New difficult map bosses list

Hey there,

I should somewhat soon reach map in essence hc, and ... well I do not know the new bosses well ( just did couple of maps in standard since 2.4.0 got released ).

So since I do not really want to go through all the maps in standard before I do them in hc .... and I am expecting some bosses to be overtuned because 2.4.0 just got released ....

Which maps do have very dangerous bosses ? ( you know ... I like the feelign of surprised, and I will have a bunch of defense layers but .... I kinda want to know where / when for more safety ).


I will use this scale when I have enough information :

5: High and consistent damage output that is difficult to reliably avoid; skipped by many players.
4: High and consistent damage output that can be avoided reasonably well but still very dangerous.
3: Occasionally high damage output that can be avoided reasonably well.
2: Moderate damage output that can be easily kited and/or reasonably mitigated by most builds.
1: Trivial for most builds.

But one for melees, and one for range.

Atm, from what I read and tried :


Tier 1
Jungle Valley : Need good AOE clear, or you will be swarmed. The boss has only one phase.
melee / range : 2.5

Tier 2

Tier 3
Vaal pyramid : Museum trio [Heavy chaos damage] - They spawn one after another and there's a delay between them. that means the boss is easy if you got the dps to put each one down before the next one spawns and hard if you don't, it's a map where rolling defensive mods is much more dangerous than usual.
Melee : 3
Range : 3


Tier 4
Phantasmagoria : Doedre, "boss hits like a fucker" :p

Tier 5
Primordial pool : Malachai ...........
quite a bit of physical damage there.
Melee : 4
Range : 3.5


Tier 6
Canyon : Village ruin duo
Quarry : Old Quarry, only T6 and boss now summons purple chaosy looking whirlwinds (pretty sure it didn't in the past). Can be quite dangerous.
Racecourse : Gladiator, dog and bull. The gladiator is mostly harmless, dog hits fairly hard and bull has a very strong reflect buff that can mess up high dps builds.
He will stop to activate it and will have some sort of a yellow smudge under him, visible when solo but could be a problem in groups.

Anything that isn't totems / traps => VERY rippy.
I put only 4 for melees because it should be easier to see the "full refect" aura getting activated.
Melee : 4
Range : 5
Traps / Totems : 2~3




Tier 7
Cells : Crema boss ( fire fury here apparently ), WATCH OUT for the firestorm
Mud Geyser : Tunneltrap ( Devourer ), he has no arena so he may surprise you when he pops out. He seems to always be located in bottom right portion of the map, thankfully.


Tier 8
Atol : dual totem bosses with devastating telwgraphed attacks (spells) these can and will oneshot people. Beware of the poorly telegraphed very hard hitting ice nova.
Melee : 5
Range : 3


Tier 9
Museumm : Maligaro++ [Heavy chaos damage]
Orchard : Goddess from old Plaza, has the usual projectile barrage, slowing warp and beam. Tricky and probably best avoided.
crypt : Bishop Geofri with a new move, when cursed he will discharge it into a nova of high damage projectiles so turn off that blasphemy for the fight.
Coves : Pirate duo; Fucking rippy, the ghost can do easily 3k+ without dmg mod with his projectile, AVOID MULTI PROJ, it can overlap !!! ( no arena ).
Melee : 4
Range : 4

EDIT :
From 2.4.1 patchnotes :
"
In the Reef and Coves map, the boss encounters for First Mate Crastus and Telvar, the Inebriated are now more forgiving when they have additional projectiles. The spread on the barrel throw ability has been increased to prevent area damage overlapping and the damage on this skill has been changed to deal half fire and half physical at reduced values

It probably is better now.
5 for both if multi proj.
The projectile is like what Izaro's goddes does, only the projectile might be a bit faster.

Tier 10
Necropolis : oneskatti (or giant skeleton that will one shot you). casts vaal glacial hammer AT RANGE and then bonespire under you. bonespire stacks cannot be dispelled! it really really hurts. avoid more boss damage plus vuln combo unless you know what you are doing. tier
Colonnade : previous shipyard boss but with 3 times 'regen to full es' and SIGNIFICANT damage boost esp the fire dot. his molten shell is scary. be prepared. tier 10

Tier 11
Precinct
A bunch of random exiles, it can be very easy or very hard, depending on which you draw.

