Any Skill to Immobilize / silence bosses?
Is there any Trap or skill To make the bosses stop in one place and prevent them from casting skills?
I know of bear trap. But does it prevent them from casting skills? The problem with it the immobilization is based on how much physical damage it does compared to the monsters maximum life. Bosses have very high health... Domine Non Es Dignus Last edited by Zinja#5231 on Dec 5, 2015, 12:41:44 AM
|
![]() |
Immobilization duration is baed on total damage, not just physical.
Only stuns and freezes will prevent bosses from using skills. Possibly a Silence curse from a Headhunter effect, I wouldn't know, but it's completely unreliable anyway. Immobilization may prevent some skills that require movement. | |
There are several ways to slow bosses:
1. Temporal Chains (like all curses, 60% reduced effectiveness against unique bosses) 2. Abyssal Cry 3. Chill (usually from Arctic Breath of Arctic Armor) This three things combined slow the stuff down to a crawl. Against unique bosses you'd want to invest in curse effectiveness and maybe grab "monsters can have 1 additional curse" from a tree. That way you'll be also able to use Enfeeble on them, which will cut their damage quite significantly. There's also Vaal Rain of Arrows that roots mobs in place for around 4 seconds, regardless of how much damage was done, can be supported by increased duration and can't be evaded. There are also ways to permafreeze/permastun stuff, but they all involve building your character around them. As far as I know, there is no single skill that completely stops a monster from using it's abilities. It would be completely broken in party play anyway. |
![]() |
You can try using decoy totem to "Immobilize" and "silence" some bosses. It don't really stop bosses but it stop them from attacking you.
Example on Precinct boss. https://youtu.be/nnaciHGWjVY?t=37s "Is there such a thing as an absolute, timeless enemy? There is no such thing, and never has been. And the reason is that our enemies are human beings like us. They can only be our enemies in relative terms." Last edited by kamil1210#5432 on Dec 5, 2015, 3:32:23 AM
|
![]() |
While it doesnt completely immobilise or silence a boss, chill and temporal chains effects can be combined extremely potently. Check this video out from Ghudda. That is Merciless Daresso being reduced to a virtual standstill. You can go to the start of the video to see his setup, but essentially it boils down to "grab all the curse nodes, quality curse on hit, quality temp chains, lvl 2 enhance, dying breath staff". The effect is pretty amazing, that sort of support can make any map a cakewalk.
|
![]() |
" Ghudda video is outdated. This is actual effect of chill and temp chains: https://youtu.be/cbTJbrBDu7M Chil and temp chains dont adds together anymore as much as they used to. I have played Curse build before 2.0 and quality temp chains with curse effectivens nodes from tree was already very good even if I didnt chill boss/rare. "Is there such a thing as an absolute, timeless enemy? There is no such thing, and never has been. And the reason is that our enemies are human beings like us. They can only be our enemies in relative terms." Last edited by kamil1210#5432 on Dec 5, 2015, 7:12:56 AM
|
![]() |
I am sending you this message to let you know that I have removed your signature as it is designed to mislead others. Please refrain from using similar signatures in the future. - Rob_GGG
|
![]() |
If your build focuses on cold dmg, for boses and harder mobs, you can also mix few skills for doing almost permafreeze. For example: mix Vaal Cold snap with freeze mine:
http://pathofexile.gamepedia.com/Freeze_Mine http://pathofexile.gamepedia.com/Vaal_Cold_Snap First freeze with cold snap, then run to them to set mine, spam some attack, when defreezing occurs you detonate it, then set new one, then spam attacks again.... repeat. Chill and temporal chains option posted above are also solid things. |
![]() |
I can't wait for the unique item coming in Ascendancy, the Singularity sceptre. Nearby enemies have 33% reduced movement speed, and you can dual wield them! Not attack/cast speed, but if "nearby" uses the same range as Enduring Cry many mobs will be caught in movement before reaching you.
scroogetemplar / scroogewitch / scroogemarauder
Freezing Pulser (safe + affordable): https://www.pathofexile.com/forum/view-thread/1529856 |
![]() |
Chill and Temp Chains seem like something to look at, though the last time i tired post 2.0 it does not seem to be that effective. Not sure how much effective it is to a non curse based build.
I guess the real issue i face is with the projectile attacks from bosses, its easier to dodge their smash , timed laser release but projectiles at times are very targeted and messy and they corner you. Decoy totem is shit, it does not work like 80% of the time , bosses just ignore it or they chase you away and in a split second they take it out in a second. It works on mobs and general rare stuff but on bosses? its completely un reliable owing to it takes a while for it to trigger and it does not last long enough as you are still running to avoid damage before it triggers and dies.. ..... Vaal cold snap is nice but in boss fights it would get over with the first use. usually builds or characters that need it the fight drags on longer than it can hold down the freeze for. But I guess i am doing it wrong with decoy totem... perhaps linking it to inc aoe+inc duration+ faster casting will make usable against bosses?.... whith a combination of chill + temp chains.. The way i see it working into my build is with AA + cwdt+ skill+curse on hit + temp chains ( to get he highest level of temp chains off). There is a skill that some monsters use that prevent projectile attacks . I guess i was hoping for something similar that players have access to. for most part we can run / dodge melee attacks. Domine Non Es Dignus
|
![]() |