Dock Corrupted Zone-Stagnant canal

Gave up on this CZ a few days ago...tried it 4 times with my Lvl 83 dual wielding duelist throwing my spectral throw into the 'smoke'. All 4 times had to close the game due to FPS eventually dropping to unplayable because screen was literally filled with writhing snakes.
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f3rret написал:
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NameIsDon написал:
Throw a big burning damage (fire discharge, flameblast, explosive arrows) with EP, problem fixed with a single shot.

So, only four builds can handle this fight? This is acceptable to you?



I took em down solo using a generic archer build, Split Arrow + Chain, Barrage ST. Four link gear, so it's not nearly as hard as you're all making it out to be.
IGN: Pastryfighter
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Pastryfighter написал:
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f3rret написал:
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NameIsDon написал:
Throw a big burning damage (fire discharge, flameblast, explosive arrows) with EP, problem fixed with a single shot.

So, only four builds can handle this fight? This is acceptable to you?



I took em down solo using a generic archer build, Split Arrow + Chain, Barrage ST. Four link gear, so it's not nearly as hard as you're all making it out to be.


For me personally the only problem I had was that I literally couldn't get to the head snake (once I found it) because I was caged in and couldn't move.
Any skill with ability to pierce will do the trick. I was using EK and stuck here for a while till I figured it out and used a projectile weakness curse. The boss is pretty easy otherwise.
I found that using a decoy totem to gather the snakes up makes for a much easier fight. As long as you have decent aoe dps the snakes won't have time to increase to ridiculous levels.
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Pastryfighter написал:
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f3rret написал:
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NameIsDon написал:
Throw a big burning damage (fire discharge, flameblast, explosive arrows) with EP, problem fixed with a single shot.

So, only four builds can handle this fight? This is acceptable to you?



I took em down solo using a generic archer build, Split Arrow + Chain, Barrage ST. Four link gear, so it's not nearly as hard as you're all making it out to be.


That build is still a heavy AOE build, and it's also not dependent on being in a specific area to do a lot of damage over a large area.

I encountered the snake boss as a cleave using duelist, and after about three minutes the floor was *completely* covered in phantom snakes, making movement completely impossible with out using leap slam or flicker strike completely impossible, since I was completely blocked.

And I assume you know what happens if you use those two skills I mentioned near large, dense packs of fast moving enemies? In case you don't, let me explain, the game completely loses its shit and desyncs completely. There are people reporting in the bug report forum that they simply lag out and disconnect because of all the stuff on the screen.

Listen, I like the idea of this fight, it's a neat and interesting idea. Right now, though, there are technical issues with this fight that is causing problems that aren't related to gameplay.
Closed beta member since: March 19, 2012
I killed this boss in group, my templar using infernal blow, multistrike, melee splash, faster attacks and added fire damage dealed lots of damage with the passive amplify. The other friends are a strong summoner tank and an even stronger marauder with immortal call.
It was a bit hard, but in a second try we got it.


EDIT: if you think there are lots of snakes, try to do a 75 fracture map. :-)
Последняя редакция: ironox2013#1386. Время: 10 мар. 2014 г., 11:16:08
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ironox2013 написал:
I killed this boss in group, my templar using infernal blow, multistrike, melee splash, faster attacks and added fire damage dealed lots of damage with the passive amplify. The other friends are a strong summoner tank and an even stronger marauder with immortal call.
It was a bit hard, but in a second try we got it.


EDIT: if you think there are lots of snakes, try to do a 75 fracture map. :-)



My point was never that the fight is impossible, never said that it was. Being like "I did this, so there are no problems with the fight" is akin so saying "I didn't get cancer from smoking, so obviously noone gets cancer from smoking." (No I don't know if you smoke or not, and I do not care)


What I am saying, is that the fight has technical issues that makes it neigh unplayable for some builds.

EDIT:

There are other corrupted areas bosses who have similar issues. Like the large goat guy who does firetrap, molten shell (I think) and leap strike, he'll life steal from the damage done by the fire trap ground-effect.
The problem is, this is not apparent at all (I only found by by accident). Now, not knowing you shouldn't stand in the fire is a l2p issue I admit this. However, since the client and server doesn't always agree where you are, there are situations where on the server you're in the fire and on your client you're not.

So what do you experience in that situation? You see yourself running away from the fire, see yourself taking damage and then suddenly the goat guy is back on full HP.
It just seems some of the mechanics of these new bosses are way more desync prone than existing bosses. It can be fixed, since they're unique cases, kinda like they did with Brutus. Anyone remember his amazing desyncing hook?
Closed beta member since: March 19, 2012
Последняя редакция: f3rret#1161. Время: 10 мар. 2014 г., 11:27:17
I found stagnant canal to be not worth the time. I found it @ level 48 in cruel and the instance itself was level 51 (+2 levels to the actual docks instance). As already described, the actual boss just kept spammin adds and while the mechanic of the fight was obvious (find the main dude doing the summons) it was in practice impossible to find him. I guess a leap slammer or such a build could keep whammin away and try to hit the boss but I could not get close to him as a rain of arrows point blank guy. I tried to clear away the adds for awhile after which I figured that the boss is just not worth the time spent.

Before this I've found the new corrupted areas (thru normal and cruel that I've played) quite enjoyable. It's always fun when the fight is not a gear check but rather a difficult test of player skills - and without a tune-down I don't see a way for a regular character that doesn't stop to farm for about 5 levels to finish this optional area within any reasonable time. Perhaps certain specific builds can do this at the correct level, but meh...
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I'm being serious here: for the love of God, GGG please do not nerf this boss whatsoever. The Stagnant Canal's "difficulty" is perfectly fine.

Wow, some of you here can't clear this area in a reasonable amount of time because your build can't deal enough AoE damage fast enough to wipe the duplicates? Cry me a river. News flash = not all builds are viable on every single area in this game. Tell me more about how this game is so unfair because you can't run around with 9k HP, 9K ES, 600iir/100iiq, 30k DPS, 85% max resists, 75% block, 90% damage reduction all at the same time. When you make characters, you make trade-offs. Do I want high life? High evasion/block? High ES? High single-target damage? High AoE damage? Et cetera.

If you can't beat a certain boss, then that just means the defensive/offensive stats you decided to max are inefficient for this specific boss. Either rework your build or skip it for later. Much like how there are certain builds that can kill Dominus in under 30 seconds while others can't, there are certain builds that can kill this snake boss in under 30 seconds (like mine) while others can't. In fact, this might be my favorite boss to fight. I intentionally run around the screen and let the boss multiply. Then when there's 200+ on screen, I begin wiping them in a glorious slaughterfest, and it still takes less than a minute. Come to think of it, I'll record a video and post it here when I get back home.

Contrary to what some of you might believe, there are certainly more than "4" builds in this game that can clear the Stagnant Canal, and it doesn't take us 30+ minutes.
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Последняя редакция: rrtson#7791. Время: 11 мар. 2014 г., 17:33:38

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