Abyss Kurgal Lichborn Modifiers too strong for melee?

I'm questioning my sanity here.

But does anyone else feel the Kurgal modifiers on the lichborn mobs is far too strong when playing a melee build?

Currently lvl 93 freezewolf drood oracle, 2.3k hp 2.2k ES, over 7k armor, blood magic with 5% life on kill + 8% phys dmg life on kill.

Everytime one of these fkers spawns I run for my life.

I;m talking about the guys that even if they get frozen, they still cast their damn spells, specificaly the AOE mini bomb that covers the entire half of their FOV and has a ridicouls short CD, not to mention they can multi cast everything they have.

Special Beam cannon into mini bombs into whatever else they have, I have zero opportunity to go into melee and kill them, and even if I manage to get a freeze in, they keep casting while frozen.

Don't get me started when its 2 or more of these guys.

Dunno, maybe its a skill issue, but these guys are the only creature that pose a instant death threat to my build and by god it's annoying, considering I probably cant get anymore mitigation at this point.

I guess I can understand why the most popular builds are ranged :D
Zuletzt angestoßen am 23.12.2025, 03:48:53
As someone that plays dots and totems I have to just hit them from off the screen because if I am anywhere near the white projectiles I'm just dead.
All abyss modifiers are anti-thesis of "meaningful" combat, let alone melee. Heck, even the whole end-game system IS anti-thesis to melee / meaningful combat system.

There is no skill or tactical strategy in doing juiced abyss map, or tackling all rares/boss. Be fast, deal shit-tons of damage, clear at least 2 screens away, being range is a plus, basically PoE 1 build. Nothing actually change fundamentally in PoE 2, just better graphic with added dodge roll, and worse
"crafting" system.

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