New difficult map bosses list
Phantasmagoria boss hits like a fucker. Doedre, that is.
For try, for see, and for know.
This is a buff |
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So I saw this Thread and I have two links for you all:
1. This is the List about all the new Map Bosses for 2.4 All new Bosses
Spoiler
t1 - Jungle Valley - Same old boss, BUT doesnt go up after 50% and NO chaos dmg anymore (if im not mistaken) t1 - Crystal Ore - Hammerstorm + Voidscram t1 - Arcade - Same old boss + flame bearers mod t1 - Desert - Same boss. The real one moves around and also does the black arrows. Clones only shoot regular arrows. t2 - Oasis - Voll t2 - Factory - Asphyxia t2 - Beach - old shore boss t2 - Ghetto - old boss t3 - Sewer - chaos spider t3 - Channel - old boss t3 - Grotto - 2 Chaos Golems in different parts of the map. t3 - Arid Lake - Chaos Rhoa, enrages and drops more loot if you break his eggs. t3 - Vaal piramid - Old Museum Trio (Dominus' demons). They spawn one by one after a certain amount of time t3 - Marches - Barkhul. Hits relatively hard. t3 - Caverns - Old Abandoned Caverns boss. Earth golem. t4 - Academy - old boss t4 - Waste Pool - old boss t4 - Acid Lakes - The desert boss known as Mirage of Bones t4 - Graveyard - skeleton boss t4 - Villa - old boss t4 - Phantasmagoria - Doedre t4 - Dungeon - old boss t5 - Dunes - old boss t5 - Peninsula - old boss but now he does earthquake t5 - Spider lair - old phantasmagoria boss(the revenant thingy that ressurects/explodes corpses) t5 - Tower - kole boss t5 - Pit - Barkhul boss t5 - Mesa - Oak t5 - Brutal Chamber - Alira with Soul eater t5 - Primordial Pool - First form Malachai t6 - Racecourse - Trio. Humanoid that throws daggers, Centaur, and Fire Wolf. Human bleeds, Fire wolf leap slams, Centaur turns on phys/ele reflect aura. You can tell when the centaur will turn on the reflect when he stops, rears his head, and glows yellow. t6 - Canyon - Village Ruin boss t6 - Quarry - old boss t6 - Wharf - Lightning Golem. Spawns cyclone elementals in aqueducts when low t6 - Ramparts - The blackguard guy next to Clarissa in A3 along with some mages/other guys. Cleaves, Double Strikes, and Leap slams. He hits hard t6 - Thicket - Harambe. Will stand still then start spamming sunder extremely quickly t6 - Vaal City - Whippy Miscreation Demon from Lunaris 2. Has slow lightning projectiles that spawn in area around him t6 - Strand - Kraityn with a new AoE move and the old heavy striker Spider Forest - Alira. Summons a Zombie when low (or after certain amount of time?) that spawns blood balls like Greed Essences. t7 - Mud Geyser - Tunneltrap. He's not even in an arena. Me and a friend got double killed by him on EHC at lvl86 when he just popped out of the ground. 8k ES Flaskfinder with Basalt+13k Armour and 6k HP + MoM with Basalt. I'd say avoid it. t7 - Cells - Fire Fury t7 - Ashen Woods - New model fire archer guy. Flame Dash, Vaal Burning Arrow (pretty weak), and Blast Rain. t7 - Castle Ruins - Kraityn t7 - Armory - Gravicius t7 - Catacombs - Same boss. Spawns Lieutenant Skeletons and has some floaty green balls now t7 - Arachnid Tomb - Arachnid tomb is black spider with izaro brown slow aoe field on you. Fire in the arena does dmg, but is just for show. t8 - Arena - Same trio. t8 - Atoll - Ice Kuduku. Fires Frostbolts, Glacial wave, and an Ice nova. The ice nova has a tell where he starts shaking. Hits pretty hard. t8 - Bog - Bone Rhoa. Enrages if you break eggs. t8 - Cemetery - Trio of skeletons. Ice one from Lower Prison, Archer from the Climb, and a Spark/Shock Nova/Lightning Warper Skeleton. t8 - Arachnid Nest - Same boss as Jungle Valley. t8 - Shore - Fairgraves summons 2 spirits (around 66% and 33% I believe) that can torment him or yellows around. t8 - Tropical Island - old boss t8 - Pier - Ancient Architect with multiple boss rooms that contain traps. t8 - Barrows - White Beast. Charges at things. If he hits a wall, he gets stunned for some time. t9 - Coves - Rock Golem + Green Pirate Spirit guy that does projectiles similar to Izaro spirit. t9 - Reef - Fairgraves spectre t9 - Temple - Voidwalker. Slams and creates a gigantic vortex. Fires Frostbolt + vortex. Spectral Throws. Moves room after certain amount of time and has a giant vortex start spawning (you have to follow him) t9 - Orchard - Old Plaza boss t9 - Promenade - same 2 bosses but caster now casts some wierd force field t9 - Museum - Maligaro t9 - Crypt - old boss Not hexproof anymore, uses Voll's Slam, miniature version. t9 - Overgrown Shrine - Piety phase 1 t10 - Quay - Knitted Horror that functions similar to Russian dolls. Smaller ones pops out after each kill. Has arrows flying randomly around the room after the second one you kill. Punctures. t10 - Underground River - It fell from the Sky. Drop bear in the cavern. Has an EQ and disappears to summon drop bears occasionally. t10 - Malformation - old boss t10 - Courtyard - old bosses t10 - Arsenal - unique animated weapon, which strikes with lacerate (lul) t10 - Terrace - old boss t10 - Colonnade - Gravicius Instantly Regens all hit ES at 75%/50%/25% health. t11 - Wasteland - old boss t11 - Chateau - old boss t11 - Precinct - multiple rd. exiles t11 - Torture Chamber - Same old t11 - Underground Sea - Merveil first form t11 - Excavation - Same trio t12 - Bazaar - Sculptor in a room of statues. He is melee but throws his tools like Hammer guy from Act 4 Mines. He animates 2 unique statue bosses: Defaced man with Tempest Shield from Marketplace and Goddess woman that summons elementals from Solaris. t12 - Residence - Same old t12 - Ivory Temple - unique perandus boss from perandus packs, with essence drain. Boss room also contains chest. Can spawn different bosses. I've dealt with some fire guy with searing bond totems and an extremely rippy lightning boss with static strike, orb of storms, tempest shield and lightning strike (I'm pretty sure these are based on perandus unique monsters). t12 - Plateau - 2 x kuduku t12 - Estuary - The Ice/Fire guy that splits into Ice/Fire elementals when low. t12 - Shipyard - 3 x Gravicus ??? Shipyard boss for me was a lightning warband trio. Two weak ones and one with a lot of hp who spams weak stormcalls and a super hard hitting melee (he only uses it if you're melee), and changes to tendrils at low hp. t12 - Vault - Stone golem. Summons Weapons + Guardians, leap slams. Also casts phys explosions(like evangelists) that seem to hit pretty hard t12 - Necropolis - unique colossal bonestalker (maybe wrong). Shoots some spikes, casts little vaal glacial hammer and physical spike thingy from talisman, with this combo he can rip you (imitates bone prison?) t13 - Lair - Rigwald t13 - Scriptorium - Shavronne t13 - Waterways - old boss t13 - High gardens - Boss is based on Fellshrine boss. Has some fire beams similar to vinktar square boss lightning beams T13 - Sulphur Wastes - 3 Mutewinds (one being Otesha)...rolled twinned + vuln + ele weakness to get perma-chilled and die instantly. t14 - Mineral Pool - Merveil both forms t14 - Maze - Vaal Oversoul t14 - Springs - Oak, spawns ancestral totems t15 - Dark Forest - Rigwald t15 - Overgrown ruin - has a new boss with cyclone that shoots EK and he also throws traps and spawns minions linked to chaos(?) bond totems that chase you. Very rippy. Chaos Warband Leader. Ones I did from Zana Plateau - Dual Brotems Kuduku and Kadaka. Each one has a smaller one that is summoned. When one dies, the other one levels up and gets new moves. Kuduku leveled up fires a bunch of sparks. 2. An search and overview-Tool for the Atlas of Worlds to check what the upgrade paths of maps are and where which map is located at: GameStatus 08.09.2016 2.4.0c when I had these Bugs I know and that you should keep in mind: 1. Patch 2.4.0c: Fixed a bug where the boss of the Quay map wasn't unique after its first form. Quay Map (left lower Corner in Atlas) is not added after completing it. Also you don't get the bonus completet (I fully cleared the map with rare indicator). All mobs from the Boss are now unique but you can still not finish the map for your Atlas. 