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==Higher Level Modifiers==
Boss modifiers are introduced graduallyas a character progresses through the game. The bosses found in the earliest portions of Act One/Normal can only spawn with one of three Modifiers: [[Nightmarish]], [[Knockback]], or [[Teleporter]]. This process evolved during the beta test, as nasty boss modifiers such as [[Arcane Enchanted]], [[Molten]], and [[Frozen ]] were gradually removed/moved to higher monster levels. The following Boss Modifiers can be found in Normal difficulty, where every random boss and champion pack will have one (and only one) of them.* [[Desecrator]], [[Electrified]], [[Fire Chains]], [[Frozen]], [[Illusionist]], [[Jailer]], [[Knockback]], [[Molten]], [[Mortar]], [[Nightmarish]], [[Plagued]], [[Reflects Damage]], [[Shielding]], [[Teleporter]], [[Vortex]], [[Waller]]. Nightmare difficulty adds additional modifiers to the selection pool, and all random bosses and champion packs will have two modifiers semi-randomly selected from the pool.* [[Arcane Enchanted]], [[Extra Health]], [[Fast]], [[Horde]], [[Fire Chains]], and [[Vampiric]]. Hell difficulty adds additional modifiers to the selection pool, and all random bosses and champion packs will have three modifiers semi-randomly selected from the pool.* [[Avenger]], [[Health Link]], and [[Invulnerable Minions]]. There are no additional Boss Modifiers enabled in Inferno, though the fact that random bosses and Champions get 4 modifiers on that difficulty level can create combinations not seen previously.
[[Waller]]
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** [[Missile Dampening]]
[[File:Boss-arcane-enchanted-run3.jpg|thumb|400px|The original, highly-dangerous, Hydra style of this modifier.]]
[[Arcane Enchanted]] bosses are "enchanted" with [[Arcane]] energy. Rather than adding Arcane damage to their attacks, they cast Arcane objects that look like second hands off of a clock and rotate around, damaging any players or minions in their slowly-moving path. This boss modifier was first seen These are highly-damaging at the start higher difficulties, and are capable of the Diablo 3 Beta test, where it was almost instantly the most dangerous property in the game. That initial version, which let the bosses and their minions, as well as Champions, summon killing any character without strong Arcane damage [[Hydra]]s which spit purple Arcane damage projectiles at a high rate. This effect was nerfed in the v5 Beta patch, and changed to the current "spinning second hand" style, which is much less dangerous. This was an unpopular change with fans, and it's often hoped the first Hydra head version will return in the full game, if only on higher difficulty levelsResistance.
* Monster Level Minimum: 15
===Avenger===
[[Avenger]] is a Champion-only modifier that links the champions, granting a temporary bonus in size, strength, and speed to the surviving champions whenever one is slain. The bonuses are most visible in the increased size of the enemy, and the Avengers damage players may wish to use strategy and speed increase can be large enough that it's worth using strategy against these enemies. Players may benefit from trying attempt to damage them all equallyof the monsters evenly, so that one or two won't still be nearly full health when one dies the others are nearly dead as well. This is preferable to killing one or two champions die and leaving the remaining ones powered up with full hit pointsthey gain power ups.
* Monster Level Minimum: 51 (Hell and Inferno only).
[[Desecrator]]s create an orange-colored "glowing void zone" beneath the feet of a character. These function like small Firewalls, dealing damage to any character who stands in them. The void zones take a second or so to come into effect, giving a visual warning so players have time to move, assuming they are not blocked in by modifiers like [[Waller]] or [[Jailer]].
The Desecrated pools remain in place for a considerably time12 seconds, and during long battles with a boss and minions all casting Desecration, entire screens can be come virtually impassable due to the pits of damage.
* Monster Level Minimum: 22
[[Electrified]] bosses emit a steady stream of sparks (plus more when they are hit) that skitter along the ground and deal lightning damage to anything they encounter, much like the Wizard's [[Shock Pulse]] skill. They also have higher resistance to lightning damage, which in many instances (such as to a Demon Hunter using [[Lightning Ball]] or a Monk using [[Fists of Thunder]]) is more noticeable than their electrified spark attacks.
* Monster Level Minimum: 20
===Extra Health===
[[Extra Health]] grants a 50% hit point bonus to bosses Champions, as well as Bosses and their minions. It also occurs on Champions. Note that all such monsters already have considerably increased hit points compared to normal monsters of their type, and this 150% is an increase on that existing bonus. This mod provides no other changes, but can pair with defensive mods such as [[Invulnerable Minions]] or [[Shielding]] to make for a very long fight. This is especially a problem in Inferno, as it increases the odds of hitting the [[Enrage]] timer.
* Monster Level Minimum: 31 (Nightmare and above.)
