SHOULD GOATMAN SHAMAN BE NERFED?
I am not sure if they are called Goatman shaman but look like a goatman caster that always hits very powerful. even their regular version with no buffs always take at least half of my hp with each succesful hit. I have a tanky gladiator with 65% physical reduction, 43% evasion, max resistance,3400 hp and immunuty to shock, chill and ignite. Yet I always die at least once in each map to this monster group. I say group because they are never alone. And if they have a magic or rare amoung them then i die even before i aproach them. I activate molten shell to dive between them and use enduring cry when it is needed(mostly immediately) and hit them with active hits and counter attacks. If i die once, then i am lucky. Please consider nerfing them. No matter wich element they use they always "one shot" me at all levels. I am lvl 86. I have been farming lvl 75-76 maps yet I keep losing to them.
Last bumped on Jul 2, 2022, 12:37:55 PM
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3400 HP = super low
65% phys reduction = You mean armour right? Armour doesnt work like that, the character tooltip doesnt tell you how much you can actually take. 75% ele resist is base line not tanky. Your character is the opposite of tanky. |
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Goatman shamans primarily do their biggest damage from setting off Molten Shell. Unfortunately, that means that armor or physical damage reduction of any kind won't help. The damage is entirely fire.
I would recommend trying to get your HP to at least 4500-5000, and either get more max fire resistance or push for 100% spell suppression. The problem is that evasion and other all-or-nothing defenses won't save you if a lethal damage burst gets through. For max resistances, consider the lower left part of the skill tree, where you can get 3% improved max elemental resistances. Purity of Fire can also help if you have enough mana to reserve it. If you're considering spell suppression, that's more toward the right side of the tree. Tier 8-9 maps are actually pretty tough for some characters at levels below 90, and there's absolutely no shame in doing lower-tier maps to gain XP and gear for a bit. |
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" all my gear is self found, self crafted. i dont want to use my resources on my lvling gear. I am aware that my health is not highest but it is not low either. I assume you think that i have my end game gear. I dont have the end game items, yet. Even if I dont have the all perfect items for each slot, I dont think a normal minion should be deadlier than bosses. I dont have such hard times against bosses. If you can get in melee range they mostly die in one hit or two. The problem is they are usually in gorups and they hit hard. By the time I realize their existence, their projectiles is already locked on me. |
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" Yeah the randomness of modifiers can make normal monsters deadlier than bosses, bosses are usually way more predictable. About gear, think about it that way: If an upgrade (that isnt final) will let me farm faster or saver it will pay for itself because it makes me get more currency that I would not be able to get without it. If they die in one or two hits anyway maybee you could drop a DPS aura for a defensive one like determination, tempest shield ect.? 3,4k HP is really low and doesnt work if you do not have crazy defenses. Buffing that might be the easiest way to get more tanky. Do you run Steelskin or Molten shell? The extra HP those two skills provide really helps against incoming burst damage. You can run defensive flasks with "gets charges on getting hit" and the enchantment "use when flask has max charges" its a cheap way to get a lot of tankiness. |
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I love how people in this game think that literally capped resists are "not tanky" when they really should be. It is the whole point of the stat. Real tankiness comes from stacking things like spell suppression, block, armor, evasion, tons of regen, adding max resists, fortify (somehow), flasks, charges etc; instead of just using the stats. It is really really dumb.
But anyway Goatmen suck, For some reason According to POEdb, at lvl83 their fireball does 4-6k fire damage and molten shell does 3.2-5k damage that always ignites now if they are magic or rare add like 70% before arch mods just because: so like 6-8k and 4-7.5 if they are a flameweaver add 50% more so like 9-12k and 6-11k the ignite damage on a 12k hit will be 6k over 4 seconds So with 3.5 k life and 75% resist on a lvl83 map with no map mods a rare flameweaver will be doing 2.25-3k and 1.5-2.75k per hit with a 1.5k ignite. Basically any crit is going to kill a char with 4-5k life. This is before adding in scorch (from flameweaver) which would add like 40-50% more damage to them. I still incoming monster damage should be nerfed, but real tankiness in this game requires a lot of overinvestment. The gearing and passive points that characters need to just function is getting stupid, killing builds stupid. It is getting to the point that crafting should be more convenient if we need to craft upgrades every like 2 lvls in the post endgame. Last edited by roundishcap#0649 on Jun 22, 2022, 1:08:44 PM
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I was playing spectral throw with +critical chance on swords and getting wrecked by goatmen shamans. Especially when one of Einhar's beasts would summon them and I'd already have a cloud of swords out. The molten shell would pop immediately so I had no control over whether I lived or died. I had about 5k hp and a lot of hp regen at the time.
I switched to an Aegis Aurora + Skin of the Lords so now I've got 4800hp + 2000es that's always full (skin of the lords also has Divine Shield on it so it's just constantly regenning energy shield) I also put the Searing Exarch lesser implicit 8% of fire damage taken recouped as life on my helmet and I have 40% chance to shield block 100% of the damage from a molten shell now and my fire resist is 78% so I just survive them by face tanking it with a big enough effective hp pool to survive two failed blocks at once and enough regen to handle more. Unless 4 of them go off at the exact same time I should be able to handle it. And even if they do I have a really good chance of blocking two. And this is all assuming my own molten shell is down. So realistically at least 5 molten shells would have to pop simultaneously to have a reasonable chance of killing my dude by themselves. I think you should probably go at least this deep into whatever defense you decide on, also. The same stuff that will help survive molten shell pops will help survive the BS archnemesis modifiers like Storm Strider and Lightning Obelisks |
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What ?
Just skip him dude...He grant's not enough exp to bother with him. Never invite Vorana, Last To Fall at a beer party.
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I found some gear with spell suppression and traded pride with flesh and blood(sand stance and added herald of purity so that minions would get some agro. It has a huge impact on my survivebility now. It is alot better looking
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I don't have any problems with goatmen tbh.
But some skeleton mages seem bugged to me, they were the only ones that were dealing maybe 6x more damage than any other monster in the game. Even white fire skeleton in t3 white maps were dealing 20% of my hp pool in 1 hit and I had 75% fire res. Maybe they have a lot of phys or chaos dmg innately? Idk, just couldn't figure out why I was taking so much damage from them. |
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