2. Patch 2.4.0c: Fixed a bug where a map completion objective wouldn't be shown as completed if the map is Shaped (but you have completed the objective in the underlying map). Shaped Maps STILL can't get bonuses as well. First shaped map I ran yesterday with the new patch was an Arid Lake map (I thought that would be a good idea bc u can increase the level of the boss for better loot). Anyway I cleared the map with rare indicator (just to get sure bc after I shaped the map it was a yellow map and yellow maps need rare indicators for getting the bonus)and I dont get the bonus. Tip for first time maps
Spoiler
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
Hope this Info helps you a bit. Last edited by Desaroth#2931 on Sep 9, 2016, 8:59:53 AM
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Quarry is the old Quarry, only T6 and boss now summons purple chaosy looking whirlwinds (pretty sure it didn't in the past). Can be quite dangerous.
Torture Chamber (Zana mission T8) layout same as old version, same boss, no new mechanics. The ray seems to do less damage than before, or maybe my mind's playing tricks on me. Last edited by PaperRat#1771 on Sep 9, 2016, 8:08:13 AM
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Vault boss seems OP as hell for me.
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Thx, I updated the OP !
SSF is not and will never be a standard for balance, it is not for people entitled to getting more without trading.
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How one can understand the extent of how rippy certain boss is? Adding Boss rating like in Wiki would be Great.
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" Thank you for the suggestion, that's a good idea. However, for such a list to have a meaning, it would need to be classified between melee and range, because the difficulty really changes from one to another. Like .... I heard that the plateau boss had one shot telegraphed attacks and everything ... but I did it this morning as a range, and even though some projectiles did hurt a bit, it was fine ( Zana version, so low level ). SSF is not and will never be a standard for balance, it is not for people entitled to getting more without trading.
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" He has a chilling ground Ice nova that packs a serious punch, pretty much the same as the strongbox one. Hits for some 4,5k by default so I guess the shaped version with a damage mod will indeed oneshot a 6k life char. The telegraph can be hard to see too, it's doing a few pulsating rings like essence rares do before releasing an arctic breath nova and that can be easy to miss. So, if you're a melee and doing the boss in a party with firestormers, summoners or other obscuring stuff better stay away and let them handle the job, it isn't very dangerous otherwise. Wish the armchair developers would go back to developing armchairs. ◄[www.moddb.com/mods/balancedux]► ◄[www.moddb.com/mods/one-vision1]► Last edited by raics#7540 on Sep 18, 2016, 4:08:32 AM
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" I noticed the pulses yeah, but it seemed pretty quick. So that's the ice nova that hits hard, it makes sense, ty. So very dangerous for melee, but not that much for ranged I guess . 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 19, 2016, 3:34:37 AM
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"That's Atoll boss, in Plateau you have ice one, who isn't that hard, and lightning one, who can beat the shit out of you from offscreen. And worst change is putting almost all bosses in new version of maps into fucking small areas, where you can't kite well or dodge stuff. What a terrible idiot invented that I want say to him: dude flick you, seriously flick you very much.
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