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Boss Modifiers

398 bytes added, 21:40, 11 July 2012
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===Frozen===
[[Frozen]] is an upgrade over Diablo 2's Cold Enchanted. These monsters hit with added cold damage that can chill the target with a 50% movement debuff, but their most dangerous effect is the casting of little ice bombs. These appear scattered randomly around the area of the battle and rapidly expand in size. After a second or two they grow to their full size and explode in multiple short-radius [[Frost Nova]]s which will freeze 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 deadly.
While this property is not encountered until some distance through Normal difficulty, players get a 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.
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.
===Horde===
[[Horde]] is a boss-only property that causes bosses more minions to spawn at the start of the battle. The number of additional minionsenemies seems to be semi-random, taking their support packs from 3 with up to 8 or so, with 3 more allowed on higher difficulty levelsappearing. In addition it can allow This property does not alter the boss to respawn minions during the battle' stats or behavior, a bit like [[Illusionist]]. This can be very scary to the player as and the solo boss is suddenly surrounded by 5 or 6 new minions. Fortunately, these respawned Horde aren't any different either; there are fairly low on hit points, and can be dispatched quickly, especially by [[AoE]] attacksjust more of them.
Their low hit points can also be used for Horde is most dangerous when the monster type is dangerous, or when the player's advantage as their deaths other Boss Modifiers are a good source of [[health orbs]], and attacks nasty ones. Modifiers that trigger on enemy deathsminions can cast along with the boss, such as [[CleaveFrozen]]: and [[RuptureArcane Enchanted]], [[Exploding Palm]], [[Frost Nova]]: [[Shatter]], and others can practicaly be spammed against become very numerous when paired with Horde, mid-battle.
That said, Horde can be very dangerous if they are confused with [[glass cannonIllusionist]] types, with big damage output but Horde just creates more minions at the start of the fight. It does not allow the boss to match their fragility. Beware hard hitting enemies such as [[Berserkers]]make more during the battle, and all the Horde minions are full power and hit points, with and their massive club attacks, as 2 or 3 of those strikes will insta-kill most characters on most difficulty levelsdamage is very real.
* Monster Level Minimum: 31
===Illusionist===
[[File:Screenshot430Illusionist-skeleton1.jpg|thumb|400px300px|Illusionist desert wasps look scaryA few zombies can result.]][[Illusionist_(Elite_modifierBoss_modifier)|Illusionist]] Bosses and Champions are able to create duplicates of themselvesduring the battle, much as {{iw|Baal Baal}} did adding 4-6 more enemies in Diablo II: Lord the blink of Destructionan eye. The clones Fortunately, these duplicates are identical harmless; unable to the original, though they shimmer deal any damage with their attacks and blessed with a silvery light (which makes it possible to spot the "real" one)very few hit points. They look scary, but have limited hit points are largely an illusion and their attacks deal no damagea distraction, though it can be hard or impossible to tell their attacks since they are indistinguishable from the real boss'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.
Individual bosses are able The easiest way to produce numerous clones at tell the same time, potentially making their own minion packsIllusions from the real monsters is to kill them quickly; any sort of AoE attack will vanish them in very short order. The clones of boss minions Players can be very numerous, but will also die quite quickly. The biggest danger is when Illusionists discern the difference if monster health bars are ranged attackersdisplayed in game, since there's no way to discern their harmless attacks from Illusions have only a tiny percent of the real fireballs or green wasps from hit points of the real monstersthings.
The biggest danger is when Illusionists are ranged attackers, since there's no way to discern their harmless attacks from the real fireballs or green wasps from the real monsters. They can also be tough by physically blocking a character's path, and by making it hard to tell which is the real monster, and thus which attack needs to be dodged. * Monster Level Minimum: ?15
* Available to: Bosses and Champions.
* Damage Type: N/A.
* Additional Resistances: None.
This property was originally called [[Doppleganger]], then [[Mirrored]], before settling on [[Illusionist]].
[[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 skills allow them to break out of the Jailer's circle, such as [[Leap]], [[Furious Charge]], [[Teleport]], [[Seven Sided Strike]], [[Spirit Walk]], etc.
 
