Undying Alchemist and Undying Incinerator
I totally agree! they are more dangerous than endgame piety for me....hilarious!
but don't worry, GGG won't fix that any time soon as they are busy with adding lots of new broken stuff that will need fixing as well in the near future ;-) ...still the best arpg out there...since there is no decent competition yet :-( “Human decency is not derived from religion. It precedes it.” ― Christopher Hitchens My QoL List: https://www.pathofexile.com/forum/view-thread/3279646 Last edited by Antigegner#0560 on May 24, 2013, 9:50:07 PM
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a tip: Frostwall (prefered with duration support) and decoy totem will help u alot as summoner based char vs such mobs - and always keep skels up ahead ur way and left and right (so no skel-totem) so u detect em fast enough to kite and kill. Only desynch will a huge problem.
edit: and dont use the normal cast-summon- alawys summon them with shift-cast (like u should do with totems and more or less any spell) since theer is nothing more ruining ur tacs when ur char suddenly moves forward trying to get in reach for the corresponding skill. U will see when u shift-cast, the range is "much better used" (esp for skels). They day i inverted all "actionbuttons" to be shift-actionsbuttons made my life muich easier as summoner - esp when u work with frostwall, traps and totems. esp rooms with necros supported by range casters can be done fine with a good timed combo of frostwall-decoy, then cast skels/traps etc near the mancer while wall is up and ur fine. Though that requires a good ping and no desynch Last edited by hcl#4312 on May 25, 2013, 3:38:44 AM
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Ice Wall may help, I dunno how much more Decoy would help versus Skeletons. I already use Skeletons without totem.
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Decoys advantage over skels is its really fast - nearly instant taunting and aggroing of enemies in range. When u place it u can be sure the first attack form a mob in range goes against the totem. Its very good e.g to pull single dangeours ranged mobs out of a room full of them with a "allies cant die" totem inside if u place it well enough (cornerpull)
vs undying mobs in dungeons i suggest spamming spark as countermeasure. Answer offscreen attacks with (preemptive) offscreen attacks. (though its the opposite of a rushy playstyle, nothing for impatient natures) Thats a bit stupid design since a game action shoudnt be located offscreen, but unless the zoom/camera and mobbehavior isnt changed, spark is the best answer in tubed/winded/roomed areas. use icewall to prevent the mob from coming too close, its very situational and can be very messy Last edited by hcl#4312 on May 25, 2013, 10:02:08 PM
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" The only problem I have is with undying alchemists, not all that other stuff. |
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To be honest my 1 month race character is very low ion hp for my liking, currently at 3.9k before aura reserve(blood magic) and my chaos resist is -60%. I recently ran a Crypt map with probably 100 alchemists in it and took quite a few hits from them. I was reading this thread thinking they must have been nerfed hard in the past month, but then see at the end you are still having issues as recently as this week. I am not sure what is happening, are you not seeing the clouds and sitting in the poison long after it is exploded?
Also keep in mind, while your combined pool is 2.whatever K your life(which is the only one that matters with the chaos damage) is VERY low to face chaos damage enemies. Several suggestions have been made, carry an Amethyst flask being one of them that is the easiest to accomplish. Shavronne's will stop chaos from bypassing energy shield, while pricey it may also help your dilema with this specific mob. You have choices, stack more hp, make slight gear changes when facing these monsters, knockback + faster casting flame totem on them(they can't throw bombs when they are being knocked back faster than their attack speed) there are many ways to counter these mobs, you just need to find the one that works for you |
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I attempted 75% chaos resistance and I tried dodging them. There are many chaos mobs in this game, and all of them are manageable (ESPECIALLY with 75% resist) except for this one.
The ground poison is pretty hard to see, and yeah I'm getting out of it asap. With 75% resist it rapidly drains my health. It also sucks because the projectiles move pretty fast, explode in a wide radius, and can easily come from off screen. Last edited by Crevox#7597 on May 26, 2013, 3:24:07 PM
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Chaos dmg basically very poor way to increase challange in-game. They screw up when they decided to give - penalty at the start of OB now they cant deal with it. Poor design even more broken at pvp. What u need basically to tank them atleast 150 hp regen persec, decent killing speed, good mobility or range also + chaos resist helps alot. So basically its a artficial wall for low life builds(not that shavronnes crap)
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I'm lvl 83 summoner, dual totem, CL Witchand Incinerators are the only mob (apart the Piety) which can do short work of me. Grapplers are sometimes troublesome if in large groups and necromancers are just tedious, but Incinerators, omg, they just toast me in short manner.
I have about 5200 ES, 75% fire res (and all other res caped with Purity) and still if I stumble on a map with a lot of them I'm bound to die. Best combo I had was Undying Incinerators, Undying Grapplers and Undying Outcasts, all magic and all in same room I stumbled in (map was yellow Overgrown Shrine). Needless to say I died almost instantly as same as all my summons but not before I managed to notice full debuff extent I got on me (I was on fire, bleeding with 2 stacks of shock). I tried to do that map, died in process 2 more times before I forfeit it (but managed to kill the final boss, that spider). Lost full day work of leveling on maps, on this one, me stupid. Let's see!?
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" Does Projectile Block or Evade work against the chaos damage from Undying Alchemists? I've seen it work very well against Act 3 Vipers, but I'm not sure whether the Alchemists' Chaos bombs are considered projectile attacks or magic damage? In practical terms, I've found the best tactic against Alchemists is to freeze, stun, or bum-rush them with something like Shield Charge or Cyclone. While you won't one-shot them, it seems to disorient them long enough to give you time to finish them off. Last edited by RogueMage#7621 on Aug 18, 2013, 12:49:13 AM
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