Flesh Fiend
Immune to: Nothing, they didn’t need it, being under the Wanderer’s protection and that, y’know.
Skills: Melee physical attack.
Comment: The most common enemy in the whole game .
Strategy: Just kill them and let’s go on.
Onyx Knight ELITE
Immune to: Lightning.
Skills: Melee physical attacks, casts Shock Flower on striking.
Comment: Who said Flower skills only work with Assasin only weapons?
Strategy: The physical damage itself might be a problem, but as well you sould be able of killing him before it reaches you or having defense/HP enough to tank him.
Shock Flower is more eye candy than a real attack, with enough lightning resistances you’ll simply laugh at it as usual.
Soul Sucker
Immune to: Lightning.
Skills: Opens wounds, casts Poison Flash on attack and drains Stamina!
Comment: Feeds on any kind of sucker or idiot.
Strategy: You should have enough poison resistances to not feel the real burn of PF. If you do, then there’s no real problem with them.
Razor Sting
Immune to: Cold.
Skills: Stunning melee physical attack, casts Poison Flash on striking, opens wounds.
Comment: Using aftershave is recomended after fighting these monsters.
Strategy: Lousy physical damage, the only problem would be PF, but you already have maxed resistances, don’t you?... Don’t you??
Buzzsaw ELITE
Immune to: Poison.
Skills: Heavy melee physical attack, casts Starburst (Magic) on attack and opens wounds.
Comment: He may look like a simple mosquito, but he’s a real ninja!
Strategy: Well... you don’t want this guy close, believe me, you don’t. Ranged characters should run around, shooting behind of them once every ten minutes until they die.
For melee characters the thing is a little more tricky, you should have enough def for the melee attack to not be a real problem... but if you just stand still when fighting them, their Starburst proc will efficiently cut you in about 654 pieces even despite of the fact you just hammered the potion button.
Starburst doesn’t deal damage immediately, so once you see the shuriken flurry quit attacking and move until they disappear, dodging them is fairly easy.
Note that trying to tank Starburst is pointless, the damage per hit is just too high and Magic can’t be easily resisted.
Buzzsaw for summoners!-> Necros laugh at these monsters because of their minions being MAGIC immune; other summoners, like Druids, don’t. I can only reccomend an obvious boost of the damage and HP of minions and patience.
Jungle Hunter
Immune to: Lightning.
Skills: Poisoned melee/ranged attack.
Comment: Capable of hunting down squirrels and other large mammals.
Strategy: Be careful, if you get them to hit you they might like, negate your Life Regen.
Tree Hunter
Immune to: Magic.
Skills: Ranged/melee poison attack.
Comment: There’s a common misconception with the name of these mobs, they hunt people, not trees. They live in trees. Kthx.
Strategy: Beta 47 and poison resistances in case you don’t want to have to consider using a pot when the poison effect ends.
Blood Hunter
Immune to: Fire.
Skills: Ranged/Melee poison attack.
Comment: Actually just the same ol’ Jungle Hunter from before, but you’ll see... some years ago, a member of that tribe bited his tongue when shooting and the darts were all bloody, hence everybody laughed at him (pigmy fighters have a strange humor sense) and called him “Blood Hunter”. Since that day he exiled himself to the sewers and raised his own tribe of self-tongue-biter hunters.
One day, he swears, the ones who laughed at him will face the superior bloody onslaught of the Blood Hunters.
Yeah, kinda too unforgiving for such a little guy.
Strategy: Wouldn’t be a problem even if you had no poison resistances...
Don’t try, though.
Jungle Devil
Immune to: Cold.
Skills: Poisoned melee/ranged attack.
Comment: Average IQ :320.... per pack :P
Strategy: They still go on trying to poison you even despite you just explained them you have maxed poison resistances... :roll: Idiots.
Fetish Sniper ELITE
Immune to: Fire.
Skills: Spits poisoned scimitars that cast a extremely low ranged Venomous spirit when they hit something. Invisiblility.
Comment: They’ve developed such an advanced technology that, by using matter shifters placed at the end of their weapons, they can make the darts morph into friggin’ scimitars when they shoot.
Strategy: While the base damage component of the scimitars isn’t too hard to stand, the Venomous Spirit they cast when they hit anything is very dangerous. Even with maxed poison resistances, getting sniped by them is awful. The easiest solution is moving to avoid the hits.
