Rytlock Ritual End Fight
The encounter was a bit aggravating. Trying to take care of a mender ghost while being feared for like 5 seconds, no joke. I managed to do it without dying once, but it was only thanks to using a short bow(thief) so some of the surrounding ghosts were nearly dead and I could rally off them.
0_0 rly there are some people who cant win this fight ?! My friend on nomand guard did this instance in circa 11 min . Now I understand why Anet doesn`t want to increase difficulty on pve(which anyway is pathetic standing and 111111)
So you have to balance between hitting Barradin and CCing the Menders?
Awww, you had to think outside the box how to defeat him? Good. That means this fight is well designed and it gets you thinking about your profession and the boss fight environment.
I welcome more boss fights like this in the future. If any boss fight gets us thinking about our class, it’s obviously doing something right.
They respawn almost as soon as you kill them. Ignore them until they’re about half way through the room, since they go down really easy.
I enjoyed the fight. I thought it would be a replica of the original which would have been a disappointment, but I was pleased to see some emchanics.
Far better than the build up which was decidedly un-epic
I don’t know if this fight has been buffed or it’s bugged or what, but i cannot do it on my mesmer. I’ve already completed this on the first day on my ranger, it didn’t seem too bad, even with trying to figure out what i had to do and did it in a reasonable time. But today, I spent an hour or more with my mesmer trying and finally gave up in frustration
The ghosts that feed Barradin just keep spawning.
It wasn’t that hard. All you need is a Sword and a Focus as a Mesmer. Temporal Curtain and Blurred Frenzy is your friend.
Full set of 5 unique skills for both dual-wield weapon sets: P/P and D/D – Make it happen
PvE – DD/CS/AC – If that didn’t work, roll a Reaper or Revenant.
OP, this is probably not the content for you. That or it is a most definite learn to play issue.
I found it easy. Watch for the mender as he comes in from the doorway and squack him before he gets close. The only attack that really does damage is the statue’s hammer and he telegraphs that move.
Oh wonderful. So far every final boss fight of in Season 2 has been tedious, annyoing and completely lacking anything resembling fun.
Hearing this fight is worse than Fort Salma drains away any interest I have in following this storyline. I detested the Fort Salma fight and I would feel the same way even without that major NPC bug at the end. Even though I would like to see how this story develops, I play games to enjoy myself and that is the opposite of what I experienced so far in the content design of Season 2.
A well-designed challenge in a game makes you want to try it again if you fail. A frustrating timesink makes you wonder why you’re wasting the time trying to get through it. So far the content of Season 2 has felt more like needless timesink rather than a well-designed challenge.
I still don’t know why ArenaNet doesn’t split the ‘challenging’ content away into an Achievement mode and provide much more straightforward Story mode content for these chapters. They do it for the dungeons and that worked very well, it’s disappointing that they have forgotten that.
Another advantage of straightforward content is that even if is laden with bugs (as the latest update seems to be), at least players have a better chance of being able to finish it rather than getting locked out by poorly designed content that thinks its ‘challenging’.
OP, this is probably not the content for you. That or it is a most definite learn to play issue.
Story/lore should be accessible by players of ANY skill level. It is the one thing that unites a community whether they are hardcore or casual, dedicated or part-time. The lore of the game provides a common ground for players and that is the foundation needed for a strong community.
Gating story and lore behind needless timesinks pretending to be challenges is not a good idea. Achievements are available for those who have the time for that kind of thing and want to replay content over and over for the challenge. Story and lore content is not the place to frustrate players, it ruins the story presentation and detracts from a sense of drama.
Remember in Star Wars how Luke Skywalker kept having his X-wing get blown up and how he had to go back to the Rebel base over and over to stretch out the ending another hour? No? Because that’s a terrible way to tell a story. Games shouldn’t tell a story like that either.
(edited by DoctorOverlord.8620)
Story/lore should be accessible by players of ANY skill level.
That’s like saying you should be able to progress in Final Fantasy 7 even though you insist to attack the Scorpion boss while his tail is up.
This is most definitely a l2p issue. If you’re having hat much a difficulty with this boss, then PM me ingame and I’ll teach you which tactics to use.
Story/Lore is accessible by reading books.
You’re supposed to be a hero, someone who knows how to do things, and knows how to fight.
Otherwise Rytlock would probably just get a villager to do the work instead of you.
