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The Desecrated pools remain active for around 12 seconds before dissipating, and during long battles with a boss and minions all casting Desecration, entire screens can be come virtually impassable due to the pits of damage.
'''Desecrator''':* '''Monster Level Minimum: '''22* '''Available to: '''Champions, Bosses, and boss minions. * '''Damage Type: '''Physical* '''Additional Resistances: '''None<br>
==Strategy==
As with many other [[AoE]] boss modifier effects, the key is to stay alert. On higher levels of Diablo III, it's essential that players keep their eyes open and not get too locked onto one target. Other enemies are always appearing, and spell effects swirling to life beneath your feet, whether from [[Desecrator]], [[Plagued]], [[Frozen]], [[Arcane Enchanted]] or other mods must be noticed as soon as they start to appear, so evasive action can be taken.
This goes for ranged as well as melee attackers, and players learn, as a matter of course, to keep moving while fighting, since if something deadly hasn't appeared beneath your feet for the last few seconds, it's quite likely to do so in the immediate future.
There's always time to get out of the way of Desecrator pits between the time they start to form and when they are fully-formed and dealing damage. The real danger comes when you're unable to move, such as while afflicted by [[rooting]] effects like as [[Waller]] or [[Jailer]] or even [[Nightmarish]]. A character entirely surrounded by bosses might be unable to move as well, but that's a scenario to avoid even when Desecrator is not involved.
<gallery>
File:Mortar-desecrator-fallen1.JPG|Dodging Mortar and Desecrator.
File:Mortar-desecrator-fallen2.JPG|Dodging Mortar and Desecrator.
File:Boss-molten-unburied2.jpg|Desecrating [[Unburied]] Champions.
</gallery>