I ran into an un-killable rare enemy. Bad combination of traits that I didn't think was possible

I was playing earlier today and encountered an enemy that probably shouldn't exist.

It was invincible by all means.

It had life regen, periodic invulnerability aura and proximal tangibility.

I was level 38 ranger/pathfinder with poison build at the time of recording.

It seems the invulnerability aura prevented all damage, including existing poison. Problem is that it triggered very quickly and very often, which would always allow for it to regenerate its life.

I don't know how viable it would be to kill this thing in general, regardless of build.

I don't know what the viable solution is, whether to change the timing for the periodic invulnerability aura to allow for a longer window for damage, or to prevent said aura to have health regen at the same time.

To make matters worse, the aura meant it also buffed enemies around it, although that was not as bad, as those usually didn't have life regen.

As it is, this kind of enemy was completely broken.

Video footage of it here: https://youtu.be/lzHRmcTWa4g.
Last bumped on Jan 5, 2025, 5:59:42 PM
I've seen this with a few mobs. This kinda thing existed in Poe1 (especially during archnemesis mods) and ideally just skip those if possible. If not that instance is likely bricked.

It sucks, but like in PoE1 I feel at something they will change these kind of interactions of prevent some combination of them from existing. Invulnerable and life regen on am extra life rare suuuuucks.
Stacking regen/invulnerability has been somewhat of an issue in PoE 1 for a while. Requiring far more dps to solve than anything else relative to it's level. This sort of thing can be OK when you can opt in (like juiced essence) or flee. Assuming the mob isn't so fast it's impossible or it's critical to your league mechanic.
In maps it's going to feel awful if an RNG combination of rare mods bricks a run in the 'kill all rares' setup.
This happened to me as well inside Trail of the Sekhemas. The mission was to kill all rare monsters in the room. One of the rares did not take any damage at all it seemed. It had proximal tangibility and energy shield. I had to disconnect.
Bring back helmet enchants!
RUTHLESS LOGIN
Proximal tangibility is the worst crap anyway. Such a mechanic shouldn't even exist.
had a "Vile Hag" type boss in maps with health regeneration + mana drain aura that spawned dozens of ranged minions and had that "ghost" effect on it i.e. it could teleport on my head while casting debuffs and/or near one shot fire balls

it isn't that it wasn't outplayable, it was just that it gave so few openings to deal damage (literally on a t1 map like what?) that I couldn't actually hit it frequently enough before it got all of its hp back while spamming minions and solar crap on my head.

It wasn't nearly as bad as the solar priest boss I had with regen and a penchant for spamming that "FIRIN MUH LAZAAR" move that tracks you even through blink for about 5 area distances back and takes reasonable amounts of damage but heals it all while you're dodging their stupid laser beam and just melting to bits.

They said this game allowed for multiple playstyles but it seems those playstyles are "rmt orbs"and "one shot builds only" and even then one shots don't really always do the trick. I thought it would be cool to go chaos/drain DOT with minions but it turns out I have to just swap out skills and play sorc because playing DDR with enemy skills for an hour only to realise your minions will never outdamage regen and no amount of chaos DOT will actually outdo their healing is just so defeating.

I would appreciate some type of way to counter this, anything, honestly, like a minion onhit support gem that curbs regen or something, anything please god lol
I haven't ran into any unkillable ones, thus far. (relatively deep into maps, and using +1/2 mods on rares node now)

It is quite a problem in PoE 1 though, especially in content like blight, delve. Archnem even worse there. Many immortal mobs, or so tanky it's completely pointless to fight them. (with borderline immunities, and you can't even do anything about it. No one there will specc their build to do different types of dmg.)

You can run into a rare mob on T3 map that is worse than an uber boss.

Hope PoE 2 doesn't go down the same path. It's already doing that somewhat.
I've had my share of bosses like the above in POE1 as well.

The Dev's have stated they consider 'Run Away' a viable option.

I tend to think more Rock, Paper, Scissors (Lizard, Spock).

Not every build can take every uber-rare/boss.

Which all sounds fine till I lose a bunch of XP across multiple characters trying to find the one who can beat the annoyingly difficult to put down thing.

Is it good or bad that POE 2 prevents that from happening? The first XP loss is the last of that instance, right?

IMO - Either penalties need to be reduced or spike difficulties should be smoothed out.
**Asus TUF x670E Gaming, 7950x3d, AIO Corsair H150i Elite, TridentZ 192GB DDR5 6400, Sapphire 7900XTX, All Samsung 4k: 56"<->Arc2 55"<->48", NVME Sabrent Rocket 2TB, MP600 Pro 8tb, MP700 2 TB. HDD Seagate 12TB **
**Corsair Voyager a1600 32gb, 4tb**
**ASUS Zenbook Duo Laptop, i7 155h, 32gb, 1tb**
Early game unkillables exist too.

Regen and Lifeleech for example hurts for early level summoner, talking about levels 1-20. Lifeleech is the worst offender, there is a rare chance that a rare has this perk and since it seems to have no upper limit, if the enemy hits your 2 skeletons and your additional minions or your 10 SRS, it seems to get 2 billion HP/s and gets HP faster than u can kill it.

And the few available early level skills that stop or slow regen do nothing to help lol.
that is definitely killable however as its a rare and you're in the campaign there is no issue with skipping it.
Step 1 is to self reflect.

Report Forum Post

Report Account:

Report Type

Additional Info