A game without a challenge is an extremely boring game.
Story/lore should be accessible by players of ANY skill level.
That’s like saying you should be able to progress in Final Fantasy 7 even though you insist to attack the Scorpion boss while his tail is up.
This is most definitely a l2p issue. If you’re having hat much a difficulty with this boss, then PM me ingame and I’ll teach you which tactics to use.
I beat the Fort Salma boss and I’m sure I can waste my time to figure out how to beat this boss, don’t try to act like any game is that hard to figure out.
PvE content in videos games is about learning to jump through the right hoops at the right time. I don’t consider that either skill or tactics, it’s just a timesink. I can understand a sub-based game using that kind of mechanics, it’s needless in a B2P game like GW2.
Modern single player games have something called Difficulty levels. It gives the player the choice of whether they want to spend their time sloughing away at a game. GW2 started to implement a similar mechanic in their dungeons using the Story and Explorer modes. I’m highly disappointed to see they are throwing that worthwhile mechanic out.
Offering something similar for the Living Story would allow players of any level (or available time) to go through the content the way they want to do it. The higher difficulty levels would provide gating for greater rewards and achievements. Story and lore should not be gated in that way, but it looks like ArenaNet has decided to go that route.
(edited by DoctorOverlord.8620)
PvE content in videos games is about learning to jump through the right hoops at the right time. I don’t consider that either skill or tactics, it’s just a timesink. I can understand a sub-based game using that kind of mechanics, it’s needless in a B2P game like GW2.
I agree.
Seeing the Mordrem going invulnerable every 2 seconds is rather annoying and a complete waste of time. Otherwise it would have died so fast given there’s a whole bunch of people there after the patch.
Making the Mordrem not scale up and down based on the number of players, and giving it damage immunity instead, is a lazy design effort.
Full set of 5 unique skills for both dual-wield weapon sets: P/P and D/D – Make it happen
PvE – DD/CS/AC – If that didn’t work, roll a Reaper or Revenant.
I thought the fight was a bit long, but that’s probably because I’m melee and have a terrible sense of time. I think it took me about eight minutes, felt like it could’ve been harder.
Great fight, I want more.
Story/Lore is accessible by reading books.
You’re supposed to be a hero, someone who knows how to do things, and knows how to fight.
Otherwise Rytlock would probably just get a villager to do the work instead of you.A game without a challenge is an extremely boring game.
It’s hard to feel heroic when you’re treated like a football. There’s nothing heroic about that, nor challenging, just annoying.
IT’S TOO HARD AND I DON’T WANT TO GET BETTER, SO IT’S HORRIBLE!!!
OMFG! TOUHOU IS TOO HARD, IT’S HORRIBLE!!!!
https://www.youtube.com/watch?v=NTmCUHSUFIc
Joking aside, you have 7 “lives” to defeat this boss before your armor breaks. Look, OP. If you’re having that rough a time, and you still can’t defeat this boss after trying 7 times in a single instance, then PM me ingame and we can do the instance together. I can give you a few helpful tips.
(edited by Kain Francois.4328)
You can criticise and put me down as much as you like, I don’t really care. I don’t have to prove myself to any of you or justify my playstyle, but you’re missing my point.
I’m not saying this boss is difficult, the only difficulty here has been artificially inflated, by spamming you with CC’s. Like LordOverload says, I play games to have fun and being constantly treated like a football in this game is extremely disrespectful of the player and not fun at all.
I really thought Anet learnt from Orr about taking it easy on CC’s and they seem to as they reduced it there, but in the past year or so, they’ve returned to CC mentality with a vengeance and I really, really hate it. It does not represent fun or challenging gameplay at all, just extreme annoyance.
Edit: I had a friend help me out and it was much easier with the 2 of us but it shouldn’t be required.
(edited by Tiger Ashante.1792)
OMFG! TOUHOU IS TOO HARD, IT’S HORRIBLE!!!!
https://www.youtube.com/watch?v=6o1pD4reRZEJoking aside, you have 7 “lives” to defeat this boss before your armor breaks. Look, OP. If you’re having that rough a time, and you still can’t defeat this boss after trying 7 times in a single instance, then PM me ingame and we can do the instance together. I can give you a few helpful tips.
Again, I know exactly what i’m supposed to do, if only the game would let me do it. But thanks for the offer.