Tier 12:
Plateau : dual totem bosses. Very strong telegraphed ( couple of frost pulses ) ice nova, stay back or that could be a one hit ok.
Range : 3
Melee : 5
Vault : Stone golem. Summons Weapons + Guardians, leap slams. Also casts phys explosions(like evangelists) that seem to hit pretty hard

Tier 15:
Overgrown ruin :
2 chaos warband leaders .................. in a small arena ..... pretty deadly apparently
Range : 5
Melee : 5

What are the others that do matter ?


I hope that I'm not duplicating another's thread .... looked for it a bit on the couple of first pages.

I am putting other map information in a spoiler since those have been mentioned and could be useful :
some map details

List of all map bosses, regardless of power :
https://www.reddit.com/r/pathofexile/comments/51eay0/map_bosses_list_24/

Pro-tip, at least for early tiers :
get Vaal Skeleton and summon them when you have defeated the magic monster pack at the bosses. Keeps you save at the most boss fights (like Arsenal map). May not work as a Melee when you fight some AOE Bosses like Wasteland Voll


Tier 1
Desert
layout: B - looks the same as before, decent enough but not good
boss: 2 - feels nerfed again, can't see it giving anyone trouble unless you're careless
Arcade
layout: C - the layout isn't too bad itself but those small obstacles are awful
boss: 2/3 - if your resists are iffy the bosses can do a lot of damage to you while cursed, otherwise not hard

Crystal Ore

layout: C - kinda bad, and there are two separate boss rooms to boot
boss: 2/3 - both bosses can hit hard but aren't doing it all the time, they're sluggish and not very aggressive but could be dangerous with hard mods

Tier 2
Beach
layout: A - nice and linear, new tropical island from the layout standpoint
boss: 3 - if you got decent AoE it isn't hard, still packs a decent punch but it isn't anything brutal and it goes down fast
Factory
layout: B - some forking and side rooms but very clean
boss: 2 - don't eat the yellow snow too much and you'll be fine, reasonable boss
Oasis
layout: A - nice circular layout similar to mud geyser, also very clean
boss: 2 - hits fairly hard but his moves are telegraphed, had a zana mission there with boosted twin bosses and it wasn't unreasonably hard even then
Ghetto
layout: B - same as before
boss: 2 - nothing new here, hits hard but spends much time walking the walk

Tier 3
Cavern
layout: C - same as before
boss: 2 - also the same one, doesn't hit overly hard in this low tier iteration, sluggish and isn't exactly busting chops though his earthquake can pack a punch with hard mods

Channel
layout: B - same as before, some backtracking but variance is low
boss: 2 - same, hits hard but it's very easy to avoid

Marshes

layout: B - four big islands connected with bridges, don't really like it too much
boss: 2/3 - the pit boss with a new trick, he has the usual sunder-like wave and cyclone and can also taunt you now, does a lot of damage with cyclone and can be hard to pin down by melees that use single target skills

Sewer
layout: C - same shit as before, just awful
boss: 2/3 - a big spider with leap slam that doesn't hit too hard and a projectile that does, I can see it getting tricky with right mods

Tier 4
Acid Lakes
layout: A - nice and linear, just the way we like it
boss: 3 - this is actually the former desert boss, the new desert boss uses blast rain, creates less clones they use normal attacks. this one spams them more and they use charge attacks like before which hit way harder, not too hard by default but definitely can be

Tier 5

Tier 6
Ramparts - The blackguard guy next to Clarissa in A3 along with some mages/other guys. Cleaves, Double Strikes, and Leap slams. He hits hard

Tier 7

Tier 8
Bog : skele giant rhoa. Enrage, hits hard.

Tier 9

Tier 10

Tier 11

SSF is not and will never be a standard for balance, it is not for people entitled to getting more without trading.
Last edited by Fruz#6137 on Oct 17, 2016, 1:07:03 PM
Last bumped on Nov 14, 2016, 4:46:00 PM
look into when the shaper shows up to modify the map boss,

figure out whats comming or he could hand you your ass.

since your hc, I'd watch a vid of the fight in action first,
and be ready to bail out on any boss fight when he
shows up. if your not ready your dead. doesnt matter to me
im sc.
"
Thieldan wrote:
The new museum map boss is a buffed Maligaro, he does tons of chaos damage, if you're not CI or have decent chaos res you're probably dead.


