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Boss Modifiers

3,088 bytes added, 15:59, 7 May 2012
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Regular monsters sometimes appear with one of these properties, presumably as part of their base stats. [[Molten]] skeletons, for instance, appear to replace the "Burning Dead" skeletons seen in past Diablo games.
Random boss monsters spawn with one property on Normal, and add one on each of the difficulty levels, up to four on Inferno. It's not yet known how special [{[Elite]] bosses with pre-set preset modifiers increase on higher difficulty levels -- in Diablo II most SuperUniques had one or more pre-set properties, and gained additional random ones on Nightmare and Hell.
* {{iw|Monster_modifier#Unique_Monster_Bonuses Diablo II Boss Modifiers}}.
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 and their minions, as well as Champions, summon multiple 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 "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, perhaps on higher difficulty levels.
 
* Monster Level Minimum: 31
* Available to: All
* Damage Type: Arcane
* Additional Resistances: Arcane
 
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===Avenger===
 
[[Avenger]] is a Champions-only modifier that adds powers to each remaining Champion when one of the pack is slain. What the powers are remains unspecified.
 
* Monster Level Minimum: 51
* Available to: Champions only.
* Damage Type: Standard.
* Additional Resistances: None.
[[Ballista]] was a new property seen in the Blizzcon 2010 demo. This modifier appeared to increase the size and damage of their projectiles, but the damage wasn't noticeably giant, and the shots didn't explode upon impact, as Warcraft 2 fans might have expected, given the utility of the human catapult, the Ballista, in that title.
 
* Monster Level Minimum: ?
* Available to: All
* Damage Type: N/A
* Additional Resistances: None
[[Cold Aura]] reported by a fan from the Blizzcon 2009 demo. It has not been seen since, and is considered unconfirmed. It reputedly worked just as it did in Diablo 2, chilling and slowing players within the radius of effect. Interestingly, it was not until after that year's Blizzcon that [[Jay Wilson]] let it be known that [[Auras]] would return to the game, most likely as [[Monk skills]].
* Monster Level Minimum: ?
* Available to: Bosses only.
* Damage Type: Cold
* Additional Resistances: Cold
 
===Desecrator===
[[Desecrator]]s create a "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 do not move once cast, and can thus be avoided without great difficulty.
===Desecrating===* Monster Level Minimum: 22[[Desecrating]] was seen in the Blizzcon 2010 demo, but never since then. The function wasn't clear from viewing it; it seemed like monsters with this were enchanted with an Arcane energy; purple and crackling.* Available to: Rare/Champion* Damage Type: Physical* Additional Resistances: None
Their sparking properties were first observed with awe in the Blizzcon 2009 and 2010 PvM demos, where the sheer amount of blueish sparks they spit out (whether being hit or not) made them seem like miniature arc reactors. Unlike their Diablo II version (Lightning Enchanted) the sparks no longer spit out in just four directions, like a "+" sign. They now travel in every direction, jittering wildly across the screen.
* Monster Level Minimum: 26
* Available to: All.
* Damage Type: Lightning.
* Additional Resistances: Lightning.
 
 
 
===Extra Health===
 
[[Extra Health]] grants 150% hit points to 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.
 
* Monster Level Minimum: 31
* Available to: All.
* Damage Type: N/A.
* Additional Resistances: None.
 
 
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===Fast===
[[Fast]] does what you'd expect, just more quickly. These monsters have much quicker a 40% bonus to their movement speed than normal, and a faster attack as well. Most bosses looked can thus prove quite difficulty to be about twice as fastavoid, but Diii.net reported seeing a crazy fast [[desert wasp]] bossor to track down if they run. [http://diablo.incgamers.com/blog/comments/bosses-and-champions-in-diablo-3/]
* Monster Level Minimum:31* Available to: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 leastAll* Damage Type: N/A.* Additional Resistances: None
Nailing these with  <br> ===Fire Chains=== [[Entangling ShotFire Chains]] provided some interesting visualsappear and disappear rapidly, as the boss would try linking Champions with flaming chains that deal fire damage to pursue at high speednearby players and their minions. This property only appears past Normal difficulty, stretching the chain tethering him to the other slowed monsters for a great distance and seeming only on Champions. (Not on bosses.) * Monster Level Minimum: 31* Available to pull the other slowed monsters along at a faster pace than they'd otherwise have moved.: Champions* Damage Type: Standard* Additional Resistances: None
When Frozen [[bosses]] and [[Champions]] (but not minions, as of the Diablo 3 Beta) die, they explode in a [[Frost Nova]] that will briefly freeze players it strikes.
 
