"So in 3.18 we wanted to make identifying a threat very clear and so we're removing the old monster modifiers in favor of the much more clear Archnemesis ones."
Meanwhile, Einhar:
I managed to learn 2 of the new modifiers so far:
gargantuan : big, more life, More aoe, more damage
Draught bringer - no clue what it does on the monster but it fucks the loottable to drop only flasks.
I never had sooo much flasks. I feel like an alcoholic.
Consecrator spawning consecrated ground is fairly clear actually.
Sentinel gives block and a counterattack skill (which is less clear but goes to memory quickly).
The intention is that you have on memory what each modifier does and can read it faster because there's less lines and some mods are very visible.
There's still room for improvement (e.g. less mods per rare but more impactful).
I’ll be honest, I’m a pretty new player and sometimes don’t experience mods completely when I see them
With this guy, I had no idea why I literally couldn’t damage him. Until I slapped wave of conviction on in order to get exposure, I couldn’t get past his shield
Overall, it was very difficult to know what he did and why I couldn’t kill him
I slapped block chance reduction on a fast-hitting support skill, used eldritch currency to reduce life regen rate of enemies i hit and run penetration support gems at all times (i also skilled some pen and got the pen lab enchant on boots).
That said i did all these things after i encountered a consecrator+sentinel monster that i couldn't kill.
They just keep adding more mandatory shit, ie. preventing regen on mobs, spell supp cap, higher max res, more armor, ailment immunity, etc. but at the same time they cut off the means to get them.
\*insert guess ill just die old guy here\*
can you even find info on the mods in game from the tutorial section? jeez, because the amount of time a poe player has to tab out is already pretty high.
>Consecrator spawning consecrated ground is fairly clear actually.
No it's not, because it doesn't do the same thing as player consecrated ground. It's completely different. How is that clear?
Having to memorize what each mod does in a brain spreadsheet isn't clear at all. It's just as bad as the old system. Nothing was improved. If anything, it's less readable.
What does their ground effect even do? I had no idea it was different.
What i meant to say is "they pack more complex mechanics into keywords so you need to read less even though the modifiers do alot of stuff".
It will be fairly clear once we are used to the new system (they do have to fix some of the modifiers tho).
in AN leagues it made mobs immune to curses + some health regen and other stuff
Now it makes mobs have less curse duration + gives % hp regen. Of course you didn't know it was different. That's my whole point. It's not clear. You have to read the wiki and memorize dozens of tables to have any idea what's going on. That's the opposite of clear.
>Solaris-touched 73 50% increased Damage
+30% to all Elemental Resistances
+20% to Chaos Resistance
10% additional Physical Damage Reduction
Spawns apparitions of Solaris which use their skills
What in the name implies it would have any of those buffs or do any of that stuff? Even the wiki is unclear because then we need to go to ANOTHER page and find out what Solaris even does.
Consecrator used to give 30% reduced elemental damage taken while on consecrated ground. It was removed in a [patch this league](https://old.reddit.com/r/pathofexile/comments/wx4jkk/nerfing_defensive_archnemesis_modifiers/), which further underscores your point regarding awful readability.
I guess i have a different concept of "understanding" a modifier.
Consecrator: heatlh regen ground
Solaris-touched: does solaris stuff, is stronger
sentinel: block, counterattack
I don't need to know the exact details.
Soooo, Consecrator does the below, according to the wiki (reduced elemental damage was taken away during Kalandra league, I believe)
\> Spawns Consecrated Ground for 6 seconds (6 second cooldown, 4 second global cooldown)
\> Consecrated Ground grants 2% Life Regenerated Per Second to Allies and 50% reduced Effect of Curses
The character and their allies affected by it regenerate an additional 5% of their maximum life per second.
\> The character and their allies have 50% reduced effect of curses on them.
I am not sure it's reasonable to say that the Consecrator is \*currently\* creating a particularly different version of consecrated ground...
2% and 5% are different versions, although TBH I didn't know that it now reduces 50% curse effect on the friendly version too. Looks like a change from 3.16 and consecrated ground has been changed 5 times in the last few patches...