Thanks !
I'll add it to the OP.

So chaos damage for museum it still is.
SSF is not and will never be a standard for balance, it is not for people entitled to getting more without trading.
canyon is t6

atol and plateau have dual totem bosses with devastating telwgraphed attacks (spells) these can and will oneshot people

colonade - previous shipyard boss but with 3 times 'regen to full es' and SIGNIFICANT damage boost esp the fire dot. his molten shell is scary. be prepared. tier 10

bog - skele giant rhoa. when enraged she (it?) ignores your minions and totems and focuses you. heavy chaos dot nut weak attacks. players rellying on potions will struggle as there are no adds after tou kill the first batch.

necropolis - oneskatti (or giant skeleton that will one shot you). casts vaal glacial hammer AT RANGE and then bonespire under you. bonespire stacks cannot be dispelled! it really really hurts. avoid more boss damage plus vuln combo unless you know what you are doing. tier 10

almost all bosses are at least threatening to lazy players. no longer they die without you noticing a fight. power creep got a little less creepy

going for rare and xorrupted tier12+ requires SOLID balls and build. several bosses have phases and are difficult to cheeze with stuff like late bladefall mines
"
sidtherat wrote:
canyon is t6

atol and plateau have dual totem bosses with devastating telwgraphed attacks (spells) these can and will oneshot people

colonade - previous shipyard boss but with 3 times 'regen to full es' and SIGNIFICANT damage boost esp the fire dot. his molten shell is scary. be prepared. tier 10

bog - skele giant rhoa. when enraged she (it?) ignores your minions and totems and focuses you. heavy chaos dot nut weak attacks. players rellying on potions will struggle as there are no adds after tou kill the first batch.

necropolis - oneskatti (or giant skeleton that will one shot you). casts vaal glacial hammer AT RANGE and then bonespire under you. bonespire stacks cannot be dispelled! it really really hurts. avoid more boss damage plus vuln combo unless you know what you are doing. tier 10

almost all bosses are at least threatening to lazy players. no longer they die without you noticing a fight. power creep got a little less creepy

going for rare and xorrupted tier12+ requires SOLID balls and build. several bosses have phases and are difficult to cheeze with stuff like late bladefall mines

Good thing my lists stops at t11 :DD
But yeah, I doubt Ill be going higher in HC.
Did not know that canyon level changed, maybe the ugly duo is more doable at that level, I will try in SC first though lol.

I'll add the later tiers if there are good examples to warn people then, but I definitely wont try them in HC ( maybe I won't reach them to start with, idk ).
SSF is not and will never be a standard for balance, it is not for people entitled to getting more without trading.
Last edited by Fruz#6137 on Sep 8, 2016, 3:44:44 AM
Lair Map rigward is stronger than dominus in palace or piety in shrine
"
InAshesTheyShallReap wrote:
Lair Map rigward is stronger than dominus in palace or piety in shrine


Is that not a talisman thing ? How do you access it now ? OO
SSF is not and will never be a standard for balance, it is not for people entitled to getting more without trading.
Jungle Valley boss is kinda difficult for a T1 map. Managing the constant stream of adds requires substantial DPS. It might not be difficult in an absolute sense but for someone who's just started mapping it can be a nasty surprise.
"
databeaver wrote:
Jungle Valley boss is kinda difficult for a T1 map. Managing the constant stream of adds requires substantial DPS. It might not be difficult in an absolute sense but for someone who's just started mapping it can be a nasty surprise.

So I assume that it is the same boss ?
Did not know that jungle valley became t1, could be problematic for new mapper indeed.
SSF is not and will never be a standard for balance, it is not for people entitled to getting more without trading.
"
Fruz wrote:
So I assume that it is the same boss ?
Did not know that jungle valley became t1, could be problematic for new mapper indeed.

It got a new name but the mechanics seemed identical. I could not kill it with my flameblast CI build because I got overwhelmed with the adds and got no respite to begin my ES recharge. Maybe I just need to optimize my gear, but I'm easily plowing through T3 maps on the other paths so I've left the jungle corner alone for now.

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