You can criticise and put me down as much as you like, I don’t really care. I don’t have to prove myself to any of you or justify my playstyle, but you’re missing my point.
No one is criticizing you.
Although myself and others have offered to help if you’re having a hard time.
What I found, actually “doing” this episode (as an Ely) was that it seemed EXTREMELY “dis-balanced”. In the Iron Marches, for example, I kept going to the “green stars” to progress the episode, only to discover——————————I’D ALREADY DONE THIS!!! Problem was, I’d just arrived for the first time!!! At other points (Rytlocks’s Final Battle for example) the entire episode was just boring and contrived—————-kill the mender, AoE Balthazar, kill the next mender, rinse, repeat—————-until the hammer wielder got as tired as I did!! Other sections seem impossible (solo) ie: trap #12 in the collection section. Go ahead, activate the Veteran Mordrem———it’s faster than you, able to leap tall buildings in a single bound, and it’s looks are killer!!! One pat and you’re reviving yourself!!! And, to top it all off—————-Snuffy is about as useful as a bag of mud and spends more time commiserating with the Mordrem than he does “defending”!! (either himself OR you!!!)
So call this a “work in process”———————————unfortunately, this process is going to require a LOT of work!!!
You can criticise and put me down as much as you like, I don’t really care. I don’t have to prove myself to any of you or justify my playstyle, but you’re missing my point.
I’m not saying this boss is difficult, the only difficulty here has been artificially inflated, by spamming you with CC’s. Like LordOverload says, I play games to have fun and being constantly treated like a football in this game is extremely disrespectful of the player and not fun at all.
I really thought Anet learnt from Orr about taking it easy on CC’s and they seem to as they reduced it there, but in the past year or so, they’ve returned to CC mentality with a vengeance and I really, really hate it. It does not represent fun or challenging gameplay at all, just extreme annoyance.
Edit: I had a friend help me out and it was much easier with the 2 of us but it shouldn’t be required.
I remember a rare short-knockdown attack, a Chill gust-like attack, and Fear Wards. How were you being affected by these? Were there more attacks the ghosts’ had to hinder you?
The knockdown can be dodged (although I was victim to the two used), as there is a tell (but I was too close and didn’t bother to pay attention).
The wind attack has a tell as well, it can be dodged and if you’re unlucky enough to be struck with Chill, just rip it off. Or, if you have no Condition removal, just issue a Boon(s) to power through it (usually my characters are equipped to strip or power through Conditions, and in some cases make them pointless).
I have absolutely no idea how the Fear Wards get there, I was either side of the room at a given time.
I have absolutely no idea how the Fear Wards get there, I was either side of the room at a given time.
Think Grawl Shaman Fear words. Simple solution is simply to range them.
i did just fine on my mesmer but i dunno maybe i was lucky.
Holy skritt, the 1337s are out in force…
I highly agree with op, this fight was the salma boss squared.
Never mind that it happens indoors where we get to experience the camera issues of the game first hand.
Everything felt like it had only been tested on a zerker build with easy access to aegis and/or stability.
The fear AOE was silly enough, but the insta-launch discoball and the mender was just “gravy”…
I did not have much problem with this, the mender ghosts usually show up when the statue is invulnerable and you have to kill the adds to charge up Rytlock’s sword anyway, so I just park myself by the door to intercept them, then go back to statue when Rytlock gets his blade charged up to take the shield down again. My warrior managed this without dying once, thugh I must say doing this without getting hit by aoe for the achivement is hard if you are melee build :P
(edited by Bathos.6341)
Did it on my Guardian all right, though I wouldn’t have called it easy. My main issue is trying to get the achievements. An unlucky fear Ward into a hammer smash or one of those orbs just ends it. Very frustrating given how much dialogue there is leading up to the fight.
It took me three tries to figure out all the mechanics to this fight, and once I did that, it became super easy to focus on what to do next.
So what you want to do is:
If meleeing, stability is your friend, because of the big strike that can hit you.
If ranging, just keep out of the strike zone.
Always look for spawning orbs, make sure you are close enough and dodge over them to make them explode, or use invulnerability when they hit you.
As soon as a mender spawns go after them, kill them and go back to attacking boss.
When Rytlock says you have to kill ghosts to charge the sword, do so, if not you won’t be able to do any damage to the boss. Once you kill enough of them, Rytlock usually reminds you that you can attack again.
