Eternal Knights being hell
I think Eternal Knights need better ways to counter them for a ranged character.
Started up the game tonight to run some maps. My build is arc sorc. First map two eternal knights spawned next to eachother, their homing missile ricochets just stunlocked me and I died. Okay, my bad, should've been more careful. Run the same map again (now without breach and corruption). 2 rare Eternal knights spawn with mana drain around them. Same story (mana drain not even needed since I died before they got close). I can't think of any counterplay to that combo. I try ranged I die. I try to get close I die from mana drain. After that I just closed the game since all I managed to achieve in that time was lose 20%xp and 2 tier 15 maps. Just wanted to vent and leave the feedback that it's just bad design for a mob. Last bumped on Jan 7, 2025, 4:50:21 PM
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i agree, melee have problem with most monsters
range classes with EK nerf EK | |
" :) added for humor impaired |
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Actually, I want to see more a few more enemies that can counter ranged. As someone who primarily plays ranged, I found these guys to be a good change of pace, and I had to change up my tactics a bit. I'm just sad that they're only in Act 1 (and 3 due to Cruel), then nothing until Maps.
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Trying to be helpful now:
Are there any of your skills that nukes an AoE without specifically targeting the knights per-se?? Basically something that wouldn't be blockable?? Maybe just setting up a frozen, poison, whatever ground degen just for the Knights?? I've heard that if you can [blink?] around the Knights and hit from from the opposite side of their shield they might (?) not be able to block. NOTE: I'm worried that could be old advice or may not work. Plus getting behind them requires you to have a decoy which you may or may not have. |
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" I believe they reflect no matter if you are behind them or not, so long as their shield is raised. You need to get in close for them to begin their attack, and then you can dodge roll out of the way and get a few shots off. Alternatively, you can use a non-targeting AoE and they will not reflect that. I recommended in my feedback thread that they be given a new ability with a telegraph in which they raise and point their weapon towards the player, negating the reflect for a second or so, then do a Shield Charge. The player should be able to dodge that and then get a few pop shots off. |
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They are generally slow. If you get closer to them, they will try to attack, so engage them at close range. They should go down quickly. If it's an elite enemy, shoot 1-2 times, then retreat, and repeat the process.
Of course, the drawback to this approach is that you can't mindlessly run through maps, one-shotting everything off-screen. | |
" This ^ Hopefully, with the new acts, they will introduce a lot more unique monsters. |