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Boss Modifiers

2,516 bytes added, 16:18, 28 November 2011
Special Modifiers
This page is the master list. Each entry has a brief listing here; click to the individual pages for a fully detailed listing with screenshots and gameplay reports.
 
 
===Arcane Enchanted===
 
[[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 at the start of the Diablo 3 Beta test, where it was instantly the most dangerous property in the game. That initial version, which let the bosses summon an Arcane damage [[Hydra]] (just one head, unlike the triple headed version of the Wizard skill), was very dangerous as the dragon head fired a rapid stream of Arcane energy balls. The effect was nerfed in the v5 Beta patch, and changed to the current "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, perhaps on higher difficulty levels.
===Doppelganger=Die Together== [[Die Together]] was a [[Champion]]-only modifier removed from the game during development. Its removal was announced in the Beta v6 patch notes in November 2011, and further explained by Blizzard afterwards. See the [[Die Together]] article for more details, but briefly stated: The modifier grouped the full pack of Champions, enabling each one to resurrect approximately 10 seconds after death so long as any of the pack remained alive.
[[Doppleganger]] is an The theory was to force players to manage the battle, and to whittle all of the Champions down to nearly dead, before trying to kill them all in rapid succession. In practice it was just annoying property that can be quite dangerous. Characters with AoE attacks had a considerable advantage and furthermore, some monsters (such as Skeletal Summoners) tended to move apart, making it nearly impossible to kill all of them in the allotted time.
Bosses and Champions with it create duplicates of themselves, much as {{iw|Baal Baal}} did in Diablo II: Lord of Destruction. The clones have the same properties as the original, a big danger when the boss has nasty mods on top of the Doppleganger. Clones have only half the hit points of the original, so the die fairly quickly, but they're not worth anything to kill, and while the player is busy with them, another Doppleganger or two are likely to appear.
The clones are easy to spot; their names say "Clone of _______" with the boss' name in the blank, but they're best ignored or avoided since the boss needs to be killed to stop the clones from appearing.===Doppelganger===
Individual bosses are able to produce numerous clones at [[Doppleganger]] was the same time, essentially making their own minion packsoriginal name of the modifier now called [[Mirrored]]. See that entry for full details.
[[Magical]]. This modifier was seen several times during Blizzcon 2009 play testing, but its effect wasn't apparent to any of the players.
 
 
===Mirrored===
 
Mirrored Bosses and Champions are able to create duplicates of themselves, much as {{iw|Baal Baal}} did in Diablo II: Lord of Destruction. The clones have the same properties as the original, potentially including the ability to resurrect or summon new monsters. The Mirrored versions have only half the hit points of the original, so they die fairly quickly, but they do not drop any items.
 
Individual bosses are able to produce numerous clones at the same time, potentially making their own minion packs. Actual minions can not create Mirrors, though a Champion pack with Mirrored can turn into quite an ordeal.
 
* [[Mirrored]] was originally called [[Doppleganger]].
 
As of Blizzcon 2010 Molten has been upgraded. Monsters with it now generate fire fields under their feet during combat, burning attackers. They also cause fire fields to appear under the feet of their attackers, guaranteeing that players take AoE fire damage during the combat, no matter how they dart around.
 
 
===Mortar===
 
[[Mortar]] enchanted bosses emit a steady spray of explosive objects, like smaller versions of the Demon Hunter's [[Grenades]] skill, in all directions and to all distances. There is no way to dodge or maneuver around the fast-fired Mortars, though being at a longer distance naturally results in fewer of the explosions coming your way.
 
The theory of this modifier (it was revealed during the Gameplay panel at Blizzcon 2011) is to make Mortar bosses more dangerous to ranged attackers, while melee combatants can stand in close where the mortars will fly out over their heads. In practice, melee fighters take several hits from the boss as they close in, while a ranged attacker who stays well back will hardly be hit at all.
===Multishot===
The dreaded multi-shot boss modifier [[Multishot]] returns in from DiabloII. [http://blues.incgamers.com/Posts/1/1/4/10/6548/diablo-iii-health-globes#postId_17794]. It's nastier by itself in Diablo III, since ranged attacker attackers pack more of a punch than most of them did in Diablo II, and a boss or champion pack of ranged attackers with this mod can emit some serious ordinance.
The real danger of MS in Diablo II was due to a bug; since the MS stacked on top of the sparks that Lightning-Enchanted bosses emitted, creating insta-kill fields of lightning. That [[MSLE ]] bug was fixed in v1.10, and MSLE bosses have not been any special danger since then, and . Though that same bug will surely not return in Diablo III. The devs , the developers mightgive MS some stacking ability with [[Electrified]], however[[Mortar]], cause Multishot bosses to stack (somewhat) with [[ElectrifiedBallista]] bosses, if only or other ranged boss modifiers to hurt players in homage of Diablo II's most feared boss modifier comboup their danger level on higher difficulty levels.