If any fear banners spawn close to where you are positioned, then get rid of them, otherwise, just leave them be.
I did this with both my engi and then my warrior.
I went back today for the achievements and…more bugs. The hole in the floor that Rytlock makes…was present for the entire fight (it was there the entire instance). It took up almost the entire room and made it virtually impossible to do ground targeting or dodge the red circles. Needless to say, all achievements failed.
The fear AOE was silly enough, but the insta-launch discoball and the mender was just “gravy”…
Man, was I just lucky with the Fear Wards?
I forgot about the Orb! I just dodge through that, complete non-issue.
Yes, great guys. Rather than try and be helpful and make suggestions as to how to work things we get “you’re just a bad player.”
For me, I got the shield down but keeping those menders out was a pain. Using the barrier on staff for my guardian helped a little, but those kitten ed menders. There’s no good flow to the fight and unlike Salma, which at least Jory and Kas were backing you up you have to keep running between door and statue.
Plus there doesn’t seem to be a way to end the other ghost like taking out the vines removed some of the damage ability. It’s frustrating, and to hades with the the whole “bad player syndrome”. Sorry I play for fun, not frutration
For me, I got the shield down but keeping those menders out was a pain. Using the barrier on staff for my guardian helped a little, but those kitten ed menders. There’s no good flow to the fight and unlike Salma, which at least Jory and Kas were backing you up you have to keep running between door and statue.
They drop like a sack of bricks, just breathe on them and they shatter. And you used the staff? That should make getting back to the statue a breeze. Do you know how the Fear Wards showed up? They seemed to be an issue to others.
At Fort Salma I had to keep running back and forth. Didn’t think to destroy the tendrils (figured they would just respawn), that fight was deliciously harder than I realized I could allow.
Yes, great guys. Rather than try and be helpful and make suggestions as to how to work things we get “you’re just a bad player.”
Food for thought… The tone of a thread is often set by the OP.
Perhaps if the OP had come here asking for help, saying ‘Man, did this fight get buffed or something? Having a hard time on this with my mesmer.’ instead of saying the equivalent of ‘OMG! THIS FIGHT SUX! ANET DISRESPECTING PLAYERS!!’, then their might have been far less room for snarky retorts.
Peanut Gallery comments aside, I did the fight on my Elementalist and didn’t find it /that/ difficult.
I stayed close to the statue, staying on the sides of it usually, watching for a Mender to appear. Once one did, I would focus on him and burn him down usually before he gets halfway into the room, then focus back on the statue or the other ghosts (depending on if Rytlock needed to charge his sword or not.) One of the orbs got me, but once I realized that I couldn’t destroy them before they got to me, I learned to dodge through them.
Overall, this fight was, to me, a fair challenge without being too hard.
/shrug
… The human race would never have to worry about be oppressed again.”
I think trolls should have their computers smashed. ’Its all part of the game. U mad bro?’
I didn’t really find the fight “difficult”. But it was certainly a chore to do. It dragged on for a bit longer than it should have, not helped by the fact that you have to stop doing damage multiple times to deal with oncoming menders. Combined with the fact that your allies do basically no damage to speak of, that means any time you’re fighting a mender you’re basically making no actual progress towards the fight being over. Dodging the fireball was again another mechanic that just served to stop you doing damage and further prolong the already long fight.
A bit of “prolonging the battle” is fine, don’t want a big boss fight to be over in the blink of an eye, but two separate mechanics (three really, counting the whole “need to stop and kill ghosts for a while before the shield will go down” thing) is a bit overkill, especially when the enemy in question already has a pretty hefty health pool.
I’m not a PvE guy at all, yet i did it on first try on Staff/GS shatter mesmer, without having any clue what to do.
The game tells you everything you need to know to do this and after you’ve been hit by a flame once you know to avoid them, too.
If anything the fight was way too easy.
The easiest way to do this was standing at max range to the boss, dropping iZerker on him, evading flames and dropping chaos storm + iWarlock on every mender that comes around. Shatter only if i want the mender down now.
https://www.youtube.com/channel/UCJTjZ2yriM20o_36MZmMTuA/videos
Holy skritt, the 1337s are out in force…
I highly agree with op, this fight was the salma boss squared.
