Before the expansion this guy was facetankable, now he one-shots pretty much all builds, only my 20k HP ultra tanky witch-blade managed to survive with 1k hp left.
I did figure out that he choreographs this move (through reading through these forums), but I feel like its too OP. I guess he would be a complete joke otherwise. Perhaps he can be made stronger in other ways?
Maybe have him spawn in stronger minions? Or give him some form of healing to have him live up to the name “the Immortal”, perhaps have him revive after death lol.
Curse of Frailty
A cruel word of power that robs enemies of their fortitude, making them slow and fragile.
30 Energy Cost
6 Second Duration
8 Meter Radius
-30% Casting Speed
-50% Movement Speed
-33% Physical Resistance
-30% Poison & Acid Resistance -50% Vitality Resistance - overcap your Vitality resistnace. Also what build did you use. If you have any form of absrob, it works wonders.
As for hi burst. He casts it every 6 seconds but takes 2 seconds to wind up. So after 6 secs you will see the long wind up animation and know what is coming
It’s normal cause the pools do dmg but it’s absorbed. What matters I think is bleed duration. I tried to cap it but stops at 80%. Theoretically if you had 100% duration reduction to bleed kuba pools shouldn’t touch you.
Aha… so that’s what oneshot my lvl98 purifier for 22k vitality damage…
it was quite funny now when I think about it. I was clearing the last waves of the easiest difficulty and this guy shows up. So I charge the bastard but before my character even reaches him the message “You have died” or whatever it says when you die with a hc char, shows up. Checked the combat logs and a hit for 22k vitality, I almost gave up on the game at that point.
It’s not the Zantarin himself. But the shotgunning as a mechanic, as a whole. Issue glares at higher difficulties/mobs.
Along with the naturally massive damage of high tier monsters in high tier content , the chance to crit is calculated per projectile. Hence player’s survivability in this case turns out to be defined mostly by luck, rather than planning, calculating, or building “properly”. A Russian roulette of a kind.
Shotgunning is a mechanic impossible to balance in a fair way.
Can’t tell why Crate are so stubborn with it and why it’s still in game - both on player and mobs’ side.
Some of Zantarin’s attacks are intended to oneshot. Each projectile of “Fire projectiles in a nova” has a “6-12% Reduction to Enemy’s Health”, no matter how much resist do you have. However, these attacks are radial novas and can be easily evaded.
Zantarin will not oneshot you with “Projectile burst” if you have enough Spell energy absorption. I have 2 similar chars, them both have +60% overcap to Vitality resistance due to 2x Living ring. Witchblade w/o energy absorb and battlemage with 70% or so. Battlemage survives Zantarin’s attacks much better.
Well, you charged at him as he was winding up his spell. Last time i died like this was 1 year ago with Blitz tank (unlike SS you are vulnerable as you travel with blitz). Caught all projectiles with my teeth.
Haven’t died to him since then. i keep my eyes on him when attacking him and leave him for last. If I see hum lift his scepter a bit too high I wait for him to cast his carp at a safe distance or behind an object
Was he called Bolvar of Broken Dreams back then? (I am sorry)
But yeah, good old Zantarin punishing fearless new players. I died to his shotgun so many times it’s a bit embarassing. Especially when it’s wave 130 and he is the only Nemesis alive. Never underestimate the old man.
Same here, though it’s much rarer now, mainly because sometimes i mess up. Problem is when there are multiple Zantarins (i’ve had 3 @ the same time): you’re trying to kill one of them only to be shot by one of the others …
Um… a red huge thing appears around zanty for 2secs before he shotguns, super visible and very clearly telegraphed… Soo, I don’t know, there is this advanced move called, might be first time hearing it: moving away from him. Really hard to pull off though, 2sec window is quite short, only those with 1k+ hours can pull it off. :rolleyes: good luck
Range is quite long, which also means all those projectiles spread out. Getting hit by a few of them should not be a problem. Also he’ll never come into melee range since he’s a caster, so fighting multiples of him is imho the easiest ‘double-triple’ nemesis combo you could get.
If you know on what wave they spawn it’s easy to not let them stack up, especially given how slow they are. When fighting him, concentrate on his model, the moment you see a big red blur above his head, gtfo as far as possible, 2secs is more than enough to avoid any damage from him, unless you’re stunned by something, then you’re effed.
I’ve been getting him @ waves 110, 115, 120, 125, 130, 140, 150: not necessarily in the same run ofc, but i usually get 3-6 per run, depending on how many of them i get in the same wave.
Dunno if there were any changes (with all the DA talk) but i finally finally made 150 gladiator with my blademaster (with bet + extra spawn): did it twice in a row, actually. Had reached 150 before but had died on it.