* Monster Level Minimum: ?
* Available to: All
* Damage Type: Cold
* Additional Resistances: Cold.
 
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===Grenadier===
 
[[Grenadier]]. Formerly known as [[Mortar]], this modifier makes the boss or Champion constantly emit a spray of grenade-like explosives that travel some distance, making such enemies more dangerous to ranged attackers than to melee.
 
* Monster Level Minimum: ?
* Available to: Bosses and Champions.
* Damage Type: ?
* Additional Resistances: None.
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===Jailer===
[[JailerlJailer]]. 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. * Monster Level Minimum: ?* Available to: Bosses and Champions.* Damage Type: N/A.* Additional Resistances: None. 
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===Knockback===
[[KnockbacklKnockback]]. This modifier grants the boss or champion a knockback attack which will send a character or minion 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 50 or more [[yards]]; usually to the edge of the screen. This can actually be helpful to ranged attacking classes, as it gives them plenty of room to fire before the boss can again close the distance.* Occurs on Champions, with identical function.* Minions may also Knockback.
* Monster Level Minimum: 1
* Available to: All.
* Damage Type: Standar.
* Additional Resistances: None.
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[[Magical]]. This modifier was seen several times during Blizzcon 2009 play testing, but its effect wasn't apparent to any of the players.
* Monster Level Minimum: ?
* Available to: ?
* Damage Type: ?
* Additional Resistances: ?
 
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===Mirrored===
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]]. * Monster Level Minimum: ?* Available to: Bosses and Champions.* Damage Type: N/A.* Additional Resistances: None.
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[[File:Boss-molten-unburied2.jpg|thumb|300px|A Molten [[unburied]].]]
[[Molten]] is a property that adds fire damage (creates a flaming effect on the ground beneath the feet of bosses, minions, and presumably champions. The fire resistance) will spread to monstersthe ground beneath players and pets once combat is joined.  In earlier testing, this property was much the same as Fire Enchanted did in Diablo 2. This modifier was also seen on some normal monsters; Molten skeletons were seen, and they appeared to have simply added fire damage added/resistance to the monsters. From this sighting players are speculating that boss modifiers may regularly appear on normal monsters, adding  * Monster Level Minimum: 10* Available to their abilities: All.* Damage Type: Fire. Rather than Diablo 2's Burning Dead skeletons, Diablo 3 might just have regular skeletons with Molten or other boss properties* Additional Resistances: Fire.
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.<br>
===Grenadier===
===[[Mortar===]] bosses were briefly seen during the beta. The name was changed to [[Grenadier]], while the function remained much t
[[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.
* Monster Level Minimum: ?
* Available to: Bosses and Champions.
* Damage Type: ?
* Additional Resistances: ?
 
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===Multishot===
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. Though that same bug will surely not return in Diablo III, the developers might give MS some stacking ability with [[Electrified]], [[Mortar]], [[Ballista]], or other ranged boss modifiers to up their danger level on higher difficulty levels.
* Monster Level Minimum: ?
* Available to: All.
* Damage Type: N/A.
* Additional Resistances: None.
 
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===Mythical===
[[Mythical]] was seen several times during Blizzcon 2009 play testing, but its effect wasn't apparent to any of the players.
* Monster Level Minimum: ?
* Available to: ?
* Damage Type: ?
* Additional Resistances: ?
 
