Izaro: Conduits
How do you all feel about the Conduits? Harder or easier than other Izaro mechanics? Any tips or tricks to managing it in relation to the others?
I think it's one of the harder mechanics in the Labyrinth and imbalanced in relation to the others. Other mechanics tend to fall into one or two categories: mechanics like Font and Gargoyle that activate one at a time and end permanently on death or regenative mechanics that have to be constantly managed thru out the fight. The Conduits are very different. Izaro rapidly gains power charges thru out the fight and the Conduits can be used once to remove them, totaling to 4 total uses with the relic. Any power charges not removed by the end of the fight are permanent. This has some interesting implications, since full power charges give him the ability to one shot you on a number of his attacks. It creates a DPS check if you want to efficiently reduce Izaro's power charges to the min uptime, because you have to effectively kill him in a certain window before you run out of Conduits, letting him reach full Power Charges with no recourse. Failing that DPS check means spending a percentage of time with Izaro at full charges. To ensure he has no charges in the final fight, you have to time your last disruptor use with a small window in which you can then burst him down and push him into the next phase. This is complicated by three factors: your own DPS, your knowledge of the fight, because there is no clear indicator of when the fight will end except your experience with previous fights beforehand and knowing the exact percentage and the very short window between the time Izaro loses charges and regains his first one. As a result, success with this mechanic requires more precision and timing than any of the others. Failing is met with harsh punishment, because of how really, really bad it is if Izaro moves to his next form with full power charges. I have beat him with a conduits roll, but after the experience, if I know the daily Labyrinth has rolled conduits, I am more motivated to do maps for the day and just wait for tomorrow to do an enchant run. Last edited by MadRabbitPoE#3590 on Mar 20, 2016, 12:58:06 PM Last bumped on Mar 21, 2016, 1:07:36 AM
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They are mostly a DPS check. I usually don't care if he gets 1 or 2 additional charges (they actually are combined Power/Endurance/Frenzy charges), and I usually just kill him straight away which puts him at one additional charge for the next fight.
However he is one of the mechanics that make him so terrible in normal, since he already has a lot of HP and if you can't beat him quickly you might want to wait for the next day and another mechanic. |
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They really could fix this fight simply by, instead of using a "threshhold" system, just give him a full healthbar for each stage.
So when you fight him 1st stage, he has a set lifepool, that when reduced to zero, he retreats. Same on 2nd. and on 3rd, he dies Though any Life remaining on stage 1 and 2 would get added to stage 3's lifepool This would really clear up confusion and guesswork on an already hectic fight. |
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My only real problem with the conduit fight (now that I know what it does anyway) is that I can't really see the charges. I just kinda click a conduit every so often when I feel like I'm taking too much damage. Still, there is a very real risk of getting oneshot.
In terms of difficulty, I rank it somewhere in the medium-to-hard range. It's easier than Idols - I find that one to be impossible. If I'm melee, Golems are harder. The rest I think are easier, though that might change if the fight were better communicated visually (both how many charges he has and how close he is to retreating). |
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The conduits are dumb because you need to time it exactly but you can't tell how close he is to dying.
Like Rafein says you could make it so he loses all HP each time. But the health carrying over is quite a cool part of the Lab aesthetic, and I don't want it to go. But I think a better option would be to make it so that enabled conduits give him charges, and disabled ones don't, and then you need to click the conduits to disable them. Face it, all of your suggestions are worse than this idea: http://www.pathofexile.com/forum/view-thread/657756 Last edited by dudiobugtron#4663 on Mar 20, 2016, 8:16:48 PM
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" They are yellow orbs that rotate Izaro. I think it's 6 max in total. |
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" Yeah, I've seen them in the stash room after, where it displays the buffs Izaro has going into the next fight. I just can't see them well on the model with him moving, attacking, and flashing pretty colors. Sometimes I can see that he has charges, but never how many. I've had the same problem with normal charges on my own character ever since they changed the graphic to those miniscule dots we have now, but I have a buff bar for those. |
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