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Boss Modifiers

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Elites from level 31-50 (formerly Nightmare diff) add more abilities. These include:
* [[Arcane Enchanted]], [[Fast]], [[Fire Chains]], and [[Horde]].
** Removed in [[Patch 2.1.2]]: [[Extra Health]] and [[Vampiric])]
Elites above level 51 add the last few Elite Affixes:
* [[Plagued]]
* [[Poison Enchanted]]
* [[Wormhole ]]
[[Champions]] and [[Rares]] can no longer spawn with both [[Plagued]] and [[Desecrator]] at the same time.
[[Fire Chains]] are glowing, fiery chains that form between 2 or more Champions with this property. The chains deal heavy damage to any player or pet they touch. Fire Chains have a maximum range of about 80 yards, and if one of the Champions moves too far from the others, the chain connecting them will wink out of existence, though it will return once the Champions move into closer proximity.
Patch v1.0.4 in August 2012 reduced the damage of the Fire Chains by 20%.[http://diablo.incgamers.com/blog/comments/official-patch-1-0-4-notes/] That patch also enabled Fire Chains for players, courtesy of the [[MaximumsMaximus]] sword, a [[legendary]] weapon that summons a demon that is connected to the player by a Fire Chain.
* Monster Level Minimum: 31
[[Frozen]] spawns on Champions, Bosses, and Boss minions and causes those enemies to regularly create a scattered few blueish-white orbs that hang in space, growing rapidly in size before detonating in short range Frost Novas. These are damaging to any player, pet, or follower this hit and more dangerous still is their freezing effect, which leaves the frozen target helpless and motionless for a short duration.
While this property is not encountered until some distance through Normal difficulty, players get an early preview of it when they first encounter [[Captain Daltyn]] below [[Adria's ShackHut]]. [[Izual]] is another Elite with Frozen as an inherent property, and he creates a larger number of orbs spread over a larger area during his battle, as well as casting unavoidable Frost Novas.
Frozen initially left behind a core of ice at the monster's death, which exploded a moment later, much as [[Molten]] does. This property was tweaked during development and replaced by the much more dangerous spread of ice cores that we see in the released game.
When [[Nightmarish]] bosses hit a target with a melee or ranged attack, they have a chance to inflict an effect similar to that of the the Witch Doctor's [[Horrify]] skill. Characters or minions so affected will run for a second in a straight line (if possible) directly away from the champion, boss, or boss' minion that caused the effect. While running, players have no control over their character. If the running direction is blocked by a wall or other monsters, characters may simply stand still, a complete sitting duck to all enemy attacks.
Though this modifier is merely annoying in the early going, it can be one of the most dangerous on higher levels, since characters need to hit, move, cast spells, heal, etc, constantly. Not doing those for a second can be deadly, even aside from the problems with potentially running right into a stream of missiles or a hotspot from [[Arcane Enchanted]], [[Molten]], [[Poison ExplosionEnchanted]], [[Desecrator]] or others.
Ranged attackers with Nightmarish inflict the effect much more often due to the higher volume of their projectiles.
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