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Boss Modifiers

1,242 bytes added, 15:58, 21 August 2012
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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.
 
Patch v1.0.4 in August 2012 reduced the damage of the Fire Chains by 20%.[http://diablo.incgamers.com/blog/comments/official-patch-1-0-4-notes/] That patch also enabled Fire Chains for players, courtesy of some [[legendary]] items that summon a demon that is connected to the player by a Fire Chain that works to hurt monsters.
* Monster Level Minimum: 31 (Nightmare and later)
During development Frozen left behind a core of ice at the monster's death, which exploded a moment later, much as [[Molten]] does. This property was removed during development and replaced by the much more dangerous spread of ice cores that we see in the released game.
 
Patch v1.0.4 in August 2012 reduced the damage Frozen deals to pets and followers to 10%.[http://diablo.incgamers.com/blog/comments/official-patch-1-0-4-notes/]
* Monster Level Minimum: 20
 
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===Invulnerable Minions===
 
[[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 invulnerable or 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 character builds that rely on hits for healing, [[proc]]s, or other effects. These minions are also very good at getting in the way and [[tank]]ing for their bosses, as they block ranged attacks from hitting their vulnerable leader. Skills that pierce or deal AoE are useful to bypass this shielding annoyance.
 
* Monster Level Minimum: 51 (Hell and Inferno only).
* Available to: Bosses (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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Due to the visuals of the 3D engine, it's much easier to see and react to Mortars when they are fired from the sides or the top of the screen. Battling a Mortar that's below your character is a much greater challenge and should be repositioned if possible.
 
Patch v1.0.3 greatly increased the "dead zone" of safety around the boss emitting the Mortars.
 
Patch v1.0.4 in August 2012 reduced the damage Frozen deals to pets and followers to 10%.[http://diablo.incgamers.com/blog/comments/official-patch-1-0-4-notes/]
* Monster Level Minimum: 31
As well as dealing damage, the Plague pool inflicts a short term debuff that reduces the armor of Barbarians and Monks by 50%, and causes the Witch Doctor, Wizard, and Demon Hunter to take [[Reflected Damage]].
 
Patch v1.0.4 in August 2012 reduced the damage Plagued deals to pets and followers to 10%.[http://diablo.incgamers.com/blog/comments/official-patch-1-0-4-notes/]
* Monster Level Minimum: 20
Only one [[Elite]] has shielding; [[Magda]], though her shield is triggered by a timer on the fight itself, rather than a semi-random timer as with regular monsters.
 
Patch v1.0.4 nerfed the [[Shielding]] property in several ways. See the article for full details.
* Monster Level Minimum: 31
Doppleganger was the original name of the modifier now called [[Illusionist]]. See that entry for full details.
 
 
 
===Invulnerable Minions===
 
[[File:Invulnerableminions.jpg|thumb|400px|Invulnerable Minion pack.]]
[[Invulnerable Minions]] was removed from the game in patch v1.0.4, in August 2012.[http://diablo.incgamers.com/blog/comments/official-patch-1-0-4-notes/] The information below is archived from when the feature was existent.
 
 
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 invulnerable or 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 character builds that rely on hits for healing, [[proc]]s, or other effects. These minions are also very good at getting in the way and [[tank]]ing for their bosses, as they block ranged attacks from hitting their vulnerable leader. Skills that pierce or deal AoE are useful to bypass this shielding annoyance.
 
* Monster Level Minimum: 51 (Hell and Inferno only).
* Available to: Bosses (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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