Not even remotely, especially when you also did the achievements. The fight in fort salma was more difficult – at least in my opinion. But I didn’t have any problems with both fights so… Difficulty is something highly subjective, so arguing about that doesn’t make much sense
Never mind that it happens indoors where we get to experience the camera issues of the game first hand.
Normally, as an Asura, I often experience those indoors. However, I didn’t experience any in that fight. Maybe I was just lucky, but I did that instance quite often and never had any camera issues.
Everything felt like it had only been tested on a zerker build with easy access to aegis and/or stability.
I didn’t have any problems running defensive builds or even a condition build on my ele. The only difference is, how long it takes you to get to the shield phases, since those seem to be bound to the HP bar (50% and 25%).
Also, stability does not count towards the achievements, so everything that knocks, fears, etc. is meant to be avoided/dodged. Since every single attack has tells and red circles are all over the place to telegraph literally every single knock down/back, stability is not a requirement.
The fear AOE was silly enough, but the insta-launch discoball and the mender was just “gravy”…
The fear is something you can avoid entirely by simply not stepping into the red circle. You don’t need to destroy the fear wards, so just don’t get close to them and you should be OK.
Regarding the “discoballs”. Those are supposed to be kited. They disappear after a short time so you don’t need to dodge into them or through them to make them explode, they will explode after a set time.
Hopefully helpful hints for the OP:
The best/fastest way to beat the boss is to DPS it down to 50% as fast as possible. If you have similar attacks to FGS 3,4 and the charge attack of the Flesh Golem, this is doable before the first mender enters the room and therefore you don’t waste too much time on the menders in the first phase.
I guess the best solution on a Mesmer would be to use Sword/Focus and GS -> pop Illusionary Berserker and Warden at the statue. Also staying in close range and using Sword 2 when the boss does the big AoE (since Sword 2 has evade attached to it) could help.
When the shield phase starts, kill the menders (pull of focus could be helpful in case you can’t get it down fast enough) and kite those knock back spirits. Stay in the third of the room next to the entrance as much as possible, so you don’t need to dodge the big AoE circle (use S2 if you need to). When the spirit despawns, start killing a few ghosts until the next mender and/or spirit orb spawns. Repeat until the shield is down -> DPS like described above.
In case 3 menders get through, prepare to dodge the AoE shock wave. It’s easiest to dodge from near the entrance and by dodging towards the boss.
I hope it helps a bit.
(edited by Rayti.6531)
Might just be your build, I had no problem with this fight at all (although I pretty much couldnt look at the statue the whole time since the game makes it basically impossible to look in any direction but straight down)
So far I’ve only done this on my warrior, so I don’t know what it’s like for other classes. I imagine it’ll be easier on my engineer.
It was somewhat of a challenge on my warrior, mainly because I would get bounced into the fear wards, living me incapacitated for a good 5-10 seconds. Other than that, it wasn’t particularly difficult.
My engineer is a condi build with lots of good utility skills, so I imagine it’ll be much easier.
It’s tedious, but basically you need: 1) Decent damage 2) Decent survivability 3) Ability to mind your surroundings.
Ground quake knockback/fear can be avoided if you dodge before it goes off. Fear bubbles can be destroyed, effectively negating most fears and the knockback/fire from the orbs that spawn from them.
Mender guy is easiest to manage if you have some movement-based CC – knockbacks, pulls, roots, etc.
I was running mesmer sword/focus & greatsword, so I had sword 3 root and gs 5 knockback. The knockback doesn’t actually push him back (just knocks him down for a sec) but it’s still helpful.
Managing all of those factors makes it kind of tedious for one player though. If anything, I would say tweak down the HP of the statue a bit. Unless you’re going around annihilating everything, you don’t get a lot of clean DPS time on the statue.
Uhm…. and this is why we can’t have nice things.
Please, if anyone is having any issue with this boss, contact me in game, and I’ll gladly help.