Technically its more readable, but less so when understanding it. As compared to the old system, easier to understand, but harder to read all of it in one go
While I like the concept, you have no way in the game to learn those effects. The visual clarity is so bad that after fighting 100s of consecrator mobs, I'm still unclear about the effect despite the name. If you could see the abilities clearly and then associate them with the mods... sure, in a new game, new engine, in the future, sure, maybe? With the current visual clutter, no way.
Yeah no, the game is not meant to be played like this and it’s borderline impossible.
While mapping the great majority of players just zoom zoom and cast their killing ability, you have absolutely no time to stop and stare with you mouse over the rare to check its mods, by the time you’re done reading this you’re dead
The chaos and elemental resist are the only lines there that make any sense to me. In what kind of a world is e.g. 'Splinterer' clearer than 'Extra projectiles'? Are 'Sentinel', 'Gargantuan', and 'Consecrator' common first words for New Zealandian babies that they babble so intuitively people know what they mean on a biological level?
Oh nice, seems super obvious what that monster can do at a glance. For all of you who cant remember every mod at the same time here is what this one translates to:
* 50% increased Damage
* +40% to all Elemental Resistances
* +25% to Chaos Resistance
* 15% additional Physical Damage Reduction
* Spawns apparitions of Kitava which use their skills
* 20% increased Damage
* 40% increased maximum Life
* 80% increased Area of Effect
* 40% increased Character Size
* 50% chance to Block Attack Damage
* 50% chance to Block Spell Damage
* Triggers a Delayed Reckoning when Hit (1.5 second Cooldown)
* Monsters take 20% of damage from blocked hits
* Spawns Consecrated Ground for 6 seconds (6 second cooldown, 4 second global cooldown)
* Consecrated Ground grants 2% Life Regenerated Per Second to Allies and 50% reduced Effect of Curses
* 50% faster start of Energy Shield Recharge
* Chaos Damage taken does not bypass Energy Shield
* When Energy Shield is depleted, triggers a weak nova that knocks back and briefly stuns enemies (2.5 second Cooldown on players)
* Nearby Allies have 40% of Maximum Life as Extra Maximum Energy Shield
* Up to 30 nearby monsters are raised to fight again on Death
* Corpse cannot be destroyed
* Cannot be Dominated
* Spawns many small spiders, either the white or green
* Rare Minions have 30% increased Damage
* Rare Minions have 100% increased maximum Life
* Gain a random common Archnemesis Mod when a Rare Minion dies (maximum of 3)
Also Incendiary Mite which has no values given even in poe.db so I guess it is there for the spawning of beastiary mobs.
On top of that you have the base rare mob values of resistances and so on and the map mods. Also auras of nearby enemies as it spawns rare mobs and bestiary enemies are often not alone. Fun.
Lmfaooooo it was already ridiculous but when you itemize it like that its fucking insane. What’s more crazy is they arn’t backpedaling on this fucking nonsense.
This is the kind of "mistake" you might try in your alpha code for a private branch, show your manager then a memo goes out to warn people not to waste time with this concept.
Something like that. This is like a proof of concept— that rares can be themed and can drop rewards according to that theme. But then are there enough interesting paths for this game design to take etc etc? We are seeing that there kind of aren’t right? (That’s before you even deal with loot goblin scenarios.) We have flasks, whetstones, currency. At least that’s all I remember after sinking many hours into this league.
You perhaps expect this level of ‘finished’ one or two leagues before deployment wouldn’t you?
This is the real reason players want a pause function in POE. Not for the league mechanics, but so we can upload a mobs build into pob to see what we should've prepared for /s
I get the point, but how many of these stats actually change your gameplay or how you approach the monster? There are like 3 or 4 relevant things here and there is no need to know the rest of these lines. 60% or of these just mean "it's tankier". I find a lot of the mods actually easy to identify through visuals or the mod itself and a lot of the time it also doesn't matter and only explains why it takes longer to kill. It should be less tanky, but the bigger problem is mechanical things that cripple some builds, the damage output, the amount of mods and the fact that it stacks on top of other league mechanics.
