Heretical Wards (act 10) are maybe too strong

First of all, I'm not complaining, it's more of an observation.

These guys use spectral throw, but their projectiles are dark red/black and are hard to see with the enviroment colors.
They can block.
They charge you from off the screen
I feel like their crit chance is pretty high (10%+ ?)
Their throw has a long range
They can come with a heretical guardian who gives them proximity shield
And you have to fight them multiple zones in a row


Overall it's very hard to fight them, but worst problem being the visibility of the projectiles :)
Last edited by xevven#5490 on Aug 5, 2017, 9:31:40 AM
Last bumped on Mar 13, 2018, 6:55:12 AM
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Yeah, came here to make the same observation. They really stood out as pretty overtuned since they deal so much more damage and are so much harder to kill than any other mob of a similar level. I'd say they really could use another balance pass.
They are too deadly :(
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Overall it's very hard to fight them, but worst problem being the visibility of the projectiles :)


Yep, not only are they overtuned. They are also hard to see when all color schemed are reddish.
4k ES, capped resists, and still i die in a second if enough of these charge me and/or start pelting me with crap from a screen away.
Some of my overtuned characters in standard felt some of the stings from these guys and I thought was in a yellow/red map. There are still too weak to signficantly take me down, but they did made me raise an eyebrow.
Sometimes you can take the game out of the garage but you can't take the garage out of the game.
- raics, 06.08.2016

I want to make a summoner, just to spectre them and see if they destroy maps and bosses as they did destroy me in act 10.
These things are ridiculous, and need serious attention.
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VashSan wrote:
I want to make a summoner, just to spectre them and see if they destroy maps and bosses as they did destroy me in act 10.


You have to find a decent link for them. I tried them but unfortunately for their ST they seem rather slow atm and that was with 100% more damage spectre necro node. Guess we will have to see what links work best for them.
Definitely super tanky and their AI makes them spread out all over the place so you need to kill them one at a time unless you have huge AoE. The effort to reward ratio on them is way off.
I guess we all know where our summoners should get our specters, then. :V

But yes, they definitely don't feel like ANY of the other enemies. It's really weird that many of the other monsters are much WEAKER; it's similar to many of the bosses; tuning is out of whack, to where it feels like there's no consistency and no good progression, but instead... Randomness.
My guides: Summon Homing Missile (SRS) | Act II starter RF | Budget Oro's Flicker Strike

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