Fetish Hunter ELITE
Immune to: Fire.
Skills: Melee poisoned attack, invisibility.
Comment: Flies as a butterfly…no, sorry. Runs as a rat, stinks as a pig.
Strategy: Unworthy of the elite title. Chop him by the half and feed the dogs with the remains. Then burn their feces.
Rat Man Always spawns as a champion bcuz being a champ is da sh*t, man!
Immune to: Nothing, ofc.
Skills: Is the simple fact of existing an skill? No? Ok, then nothing.
Comment: From a parallel, imbalanced reality, this champion type of monster is very shy and may not answer to the summoning rites that theoretically should call him.
Also it’s whispered that their AI is all screwed up because of our world’s new, improved and more challenging monsters, the overhelming aura of power makes them tremble in fear, unable to attack under any circumstance.
Strategy: So, we have an enemy with lousy HP that doesn’t attack and whose only action is walking to you and looking with a stupid look in his face...God, someone call the tacticians!
Bullfrog
Immune to: Fire.
Skills: Charge (which ignores your avoidance), Fire melee attack; also pierces fire resistance by –amount still to be found-.
Comment: Leaping lardass who actually only has enough stamina to jump in desired direction once, inertia does the rest.
Strategy: Charge is dangerous, getting charge locked even more, hence, kill them as they run to you or rush to maniacally smack them to death (because while they should KB you and charge lock you, if you’re a melee character you’ll have attack/ hit recovery speed enough to hit them, tanking their charge and then killing them before they lock you).
Acid Prince
Immune to: Poison.
Skills: Charge, which ignores your avoidance, poison melee attack, casts Frog Prince on death.
Comment: All hail Acid Reign!
Strategy: Beware their charge attack, but also be very careful with their death effect. Either get away from the novas or rush to punch the nose of the apparition as the frog dies, they hit very hard and might even do some damage with maxed cold resistance.
Marbled Frog ELITE
Immune to: Fire.
Skills: Charge (avoids your avoidance (ironic, ain’t it?)) , physical melee attack and slows you on striking.
Comment: Known by adventurers as the “most annoying mobs” of whole Act III, they don’t last long, but their curse does.
Strategy: Watch out for them, since if they charge lock you things can go south pretty fast. A way to stop the charge lock process is getting next to a wall/river/something that won’t let them KB you, since no KB = no charge chain.
Ignoring charge, high defense does help for melee combat. Ranged characters should keep moving to avoid them and shoot blindly with their AoE skills, remembering that they’re not tanks and that getting slowed is pretty bad for them.
Jungle Rat
Immune to: Lightning.
Skills: Homing targeting poisoned spikes, Spike Nova death.
Comment: Believe it or not, it used to be a giraffe.
Strategy: *please insert your favourite variation of “Lol. You suck” here*
Cruciator ELITE
Immune to: Magic.
Skills: Shoots friggin’ targeting fire blades, casts both a Spike Barrage and a short ranged Spike Nova on death.
Comment: Pikachu, I choose you!
Strategy: You’re very lucky that they only appear in some of Kurast’s reliquaries, because these li’l fellows hit VERY hard. Even with max fire resistance they deal a extremely large damage amount, which is highened because of their fast attack speed and the fact that they almost always come in 4-6 packs.
Defense helps... yet still I suspect them to have some % of ITD (Ignore Total Defense), because even with a 5% Chance to be Hit, they do hit way too often.
So instead of standing there, move and pot for your life. The good thing is that they should die pretty soon.
Flame Weaver
Immune to: Cold.
Skills: Fire melee attack, casts Fireball (that explodes on striking) on striking.
Comment: Another clan of mages that was punished by Lazkarum to live trapped inside of an animal. These ones could summon the powers of fire and drop 30K Meteors on the heads of their enemies.
Strategy: Get some defense and fire resistance, you won’t feel the burn.
Cabalist
Immune to: Lightning.
Skills: Cast Gamma Field and Cold Beam.
Comment: Famous because of their moving cabalettas.
Strategy: Cold Beam is shiny, but it’s damage is so utterly and absolutely suxy that unless you have negative resistances you may not notice it actually didn’t miss you.
