Difference between revisions of "Nightmarish"
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[[Nightmarish]] is a [[Boss Modifier]] found on Champions, Bosses, and their minions in Diablo III. When a boss with this ability hits your hero or pet, there is a percent chance that that target will be inflicted with the [[Horrify]] effect and will turn and run away from the inflicting monster. | [[Nightmarish]] is a [[Boss Modifier]] found on Champions, Bosses, and their minions in Diablo III. When a boss with this ability hits your hero or pet, there is a percent chance that that target will be inflicted with the [[Horrify]] effect and will turn and run away from the inflicting monster. | ||
There is no added damage or any other debuff from the attack; the danger comes from a loss of control of your character, and the possibility that they will run into something very dangerous; a cluster of enemies, or another damaging boss effect, such as [[Molten]], [[Arcane Enchanted]], [[Plagued]], etc. | There is no added damage or any other debuff from the attack; the danger comes from a loss of control of your character, and the possibility that they will run into something very dangerous; a cluster of enemies, or another damaging boss effect, such as [[Molten]], [[Arcane Enchanted]], [[Plagued]], etc. | ||
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+ | [[File:Nighmarish.jpg|thumb|400px|A Monk running scared.]] The [[Patch 1.0.4]] nerfed this ability slightly, providing frightened targets with 6 seconds of immunity to being frightened again after each incidence. This prevents characters, pets, or minions from being feared and re-feared in rapid succession.[http://diablo.incgamers.com/blog/comments/official-patch-1-0-4-notes/] | ||
'''Nightmarish''' | '''Nightmarish''' | ||
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* '''Damage Type: '''N/A. | * '''Damage Type: '''N/A. | ||
* '''Additional Resistances: '''None. | * '''Additional Resistances: '''None. | ||
+ | * '''Can Not Spawn With:''' [[Vortex]] or [[Knockback]]. | ||
==Strategy== | ==Strategy== | ||
− | The only way to avoid the Nightmarish effect is not to get hit by bosses with that property. This can be tricky. | + | The only way to avoid the Nightmarish effect is not to get hit by bosses with that property. This can be tricky, though various defensive skills can negate or counter the fear effect. It was much more vexing shortly after release when the effect could be repeatedly inflicted; ranged attackers were especially difficult as melee characters could keep getting feared while trying to close into range. |
− | + | The real danger of Nightmarish is when enemies are nearby when it hits, rendering your character helpless -- unable to attack or use any skills -- for the duration. This can be deadly against hard hitting melee attackers, especially when dangerous [[AoE]] boss effects are in the vicinity. | |
− | + | Players or pets feared who have nowhere to run due to obstacles such as Jailer or Waller, terrain obstacles, or just a wall of monsters, will stand still until the fear wears off, potentially taking damage the entire time. | |
==Media== | ==Media== | ||
− | The Nightmarish effect is marked by a small screaming skull over the target's head, exactly as inflicted by the Witch Doctor's [[Horrify]] skill. There is no visual indication on the boss that they have the ability, other than in their tooltip hover text. | + | The Nightmarish effect is marked by a small screaming skull over the target's head, exactly as inflicted by the Witch Doctor's [[Horrify]] skill. There is no visual indication on the boss that they have the ability, other than in their [[tooltip]] hover text. |
<gallery> | <gallery> |
Latest revision as of 09:16, 4 July 2013
Nightmarish is a Boss Modifier found on Champions, Bosses, and their minions in Diablo III. When a boss with this ability hits your hero or pet, there is a percent chance that that target will be inflicted with the Horrify effect and will turn and run away from the inflicting monster.
There is no added damage or any other debuff from the attack; the danger comes from a loss of control of your character, and the possibility that they will run into something very dangerous; a cluster of enemies, or another damaging boss effect, such as Molten, Arcane Enchanted, Plagued, etc.
The Patch 1.0.4 nerfed this ability slightly, providing frightened targets with 6 seconds of immunity to being frightened again after each incidence. This prevents characters, pets, or minions from being feared and re-feared in rapid succession.[1]Nightmarish
- Monster Level Minimum: 2
- Available to: Champions, Bosses, and Boss minions.
