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i should also say that all of this information is available to you in game. you can read about the mechanics of different things in your character screen, on skills, etc. you can also research them on wikis or online. alot is similar to poe1 if you cant find something on poe2. theres a LOT to learn. this isnt diablo or a casual turn off your brainfest. its an adult game and due to early access, it is not very balanced and you will need more effort and knowledge to progress.
frost monk is low dps, but with the bell you can stun lock him and phase skip him. i suggest using something higher dps to kill him. if you dont like melee then i suggest using ranger or mercenary bow or sorcerer if thats your main style. the boss fights get much harder than act 1. much harder.
Frost monk (my own passive tree).
Thanks for the feedback, I have the frost resist charm, and the +10 resist buff from an earlier act one boss.
First off, there is a trade site you can use poe 2 trade, do a google search for poe 2 trade and it'll pop up. You can also build your own equipment but you are probably better off just using currency to get some good stuff. You can generally get decent items for an augmentation orb or 2.
Second, try and get something with +spirit (armor is good, aim for evasion armor if you can (need dex but you should have it if melee anyway).
Why? Well you get 30 spirit naturally in act 1, but get another 30 spirit from armor (or the unique shield) and you can use 2 auras. Herald of ICE is GREAT for farming/clearing large groups of monsters, but vs a boss? Ghost and the wind one (Forget it's name) can both be on at the same time. The wind one gives you...think it's 15% more evasion per charge and gets up to 3 charges, losing them all if you are hit. The ghost one also gets charges but if you are hit you get a % of your evasion back as eshield. Try and ensure you have as much Eshield as that totals, and you will heal alot back when hit (basically all your eshield).
That will make you WAY more defensive. If you are a warrior and not a monk, but the unique shield (it's super cheap) that adds 50 spirit. With that you can even have hearld of ice going with theother two, or vs a boss you can add accuracy/vitality etc supports to ghost and wind.
That will help you alot on defenses but another thing to do is have rings of every elemental resist (2) so you can max the resist of the enemy you are fighting. The end boss of act 1 does cold damage, so go into it with max cold resist for sure. You can have tons of other mods on those rings (and should) but make sure between your rings you hit 75% cold resist (you could go a bit less and use a charm, but seriously it's easy to just max out the specific element. For the first trial, you want max fire, for the first act boss you want max cold etc.
Meanwhile you want all types of defenses if you can as a little goes a long way. If you use the above though you want to focus on evasion and eshield and snagging nodes that boost them (Especially base #'s) early on can help a ton. Later those are worthless but you can easily respec out of them (just use points to create a different early path and then remove them). Having 150 eshield for instance with the ghost ability means every time you actually get hit (which isn't often due to your evasion) you heal 150 eshield back...drastically boosting your survivability.
Some armour goes a long way on physical hits as well, so does some black (so that nice spirit shield for instance).Both the monk and the warrior can use the others melee weapons btw, but where that really matters most is for the monk (as it means you can have a qstaff in 1 weapon setup and a mace/shield (with extra spirit!!) in the other. That also gives the monk a block chance (even if you can't boost it easily like the warrior can).
Block only works on physical but...it works on both melee/ranged and spell hits!!! That is yet another large defensive method.
But now you come to another way to be very defensive and prevent bosses from killing you. Cold damage and Stun damage. Both can take a boss out for awhile, and they can work together well.Cold damage on your weapon (you can add slots and add 2 cold runes for 12-24 cold damage on a 1 handed weapon, or 20% physical damage boost on a 2 handed weapon with cold infusion). Freeze buildup in general is faster than base stun buildup especially on bosses (with exceptions of course). When you build up enough the boss will be frozen, and that can happen fairly fast. The nice thing is that while frozen you can switch to a different attack that builds up stun, does more damage to heavy stun, causes a heavy stun earlier and or does an auto crit on armor broke monsters etc. Tons of different ways to set up the stun attack and it can even just be the base attack for a second weapon.
Freeze for instance can work well with a 1 handed weapon + shield, with frost runes in the 1 handed weapon and running around with herald of ice so when you shater a frozen enemy they explode and destroy all the other enemies around them. Super yum. It also makes you more defensive with block and more defensive stats on the shield, while the boss is still mobile and can hurtyou.
But then you freeze said boss, so swap to your alt weapon (x with mouse keyboard or wasd) and nail it with a big giant 2 handed mace (or staff), that has added stun buildup perhaps (although more damage does mean more stun buildup, so you might want faster attacks and another boost to damage on it). Makes sense for that weapon to have 2 20% physical damage bonuses, give it 20% quality and as much +physical as you can get (in general you want that on rings/gloves etc as much as you can as well).
With that combo you won't actually get hit almost at all in boss fights,.......and when you do, you heal most of it back, and certainly don't get 1 shot by anything. The cold setup lets you plow through packs even with normal attacks (because you freeze super fast, and then shatter enemies do damage to everything around them).
Also there are different setups for bosses vs normal killing. Like your faster attacks makes sense to have on your cold weapon/shield initially if you are killing packs, running through the first trial etc. When you get to the first trial boss (or say the act 1 boss), just swap the faster attack to your high damage/stun two handed setup, to get out the serious dps on the boss (Since you don't need AoE as much anymore). It's fast to swap right before big fights to focus on single target.