Gamma Field is more tricky, with some resistances it won’t really damage you too much while you are in battle, but it will last quite a long while and make your hp eventually go to one *shrugs* however, you have pots, don’t you?
Tree of Life ELITE
Immune to: Lightning.
Skills: Heavy melee physical attack, casts Inner Fire on striking.
Comment: This is in fact an old version of the monster, since the Yggdrasil vs. Modsbylaz lawsuit, the name was considered plagiarized and changed into “Tree of not-death”.
Strategy: They’re relatively slow, but they hit very hard, obvious suggestions are DoT and range. If you must fight in melee try your best to get some defense and also abuse potions. Also be careful, because this is likely to be a long fight, the good thing is that they don’t usually come in packs.
(Thanks to [clueso] for noting the ctc% Inner Fire)
Plague Bringer ELITE
Immune to: Lightning.
Skills: Melee extremely heavy poison attack, cast Gigantic SuperLaggy Nova of Poison, pierces poison resists by: 25/50/75%.
Comment: Smell... bad... *cough*
Strategy: Poison resistance is your only hope, and remember that they’ll pierce it so stack it already (obviously, NOBODY will stack poison resistance just in case they come across them, but still :P) .
Melee characters won’t really notice the damage from the nova, since once the mobs themselves hit them their HP will almost insta-drop to the floor. These are the kind mobs you need pots to tank, but there’s a good part, though, their AR pretty much sucks ;).
Skull Ape
Immune to: Lightning.
Skills: Melee physical attack, casts a directional stunning shockwave when damaged.
Comment: Everybody, clap your hands!
Strategy: Weak AoE skills aren’t reccomended, while you can stand a bunch of waves without getting stunlocked, if a whole pack of them gets in “it’s stun time” mode at a time they are likely to lock you, leaving you weak to any other random mob that passes by.
Note that the shockwave itself doesn’t deal any damage and that the chance they have to use it is higher the lower their life gets, after a cetain point ( ~1/4 of total HP) they will use it until they die.
Black Baboon
Immune to: Fire
Skills: Melee physical attack, casts a directional stunning shockwave when damaged. (This is copy+paste :D)
Comment: Even today, he still looks for his banana.
Strategy: Hitting him causes him to spit a stunning bolt towards you, but on the other hand not hitting him causes him to hit you and kill you....don’t even consider it and rush to maniacally maul his face!
Dark Gibbon
Immune to: Cold.
Skills: Melee physical attack, casts a directional stunning shockwave when damaged. (This is more copy+paste :D:D)
Comment: Lurk in the darkness, preparing world domination plans and deciding the strategic locations to shoot bananas at invaders.
Strategy: Stuning waves can be easily dodged, also direct combat isn’t too much of a problem, since if you’re going to fight them in melee you are quite likely to be ready to face the minor challenge of their physical attack.
Monkey King ELITE
Immune to: Lightning.
Skills: Cast OMGWTFexploding barrels (fire damage) from offscreen (about a whole screen away), also has a melee physical attack.
Comment: Not a parody of Donkey Kong. –Said he, butchering the pun.
Strategy: Fire resistance for the Barrels; there’s no real problem with their damage, though, but they have a gigantic range and if they start hitting you when you’re fighting other monsters things may get ugly.
If that happens, use your common sense, drink pots and move, because the thing is that it takes those barrels a huge while to land, moving a yard or two might be enough.
The physical damage of the melee attack shouldn’t be a problem.
By the way, these monsters are (almost) static.
Burning Dead Warlock
Immune to: Fire.
Skills: Casts single target fireball.
Comment: Overpowered in life, overheated in death.
Strategy: They can deal some decent damage even if you have good resistances, but they’re fragile and their missiles are easy to avoid.
Horror Warlock
Immune to: Lightning.
Skills: Casts single target electric bolt.
Comment: Powererd by: PWNAZORS™. Your reliable undead-powering choice:
Feel the power!
Strategy: They shoot sparkles that can certainly do some ouchie if they touch you and you don’t have maxed resistances, however you’re most likey to avoid them.
River Stalker
Immune to: Nothing Supahlulz.
Skills: Casts ranged poison spit (Head). Melee physical Tail Swing (Tail).
Comment: Never a dry eye at his performance.
Strategy: Lol.