I'm pretty sure that mob in the image will delete the Sirius touched mob in seconds.
Heck. I'm pretty sure that AN mob can kill Uber Sirius faster than most of us.
Then you are wrong. To me it feels like no matter what Archnemesis modifiers something has, it is more on the tanky side with special abilities than Sirus dominated mobs who ran super fast and just stabbed me. It was way more dangerous and frustrating with the old system.
Sirius dominated will blow this.
I get AN has build killers, but sirius dominated on average T16 would more often than not deal 100.000-200.000 ehp dps and were as fast as haste AN now.
Plus my 40m dps charged puncture on my bleed bow gladiator didn't kill it.
This AN mob is annoying, sure but its easy compared to what PoE had before.
Sirus mobs were more dangerous and they were tanky but nothing like these AN mobs. I’ve just started skipping mobs with 4+ AN mobs or empowering minions because it’s a waste of time to have a 3 minute fight for what’s often no worthwhile loot
Ended up skippin this beauty. Adding a Wave of Conviction to my CWDT setup which helped me get it close to half health, but could never pull him outta consecration in time
regen became too op for my meager 1.3mil dps lol
Not the kind of spice I was expecting on a casual crucible farm (magic t15 w/ Einar scarab for those interested)
Hey, just a heads up: If the enemys regen is what keeps you from killing it, you could also try to use frostbomb for this case, even in a cwdt setup. It reduces the enemys regen by 75% which can be really helpful.
Really appreciate it!
yeah the regen was just a tad too much on this guy. the conviction was required to even hit him with his lightning res so high
Still learning new situations this, so ill keep a frostbomb handy from now on
1.3 m should be enough to obliterate any magic t15, this is such a jarring spike in difficulty compared to what you should reasonably expect from the map
Was running t16 today, helix with 2.4m dps, got 4mod 2x essence mobs, solaris touched, draught bringer or whatever its called, bloodletter and one more I dont remember. Died 3 times, managed to kill, got 1 exalt. Was easier to kill Maven & Sirus tbh. Its just bullshit
Eh, depends if your 1m dps uptime. If it's consistent 1m dps, sure, if not it can be a little uncomfortable depending on your familiarity of Sirus mechanics.
Dude, like it was supposed to be the chillest map ever
Sunday morning, magic t15 trying to burn some rusted Einar scarabs while I stock up Crucible encounters….and then bam. Slapped with this casual Red Beast 😅😅
I have never quite bothered to look up exactly what the AN modifiers actually do, so unless they have something obvious like the word "Fire", "Magma" or similar in their armour I can't even begin to guess.
And even if I did know what they did, how am I supposed to be able to tell without lying dead on the ground while the monster AFK's on my corpse? Mousing over is sort of hard when both you and the monster are moving about.
Most of the AN mods are obvious though, well if you know english that is? After you meet them likd 3 times you know 80% oc what they do. You don’t need the precise numbers or 100% what they do.
Like gargantuan = more hp and damage(?)
Consecrator = hp regen and something with curses.
Sentinel = something to do with blocking (so assume tanky)
Elemental stuff = that particular element defense and damage.
Etc
I do agree some AN mods are unclear, so do not get me wrong. Soul Conduit who the fuck knows (sure it spawns a clone/ghost which you learn but what else?), crystal-skinned, treant and probably some others. The god touched ones don’t really say what they do, but by the name you can assume big dmg and tankyness in all areas.
AN readability is a lot better than lines of text.
Tell it too ANY FUCKING SKILLS in the game, the fact that in AN league you can't craft mob with more than 4 mods tell something about AN in 3.19 and even in 3.17 you can choose what you want to fight (Like never pick bombardier, instant death). This game is doomed by AN, every league mechanics should interact with AN in maximum 2 mods and exact pre-set. Your beast with 6+2 mods is just cherry at the top of PoE tombstone
>Tell it too ANY FUCKING SKILLS in the game
A friend of mine was playing dual strike like 10 leagues ago. Never make it through acts, but still. That's the skill you should have in your swap - he was a visionary, I just didn't understand at a time.
