The Uber Sirus fight as mele is ABSOLUTE proof that..

the most mandatory passive to fight sirus is : corrupted blood immunity.
tips from a 12 years veteran ;)
learning is a painful process ... knowledge is the most deadly weapon.
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If you’re getting farmed and skill-checked by pixels, it’s not the game, it’s you who’s failed to rise to the occasion.


What?

Are you serious?

Bad game design is now supposed to be applauded?



Yes, I’m being completely serious.

This topic is about Sirus, and honestly? His attacks are some of the clearest in the entire game. The "Die" beam literally announces itself with a delay and visual line-up. The corridor beams? Always telegraphed. The storms? Obvious, persistent, and avoidable. Even the ground degens peek out and basically scream, “Hey! Don’t stand here unless you want to die.”

If people are still repeatedly dying to these, it’s not a visibility issue, it’s a learning issue. And yes, that’s a skill issue.
It’s no different than a kid being told not to touch fire. They ignore it, get burned, and learn. Simple cause and effect. Games function the same way, touch the bad thing, get hurt, try something different. It’s called common sense.

What’s the ideal dev solution here, then? Should GGG add construction cones around the danger zones with a pop-up saying “Warning: hazard ahead”? Maybe have Sirus teleport you into a dreamscape version of Oriath filled with colorful flowers, where instead of fighting, he showers you with hugs, affection, and loot until you submit out of joy?

Let’s be real, if trial and error plus basic pattern recognition is too much, maybe, just maybe, this genre isn’t for you. And that’s okay. Not everyone enjoys challenge or learning. There are games out there that don’t require you to think or adapt. But don’t blame the game for expecting you to do the bare minimum.
Windows 11, 9950X3D, RTX 4090, 96GB DDR5, 14,100 MB/s SSD, 15,360x2160p @240Hz Ultra 4K Gaming & Workspace Powerhouse
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2) Do you even know WHY people say the line "armour does nothing against big hits"? Because it sure seems like you don't. It isn't a misconception. When you take a big hit, and your mitigation layer doesn't function to save you, it has ZERO function. 0%. Not 33%/50%/75% etc., if you die with or without it then it is functionally ZERO. Not only that, but the fact that the HIT you take directly influences (negatively) the mitigation you receive is backward from what it SHOULD be doing.


Ok, so when a hit kills you despite having a defensive layer it's useless. So lightning res is useless because you'll still die to uber eaters beam with 75% res? Do you even read the nonsense you are typing out?

As for the rest of your post, all you are doing here is playing around with semantics. It honestly feels like you are trying your hardest here to contradict me out of personal grudge despite knowing you are wrong. I mean seriously:

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The comparison to endurance charges is one such form of "misinformation": while endurance charges ALWAYS yield the same mitigation regardless of incoming damage, armour does NOT. When you need it most, it disappears.


Going by your logic i quoted above endurance charges have zero function because you'll still die to any major physical hit despite having 9 of them. So "endurance charges do nothing against big hits" according to you. This is so absurd it isn't even worth arguing with. It's the same as with your popularity = power arguments some time ago. You really need to think your arguments through, you keep contradicting yourself.

The fact is that, unlike other defenses, armours effectiveness is influenced by both the size of the hit and the amount of armour you have. However, this is NOT the same as "armour does nothing against big hits". That's why i called it a misconception. Those two statements aren't even close. Calling the latter a hyperbole is huge understatement imo, it's just flat out wrong.
Last edited by Baharoth15#0429 on Aug 5, 2025, 1:57:06 AM
It's a tough fight if your build doesn't counter what it is testing, or the player doesn't know the mechanics and rotations well. By far the most difficult part of the fight for me is the Degen. Without that it would be fairly straight forward, but for melee builds where you often need to move to be in damage range, it makes things challenging and unpredictable and becomes a soft dps check with it building up. My strategy as I'm still learning it in SC, is to stay still as much as possible. It's not that difficult to make a build that can tank basically everything fairly reliably, but if you walk over Degen while dodging things you end up in a lot of danger. In that way it is somewhat similar to prioritising not loosing recovery or spreading degen in the maven fight. I have not done this with strike builds, but with slam builds you can get enough aoe to hit without needing to move much.

