Eternal Knight mob seems overtuned

The cpunterplay for this mob is get close to it. If you are close hes not using the projecrile attack and his melee attack is slow.
I agree that the ranged attack os overtuned.
He will never use the projectile attack if you never hit him with a projectile. You aren't supposed to face-tank through the punish mechanic. Doing so would be equivalent to using Raise Shield against a Boss's Unblockable: Doing It Wrong.
Seriously these specific mobs are ridiculous no other enemy in the game gives me this much trouble. One of these things appears in a map and I just get annihilated. They either need a cool down on their retaliation damage or a chance to retaliate. For anyone that says you need to get behind them or engage in melee I know you need to engage them in melee range. This fact changes nothing because what always happens is that I sparkmage have already blasted 6 casts of spark which at my level fires off 24 projectiles per a cast, one of these over tuned nobheads comes into range and gets hit multiple times in rapid succession lets say that conservatively one of them ONLY gets hit 50 times out of the 144 projectiles bouncing around all those hits fire off 50 projectiles right back at my face. End result is that I get nuked into a puddle of blood.

A cool down would reduce the sheer frikkin number of retaliation that flies into my face OR a percantage chance to retaliate would also reduce the sheer number of projectiles this mob fires off.

ALSO the fact that they can retaliate even while being electrocuted is overtuned as well
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Pillok#6708 wrote:
what always happens is that I sparkmage have already blasted 6 casts of spark which at my level fires off 24 projectiles per a cast

Skill Issue
greedy builds get punished accordingly
Interestingly, if you have 30% movement speed, get enough cast speed, and wear only Int gear (i.e. less movement speed penalty), you could strafe perpendicular to these knights at a good distance away while holding down Spark and avoid all reflected projectiles.

It does mean that you need a relatively open space to do this.
Last edited by kumogakure#7381 on Jan 31, 2025, 2:26:29 PM
I've said it before and I'll say it again. Every build / class / etc. needs a set of monsters that are challenging [but hopefully fun?] to defeat. This is esp. true for builds that are constantly spamming skills.

For "reflect" skills or similar I believe there needs to be a [very] clear audio & visual queue that something is going on so the player has time to analyze & react.

Once you see your build's "nemesis" monster [and survived the initial monster attacks] then it's time to change your tactics to get rid of your nemesis. Once the danger has passed then it's time to flip back to whatever your normal "map clear" routine is.

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Pillok#6708 wrote:
End result is that I get nuked into a puddle of blood.

A cool down would reduce the sheer frikkin number of retaliation that flies into my face OR a percantage chance to retaliate would also reduce the sheer number of projectiles this mob fires off

If you satisfied the requirement for a retaliatory attack from this mob, you DESERVE to be killed by it.
Last edited by LeFlesh#9979 on Jan 31, 2025, 2:38:46 PM
bonebreaker fromwarrior activate the retaliation shield effect...

I doubt its wanted since its not a projectile, is it?
Last edited by Kanjejou#7620 on Jan 31, 2025, 4:46:15 PM
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For "reflect" skills or similar I believe there needs to be a [very] clear audio & visual queue that something is going on so the player has time to analyze & react.


This!

When I (Spark Sorc) first ran into Eternal Knights in campaign, I think it was in Act 1 in the tombs area, I thought the projectile attack was a volley that the Eternal Knight casts, and thought its cooldown was way to short. Especially at that level when you'd be lucky to even have +10% movement speed, the Eternal Knights felt like they were impossible to kill with how often they shoot those volleys (from my viewpoint).

Then by pure coincidence, by absolute fluke, I realized the Eternal Knights don't "cast their volleys" if I'm in melee range, so I've been doing that since.

If there was a sound effect to indicate that the knight was actually reflecting my projectiles, then I would have figured it out even earlier.
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zZephyr#2646 wrote:
running stormweaver spark and this mob is almost a mandatory avoid. It just wrecks me. Even stunned it still fires projectiles. Not a fun mob by any means


Either go into melee and dodge roll his attack behind him, Or simply add in a detonate dead gem and explode the trash you killed next to him


Forget it. Poe playerbase doesn't know how to actually play videogames. Wish all these people stayed on poe1.

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