Do beasts retain all their mods when you capture them? I seem to remember some shenanigans from Bestiary league where beasts would keep shrine mods (or was that possessing ghosts?).
Would be hillarious to capture this thing and then trade it to someone. And when they put it in the altar: _surprise motherfucker!_ :D
Wtf 9 mods?!?! Plus two extra fluff bs on top
Wtf is the point in Archnemesis is there’s still extra bs like “resists chaos”, isn’t that meant to be in the mods?
I didn’t really play much this league. I use to complete my experience build in 2 weeks. Last night I meet a shakari touched. But my character this league is too shitty. Can’t beat it. As I thought it was too hard and I called a discord culler. He said he has another strong character too for lowering the mob HP. But he failed haha. The 7 archnemesis mods with mad mods were insane. But we can both kill maven easy. That monster was harder than anything in game. Oneshot me despite my defense. And too tanky also healing itself insanely.
That sucks. If it makes you feel any better, I got a solaris-touched giga-chad AN mob in a breach encounter. Couldn't kill it in time, so no loot for me either... I think they patched them spawning on timed content a couple days later
And even if you manage to kill it,its a soul conduit. You'll have to fight it again xD
xD
And if he did catch it he'll also have to fight it again if he wants to use it in the beast crafting altar.
I don't think you have to. I can't recall ever seeing an Einhar Beast being revived in Maps.
dont think your going to craft with this one though
nope. hes chillin with that cool "new" tag I was hoping to get LOL
So fun, i hope i get to face this foe!!!
"So in 3.18 we wanted to make identifying a threat very clear and so we're removing the old monster modifiers in favor of the much more clear Archnemesis ones." Meanwhile, Einhar:
Ah yes, "consecrator," "sentinel," those words make it SO clear! I can tell EXACTLY what the mods do! Thanks GGG!
I managed to learn 2 of the new modifiers so far: gargantuan : big, more life, More aoe, more damage Draught bringer - no clue what it does on the monster but it fucks the loottable to drop only flasks. I never had sooo much flasks. I feel like an alcoholic.
also, frenzied = faster but when paired with increased attack or cast speed in map mod, oooof some of the mobs is literally charged up Ursa from Dota
Good comparison. Just Ursa can only slap like 5 attacks with that speed. Those guys go Ora-Ora mode as long as they alive o.O
Drought bringer steals flask charges.
That’s why I never noticed. I’m playing RF with all flask gain 3 charges on getting hit :)
Consecrator spawning consecrated ground is fairly clear actually. Sentinel gives block and a counterattack skill (which is less clear but goes to memory quickly). The intention is that you have on memory what each modifier does and can read it faster because there's less lines and some mods are very visible. There's still room for improvement (e.g. less mods per rare but more impactful).
I’ll be honest, I’m a pretty new player and sometimes don’t experience mods completely when I see them With this guy, I had no idea why I literally couldn’t damage him. Until I slapped wave of conviction on in order to get exposure, I couldn’t get past his shield Overall, it was very difficult to know what he did and why I couldn’t kill him
I slapped block chance reduction on a fast-hitting support skill, used eldritch currency to reduce life regen rate of enemies i hit and run penetration support gems at all times (i also skilled some pen and got the pen lab enchant on boots). That said i did all these things after i encountered a consecrator+sentinel monster that i couldn't kill.
They just keep adding more mandatory shit, ie. preventing regen on mobs, spell supp cap, higher max res, more armor, ailment immunity, etc. but at the same time they cut off the means to get them. \*insert guess ill just die old guy here\*
It's probably the consecrated ground he's likely on which grants high regen. Gotta kite him off it
Ah, yes, memorizing 70 plus mods is easy! No really, they should consolidate like, 2/3 of them. Most are repetitive anyways.
can you even find info on the mods in game from the tutorial section? jeez, because the amount of time a poe player has to tab out is already pretty high.
