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Boss Modifiers

356 bytes added, 06:13, 4 November 2010
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===Electrified===
[[File:Boss-electrified1.jpg|centerframe|thumb|600px300px|Electrified boss putting out massive sparks.]]
[[Electrified]] are Diablo 3's version of Lightning Enchanted bosses. These bosses emit sparks when struck, add lightning damage to their attacks, and presumably resise lightning damage as well, though that's not yet been tesed.
===Fast===
[[Fast]] do what you'd expect, just more quickly. These were monsters have much quicker movement speed than normal, making the property seem identical to Diablo 2's "Extra Fast" boss modifierand a faster attack as well. Most bosses looked to be about twice as fast, but Diii.net reported seeing a crazy fast [[desert wasp]] boss. [http://diablo.incgamers.com/blog/comments/bosses-and-champions-in-diablo-3/]
::It’s a substantial speed increase; I got a Doppelganger, Fast, Desert Wasp, and the boss and its clones were moving like lightning. Far faster than any other monster I ever saw in the Blizzcon build, and Desert Wasps usually just hovered in place, hardly moving at all. The boss and the clones did not shoot out any of the little green wasp BBs, at least.
 
Nailing these with [[Entangling Shot]] provided some interesting visuals, as the boss would try to pursue at high speed, stretching the chain tethering him to the other slowed monsters for a great distance and seeming to pull the other slowed monsters along at a faster pace than they'd otherwise have moved.
===Frozen===
[[Frozen]] is Diablo 3's version of Cold Enchanted. These monsters hit with bonus cold damage that chilled chills the target, and will presumably it's assumed that they have boosted higher cold resistance as well. They give off a visual clue to their nature The cold property is visible even when they're not attacking, by sparkling as such monsters sparkle with frost and emitting shimmering emit little puffs of cold as they moved and foughtmove around.
===Magical===
[[Magical]]. This modifier was seen several times during Blizzcon 2009 play testing, but its effect wasn't apparent to any of the players.
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.
===Multi-Shot===
===Multishot=== The dreaded multi-shot boss modifier returns in Diablo 3, as confirmed by [[Bashiok]].[http://blues.incgamers.com/Posts/1/1/4/10/6548/diablo-iii-health-globes#postId_17794] The mod . It's nastier by itself wasn't that bad in Diablo 3III, since bosses with projectiles were seldom dangerous. The danger in Diablo 2 came when MS paired with LE (Lightning-Enchanted), known as Electrified in Diablo 3, since the sparks emitted when the boss was hit were multiplied by the MS property. That was ranged attacker pack more of a bug and was fixed in later versions punch than most of the game. The bug does not recur them did in Diablo 3II, so and a boss or champion pack of ranged attackers with those two properties is not uniquely dangerousthis mod can emit some serious ordinance.
However, The real danger of MS in Diablo II was due to a bug; since some the MS stacked on top of the projectiles fired 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 that bug will not return in Diablo 3 are much more dangerous than those III. The devs might, however, cause Multishot bosses to stack (somewhat) with [[Electrified]] bosses, if only to hurt players in homage of Diablo 2, this II's most feared boss modifier may be more dangerous on the wholecombo.
===Mythical===
This modifier [[Mythical]] was seen several times during Blizzcon 2009 play testing, but its effect wasn't apparent to any of the players.
===Nightmarish===
A new boss mod in Diablo 3, this one inflicts [[HorrifyNightmarish]], bosses can inflicts the Witch Doctor spell's [[Horrify]] skill, during battle. This causes players and their minions causing characters to run away in fear for 2 seconds. It's an interesting property, since none of the mind control curses worked on players in Diablo 2. More testing will be required to determine just how It's not dangerous this one is. Would in of itself, but if the horrified players run character runs into fields of fireother monsters, or through takes a doorway into a room packed with enemies?  That a boss can do this opens the door to speculation that some mind control might work in PvP as welllot of damage while non-responsive from fear, which would it could be a very new angle on thingsquite dangerous.
===Linked===
A properly Health [[linked]] bosses and champions were seen in the Blizzcon 2010 demo, and feared. This one was often found on [[bosses]] or groups mod "links" the hit points of [[all the champions]]. It gave , or the boss and his minions, essentially giving them all the "linked" monsters a shared one huge health pool. This makes it impossible to kill any single target quickly, which was proportionate to since all of them. Damage to any in the group lowered the total enemies lose hit pointsat the same rate, reducing each one's life bar, rather than just until the one being health link breaks when they are very low on hitpoints.
