Burning Monolith, no speed - stay out of the way

First attempt. I understand what's going on. The balls are falling - go to the center. The flight pattern of the boss shows where the bolls will fall. Fire is being cast - go where it will not be. I can see everything in advance.
But there is a problem - the character does not physically have time to get to the places where he needs to go. If the balls are close to each other, there are no problems. If the balls are at different ends of the room - and especially if you need to avoid the boss - then you are automatically dead. All six attempts - I just couldn't get from point a to point b.
I have 25% running speed. 30 boots + 5 from the skill tree and a body armor with armor, which is why I have a penalty. I don't have the spirit to put the blink into the build.
And given all this, I understand that you either have to kill the boss before the first phase or have a speed build to keep up with all this. That is, it greatly reduces the number of characters that have at least some chance of killing the boss.
I don't think it's right. Everyone should have a chance, it should just be more difficult for some. And so I understand that to kill a boss, I have to choose a build that has a chance of running from point to point. That is, it is not a check of dps, it is not a check of the player's skill. This is a check that the character has 40+ running speed
Last bumped on Jan 25, 2025, 6:50:21 PM
Agree 100% you should be able to do the mech with only like 15% movement speed no problem. they need to adjust this to fit that, at no point do I think it is fun that the mechanics are undoable because I am not a meta build that can just 1 shot the boss or be able to have blink..

I hope this changes and they realize now that more ppl are willing to try the boss and don't have op builds that just bypass the mechanics, that the mech is flawed and impossible if the rng is against you..
Agreed. It's pretty demonic (hah) that two of the Arbiter's most dangerous mechanics - the fire corridors and the donut bombs - are really just movespeed checks. The fight's pretty easy otherwise. I have a gross amount of movespeed (55%) and I'll still occasionally miss the safespot for a fire corridor because the startup is so fast. I can't imagine what it's like for a slow build.
They should remove the penalty and let movement speed just be quality of life if armor remains so weak ...
They definitely need to tweak both those abilities. Orbs spawn too far from each other on occasion and the corridor starts up way too fast. I'd also like a meaningful fight that isn't just "move here or you auto-die". 30% movespeed here and the fight sucked.
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They definitely need to tweak both those abilities. Orbs spawn too far from each other on occasion and the corridor starts up way too fast. I'd also like a meaningful fight that isn't just "move here or you auto-die". 30% movespeed here and the fight sucked.


It's even worse when you consider that the Arbiter fight was designed around it being one-death, meaning that the gotcha mechanics were meant to draw out the time you spent mapping.

Blech.

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