Cannibals dealing too much damage

Just got one shotted on 72, 2 additional proj map, twice. Literally nothing i could do. Skill may be shotgunning.
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That's a first.
Dys an sohm
Rohs an kyn
Sahl djahs afah
Mah morn narr
"
I_NO wrote:
That's a first.



Not really.
The torch throw ranged attack does a ton of base damage, and I can imagine it is capable of one-shot if in a map with extra crit/damage and extra projectiles.
It is also that much harder to dodge, if xproj.
Alva: I'm sweating like a hog in heat
Shadow: That was fun
Last edited by johnKeys#6083 on Dec 16, 2015, 12:50:33 AM
Idd the torch shit with the right mods is downright deadly. One of the nastiest mobs in game under right conditions.
I am the light of the morning and the shadow on the wall, I am nothing and I am all.
"
The torch throw ranged attack does a ton of base damage, and I can imagine it is capable of one-shot if in a map with extra crit/damage and extra projectiles.
It is also that much harder to dodge, if xproj.


It is your own decision to go into multi proj, extra crit, extra damage map. No body force you to do it. Dont do it if you can't handle it.

get movement skill and use it when you see cannibals
"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 16, 2015, 7:01:47 AM
"
kamil1210 wrote:

It is your own decision to go into multi proj, extra crit, extra damage map. No body force you to do it. Dont do it if you can't handle it.

get movement skill and use it when you see cannibals



Yep. Move, move, move. Seven cannibals chucking extra-damage GMP molotovs is a death trap. As soon as the first one throws his arm back, I whirling blades forward and to the side to reave them down.
Last edited by 3DNeophyte#5208 on Dec 16, 2015, 9:51:44 AM
Yeah i had to play more defensively in the end, but i still feel their comparative damage is too high.
Their torches/Molotov attacks have a rather high base damage, which I guess makes sense given that you're supposed to avoid them. However, that doesn't excuse them from scaling so high in maps or in places where you start adding on extra damage mods and all of the sudden you're getting chunked and killed quite quickly because you didn't move fast enough. Not even mentioning LMP/GMP enhanced blue packs that attack in a large force and unleash their volley nearly all at once...yeah...they could use a little looking at to say the least.
Cannibals are fine. They can only shoot once and that shot is easily avoidable, it's okay for them to deal high damage.

Lanternbearers on the other hand...
[s]only mindless sheep think labyrinth is OK to have in PoE.[/s]
okay nevermind labyrinth, fix dx9 blackscreen instead...
Cannibals should be the least of your worry.

When you start to encounter bloodline mods more frequently that's when you have to be on the watch all the time. One bad movement and you're toast.

Luckily I can manage now, but before I got my hands on my current gear it was very hard times.

I think the most dangerous mod I've come across is congealed blood. You kill the pack with the mod then after every mob dies a blood elemental appears, named Congealed Blood which creates minions from corpses. But these are far more dangerous than your run in the mill everyday minions that you encounter in the main story acts. These are running twice as fast and deal high crit damage when they explode near you. Plus this friendly Congealed Blood fella also have flame blast attack, it can literally place like two dozen flame blasts on the screen and off screen also. It also has the ability to charge this blastin a manner that it explodes only when it wants it to explode, i.e. when you near it.
It's hard to prevent going out of control if you fail to notice the mod. Most of the time it happens the mobs are off screen and they're easy to kill. I use a totem too most of the time. So my totem kills the mobs and when I check back the blood elemental already released full hell on that part of the map. It is basically unreachable if the map mods use high crit and increased fire damage. You have to kill it instantly before he is able to create minions from the corpses.

Next "favourite" mod of mine is the obelisk mobs. Pretty nasty mod, avoid corners and max out lightning resistance if possible with this kind. The obelisks can follow you trough the entire map even if the mob is not in your vicinity. They use lightening warp to move around and cast ball lightening with GMP.

Then there is necrovigil. Basically it's almost the same like immortal totems or when there is a rare mob with immortal aura surrounded by lesser mobs. The only difference is that unless the mob doesn't leave the circle it won't die and you can't kill the source which grants the skill, because it is the corpse of the fallen mob.

Also look out for the mod called: Slaying enemies close together can attract monsters from Beyond.
Sometimes this too can get out of hand. Especially when one of the killed enemy is the map boss along with a rare pack. If that happens and you can't handle run like hell.

I once managed to trigger an event like that plus encounter a rogue exile at the same time. Needless to say I barely made it out of the place.
Last edited by Peterking72#1084 on Dec 16, 2015, 12:43:41 PM

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