Kulemak is a shit fight if you are melee
" I did do him a few times after this SS! PDR% does work because it's a resist so you're correct on that ARMOUR is against hits, though I got a max roll Darkness Enthroned for Helmet sockets so that was a solid 10 div there As for the survivability, I've got around 20k armour (48k vs. elemental), 48% block, and spam Fortifying Cry for Guard and charge generation My damage is quite high, he doesn't live very long, but I did have a fight where he dropped the caustic orbs and was able to place them safely away by sprinting off and then rolling towards the boss through the orb. Kinda dealt with it like you would Volatile Plants The degen itself was around 800/sec and seems to disable any forms of regen cause even spamming my warcry couldn't keep me up through it, I was forced to roll out so I can see the point behind a lower DPS build being stuck in or away from it |
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" If you have physical damage reduction from other sources that are not armour, then it works. |
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" When i fight him i kill him after around several blobs. My build isnt made for fast killing bosses. I need to build up combo which isnt particularly fast. Even with a really high attack speed. In general the devs dont really want you to kill bosses really fast. They want you to experience the mechanics. But this boss goes diametrically against that cause not killing him fast is basically a death sentence. Last edited by Alzucard#2422 on Sep 16, 2025, 8:27:41 AM
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" Yeah, I wouldn't want to do a prolonged fight that would have potential to cover the ground in orbs... Something I will say though is that there is a bit of a tendency for builds to specialise in certain content, like mine's a slow ass mapper because you can't move very fast placing totems and spamming warcry, can't do breach without the unique precursor to save my damn life But it'll certainly slaughter a pinnacle boss My usual recommendation for these kinds of things would be to utilise a build that excels in boss killing specifically for pinnacle content and then a fast clearer to farm splinters or omens and the like. Though I'm sure you're already aware of that and I don't think the initial complaint about that ground DoT is invalid, that much damage alongside not being able to recover HP is a bit much |
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" It would be totally fine if they remove the recovery block from desecrated ground. It just hurts melee way more. Melee relies heavily on Regeneration and Leech or other means of recovery and desecrated ground msotly appear in melee. So ranged are way less effected and also range dont rely on healing this much depending on the build. |
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" +2 |
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Crazy that some people delete boss in 5 seconds and think it's some supreme skill and it's intended experience. No, ideally that fight should last more than 1 minute and boss should be able to do all mechanics. If you just skipped mechanics and say what an easy fight unironicaly, then you're complete clown.
When we look at this area it seems like perfectly designed for ranged class so you can run away and shoot at it, always keeping damage pressure while avoiding damage, cannot really be done on true melee class. Do I want it easier? Not exactly, make it even and just make it harder for ranged noobs so we don't play two different games. |
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Not sh!t fight , you are not bad neither. You are just poor. Once geared like every uber boss you ll one shot him :)
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+1 horrible design.
I went in there not really knowing anything, assumed it was a boss fight. Invoker monk. Up until then, I was cruising and no boss really stood out as omega difficult or made me throw multiple attempts at it. But Kulemak made me frustrated & after about an hour of attempts, I just said screw it & left. Came back later when I had redone my build, gotten some stronger pieces of gear & killed him in I think 3 attempts. Mainly due to my freeze/stun buildup. Complete BS fight with those orbs & janky portals. |
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" No. PDR is against hits. Its calculated from armour and a single mod on a shield adding additional % And that mod only goes to 8% at t1. Its explicitly explained here when you hover over pdr ![]() "But provides no benefits to other damage types" Other damage types and physical being the first one. As there are physical damage over time puddles on the ground. Which is exempt from PDR. So even if what you were saying was true, which it is not, you would only able to get a shield mod of 8% reduction in pdr outside of armour. Which would have no noticeable effect. " Few things incorrect here. Ranged has to deal with the same mechanics in this fight as melee. The boss teleports on top of you if you attempt to range and dps him, its an actual slam as well which would probably kill most ranged users. And the green balls that leave puddles on the ground you still cant stand in for long regardless if ranged or not. They come for your characters position. You still have to position those puddles, and move from them accordingly. It is in everyones best interest in this fight to work from top to the back placing puddles as you go. Not placing puddles at range, and then trying to work around in circles in the arena. This fight would actually be harder for your parameters as well of a "more than 1 minute boss fight". He has several large area attacks that if you are further from him make them considerably harder to move out from. He has a full dot cloud arena mechanic that even prevents you from moving from a small circle around him as well. I would suggest people learn the fight before dismissing things as "melee just has it rough against this boss" as clearly there are fundamentals missing not only in the mechanics of this fight. But also in positioning stress on a ranged character in this fight versus a melee. Mash the clean Last edited by Mashgesture#2912 on Sep 16, 2025, 10:44:36 AM
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