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Boss Modifiers

1,250 bytes added, 21:20, 8 May 2014
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[[File:Boss-arcane-enchanted-run3.jpg|thumb|400px|The original, highly-dangerous, Hydra style of this modifier.]]
 
[[Arcane Enchanted]] bosses are "enchanted" with [[Arcane]] energy. Rather than adding Arcane damage to their attacks, they cast Arcane objects that look like second hands off of a clock and rotate around, damaging any players or minions in their slowly-moving path. These are highly-damaging at higher difficulties, and are capable of almost instantly killing any character without strong Arcane Resistance. They are especially dangerous when paired with [[crowd control]] Affixes like Waller or Jailer.
[[File:Boss-molten-unburied2.jpg|thumb|400px|An [[Unburied]] spawns a mass of Desecrator pits.]]
 
[[Desecrator]]s create an orange-colored "glowing void zone" beneath the feet of a character. These function like small Firewalls, dealing damage to any character who stands in them. The void zones take a second or so to come into effect, giving a visual warning so players have time to move, assuming they are not blocked in by modifiers like [[Waller]] or [[Jailer]].
===Electrified===
 
[[File:Boss-electrified1.jpg|thumb|350px|Electrified boss putting out massive sparks.]]
[[Electrified]] enemies function much like a lightning-based form of [[Reflects Damage]], dealing lightning damage back to attackers. This Affix was visually nerfed shortly after release, likely for frame rate/performance reasons. Prior to the visual nerf, monsters with Electrified sent out sparks in all directions when they were hit by ranged or melee attacks. Afterwards they still emit sparks, but in much smaller quantities.
The removal of the visual component effectively nerfed the danger of this modifier as well. Previously, the sparks could trigger other Boss Affixes, such as healing for [[Vampirific]] bosses.
[[File:Boss-electrified1.jpg|thumb|350px|Electrified boss putting out massive sparks.]]
* Monster Level Minimum: 20
* Available to: Champions and Bosses.
[[File:Firechains.jpg|thumb|450px|Fire Chains triangle between 3 desert wasp Champions.]]
 
[[Fire Chains]] are glowing, fiery chains that link champions in groups of 2 or 3, and deal heavy fire damage to any character that is touched by the chains. Four champions will only occasionally form a trapezoid, and usually link into a pair of straight lines, returning to a triangle when one of the four is killed.
[[File:Modifier frozen.jpg|thumb|450px|Frozen grenades from [[Sicklefang]] explode & freeze]]
 
[[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.
[[File:Frozen-pulse1.JPG|thumb|350px|Frozen Pulse hovers ominously.]]
 
[[Frozen Pulse]] sends out a little blue orb that floats around the boss and homes in on your character when you are nearby. Its movement was a bit reminiscent of the Druid's Sages from D2, or perhaps the Wizard's Familiar in D3, though it doesn't move that quickly or stay that close.<ref name=blizzconaffixes/>
[[File:Illusionist-skeleton1.jpg|thumb|300px|A few zombies can result.]]
 
[[Illusionist_(Boss_modifier)|Illusionist]] Bosses and Champions are able to create duplicates of themselves during the battle, adding 4-6 more enemies in the blink of an eye. Fortunately, these duplicates are harmless; unable to deal any damage with their attacks and blessed with very few hit points. They work mostly as a distraction, since they are indistinguishable from the other monsters. This property is akin to the Wizard's [[Mirror Image]] skill, in that both create a lot of visual flash and action, but no real damage.
*''' Damage Type:''' N/A.
* '''Additional Resistances:''' None.
* '''Will Not Spawn With:''' [[Knockback]], [[Nightmarish]], [[Vortex]] or [[VortexWormhole]]. (Changed in patch v1.0.4.)[http://diablo.incgamers.com/blog/comments/official-patch-1-0-4-notes/]
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* Damage Type: Standard.
* Additional Resistances: None.
* Will not spawn with: [[Jailer]], [[Nightmarish]], [[Vortex]], or [[JailerWormhole]] (as of v1.0.4)[http://diablo.incgamers.com/blog/comments/official-patch-1-0-4-notes/].
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[[Image:Missile_dampening.jpg|thumb|400px|right|Missile Dampening.]]
 
[[Missile Dampening]] is a seldom-seen modifier that looks a bit like a [[Slow Time]] bubble around the boss (and only the boss). The bubble moves as the boss does, and functions much the same as the Slow Time Wizard skill. It reduces the speed of all incoming projectiles to a crawl, though it does not affect the movement speed of characters within the bubble.
[[File:Molten2.jpg|thumb|230px|right|Molten trail]]
 
[[Molten]] creates a trail of flame behind the feet of the monster, leaving a damaging trail of fire that takes several seconds to fade away. The most dangerous part of the Affix comes when the boss, minion, or champion dies, as a glowing fiery core is left behind. It expands for a few seconds before detonating, dealing huge damage to any character in the radius of effect.
* Damage Type: N/A.
* Additional Resistances: None.
* Will not spawn with: [[Jailer]], [[Knockback]], [[Vortex]], or [[JailerWormhole]].
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[[File:Orbiter1.jpg|thumb|450px|Orbiter swirls around a Unique.]]
 