This was a It's dangerous property since it made it impossible to single out you can't pick them off one monster at a time, and you can't kill it one quicklyto lessen the damage they're dealing. All of the monsters in stay on the linked group shared the same life, so it took as long to kill any of them as it would have to kill all of them. Packs of 3 or 4 champions with linked health were very nasty, as the surrounded a player and just refused to die. Their life de-linked when attack until they were 're nearly dead, at which point they de-link and when all had just usually drop over one right after the other. That aspect of it is a sliver of healthfun mod, they would die since the whole group goes over like dominoes once one at a time, as they took individual damageof them succumbs.
===Plagued===
Bosses with this modifier added [[Plagued]] bosses add poison damage to their attacks, and presumably enjoyed greater resistance to poison damage as well. They gave off a visual identifier, with little clouds of green smoke rising up from them. This mod seems to be the Diablo 3 version of "Poison Enchanted."
===Powerful===
Another mod that wasn't exactly clear[[Powerful]] was seen in the Blizzcon 2010 demo, but not understood completely. Players speculated that it might be It sounds like the Diablo 3 III version of "Extra Strong, enabling bosses " a Diablo II mod that granted bonus damage to hit for extra damagemonsters, but that wasn't clear from the play testing. These Nor did these bosses did not seem to take have any longer to kill, so apparently it's not a boost to their specially greater amount of hit points or other defensive stats.
===Stoneskin===
This mod [[Stoneskin]] returns from Diablo 2II, once again granting the monsters with it much higher defense. It didndoesn't seem to boost other improve the monster's hit points or resistancesthough, since Wizards who got SS as [[Wizard]]s found monsters blasted through them without pausewith this one easy prey.
===Teleporting===
Another [[Teleporting]] is another returning modifier from Diablo 2, though it's been changed a bit in function. Diablo 3 bosses with Teleport used use it regularly and randomly; about every 6 seconds the monster would vanishpops to a new, reappearing at a random location elsewhere on . This is annoying to the screen. They did not heal boss when they teleportedit's a melee fighter, and if they were it comes running back to attack at once.  On a melee attacker large screen, especially one with obstacles like ledges or walls, this was vexing to players, since it often seemed to take a bout 5 seconds to get back into range, at which point the boss monster would teleport again. It was actually easier in practice to stand your ground when a monster popped too far away, hoping it would charge pop right back at the character without pauseto you 6 seconds later.
This one looked like is most dangerous when it could be nasty spawns on a ranged attacking enemyattackers, especially in a dungeon with narrow pathways and different levels. The teleporting boss would be constantly popping around since the screen, never pausing in its ranged attackmonster can keep on firing, while the a melee fighter player chased runs after it up and down stairways, etcgetting pincushioned.
===Vampirific===
These bosses had [[Vampirific]] is life leechin Diablo III, and a very high level player reports from Blizzcon 2009 ranked this among the worst of it. They didn't do more damage, but the fights took much longer since they were constantly healing themselvesboss modifiers. Hard hitting enemies seemed to almost entirely refill their hit points with each successful strikeThe life leech was very high from this one, and some players reported enduring longfound these guys literally impossible to kill, tricky battles since they'd heal almost fully with these bossesa single hit, while it took dozens of hits to kill them. [http://diablo.incgamers.com/blog/comments/bosses-and-champions-in-diablo-3/]
::A vampiric monster ruined my last playthrough of the con. I tried to hit it with my Witch Doctor, but it kept healing itself by hitting my mongrels. I spent something like 5 minutes gently kiting it around, trying to get off a Skull of Flame or two before it could melee me. I didn’t even get to level up that time. Very, very mad.
===Vortex===
[[Vortex ]] was seen in the Blizzcon 2010 demo. It was very nasty for ranged players to deal with, since it allowed the boss or champion to yank the player back into their midst; the last place a ranged attacker wanted to be. The graphics for this skill weren't yet clear, since there was no visible display for what was happening. To the player it looked almost like lag, or a desynch, as you'd rush away from the monsters and sudden get bounced back into the midst of them.
[[Julian Love]] said that the graphics were still under construction and it would be improved in the final game. [http://diablo.incgamers.com/blog/comments/exclusive-blizzcon-interview-lead-technical-artist-julian-love/]