the prisoner/minion interactions with life leeching hits

didn't see anything about this in the patch notes and thought i should mention it (could have missed it tbf)

really only noticed it during the prisoner boss fight in act 4, he has an ability where he does a circle proximity aoe in phase 2(?) where if he hits something he heals for a big portion of his hp. My build wasn't top tier or anything but it was enough to get by up to this point, as well as after it.
it seemed like the amount of things he hit would effect how much he healed for, and in order to actually beat him i had to dismiss every one of my minions -while fighting him- so he couldn't heal off them, substantially changing my playstyle and outgoing damage in the last half of the fight.

my feedback is just that i don't think he should be able to heal off minions since we can't control how minions move, so opening a menu and navigating it to disable minions feels rather clunky, and necessitating either having enough damage to outpace the heal/kill before he uses it, or otherwise not having minions also seems restrictive. I'd much rather a hard enrage if the idea is purely to need more damage so that it doesn't feel like specifically because i have minions i'm at a disadvantage.
Last bumped on Dec 14, 2025, 1:12:35 PM
Hello,

If someone see this and have difficulties to beat this boss, actually for a minion build, you'll have to disable them.
This is the only way if you don't have enough DPS.
I had hard time killing it with my minions because they restore the boss to full life again and again.
So i deactivated them and even if it's far longer, i just killed him with raging spirits wich don't restore its life.
Maybe you also can kill it with the ravenous swarm but i guess this skill can damage the boss only if you are too close to it.
They still haven’t fixed this. It’s about to make me quit the game. It’s such a MASSIVE oversight. How the HELL are the minions healing the boss. No other game with minions has a fk up this bad.
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They still haven’t fixed this. It’s about to make me quit the game. It’s such a MASSIVE oversight. How the HELL are the minions healing the boss. No other game with minions has a fk up this bad.


Agreed, I have just come across this with my totems with Ancestral Spirits. It is stupid design.
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Last edited by xjjanie#4242 on Sep 30, 2025, 10:22:30 PM
I can't believe this is still a thing. I don't understand how this game can continuously screw people over for playing anything other then lightning arrow.
Still an issue or design flaw.

All I had where the new Djinn minions (sorc ascendancy) and he would heal to full from 20% health if he managed to hit one with his AOE red slam in the last phase of the fight.

Took me a couple of deaths (and this thread) to figure out what was happening. After that I stopped using the djinn during the last phase, and was able to take him down....slowly. Thankfully I didn't have any other minions.

Another tip...when he shoots the red tendrils out from above his head..the safest spot is standing right under his feet...and circle him.
Your Bosses are way way way over tuned almost to the point they were at launch and no Patch notes on this. If you want to over tune bosses that's fine, but do not nerf players and over tune bosses. You know this and have done this multiple times between POE and POE 2 development, STOP DOING THIS!!
I managed to kill him with my wolf pack +2 skellies just fine. I didn't even notice him healing off them. Abusing the freeze on him led to a pretty easy kill once I remembered we have to spear him.

He's not unkillable with minions, even with how awful the wolf minions are dmg wise I managed it without dismissing them. I don't mind certain bosses being harder for certain builds, but maybe his healing per hit should be reduced.

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