A
lot of Elite mobs in Diablo 3 such as the Champions,
Rares, and Minions can have special attributes that gives
them special abilities. This will appear under their
names like this:
Or a mob could have more than one special ability,
such as:
A dedicated Diablo 3 player should study these
attributes so you will know how to counter them while
playing. So here they are:
- Arcane Enchanted
- Mobs deal additional arcane damage and also
can cast arcane beams that swirl around doing a lot
of damage, so be sure to avoid them!
- Avenger -
Only appears on champion monsters over level 51.
When a Champion group imbued with Avenger arrives,
the death of each group member infuses the remaining
Champions with additional powers.
- Desecrator
- A monster with Desecrator trait creates a
glowing void zone beneath the targeted Hero that.
The void zone deals damage to any Hero near it.
- Electrified
- A monster with the Electrified trait has
higher lightning resistance, deals additional
lightning damage and discharges sparks across the
floor in random directions when stuck. When the
monster dies it leaves an electric ball that will
continue to generate sparks for a short time.
- Extra Health
- This trait bestows the imbued monster with
extra HP.
- Fast -
This makes monsters run, attack and cast magic
faster.
- Fire Chains
- Champion backs are attached by a fire
chain. The Hero suffers damage if he touches or even
gets near one of the fire links.
- Frozen -
Monster with the Frozen affix can summon frost orbs
that grow and eventually explode causing cold damage
and applying a Chill and a Freeze debuff.
- Health Link
- Health Link reduces the amount of damage
taken by the champion with that trait by linking his
HP to that of all other Health Link champions in the
area.
- Horde -
Horde increases the squad of minions that spawn with
a rare monster, crowding the battlefield.
- Illusionist
- The Illusionist trait imbues a creature
with the ability to create dangerous clones of
itself.
- Invulnerable
Minions - Monsters imbued with this
trait arrive with a squad of indestructible puppet
minions and an expanded heath pool. Its health is
increased by 50%. The minions are immune to all
forms of damage. Only crowd-control skills work on
them. Killing the parent monster automatically
terminates the minions.
- Jailer -
This trait gives monsters the ability to immobilize
the Hero in a conjured prison. The effect is brief,
but long enough to make you an easy target. Each
attack by the Jailer has a 25% chance to cast this
on you. Dashing strike lets you move, but does not
free you. Spirit walk will however set you free.
- Knockback
- Knockback allows monsters to push back the
player a short distance with each connecting blow,
whether it be ranged or melee. After the initial
effect, it applies a "Slowed" debuff slowing the
players movement. Knockback can interrupt channeled
spells.
- Missile Dampening
- Creatures imbued with the trait generate a
reddish sphere around themselves. Any projectile
entering this sphere moves 50% slower than normal.
- Molten -
Monsters that spawn with this trait deal extra fire
damage. In addition, they leave trailing pools of
lava that deal fire damage over time. Any non-minion
monster killed with this trait leaves a time bomb
that will explode after 3 seconds, dealing large
amounts of fire damage. The explosion from bomb can
be blocked.
- Mortar -
Monsters with mortar can lob several fireballs that
deal splash damage on impact. Only can occur on mobs
over level 22.
- Nightmarish
- Nightmarish monsters have a chance to fear
the player on hit and can be triggered from both
melee and ranged attacks. The "Feared" debuff
lasts for 3 second during which the player runs
uncontrollably in a random direction. A skull icon
appears above the player's head indicating the
applied debuff.
- Plagued -
Monsters enchanted with Plagued leave pools of
poisonous green goo around them for 9 seconds. If a
player is standing in the pools, they will gain a
stackable debuff that deals damage over time. This
can only occur on mobs over level 14.
- Shielding
- This trait gives the monster a brief period
of invulnerability to all forms of damage. This can
only occur on mobs over level 22.
- Teleporter
- Gives the monster the ability to teleport
to a nearby location.
- Reflect Damage -
When you strike a Thorns-imbued foe with a melee
attack, you suffer automatic damage in return. This
only occurs on mobs over level 26.
- Waller -
Monsters with Waller can summon earthen walls
that are indestructible between the player and the monster, or sometimes
behind the player to prevent escape. These walls
only last a few seconds.
- Vampiric
- This trait allows monster to literally
feast on the damage they inflict to you by turning
it into health for themselves. When facing Vampiric
mobs, I would dismiss your follower, and use kiting
methods to kill them so they cant regain health
back.
- Vortex -
Grants the ability to forcibly pull the player right
next to the monster. It can be especially deadly for
range characters and also interrupts any channeled
abilities even at point-blank range. The monster
does not need to have line of sight and there is no
maximum range. Minions with Vortex ability cannot
execute the skill however. The ability itself
doesn't inflict damage.
For more in-depth tips and tricks on how to become a
better Diablo 3 player, I would definitely check out
Diablo 3 Gold Secrets By Peng Joon, there's a small fee for it, but worth
it.
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