It sounds like the main problem is your build is not really catering for the fight. When I read the stats 32k armour without mention of any further PDR will struggle against large hits. 36 fort is good to help with that, but as people are pointing out, you apparently are using abyssus, which I think would rate a mention when listing your defenses in a thread that claims to be absolute. As mentioned in the thread, block is pretty good for this fight, at least in SC. It makes the beams tame, since they fire in sections, you're unlikely to get hit by the full volley. Is useful against a lot of the other mechanics as well.

Your build stats seem fairly similar to the builds I play. Maybe a bit more damage, and a bit less defense. In that range, if you are not a mechanical wizard, the fight will be challenging but completable. Not impossible, and not a cake walk. Which I think is the correct difficulty for a build with those stats. In terms of the balance in the game, you are likely correct about that, but that is a larger problem across the game. It is particularly relevant in this fight that has some challenges for melee, but it is something they need to continue to improve across the game and be mindful of when creating bosses.

I think the fight itself is good. It certainly has a lot of aggravating aspects, like the storm spawns/ downtime and the visual clarity, but it is still a good fight to have in the game. Not the best fight that they have created, but still has value in the game.
Last edited by Belegur85#5784 on Aug 5, 2025, 6:13:10 AM
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I'd really wish people would stop spreading this ... misconception.


I actually agree with you here; that sentence of mine was bad, but it was related to the whole context here, with Abyssus, no mention of "physical damage as..." or Endurance Charges. It should've said:

"Armor alone does almost nothing versus big hits unless you stack a very high amount of it"

And without checking out his character, I can 'almost' guarantee that his 37k is not unconditional - without flasks or buffs, which we all know aren't up all the time in a boss fight.

Anyhow, whether or not people like it, PoE1 today is not what it was 5 years ago. 75% resistances aren't a lot these days, and no matter how tanky you are and how many defensive layers you've got, you also need good sustain, especially in certain Uber fights, and OP did not mention his sustain. Then there's the Abyssus...

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My reaction came from a sense of irritation, where people seem to list up a lot of stats as some kind of reason for things being the game's fault and not theirs. You used the word "misconception", but the biggest misconception here is what people view as "tanky".
Bring me some coffee and I'll bring you a smile.
Last edited by Phrazz#3529 on Aug 5, 2025, 7:34:30 AM
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Phrazz#3529 wrote:

Anyhow, whether or not people like it, PoE1 today is not what it was 5 years ago. 75% resistances aren't a lot these days, and no matter how tanky you are and how many defensive layers you've got, you also need good sustain, especially in certain Uber fights, and OP did not mention his sustain. Then there's the Abyssus...


Pretty much this

It's increasingly difficult to justify complaints about Ubers, particularly when considering the sheer volume of power that the game now grants, often with minimal effort. The availability of higher maximum resistances, especially on the bottom left and via jewels, has made it easier than ever to surpass the 75% baseline. Similarly, getting armor and other defensive layers has become significantly more accessible. Given the considerable improvements to defensive stats, it feels somewhat misplaced to hear players blame the difficulty of Ubers while their character is comfortably sitting on mid-game defensive values of a late yellow to red map character.
Windows 11, 9950X3D, RTX 4090, 96GB DDR5, 14,100 MB/s SSD, 15,360x2160p @240Hz Ultra 4K Gaming & Workspace Powerhouse
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Last edited by Ivanovv83#6618 on Aug 6, 2025, 2:35:36 PM
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I killed him, ,but had to die twice .
The fight itself is extremely annoying as melee...

As caster i would just sit from 3 screens and spam..
Years ago i made the Ghazzy-s minion builds which was Meta.

It killed Uber Elder in 2 seconds.( with 10 divine items)

This is what im talking about. This is absurd......

Meta builds could do 150-300million +++ dmg with minor investment ,while the regular build barely do 10-15...




The fight is extremely annoying as any class, immunity phases suck
“Freedom is what we do with what is done to us.”
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Piousqd#0073 wrote:
"
I killed him, ,but had to die twice .
The fight itself is extremely annoying as melee...

As caster i would just sit from 3 screens and spam..
Years ago i made the Ghazzy-s minion builds which was Meta.

It killed Uber Elder in 2 seconds.( with 10 divine items)

This is what im talking about. This is absurd......

Meta builds could do 150-300million +++ dmg with minor investment ,while the regular build barely do 10-15...




The fight is extremely annoying as any class, immunity phases suck


The trinity of dogwater game design = QTE, unskippable cutscenes and immunity phases on bosses
tanky and abyssus does not compute unless you have 90 x res and then convert phys into that x and also have many endurance charges
d:-D*

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