Some tips:
1. Dodge
2. Use ranged
3. Don’t stand in AoE
the only problem i had with this fight were these fear wards poppig up right beneath my feet
as mellee this is no problem so yeah…
you should really ad red circles before these wards appear
otherwise its a pain if u are soloing that instance standing close to where menders spawn and getting feared without anything u couldve seen coming
i liked the rest
understanding that one achievement was to let the menders heal him was a bit
well.. it was basically just me misunderstanding and thinking there was a translation fail…xD so i killed the ghosts first few times and never saw his charged hit
next timepls think about making the menders a bit faster it took ages until they reached the statue
to balance it then let the ghosts spawn a bit less frequently
(and/or) dont let multiple types of the same ghosts spawn (even if i didnt had problems with this)
Edit: you can always search for a group
usually makes it easier
however elite mage can somewhat kill a teammember set his aoe on his down stayed and kill the rest of your teammates…
(but this rarely ever happens)
especially if u use teamspeak or play with friends/guildies
(edited by Soinetwa.5193)
Why ranged? If you melee this guy you hit him twice. Goes from 100% to about 80% from casting hundred blades once, and there’s like 1 thing to dodge which he takes about 20 seconds to cast. The only thing to watch for are those orbs that follow you and explode. I don’t see why anybody would recommend ranged at all, except for killing the fear wards.
Everything felt like it had only been tested on a zerker build
The statue can’t be crit, so zerker does no more damage to it than PVT or something. It helps for killing menders faster, but you get ages to kill them with an immune statue anyway.
While i didn’t find this fight particularly difficult, i do agree that they should be fairly simple/easy for most players. Just tell the story and have some good fights, here and there. If they keep the achievement stuff, make those hard or harder, but first run through should really just be about the story. Also, for sure, no more open world event stuff to progress through the story, it’s far to hard to manage these large scale events and keep them bug free. Have them be side events people can do outside of story progression.
player type 1 – ambient killer daily is too difficult, please make it easier so i can enjoy the game i don’t actually play
player type 2 – scrubbin noobz need to learn how to play, now excuse me while i afk on my absolutely broken build and talk some teamspeak buddies into increasing my loot acquisitions
the boss encounter is tedious but in no way is it impossible.. this was overall a good installment and if arena net diminishes the bugs then they’ve done their job.. try it a few times, adjust your traits.. bring a friend… at the very least if you’re going to criticize, do it constructively
PvE content in videos games is about learning to jump through the right hoops at the right time. I don’t consider that either skill or tactics, it’s just a timesink. I can understand a sub-based game using that kind of mechanics, it’s needless in a B2P game like GW2.
A timesink? Really? It’s a 10-15 minute long encounter.
Evil Subscription MMO Developer: “I know how we can make people waste their time so they have to sub longer!!! Every 2 weeks, we’ll add a fight that takes 15 minutes! MUAHAHAHAHAHAHAHH!”
A lot of people are doing this fight easily by exploiting a pile of rocks in the room that makes them immune to the hammer attack, the orbs, and the fear wards and just standing there and ranging the boss and the menders and completely ignoring the mechanics of the fight.
I didn’t know about this when I did it so did it the hard way, but with a power based build and gear it wasn’t overly difficult anyway. On my mesmer I used sword + focus / greatsword which is still my favourite for general pve content and that seemed to work well.
So, I just looked over the thread but the amount of QQ because that boss is apparently too hard is ridiculous.
So, where are your problems OP?
Okay, you’re playing Mesmer. Use Duelists, put them out of most AoE’s and they’ll survive longer. There is even a safespot for your phantasms, but that already feels a bit like cheating. Berserkers could also deal quite a bit damage, seeing that the statue is a solid building and lets the berserkers hit multiple times.
You have problems with being knocked down/around? Mesmer has a stability mantra, use it. If 2 charges per channeling aren’t enough, use harmonious mantras.
Menders coming to close? Greatsword Skill 5 and Temporal Curtain are your friends.
It really isn’t that hard if you look at your whole friggin kitten nal of skills, look what may be useful and change your utilities instead of hoping you can just spam your skills.
I want more bosses like this, maybe even harder ones (optional though, maybe tied to achievements) but I fear we won’t get them.
I found the encounter really enjoyable on the first play, but I was playing guardian. What I found less enjoyable were the challenges, especially when the orbs materialise under you and there is no time to dodge.
Why ranged? If you melee this guy you hit him twice. Goes from 100% to about 80% from casting hundred blades once, and there’s like 1 thing to dodge which he takes about 20 seconds to cast.
… snip…
^ this. Just like a couple of the dragon toes, close range seemed to hit multiple times. I was on Necro with traited warhorn #5 and the lifesteal on hit trait. The fountain of numbers was hilarious and melted 20-30% of health in about 5 seconds.