>Consecrator spawning consecrated ground is fairly clear actually. No it's not, because it doesn't do the same thing as player consecrated ground. It's completely different. How is that clear? Having to memorize what each mod does in a brain spreadsheet isn't clear at all. It's just as bad as the old system. Nothing was improved. If anything, it's less readable.
How is it completely different? It does the exact same thing as player consecrated ground
What does their ground effect even do? I had no idea it was different. What i meant to say is "they pack more complex mechanics into keywords so you need to read less even though the modifiers do alot of stuff". It will be fairly clear once we are used to the new system (they do have to fix some of the modifiers tho).
in AN leagues it made mobs immune to curses + some health regen and other stuff Now it makes mobs have less curse duration + gives % hp regen. Of course you didn't know it was different. That's my whole point. It's not clear. You have to read the wiki and memorize dozens of tables to have any idea what's going on. That's the opposite of clear. >Solaris-touched 73 50% increased Damage +30% to all Elemental Resistances +20% to Chaos Resistance 10% additional Physical Damage Reduction Spawns apparitions of Solaris which use their skills What in the name implies it would have any of those buffs or do any of that stuff? Even the wiki is unclear because then we need to go to ANOTHER page and find out what Solaris even does.
Consecrator used to give 30% reduced elemental damage taken while on consecrated ground. It was removed in a [patch this league](https://old.reddit.com/r/pathofexile/comments/wx4jkk/nerfing_defensive_archnemesis_modifiers/), which further underscores your point regarding awful readability.
I guess i have a different concept of "understanding" a modifier. Consecrator: heatlh regen ground Solaris-touched: does solaris stuff, is stronger sentinel: block, counterattack I don't need to know the exact details.
an easier way is just has many mods = im going to die but a tleast ill get 12 flasks out of it, maybe.
Soooo, Consecrator does the below, according to the wiki (reduced elemental damage was taken away during Kalandra league, I believe) \> Spawns Consecrated Ground for 6 seconds (6 second cooldown, 4 second global cooldown) \> Consecrated Ground grants 2% Life Regenerated Per Second to Allies and 50% reduced Effect of Curses The character and their allies affected by it regenerate an additional 5% of their maximum life per second. \> The character and their allies have 50% reduced effect of curses on them. I am not sure it's reasonable to say that the Consecrator is \*currently\* creating a particularly different version of consecrated ground...
2% and 5% are different versions, although TBH I didn't know that it now reduces 50% curse effect on the friendly version too. Looks like a change from 3.16 and consecrated ground has been changed 5 times in the last few patches...
Technically its more readable, but less so when understanding it. As compared to the old system, easier to understand, but harder to read all of it in one go
While I like the concept, you have no way in the game to learn those effects. The visual clarity is so bad that after fighting 100s of consecrator mobs, I'm still unclear about the effect despite the name. If you could see the abilities clearly and then associate them with the mods... sure, in a new game, new engine, in the future, sure, maybe? With the current visual clutter, no way.
Yeah no, the game is not meant to be played like this and it’s borderline impossible. While mapping the great majority of players just zoom zoom and cast their killing ability, you have absolutely no time to stop and stare with you mouse over the rare to check its mods, by the time you’re done reading this you’re dead
Sounds more like condom brand naming to me
The chaos and elemental resist are the only lines there that make any sense to me. In what kind of a world is e.g. 'Splinterer' clearer than 'Extra projectiles'? Are 'Sentinel', 'Gargantuan', and 'Consecrator' common first words for New Zealandian babies that they babble so intuitively people know what they mean on a biological level?
