Difference between revisions of "Illusionist (Boss modifier)"
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+ | ==Illusionist Detection== | ||
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+ | A few of the other boss modifiers can give away which bosses are Illusions since Illusions do no damage and thus can't cast some boss effects. This is most noticeable with Fire Chains and Molten, since the Chains or Flames on the ground will only appear tied to the legit monsters and not their duplicates. | ||
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+ | You can also tell by the monster health bar, since the Illusions have only a tiny fraction the hit points of their fully-fleshed kin. | ||
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+ | [[File:Illusionist-molten2.jpg|center|thumb|700px|Fallen Champions with [[Illusionist]] and Molten.]] | ||
==Development== | ==Development== |
Revision as of 00:23, 13 July 2012
Illusionist is a Boss Modifier found on Champions and Bosses in Diablo III.
Monsters with this property will create numerous duplicates of themselves periodically, all but filling the screen with multiple identical enemies. The copies look and act just like the original, but their attacks do not deal damage. While technically they are harmless, and have very low hit points so can be killed quickly, especially by AoE attacks, they are very distracting visually.
The Illusionist property works very much like the Wizard's Mirror Image skill, with multiple copies creating visual havoc, but not doing any actual damage.
Illusionist
- Monster Level Minimum: 14
- Available to: Bosses and Champions.
- Damage Type: N/A.
- Additional Resistances: None.
Strategy
The property functions largely as a distraction, since the illusion versions do not deal any damage with their attacks. However, since they look identical to the "real" monsters, it's hard for a player to know which ones to ignore and which ones to watch out for.
This is especially true with enemies that fire projectiles, such as the Desert Wasps seen in the screenshot to the right. The Illusion wasps have a silvery glow that gives them away, but their tiny wasp projectiles are identical to the normal version, requiring a player to dodge them all just to be sure.
Though Illusion versions do not do damage, they have physical mass and can serve as obstacles, blocking characters from moving to or escaping from the real monsters.
Illusionist Detection
A few of the other boss modifiers can give away which bosses are Illusions since Illusions do no damage and thus can't cast some boss effects. This is most noticeable with Fire Chains and Molten, since the Chains or Flames on the ground will only appear tied to the legit monsters and not their duplicates.
You can also tell by the monster health bar, since the Illusions have only a tiny fraction the hit points of their fully-fleshed kin.
Development
The modifiers that evolved into Horde and Illusionist seem to have shared properties during development. During Blizzcon demos in 2008, 2009, and 2010 modifiers called Doppleganger and Mirrored were seen, each of which seemed to encompass some elements of both Illusionist and Horde.
Only through continuing play-testing did the developers arrive at the precise and different versions of these two similar abilities in the final game.
Media
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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