Heist one-shots.

I guess missed out on spamming the flask, my bad? Either way, agreed on running heists, barely worth it and I bricked the one grand heist I tried because it crashed on me halfway through, lost all loot and marks I put into it.

Better off doing delve for time being.
"
tyranius wrote:
You have only one defensive utility flask and it wasn't even up. Ditch one of the life flasks and get another utility flask in there.


This. But also his character is naked. Tricksters typically stack both es and evasion even if they go acrobatics, his character has 3700 evasion and negligible es. He also has no defensive gem setups, and of course the flask issue. He's basically a 5k hp meatball with no other defense layer aside from wind dancer. Heist mobs hit really hard but it doesn't help at all that his character is glass cannon.

For starters, op should immediately buy a helmet that is of the correct base. Tricksters use hubris helmets that have high es and life rolls. A basic 200 es helmet also gives 1000 evasion for free. And use a jade flask. And use a cwdt setup with either steelskin or immortal call. The passive tree itself needs some work too but that's a very long investigation.. a brief 10 second look tells me he needs to go for the 2-3 jewel sockets instead of generic damage nodes, because jewels give more damage and more survivability on point efficiency.
What you could have done better: More evasion. More ES. Better gear overall.

I don't know what level that heist was or what modifiers it has (which is seriously an important factor that isn't included), but your character is lacking in both ES and evasion and utility flasks. At this point in Heist the mobs are already way less over-tuned than they were originally. The heist mobs are fine; it's your character that needs the work in this instance.
Last edited by MuTayShuN#2070 on Sep 29, 2020, 2:00:59 AM
You didn't die in 1 hit in addition just look it the base defenses of your char that's not a good time.
Dys an sohm
Rohs an kyn
Sahl djahs afah
Mah morn narr
I love how ppl love to criticize my setup (I'm working on it and with nothing dropping it does take time) and how I can run most red maps just fine but a normal modified heist contract gives you literally zero chance to even pops flasks at all.

Gotta love that balance.
"
bluesylph wrote:
I love... how I can run most red maps just fine but a normal modified heist contract gives you literally zero chance to even pops flasks at all.

Gotta love that balance.


That's always been a problem with PoE. It's too easy 9x% of the time, but then out of a sudden something kills you.
Newly added content is known to be overtuned, but it's still strange when you can run red maps and then on a heist that is several levels lower you get your arse handed on a platter.

Good luck.
Bird lover of Wraeclast
Las estrellas te iluminan - Hoy te sirven de guía
Te sientes tan fuerte que piensas - que nadie te puede tocar
"
bluesylph wrote:
I love how ppl love to criticize my setup (I'm working on it and with nothing dropping it does take time) and how I can run most red maps just fine but a normal modified heist contract gives you literally zero chance to even pops flasks at all.

Gotta love that balance.

I think knowledge plays a bigger role here than you are admitting.

You probably know subconsciously all the little things a red map can do to mess you up so you adapt without even realizing it. Heists are new and you have to learn on the fly.

There is a flaw in your character that it exposes. You don’t notice it on maps because your skill in them is good enough to cover it up.
"
fomori2 wrote:

You don’t notice it on maps because your skill in them is good enough to cover it up.


It's more likely the difference in power level between common content and heists.
After chaining heist, switching back to maps several levels higher makes you feel like playing easy mode. Mobs just die way faster and the subjective feeling is they don't do damage as well.

Heis mobs are just blatantly overtuned, both in terms of HP/defenses and damage.
Same old ggg ways of implementation of new content, but heist really needs some nerfs. It's just too much.
This is a buff © 2016

The Experts ™ 2017
I will tell you the trick:

Drop "flame dash" and take "dash" + "second wind". Level up "dash". When you are close to the opened door, hold dash button and you will do two quick consecutive dashes. You will skip through those monsters like it was nothing.
"The only thing necessary for the triumph of evil is for good men to do nothing" - Edmund Burke
Last edited by Toshis8#1464 on Sep 29, 2020, 7:33:05 AM
Except that this was not a oneshot. Two spells bursted down your avoidance based 5k life build.

"
bluesylph wrote:
and how I can run most red maps just fine but a normal modified heist contract gives you literally zero chance to even pops flasks at all.


This is very much highlights what im saying for a very long time. Red map difficulty is way too easy, outdated and clearspeed focused.

For once GGG delivers us content that checks both offense and defense and we see the bad builds go down. I cant wait until Heist is merged into the core game after the beta test is done in league. Heist looks like genius fun content that finally asks for balanced characters and not mindless clearspeed.

I think Heist is one of the best leagues in term of raw content and character building so far.
Last edited by zzang#1847 on Sep 29, 2020, 7:43:30 AM

Report Forum Post

Report Account:

Report Type

Additional Info