you follow simply the circle. Either you recover enough Ward between the hits of the homing attacks (which is really not much to recover), you got some form of leech (which removes the need to ensure not getting hit anyway as you recover fully before the follow-up anyway), or you got enough health regen to make the round anyway.
The only issue is when your build has nothing of that.

And yes, you’re supposed to feel not managing the fight, it’s the only one which matters from the dungeons… despite it not being supposed to. You were supposed to feel Lightless Arbour and Soulfire Bastion too.
Why don’t you?
Because both make you run through a badly designed maze like if it were coming straight out of those puzzle-booklets you could buy for travels before smartphones were a thing. So when sitting in a plane or train you’re not completely bored out of your mind.
You run along constantly backtracking because randomly placed barriers block your way to then reach a door which is randomly positioned giving you a random modifier you don’t give a single shit about. Well… besides it being one which is ‘supposed’ to do something meaningful but actually just does make the damage of the boss higher for jack-shit of reward.
And what do you get rewarded with? A tomb’s worth of loot in 400c basically. Not even the damn lizards can save it as they barely make up for the base loot from a Monolith with all the stuff going on by now!

Keys were supposed to have meaning and the content decent.
Instead we got the option to skip the whole thing because even EHG realized what a pile of garbage they designed and rather then fixing it they took the lazy route there. And to placate us they threw in the lizard charm for those which might be insane enough to run it for whatever reason anyway, so it doesn’t feel so atrociously bad that you can universally say ‘what the actual fuck did you do there? And why is it still a thing?’.

Apart from the 2 you mention & Lagon’s breath attack, the dragon emperor’s circular AoE

But yes, if you ignore attacks that can’t/shouldn’t be facetanked then there aren’t any attacks that can’t/shouldn’t be facetanked.