Make sure you have a decent health potion as well in a pinch and you really should not have too much trouble. Remember EVERY class gains alot from strength as it boosts max health as well, so focus on getting the dex/int you need for eq and support slots, and then put additional manditory points into strength (also look for +max life and +strength on equipment as well).
If you follow all that, you just plain WON'T have a hard time on any of the bosses. If you do somehow, just like how warriors can use quarterstaves and monks can use hammers, EVERYONE can use xbows and bows as well. Warriors and monks should naturally have decent dex anyway, so the only thing you lose out on (and that is only initially) is projectile damage.
Attack damage counts for all attacks, melee and ranged, so you can still boost damage of bows/xbows as a monk/warrior from the passive tree pretty fast. Also any damage bonuses on your weapon/equipment etc are additive with the passive bonuses (unless they say more damage). Basically what it means is very quickly any class can have about the same ranged damage with bows/xbows etc if they want, certainly enough to make it still worth it to use.
So if you are REALLY struggling with melee vs some specific enemies, just setup a decent ranged backup on your alternative slot. You can again even combine them to be an insane strong combo.
Bow with ice runes in it, cold infusion and increased freeze buildup, along with escape shot and the 14 or 20 I forget cold shot (charges up to 12 shots over time and when you use it, shoots them all off). That will freeze anything, often twice lol. Use that at range then swap over to a 2 handed mace and POUND THAT FROZEN DUDE INTO TOMORROW!!! Lol. Seriously though you can use combos like that to avoid almost all damage even without good defenses. Evasion though is pretty amazing even without specializing in it because of the wind passive (15% per charge, think it's 45% increased eveasion in general). Even just minor evasion gear and no evasion nodes on the tree should get you to 60+ chance of avoiding hits with that going. If you happen to be a ranger base and go deadeye, you can get tailwind which pumps that up a ton...so you can get over 80% evasion chance lol.
Tailwind in my opinion is one of the best FIRST ascension nodes you can get, and it's buff is one of the best second ones. Therefore rangers in my mind make some of the best ANY weapon/spell character in the game, but that is a whole different story.
Anyway I hope this helps. One big point over and above the rest is USE THE TRADE SITE. That alone will make you MUCH more powerful.
Best of luck to you.
i added more in an edit, but thats good, make sure it has two modifiers and use currency to make it stronger. you can edit your gear/craft it too. i suggest 25 or higher resist total for frost and lightning at least. check your character screen to see your resist totals
Frost Resist Charm only works a couple of times due to how gaining charges works. The +10 from Frost Witch is only there to help you manage.
You should get your Frost Resistance to 50% or so. Even if it means losing 20-40% of your damage. The bosses in this game expect you to have a certain level of resistance and defense. If you go into them as a glass cannon with sub 30% resistances in everything you're going to get extremely badly bodied. You can skill ceiling your way around it with dodge rolls and knowing the mechanics, but you're just making life harder.
I'd recommend your rings and amulets early game to have +Max Life and +Resistances. Nothing else matters (Unless you find something truly crazy, I guess save it.) but for bosses Life and Resistances are king.
yeah this is good advice
Wow, 50% ok, that's good info, I never would have thought to use that high of a resistance!
The lasers don’t always rain from the sky during fog phase.
I’ve had several runs where he does not do that move, and even runs when the lasers never switch to blood lasers.
Invest in life and elemental resists (here, cold), and don’t spread too much between armor, evasion and energy shield.
Most importantly, blame yourself before blaming the game, because we all manage to kill it. I’m saying that without malevolence. You are at less than 1/6th of the campaign (which is only a prelude to endgame), and it does not get easier. At some points it will get easier when your build spikes, but long term... act1 boss will be something you laugh about.
As mentioned you can have rings to swap out, which pretty much makes the rest not as important (IE I didn't bother) but it's worth noting a few more things.
First certain gear doesn't have a ton of other really good mods you can get, like your belt. You should def try for a belt with multiple resistances on it.
But most importantly, you can add slots to any armor, even uniques, and it's SUPER easy to get the currency to do that. New characters especially can pick up armor with slots in it at the shop for like 100-300 gold lol. 2 slots give 2 pieces of currency as well and can still cost that much. Make a few other characters just for shopping if you want, or just have a low level one you don't level up much and just farm with that one every so often. Make sure you break down any armor/weapons with slots you find as well.
Meanwhile you will get tons of runes and can add "think it's 12%?" resist per fune slot on armor. That can add up to quite alot of extra resistances, so if you are struggling with resists, that can help alot.
It really isn't needed early on though as you will probably be upgrading equipment fairly often, but it's def there if you are struggling and especially if you need resists of all kinds.
That being said, on rings, you can get base rings of elemental resists (which is one of the best universal bases anyway) with additional resists of both that kind and others on it. So 1 ring can give like 50% fire resist (or cold in the case of the first boss). With minor resists on other pieces (As they are always good to have), you can easily reach the 75% cap with just 1 ring swapped out.
The most confusing part is everything up to this point was fun. The boss itself isn't fun after the 5th run, I understand that it's not meant to be easy, but I'm very confused why it's such a huge jump in difficulty from the rest of the Act.
My 8 year old son who has never touched an ARPG was able to beat a boss in only 6 tries and most of that time was spent learning what the buttons on my Xbox controller do and what my attacks do.
If an 8 year old with zero ARPG experience can beat a boss in less than 7 tries, NONE of you have any excuses.
It sounds like the vast majority of you came from Diablo 4 which even an unborn baby could beat blindfolded.