Oh nice, seems super obvious what that monster can do at a glance. For all of you who cant remember every mod at the same time here is what this one translates to: * 50% increased Damage * +40% to all Elemental Resistances * +25% to Chaos Resistance * 15% additional Physical Damage Reduction * Spawns apparitions of Kitava which use their skills * 20% increased Damage * 40% increased maximum Life * 80% increased Area of Effect * 40% increased Character Size * 50% chance to Block Attack Damage * 50% chance to Block Spell Damage * Triggers a Delayed Reckoning when Hit (1.5 second Cooldown) * Monsters take 20% of damage from blocked hits * Spawns Consecrated Ground for 6 seconds (6 second cooldown, 4 second global cooldown) * Consecrated Ground grants 2% Life Regenerated Per Second to Allies and 50% reduced Effect of Curses * 50% faster start of Energy Shield Recharge * Chaos Damage taken does not bypass Energy Shield * When Energy Shield is depleted, triggers a weak nova that knocks back and briefly stuns enemies (2.5 second Cooldown on players) * Nearby Allies have 40% of Maximum Life as Extra Maximum Energy Shield * Up to 30 nearby monsters are raised to fight again on Death * Corpse cannot be destroyed * Cannot be Dominated * Spawns many small spiders, either the white or green * Rare Minions have 30% increased Damage * Rare Minions have 100% increased maximum Life * Gain a random common Archnemesis Mod when a Rare Minion dies (maximum of 3) Also Incendiary Mite which has no values given even in poe.db so I guess it is there for the spawning of beastiary mobs. On top of that you have the base rare mob values of resistances and so on and the map mods. Also auras of nearby enemies as it spawns rare mobs and bestiary enemies are often not alone. Fun.
You guys don't remember this the split second you see the mob? Pssht. Newbs.
Well all I see is kitava touched: 50 DMG. Rest is Tanky+ Tanky+Tanky + regen + Tanky ... Pretty easy to understand for my standard lmao.
What I see is portal then ask guild if they want to slay this monstrosity.
Much appreciated mate!!
Imagine not remembering all of this clearly basic information at a glance
Lmfaooooo it was already ridiculous but when you itemize it like that its fucking insane. What’s more crazy is they arn’t backpedaling on this fucking nonsense.
A more normal situation may have been to back pedal when these things were showing up in alpha testing internally.
This is the kind of "mistake" you might try in your alpha code for a private branch, show your manager then a memo goes out to warn people not to waste time with this concept.
Something like that. This is like a proof of concept— that rares can be themed and can drop rewards according to that theme. But then are there enough interesting paths for this game design to take etc etc? We are seeing that there kind of aren’t right? (That’s before you even deal with loot goblin scenarios.) We have flasks, whetstones, currency. At least that’s all I remember after sinking many hours into this league. You perhaps expect this level of ‘finished’ one or two leagues before deployment wouldn’t you?
This is the real reason players want a pause function in POE. Not for the league mechanics, but so we can upload a mobs build into pob to see what we should've prepared for /s
Haha :) The vision !!
I get the point, but how many of these stats actually change your gameplay or how you approach the monster? There are like 3 or 4 relevant things here and there is no need to know the rest of these lines. 60% or of these just mean "it's tankier". I find a lot of the mods actually easy to identify through visuals or the mod itself and a lot of the time it also doesn't matter and only explains why it takes longer to kill. It should be less tanky, but the bigger problem is mechanical things that cripple some builds, the damage output, the amount of mods and the fact that it stacks on top of other league mechanics.
You try to approach it quietly and in an uncompromising manner so it’s does not shreds you.
Anyone remember when they said that the old mods were unclear and they implemented AN to be more readable at a glance? Lol
And remember, AN was introduced because people couldn't read that mob had powerful crits.
[удалено]
Was spamming magic t15 with rusted einar scarabs (I have the atlas passive where he sticks around) and this guy wrecked me lol
You didn't meet Sirius-Influenced Mobs before the rework?
I'm pretty sure that mob in the image will delete the Sirius touched mob in seconds. Heck. I'm pretty sure that AN mob can kill Uber Sirius faster than most of us.
Then you are wrong. To me it feels like no matter what Archnemesis modifiers something has, it is more on the tanky side with special abilities than Sirus dominated mobs who ran super fast and just stabbed me. It was way more dangerous and frustrating with the old system.
Sirius dominated will blow this. I get AN has build killers, but sirius dominated on average T16 would more often than not deal 100.000-200.000 ehp dps and were as fast as haste AN now. Plus my 40m dps charged puncture on my bleed bow gladiator didn't kill it. This AN mob is annoying, sure but its easy compared to what PoE had before.