===Fast===
[[Fast]] is increases the speed of everything for champions, bosses, and their minions, and is one of the most dangerous modifiers, especially for kiting classes. Fast monsters get a 40% bonus to their movement speed, as well as a 20% bonus to attack speed and a 10% bonus to casting speed. The modifier isn't so bad on its own, but when it spawns on any is especially dangerous monster for [[glass cannon]] type in Hell or Infernocharacters, who survive by running and stacks with other nasty modifiers, it can be extremely dangerous. The problem isn't so much the faster attack, but the foot speed bonus, since most character strategies involve staying just out of reach of enemies, or getting room to run and regenerate life or resource during combatthe monsters. Fast bosses is most dangerous when it spawns on monster types that are too quick for this to workbegin with, or monsters with other movement impairing modifiers such as [[Waller]], [[Jailer]], often moving faster than characters and hitting constantly during efforts to escapeor [[Vortex]].
Rooting and slowing [[CC]] effects are essential against Fast enemies, as are movement skills.
[[File:Firechains.jpg|thumb|450px|Fire Chains triangle between 3 desert wasp Champions.]]
[[Fire Chains]] are glowing, fiery chains that link champions in groups of 2 or 3, and deal heavy fire damage to any character that is touched by the chains. Four champions will '''not ''' link into a square or trapezoid; instead there are a pair of chains linking two enemies, which will switch back to the triangle shape when one of the four is killed. Chains have a limited reach of about the visible screen, and if one of the Champions moves too far from the others, the chain connecting them will wink out of existence, then instantly return when/if the Champions move into closer proximity.
The chains do not radiate or reach out, so it isn't that hard to avoid in most situations, but the monsters with this property seem to have their AI tweaked to do a bit more circling and moving around. Thus a melee character can take on one Champion, and it will either keep moving and get behind to stretch the chains over the player, or the other champions will move past and around, stretching the chains that way.
* Monster Level Minimum: 31 (Nightmare and later)
===Frozen===
[[Frozen]] is an upgrade over Diablo 2's Cold Enchanted. These monsters hit with added cold damage spawns on Champions, Bosses, and Boss minions and causes those enemies to regularly create a number of small blueish-white orbs that can chill the target with a 50% movement debuffhang in space, but their most dangerous effect is the casting of little ice bombs. These appear scattered randomly around the area of the battle and growing rapidly expand in sizebefore detonating in short range Frost Novas. After a second These are damaging to any player, pet, or two they grow to follower this hit and more dangerous still is their full size and explode in multiple short-radius [[Frost Nova]]s freezing effect, which will freeze leaves the frozen target helpless and render characters motionless for a short time. Being hit by several of these at once seems to stack the frozen time, and can be very deadlyduration.
While this property is not encountered until some distance through Normal difficulty, players get an early preview of it when they first encounter [[Captain Daltyn]] below [[Adria's Shack]]. [[Izual]] is another Elite with Frozen as an inherent property, and he creates a larger number of orbs spread over a larger area during his battle.
===Health Link===
[[Health Link]]ed champions essentially share a single common health pool, so that when one is damaged, as if all take damage3 or 4 enemies had their life shared in the same bulb. This ability makes the individual champions seem very robust, since the damage they take is shown visually by splashes of blood that flash shared between the Champions as one takes damage and entire group, effectively tripling or quadrupling the hit points of any single monster. The effect has a fun side effect though, since when the others lose shared health to compensatepool is emptied, all of the Champions will die in rapid succession, sometimes almost simultaneously.
* Monster Level Minimum: 20
[[Illusionist_(Boss_modifier)|Illusionist]] Bosses and Champions are able to create duplicates of themselves during the battle, adding 4-6 more enemies in the blink of an eye. Fortunately, these duplicates are harmless; unable to deal any damage with their attacks and blessed with very few hit points. They are largely an illusion and a distraction, since they are indistinguishable from the other monsters. This property is akin to the Wizard's [[Mirror Image]] skill, in that both create a lot of visual flash and action, but no real damage.
The biggest danger from Illusionist is when Illusionists deception. Players can not tell which ones are ranged attackersreal and which are fake, since there's no way to discern their harmless attacks from the real fireballs and may waste time attacking or green wasps running from the harmless duplicates. The Illusions do take up space like real monstersthough, and can physically block characters from escaping their midst. They can are also be tough by physically blocking a character's pathannoying as ranged attackers, since though projectiles are harmless, and by making it hard they are identical in appearance to tell which is the "real monster, and thus which attack needs to be dodged" ones fired by the Boss or Champions.
* Monster Level Minimum: 15
* Damage Type: N/A.
* Additional Resistances: None.
* Will Not Spawn With: [[Avenger]], [[Extra Health]], [[Health Link]], [[Horde]], [[Missile Dampening]], [[Invulnerable Minions]], [[Shielding]], [[Vampiric]].
[[File:Invulnerableminions.jpg|thumb|400px|Invulnerable Minion pack.]]
A boss with the [[Invulnerable Minions]] trait can be exceedingly dangerous and downright annoying, as the minions are completely invulnerable to all forms of attack. They never drop their shields (unlike [[Shielding]] bosses) and can not be damaged by any attack, though they are susceptible to various [[CC]] attacks and can be slowed, chained, frightened, frozen, etc. They only way to kill them is to kill the boss (who is not invulnerableor shielded), at which point all of the minions die at once.