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===Nightmarish===
[[Nightmarish]] bosses can inflicts may inflict the Witch Doctor's [[Horrify]] skillwhen striking a target, causing characters the afflicted character or pet to run in a straight line awayfrom the monster. It's an interesting propertyIf the path is blocked by other monsters or a wall, the afflicted will stand still, since none helpless. Horrify is one of the mind control curses worked on players in Diablo 2. It's not most dangerous in of itselfproperties, but if since the horrified character runs into other monsterstarget can not control themselves, cast spells, run, or takes do anything other than drink a lot of damage potion, and is thus very vulnerable to attack while non-responsive from fear, it could be quite dangerousin that state. * Monster Level Minimum: 2* Available to: All.* Damage Type: N/A.* Additional Resistances: None.
It's dangerous since you can't pick them off one at a time, and you can't kill one quickly to lessen the damage they're dealing. All of the monsters stay on the attack until they're nearly dead, at which point they de-link and usually drop over one right after the other. That aspect of it is a fun mod, since the whole group goes over like dominoes once one of them succumbs.
 
* Monster Level Minimum: ?
* Available to: All.
* Damage Type: N/A.
* Additional Resistances: None
This mod seems to be the Diablo 3 version of "Poison Enchanted."
<br>* Monster Level Minimum: ?* Available to: All* Damage Type: Poison.* Additional Resistances: Poison. <br>
===Powerful===
[[Powerful]] was seen in the Blizzcon 2010 demo, but not understood completely. It sounds like the Diablo III version of "Extra Strong," a Diablo II mod that granted bonus damage to monsters, but that wasn't clear from the play testing. Nor did these bosses seem to have any specially greater amount of hit points.
 
* Monster Level Minimum: ?
* Available to: ?
* Damage Type: N/A.
* Additional Resistances: None.
[[Stoneskin]] returns from Diablo II, once again granting monsters much higher defense. It doesn't seem to improve the monster's hit points or resistances though, as [[Wizard]]s found monsters with this one easy prey.
* Monster Level Minimum: ?
* Available to: All.
* Damage Type: Standard.
* Additional Resistances: Physical.
 
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===Teleporting===
[[Teleporting]] is another returning modifier from Diablo 2allows bosses, their minions, though it's been changed a bit in function. Diablo 3 bosses with Teleport use it regularly and randomly; about every 6 seconds the monster pops champions to a new, random locationteleport directly on top of their target. This is annoying makes the ability especially dangerous to the boss when it's a melee fighterranged attackers, and it comes running back who wish to attack at oncemaintain a distance from the enemy.
On a large screen, especially one with obstacles like ledges or wallsIn earlier testing, this was vexing ability caused the monster to playersrandomly relocate every few seconds, and was most useful for ranged attackers since it often seemed they could bounce around the screen while continuing to take a bout 5 seconds to get back into range, at which point pin cushion the monster would teleport again. It was actually easier in practice to stand your ground when a monster popped too far away, hoping it would pop right back to you 6 seconds laterplayer chasing after them.
This one is most dangerous when it spawns on ranged attackers, since the monster can keep on firing, while a melee fighter player runs after it, getting pincushioned* Monster Level Minimum: 3* Available to: All* Damage Type: N/A.* Additional Resistances: None.
::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.
::--ExtraCrispy
 
* Monster Level Minimum: ?
* Available to: ?
* Damage Type: N/A.
* Additional Resistances: None.
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===Vortex===
[[Vortex]] was is basically reverse [[Teleporter]], as it causes players to appear directly on top of the monster. Players can run away again, and ranged attackers will usually want to do so. First 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/]
* Monster Level Minimum: ?
* Available to: ?
* Damage Type: N/A.
* Additional Resistances: None.
 
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===Waller===
[[Champions]] can only create short, straight walls, while Bosses can create three-sided rectangles that box fleeing players in, forcing them to run back past the boss and other monsters to escape.
 
* Monster Level Minimum: 10
* Available to: Bosses and Champions.
* Damage Type: N/A.
* Additional Resistances: None.
Doppleganger was the original name of the modifier now called [[Mirrored]]. See that entry for full details.
 
 
===Mortar===
 
Mortar was introduced during the beta, as a boss property that fired projectiles at a distance, to make this type of boss more dangerous to ranged attackers than to melee. The name was changed to [[Grenadier]] before release -- see that page for full details.