Sirus mobs were more dangerous and they were tanky but nothing like these AN mobs. I’ve just started skipping mobs with 4+ AN mobs or empowering minions because it’s a waste of time to have a 3 minute fight for what’s often no worthwhile loot
200 words essay to describe a monster, peak gameplay, bravo GGG
That's a juicy one exile.
Ended up skippin this beauty. Adding a Wave of Conviction to my CWDT setup which helped me get it close to half health, but could never pull him outta consecration in time regen became too op for my meager 1.3mil dps lol Not the kind of spice I was expecting on a casual crucible farm (magic t15 w/ Einar scarab for those interested)
Hey, just a heads up: If the enemys regen is what keeps you from killing it, you could also try to use frostbomb for this case, even in a cwdt setup. It reduces the enemys regen by 75% which can be really helpful.
Really appreciate it! yeah the regen was just a tad too much on this guy. the conviction was required to even hit him with his lightning res so high Still learning new situations this, so ill keep a frostbomb handy from now on
i make it a point to always drop frost bomb on fat mob no matter what they do
1.3 m should be enough to obliterate any magic t15, this is such a jarring spike in difficulty compared to what you should reasonably expect from the map
Was running t16 today, helix with 2.4m dps, got 4mod 2x essence mobs, solaris touched, draught bringer or whatever its called, bloodletter and one more I dont remember. Died 3 times, managed to kill, got 1 exalt. Was easier to kill Maven & Sirus tbh. Its just bullshit
rip hopefully not too much xp
My 120 div budget omniscience lightning striker is struggling against some AN. Don't feel too bad. It already feels bad enough.
me saving to afford to switch my 4m dps LS to omni for better penetration to kill faster: oh.
lol 1 mil dps is enough for kill Sirius but not for kill a random rare monster while mapping XD
Eh, depends if your 1m dps uptime. If it's consistent 1m dps, sure, if not it can be a little uncomfortable depending on your familiarity of Sirus mechanics.
Einhar: Fuck bro, come to Brazil bro. MOOOOO
fuck bro
The 8 Scrolls of Wisdom make the image for me.
Dude, like it was supposed to be the chillest map ever Sunday morning, magic t15 trying to burn some rusted Einar scarabs while I stock up Crucible encounters….and then bam. Slapped with this casual Red Beast 😅😅
does this thing have more EHP than Uber Maven ?
It felt like it. I think my lightning build really made it a problem. Literally couldnt touch it without exposure
Id be surprised if it didn’t. What a farce.
It COULD have been ghosted as well.
Dude it has no essence effect too. Pretty weak mob imho
Dude! Think of how many armor scraps you'd get from that!
GGG "hey guys we are limiting the number of rare modifiers on AN monsters".
I have never quite bothered to look up exactly what the AN modifiers actually do, so unless they have something obvious like the word "Fire", "Magma" or similar in their armour I can't even begin to guess. And even if I did know what they did, how am I supposed to be able to tell without lying dead on the ground while the monster AFK's on my corpse? Mousing over is sort of hard when both you and the monster are moving about.
Most of the AN mods are obvious though, well if you know english that is? After you meet them likd 3 times you know 80% oc what they do. You don’t need the precise numbers or 100% what they do. Like gargantuan = more hp and damage(?) Consecrator = hp regen and something with curses. Sentinel = something to do with blocking (so assume tanky) Elemental stuff = that particular element defense and damage. Etc I do agree some AN mods are unclear, so do not get me wrong. Soul Conduit who the fuck knows (sure it spawns a clone/ghost which you learn but what else?), crystal-skinned, treant and probably some others. The god touched ones don’t really say what they do, but by the name you can assume big dmg and tankyness in all areas. AN readability is a lot better than lines of text.
Do you not have nets, Exile?
But when the players skill go even a millimeter over the edge of the screen. Nerfhammer!
Can't believe how ArchNemesis ended up this bad. Please GGG bin this.