Invulnerable Minions are dangerous as they can hit and damage without being killed, and are very hard for melee characters who are built around dealing damage and character builds that rely on hits for healing, [[proc]]s, or other effects. Since the These minions take no damage, the usual tactics do not work. They are also vexing to characters with very good at getting in the way and [[tank]]ing for their bosses, as they block ranged attacks, as the minions can soak up all of from hitting their projectiles, making it hard vulnerable leader. Skills that pierce or deal AoE are useful to get hits on the bossbypass this shielding annoyance.
* Monster Level Minimum: 51 (Hell and Inferno only).
* Available to: RareBosses (not Champions).
* Damage Type: n/a
* Additional Resistances: n/a
* Will Not Spawn With: [[Avenger]], [[Extra Health]], [[Health Link]], [[Horde]], [[Illusionist]], [[Missile Dampening]], [[Shielding]], [[Vampiric]].
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===Jailer===
[[Jailer]]. This modifier grants the boss or champion the ability to briefly cage players and their minions. A reddish-orange circle appears around the targets, locking them into place for a short duration during which characters can fight and fire spells or projectiles, but can not move from their location. A few player number of character skills allow them to break out of the Jailer's circle, such as including [[LeapSpirit Walk]], [[Furious ChargeTeleport]], [[TeleportSmoke Screen]], [[Seven Sided StrikeLeap]], and [[Spirit WalkDashing Strike]]allow characters them to break out of the Jailer's circle, etcor move while the Jail remains around them. See the Jailer article for full details.
This property is also possessed by a good number of [[Elite]]s, most notably [[The Warden]].
* Monster Level Minimum: 10
===Knockback===
[[Knockback]]. This modifier grants the boss or champion a knockback attack which will send a character , pet or minion follower flying away from the monster that hits them. This is not a slight stumbling bump backwards, as many normal monsters can land; it's a special hit and knocks the target back a considerable distance, often half the screen or further (40+ yards). This can be quite funny early in the game, when a Witch Doctor watches his [[Mongrels]] get repeatedly launched across the entire screen by some tiny boss with this property. It can also be somewhat helpful to ranged attackers, as the boss will knock them so far back that it's almost as if they used some sort of movement skill themselves. The real danger comes in the debuff, since knocked back characters and pets are confused, slowing their movement and attack speed for a moment after the impact.
* Monster Level Minimum: 1
===Missile Dampening===
[[Image:Missile_dampening.jpg|thumb|400px|right|Missile Dampening.]]
[[Missile Dampening]] is a seldom-seen modifier that looks a bit like a [[Slow Time]] bubble around the boss (and only the boss). The bubble moves as the boss does, and functions much the same as the Slow Time Wizard skill. It reduces the speed of all incoming projectiles to a crawl, though it does not affect the movement speed of characters within the bubble.
The bubble protects the boss from projectile attacks, but not forever, as projectiles continue to move, albeit very slowly. This can set up some very cool visuals, as dozens of missiles can stack up at the edge of the bubble, seeming to float there, and then delivering tremendous damage when they finally move into range, or another monster walks into them. This is most impressive with projectiles that hit multiple times to anything in the vicinity (such as [[Lightning Ball]]) since they move so slowly while "dampened" that they can deal dozens of hits, rather than just two or three as normal.
[[Plagued]] bosses create green pools of damage beneath their feet and in the immediate vicinity. These pools are not targeted at the player the way [[Desecrater]] is, but the Plague pools can stack up for extra damage, they appear frequently, and last for a considerable duration. During a long battle the entire screen can be covered in green pits, and this is very dangerous in enclosed areas where players can entirely run out of safe places to stand. [[Jailer]],[[Waller]] and other movement impairing effects are very dangerous when combined with Plagued.
As well as dealing damage, the Plague pool inflicts a short term debuff that reduces the armor of Barbarians and Monks by 50%, and cause causes the Witch Doctor, Wizard, and Demon Hunter to take reflected damage[[Reflected Damage]].
* Monster Level Minimum: 20
===Reflects Damage===
[[Reflects Damage]], is a higher level boss and champion modifier that causes players to take some damage for every point of damage they deal to enemies. Unlike Thorns, this damage hurts ranged attackers and even spell users. For instance, Wizards will drop hit points steadily as their [[Hydra ]] pelts monsters with projectile attacks, even if the monster is so far away the Wizard can't even see it.
This effect is most dangerous to [[glass cannon]] type characters who do not have high regeneration or healing or life leech, as they will take steady damage even if they're not being hit by the enemy. It's less troublesome to most melee attackers, as they're built to absorb and leech and heal during combat, and the slight added damage from Reflects Damage isn't generally large enough to impact their play style.
[[Champions]] can only create short, straight walls, while Bosses create larger, three-sided rectangles that box fleeing players in, forcing them to run back past the boss and other monsters to escape. Note that all of the Champions can cast walls though, and they are always cast at a horizontal angle from the monster, which can make for a bewildering array of overlapping walls, even in T or + shapes, as Champions circle around their target.
Wallers can be very dangerous when paired with blast effects such as [[Molten]], [[Frozen]], [[Arcane Enchanted]], [[Plagued]], [[Desecrator]], and others. Those effect effects can appear past walls, or hit right over them, nailing characters who are trapped by the walls.
* Monster Level Minimum: 10