The [[Orbiter]] effect creates a large ball of lightning in some random spot near the Elite or Unique that spawns it. The initial lightning ball becomes the sun, sitting stationary while a dozen or more smaller lightnign orbs rotate (orbit) around it in a slow circular motion. Players need not fear the central ball, but the orbiting lighting deal considerable damage, and several of them hitting at once can hurt even the best-geared hero.
[[File:Fire-chains-plagued-zombies1.JPG|thumb|350px|[[Plagued]], [[Fire Chains]] zombies.]]
 
[[Plagued]] bosses create green pools of damage beneath their feet and in the immediate vicinity. These pools are not targeted at the player the way [[Desecrater]] is, but they are larger and can cover quite a bit of the screen during a long battle.
[[File:Poison-enchanted6.jpg|thumb|350px|Poison Enchanted is dangerous in close quarters.]]
 
[[Poison Enchanted]] is a modifier that enables a boss to shoot out glowing spots that you need to get away from before they explode in painful fashion.<ref name=blizzconaffixes>[http://diablo.incgamers.com/?p=372675 BlizzCon 2013 Monster Affixes Report] - IncGamers.Com, 10/11/13</ref>
[[File:Shielding.jpg|thumb|400px|[[Maghda]] in her [[Lair of the Witch|Lair]]]]
 
[[Shielding]] is a modifier that creates a transparent bubble around a boss or champion, rendering them temporarily immune to all forms of damage. Shielded monsters can still be affected by some debuffs to their movement speed, but while shielded they are immune to most [[CC]] effects. The shields seem to appear and disappear at regular intervals, without a precisely set duration of on/off.
[[File:Teleporter-skeleton-summoner2.jpg|thumb|400px|A Skeletal Summoner teleports into range.]]
 
[[Teleporter]] allows bosses, or individual champions, to teleport to a random location, generally appearing directly on top of a character they are battling. This gives the ability an interesting effect; many melee characters quite like it since it brings the enemy right to them, while ranged attackers, especially of the Glass Cannon variety, find it very dangerous.
* [[Reaper of Souls]] only
Monsters with the thunderstorm affix use potent The [[Thunderstorm]] effect calls down repeated lightning strikes in the same spot, each one creating a nova-effect on the ground that covers about a 10 yards radius. Thunderstorm pulses about half a dozen times in the same location, and characters who keep on their toes can see it starting and move aside, taking little damage. It's much harder to shock enemies from avoid during an intense battle, especially for melee characters who are locked in place during the fight. Ranged attackers find this Affix annoying, since it will often appear right on top of them, even if they are a good distancefrom the boss with the property. A powerful bolt That said, the overall damage is not very high, and this is considered one of lightning strikes the ground, emanating a small wave less deadly of electrical energythe [[Elite Affixes]].
* Monster Level Minimum: 10
* Available to: Random Elites, Champions, and some Uniques. (Not minions.)
* Damage Type: Lightning
* Additional Resistances: Unknown.
* Can Not Spawn With: Unknown.
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* Damage Type: N/A.
* Additional Resistances: None.
* Will not spawn with: [[Knockback]], [[NightmarishJailer]], or (as of the v1.0.4 patch[http://diablo.incgamers.com/blog/comments/official-patch-1-0-4-notes/]) , [[Knockback]], [[Nightmarish]] or [[JailerWormhole]].
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* [[Reaper of Souls]] only
 
[[File:Modifier-wormhole.jpg|thumb|right|200px|[[Wormhole]]]]
Monsters with [[Wormhole (Elite Affix)|Wormhole]] creates two pink circles which are linked like Portals. Any character who moves over one will instantly appear at the wormhole affix tear other, at which point the Wormholes will both vanish. This is not necessarily a bad thing; players can often use a pair Wormhole to move from the center of magical rifts in the battlefieldaction off to the side. After several seconds, More often this effect is dangerous for ranged attackers in much the wormholes emergesame fashion as [[Vortex]], dealing damage as it tears unfortunate targets the Wormhole will move a character from their location a safe spot into the heart of the action.  * Monster Level Minimum: 20* Available to: Random Elites and transports them elsewheresome [[Uniques]].* Damage Type: N/A. All heroes near one wormhole are teleported to the other* Additional Resistances: None.* Can Not Spawn With: [[Knockback]], [[Nightmarish]], [[Vortex]], [[Jailer]].
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