This property is also possessed by a good number of [[Elite]]s, most notably [[The Warden]].
* Monster Level Minimum: 10
===Mortar===
[[File:Mortar-bug5.jpg|thumb|400px|Mortar display bug during the [[Beta]] test.]]
[[Mortar]] is a property that causes a constant stream of fiery projectiles to shoot out from the boss or champions, in all directions. These missiles are meant to only land at least 10 [[yards]] from the boss, thus making the property irrelevant to melee attackers. The accuracy of the projectiles isn't always very good[http://blues.incgamers.com/Posts/10/1/40/819/168089/explain-mortar], and especially when this appears on 3 or 4 champions, the field of fire can easily fill the entire screen.
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===Plagued===
[[File:Fire-chains-plagued-zombies1.JPG|thumb|350px|[[Plagued]], [[Fire Chains]] zombies.]]
[[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.
===Shielding===
[[Shielding]] is a modifier that creates a transparent bubble around a boss or champion, rendering them temporarily immune to all forms of damage. Shielded monsters can still be affected by some debuffs to their movement speed, but while shielded they are immune to most [[CC ]] effects. The shields seem to appear and disappear at regular intervals, without a precisely set duration of on/off.
Shielding is identical in appearance to the protective bubble granted by [[Invulnerable Minions]], but unlike that effect, the Shield comes and goes, and only protects Champions or the Boss. Only one commonly-encountered [[Elite]] has shielding; [[Magda]], though the timer on hers seems to be based on the damage she takes, rather than a semi-random timer, as with regular monsters.
* Monster Level Minimum: 31
* Available to: Champions and bosses, but not boss and their minions.
* Damage Type: n/a
* Additional Resistances: n/a
===TeleportingTeleporter===
[[TeleportingFile:Teleporter-skeleton-summoner2.jpg|thumb|400px|A Skeletal Summoner teleports into range.]][[Teleporter]] allows bosses, or individual champions, to teleport directly on top of their target. This makes the ability especially dangerous to ranged attackers, who wish to maintain a distance from the enemy. It can also create amusing situations where monsters who prefer to attack from a distance teleport in close, then immediately walk back to get away, giving the hero free hits as they flee.
In earlier testing, this ability caused the monster Teleporter is similar to randomly relocate every few seconds[[Vortex]] in effect, and was most useful for ranged attackers but is less dangerous since they could bounce around with Teleporter the screen while continuing monsters come to pin cushion the player chasing after them. It's been changed to a "warp into melee proximity" effecthero, which can actually work against rather than dragging the interest of some ranged attacking monstershero into their midst, who will teleport in, then spend where [[Molten]] or [[Fire Chains]] or [[Arcane Enchanted]] or other such mods might be busy creating a few seconds walking away as they try to reestablish the minimum distance their AI tells them to maintain from enemieskilling ground.
* Monster Level Minimum: 3
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===Vortex===
===Waller===
[[File:Bane_the_terrible_yellow.jpg|thumb|400px|Waller affix on a Goatman in zoomed view.]]
 
[[Waller]] grants monsters the ability to raise stone walls that block player movement for a second or two, before crumbling back into nothing. Walls block player movement (though some skills such as [[Leap]] and [[Teleport]] can move over them), as well as blocking most player projectiles. Monsters are generally blocked from moving or firing over the walls as well, and wallers in levels with narrow corridors can create amusing sequences of perpetually blocked access, where neither the monsters or the characters can get to each other to fight.
==Possible ModifiersModifier Combinations==
By simply multiplying the The odds for different possible effects modifier combinations, courtesy of some unofficial fan calculations. Bear in mind that some modifiers are Boss or Champion only, and considering that the same one modifier can not spawn twice, fans arrived at on the following math for possible same monster varieties:.
Champion packs can have:
[[category:boss Modifiers]]
{{Monster navbox|Infomodifiers}}