- Damage Type: N/A.
- Additional Resistances: None.
- Can Not Spawn With: Vortex or Knockback.
Strategy[edit | edit source]
The only way to avoid the Nightmarish effect is not to get hit by bosses with that property. This can be tricky, though various defensive skills can negate or counter the fear effect. It was much more vexing shortly after release when the effect could be repeatedly inflicted; ranged attackers were especially difficult as melee characters could keep getting feared while trying to close into range.
The real danger of Nightmarish is when enemies are nearby when it hits, rendering your character helpless -- unable to attack or use any skills -- for the duration. This can be deadly against hard hitting melee attackers, especially when dangerous AoE boss effects are in the vicinity.
Players or pets feared who have nowhere to run due to obstacles such as Jailer or Waller, terrain obstacles, or just a wall of monsters, will stand still until the fear wears off, potentially taking damage the entire time.
Media[edit | edit source]
The Nightmarish effect is marked by a small screaming skull over the target's head, exactly as inflicted by the Witch Doctor's Horrify skill. There is no visual indication on the boss that they have the ability, other than in their tooltip hover text.
Monsters of Diablo III[e] Beasts Beasts: Superunique Demons Demons: Superunique Humans Humans: Superunique Undead Undead: Superunique Objects Bosses Boss Mods Monster Info Fanmade |
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Beasts | Bat - Beast - Blood Hawk - Demonic Hellflyer - Electric Eel - Khazra - Lacuni - Lamprey - Quill Fiend - Rockworm - Sand Monster - Sand Shark - Sand Wasp - Scavenger - Spider - Spiderling - Swarm - Withermoth - Wood Wraith - |
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Demons |
Armored Destroyer - Dark Berserker - Deceiver - Fallen - Ghoul - Hellion - Thrall |
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Undead |
Accursed - Bone Reaver - Brigand - Dune Dervish - Ghost - Ghoul - Grotesque - Morlu Caster - Risen Dead - Skeleton - Skeleton Mage - Unburied - Wraith - Wretched Mother |
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Primary Quest Uniques |
Act One Bosses:
Araneae -
Skeleton King -
The Warden -
The Butcher
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Uniques Modifiers |
Strong CC (Limit 1): Knockback -- Nightmarish -- Vortex -- Jailer | ||||
Removed Modifiers |
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Act One Uniques | Araneae - Web Spit | Leoric - Summon Skeleton, Teleport Strike, Triple Cleave | The Butcher - Smash, Grappling Hook, Spear, Frenzy Charge | ||
Act Two Uniques | Maghda - Forcefield, Summoning Ritual, Punish, Moth Dust, Teleport. | Zoltan Kulle - Fiery Boulder, Time Bubble, Ceiling Collapse, Energy Twister,Vanish, Creepy Laugh | Belial - Phase One: Triple Fireball, Summon Vipers. Phase Two: Poison Meteors, Ground Pound, Lightning Strike, Lightning Breath. | ||
Act Three Uniques | Ghom - Acid Slime, Sneeze, Gas Cloud, Chomp. | Siegebreaker - Triple Hit, Charge, Leg Stomp, Grab and Throw. | Cydaea - Pain Bolts, Web Trap, Spider Pits. | Azmodan - Bellyflop, Laser Attack, Falling Corpses, Demon Gate, Pool of Destruction, Globe of Annihilation. | |
Act Four Uniques | Rakanoth - Cleave, Teleport Strike, Blade Strike, Volley, Summon Minion. | Izual - Frost Nova, Frozen, Summon Minions. | Diablo - Phase One: Claw Rip, Charge, Hell Spikes, Shadow Vanish Grab, Curse of Destruction, Ring of Fire, Ground Stomp, Curse of Anguish, Curse of Hatred. Phase Two: Shadow Clone. Phase Three: Overdrive, Lightning Breath. |
Monster Info |
Monsters Basics -
Bosses -
Boss Modifiers -
Champions -
Quest bosses -
Teeth of Diablo -
Fan-made monsters
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