Xesht, We That Are One

Hey all, been enjoying the hell out of this game and figured I'de give some feedback on this boss and see if anyone else agrees. As a melee(monk) player, I feel that as this fight progresses, it becomes exponentially difficult to have any sort of uptime on the boss. Between dodging the 4 giant arms and running about from the frost bolts, I feel like he uses his abilities way TOO often. Also i feel that the Single Palm slam he does (not the 4 arms that come out of the ground) needs to be telegraphed a bit better. The outline of the hand is very faint until it is going to be activated in which you have 1 sec to react. Yes one can see the faint outline if there's nothing going on but that is not always the case, specifically when the 4 arms are popping out of the ground.

Anyone else having the same experience?
Last bumped on Jan 20, 2025, 12:38:48 PM
Yeah after the arms start popping up its hard to find a opportunity to dps him between dodging hands and all the other mechanics, wish we had some sort of break to dps him.

He spends a long time changing into the arms phase, so I suppose you are supposed to take advantage of that to do as much dps as possible before arms start popping up.
Last edited by Tumulten#3988 on Jan 16, 2025, 10:21:10 PM
I am running into this on his T2 version. I can't insta-kill him like many others do. So I have a nice bit of back and forth until he hits 50% life. Then I just avoid damage until he dies. The freeze shard firing hand makes me run away just to dodge and by the time I make it back he has already finished another assault ending with another freeze shard firing hand. Run out of flasks pretty quick at this point.

But this fight is more fair than other bosses that just one shot or get one shot. I take the approach I need better dps to zap the 2nd half of his HP bar or find a way to heal faster or get more flask charges maybe.
This is overturned with abilities and after patch something is broken with all the pinnacle bosses so don't feel bad before patch had no problems with any pinnacle bosses now can't down 1 of them it's very bad after this patch
In a moment, you will have a legion of white knights marching in, telling you that Monk is OP and git gud, and this issue will be ignored by devs just like the other myriads of melee problems that INCLUDE MONK, not only warrior.

For some reason monk is now considered OP and needs nerfing.

BTW, Im level 93 monk, by now I know this class in and out and can tell the devs its underperforming in its melee form, not while one abuses a few broken skills.

P.S. I am talking about +6 bosses, does not matter how half shot lesser difficulties are, lesser difficulties matter not.
Last edited by Volonur#0219 on Jan 16, 2025, 10:31:20 PM
ya my monk is 94 and i was referring to this boss at max level (8 pts into breach passive). There just needs to be a bit longer of a CD on his abilities, they overlap too often. Spell overlap is fine but there needs to be time to attack for those of us not 1 shotting top tier bosses.
I play a level 94 Stormweaver (non-Spark) and ran into the same issue with the boss on Twisted Domain Difficulty +2.

Once below the 50% life threshold, he spams his skills so much that almost all the time is spent trying to avoid damage and stay alive. Sooner or later luck runs out and the player gets one of those lethal combos that make these fights feel so unfair, like being frozen by the ice projectiles and then smashed by one of his ground popping hands.

This kind of overtuning is what pushes people to only play builds that are so skewed on the damage side that they can basically oneshot bosses and sideline the mechanics. Xesht is not the only boss affected by this kind of overtuning.

Inserting invulnerability windows for bosses is the WRONG way to deal with the issue.

When the best way to play the game is to actually skip the mechanics and exploit broken synergies in order to go around truly challenging content, I'd say there is a pretty serious issue with the game design philosophy.

The only way I can think of to address this issue is to drastically cut down on player characters' power creep while at the same time making the bosses' mechanics frequency and lethality more forgiving.

But I understand that this would make an important fraction of the playerbase apoplectic...
Last edited by Onegar#0494 on Jan 17, 2025, 4:52:27 AM
To OP: Just Trade my guy. Ez mode.
"PoE1 Clone Has No Future!" ;) | EA 0.2 | Trade is EZ mode. ;) | Path of Trading ;) | "TLDR: -1 Devs ohhh" (Lol.) | "I've played a lot of videogames. It's my primary recreational activity. Best games ever: Elden Ring and Diablo 4." ~Elon Musk, 2023 | "Dawg", "IQ 48" ¯\_(ツ)_/¯ | [Removed by Support]

Report Forum Post

Report Account:

Report Type

Additional Info