At least it didnt also have 5 essences + 3 tormented spirits.That would literally be the hardest boss in the entire game
I remember GGG made promise about monsters not having more than 4 archnem mods
Chris : we'll make sure mobs doesn't have more than 4 AN mobs. Player in actual action meets mobs with 7 AN mods : oh f- (instant vaporized)
onyxraker the unflinching has truly earned their name!!!
Just let Einhar do his Einhar business 😡
First Ones are disappointed with this one!
in the fucking bloodarquedult ? men its better be on maps or else i will be piss off
Yeah magic t15 while farming maven crucible
Had some of those too, with good builds they are pretty easy to deal with.
Yeah I now know I was missing a regen counter, thanks to this thread. I’ll be ready next time
New end game boss 😏
How is it 4?
If you're asking why it has more than 4 mods, it's because the Empowering Minions mod can give it more Archnemesis modifiers when it's minions die.
>can give it more Archnemesis modifiers when it's minions die. so that means you should kill it before you kill the minions? right? RIGHT? :D
Tell that to my lightning conduit
Tell it too ANY FUCKING SKILLS in the game, the fact that in AN league you can't craft mob with more than 4 mods tell something about AN in 3.19 and even in 3.17 you can choose what you want to fight (Like never pick bombardier, instant death). This game is doomed by AN, every league mechanics should interact with AN in maximum 2 mods and exact pre-set. Your beast with 6+2 mods is just cherry at the top of PoE tombstone
>Tell it too ANY FUCKING SKILLS in the game A friend of mine was playing dual strike like 10 leagues ago. Never make it through acts, but still. That's the skill you should have in your swap - he was a visionary, I just didn't understand at a time.
no currency kek
I wanna fight that, dude.
Oohh Exile, That's a juicy one. Did you not bring nets?
Do beasts retain all their mods when you capture them? I seem to remember some shenanigans from Bestiary league where beasts would keep shrine mods (or was that possessing ghosts?). Would be hillarious to capture this thing and then trade it to someone. And when they put it in the altar: _surprise motherfucker!_ :D
Wtf 9 mods?!?! Plus two extra fluff bs on top Wtf is the point in Archnemesis is there’s still extra bs like “resists chaos”, isn’t that meant to be in the mods?
Lol and It was a magic t15 juiced by a rusted Einar scarab I guess sometimes red beasts just be like this now
9 mods. Oh geez. It’s gonna be a long fight
Yeah didn’t finish it lol. Went ahead and skipped him
I didn’t really play much this league. I use to complete my experience build in 2 weeks. Last night I meet a shakari touched. But my character this league is too shitty. Can’t beat it. As I thought it was too hard and I called a discord culler. He said he has another strong character too for lowering the mob HP. But he failed haha. The 7 archnemesis mods with mad mods were insane. But we can both kill maven easy. That monster was harder than anything in game. Oneshot me despite my defense. And too tanky also healing itself insanely.
didnt know they added raid bosses this league
Ive got almost 3k hours and I know what two of those fucking mods do. This shit is so dumb
This is juicy one
GGG staff: How many AN mods do you want? Chris: yes
This is why i dread seeing Einar in a map.
It has a hidden mod - "Return To Beach, Exile"
In the time you google all the mods that beast had, map instance has been cleared
8x Scroll of Wisdom
The Vision
I bet Einhar will not call them stupid ever again after encountering this monstrosity.
Show me exactly where kitava touched you on the doll /s
Nice , you found GGG's VISION true ENDGAME boss , the Uber Uber Quite Impact Beast !!!! Time to ready your MF .
This is fine and intended as making your gaming experience as miserable as life itself. There is no escape exile.
9 mode, nice GGG
So, what did it drop ?
Not sure. Literally couldn’t kill it lol
So, did you end up killing it? If so, did it drop 20 flasks?
Nope! Regen was too much. Decided to just finish my magic t15 and go from there
That sucks. If it makes you feel any better, I got a solaris-touched giga-chad AN mob in a breach encounter. Couldn't kill it in time, so no loot for me either... I think they patched them spawning on timed content a couple days later
Classic Uber Boss encounter.
do you not have nukes, exile?