Arbiter of ASH

1. Sometimes overlappinng combos become impossible to avoid
2. Combos sometimes cause weird collision knocking you out of "safe zones" when there is nothing on screen to collide with
3. Combo stacking making the next combo impossible to avoid

All for the difficulty but holy hell - at least run a check on what boss abilitity is active and what is next.

Maybe someone should explain readyTime to the dev.
Last bumped on Oct 21, 2025, 2:44:57 PM
There is 1 overlapping mechanic made on purpose that i'm aware of, it's the fireball falling down and his beam.
What are the others, didnt get any overlapped.
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IILU81II#8410 wrote:
There is 1 overlapping mechanic made on purpose that i'm aware of, it's the fireball falling down and his beam.
What are the others, didnt get any overlapped.

You can get the 8-circle series and some random mechanics from the second phase on top of it: the boss performing slams or dashes on you while you are trying to keep up with the circles, or spawning the white/purple balls that you need to grab but can't because you are busy with the circles.
The biggest issue with the Arbiter is the age-old design flaw carried over from PoE 1: animation queueing.

For some unknown reason, all pinnacle bosses in both games don't just decide what attack animation to do next when they are done with the previous one, they QUEUE them up in advance. And when it's time to transition to the next phase of the encounter - they lock hp and become invulnerable but keep attacking you until their internal queue is empty.

The Arbiter of Ash is a notable case of this in PoE 2. If you play a high damage (but not 1-shot) build and push him below 50% hp during his first attack animation, he can then randomly go crazy with several 8-circle or 9-beam series in a row. Because he adds more animations to the queue as you hit him when he's still above 50% hp.

In PoE 1 there is an extreme (and totally idiotic) case of this: Nightmare of Lycia, the boss of the T17 Sanctuary map. With any +attack speed map mods she will queue up her attack animations much faster than she can perform them. And when you take her to 50% she locks her hp and proceeds to attack you for up to a minute with all her skills and AoE 1-shots while already invulnerable and ready to transition to the next phase.

In fact, this same idiocy can happen in PoE 2 with Doryani:
> video example <

GET RID OF ANIMATION QUEUEING! Or at least clear the queue when the encounter should move on to the next phase.

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