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Arcane Enchanted

889 bytes added, 21:24, 14 June 2013
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[[File:Boss-arcane-enchanted-spears1.jpg|thumb|450px|Numerous "second hands" create a hazardous field.]]
Arcane does not add a purple glow + Arcane damage to the monster's regular attacks. There are no visual cues at all, until the monsters cast one of their "Arcane turret" attack modules. These rotate slowly and deal heavy damage to any player they strike.
'''Arcane Enchanted'''
* '''Damage Type: '''[[Arcane]]
* '''Additional Resistances: '''None. (Bonus Arcane resistance was removed in [[Patch 1.0.3]].)
 
Arcane Enchanted is considered one of the most dangerous and deadly of Elite Affixes, especially when combined with a CC property such as [[Waller]] or [[Jailer]] or [[Vortex]].
==Properties==
Arcane Enchanted bosses and champions have extra resistance to Arcane attacks, but more noticeable and dangerous is their ability to create Arcane turrets at random moments during the fightneedles. These turrets appear as with a small dot of purple dots, then grow light that grows larger for until after about a second (the Arcane needle appears. Each needle rotates slowly, dealing huge damage to give players time to move) before springing into full sized, slowly-rotating lifeany player or pet it impacts.
The purple blade functions like the second hand of a clock, slowly turning in a circle and dealing substantial Arcane damage to any character who comes into contact with them. The hands each make about 1.25 revolutions before dispelling, and the speed and dimension of the hand is always the same on all difficulty levels. They are cast more frequently on higher difficulty levels, and of course they do far more damage as well.
The hands can not be stopped or blocked by anything, including character equipment, and the beam will turn freely, passing right through walls, over ledges, through [[Waller]] obstacles, etc. Monsters are unaffected by the beam.
 
Each enemy (Boss, minion, or Champion) "casts" an Arcane needle at random intervals. The monster "casting" the Arcane needle must remain alive until the purple orb coallesces into the fully-formed needle. Killing a monster before the needle it just cast has formed will cause the needle to dispel harmlessly. Once a needle is functional though, it will persist for its full time whether or not the Elite that cast it remains alive.
 
A given enemy monster will very seldom cast two needles at the same time. Only bosses occasionally cast two in a row, and there are very seldom more needles than monsters alive at a given time.
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