Stygian Watcher
Immune to: Nothing!
Skills: Casts poison sputter (Head). Angry physical melee attack (Tail)
Comment: The head can live without the tail, the tail can live without the head. Independence ftw.
Strategy: You better be kidding. By the way, the bloody small waves effect that Bloodlust and Bloodhatred leave under the character right after casting are taken from this mob’s death animation ;).
Another thing, they happen to be immune to piercing directional ranged attacks such as Ghost Arrow or Bear Claw.
Water Watcher
Immune to:
Skills: Casts poison sputter (Head). Physical melee attack (Tail).
Comment: Having giant water snakes doesn’t exactly encourage to get over hydrophobia, you know.
Strategy: Meh.
Ghost Zombie
Immune to: Poison.
Skills: Melee cold attack casts Hunting Banshee on death.
Comment: The unliving proof that zombies can be killed.
Strategy: Ugly blue zombies die ez, but you really should get the hell out of HB’s range, unless you have decent resistances it will deal pretty much high damage... If only monster HB hadn’t been NURFED to hell due to whinning by adding an insane NextDelay, of course.
HB’s power comes from a extreme amount multihits, so the damage per frame is kinda low. Now each mob HB hits only once with ridiculously low damage, in fact, if you kill a pack of zombies at a time the first hit of a HB will protect you from the following ones...
[/rant] My bad, this is not the place to complain about this.
Black Death ELITE
Immune to: Poison.
Skills: Heavy physical/poison melee attack.
Comment: “W007!!! OM6 liek I sc4pt t3h R3s1d3n7 3v17 2 pwn t3h sh43t oot ov j00!!!” –Anonymous Zombie
Strategy: You can tank their poison for a while with maxed resistances and drinking pots like mad, but anyway melee contact isn’t reccomended with these zombies.
Be how it be, if they happen to be faster than you or you’re a melee character, rush to a nearby wall/corner/tree/whatever so that the whole pack can’t hit you at a time.
Defense is a major help against them.
Night Clan
Immune to: Cold.
Skills: Melee physical onslaught, cast self speed buff on attack.
Comment: Like heavy metal... when it’s buried in the player’s flesh.
Strategy: Mid-heavy physical melee attacks and mid moving speed makes them quite an easy prey, ranged chars can cripple them from a distance and the damage isn’t so outstanding for melee characters with some defense.
Night Clan Priest edition!
Immune to: Cold.
Skills: Pain Spirit (magic damage) , Bacchanalia (rises spell damage as life decreases) and Explode corpse (fire damage).
Comment: Dark priests darkened by the dark taint of darkness.
Strategy: Kill the melee monsters away from him, so that he can’t explode them (he only uses that skill with Night Clan mobs, though). And as well move to avoid Pain Spirit. They won’t be tough to kill.
Bone Gasher
Immune to: Fire.
Skills: Noticeable melee physical attack, casts Bloodlust on death.
Comment: Actualy it’s not a bird but a reptile.
Strategy: Simple, they buff nearby enemies on death and that’s = bad, so try to kill other stuff first, they’re not much of a threat, though, since they attack kinda slow and aren’t too aggressive.
Invader
Immune to: Cold.
Skills: Teleports you on striking, melee physical attack.
Comment: Tall, but also fragile and skinny, this six-handed guy should’ve eaten more vegetables when he was youger.
Strategy: Usually found among the assaulting crowds of Kurast, their teleport actually helps most of times, since it might take you out of the reach of that angry mob that’s biting your leg like there was no tomorrow. Or not. It’s like, random. B47’em up, however.
Djinn ELITE
Immune to: Magic.
Skills: Melee physical attack, teleports you on striking AND casts Immolation Bomb on striking too.
Comment: His hatred against humanity is only surpassed by his hatred against ponies, I’d tell you the full story but it’s too off-topic.
Strategy: Their physical attack isn’t the problem at all, the thing is that once they tele you, you have 3 seconds to get out of the bomb’s range.
However, they’re not likely to kill you that way if you have decent resistances, even getting the full blast in the face will do so-so damage, and due to the way missiles spread you can’t get hit by all the fireballs in the first place even despite the skill doesn’t have ND.
Shroom ELITE
Immune to: Poison.
Skills: Faerie Fire, Poisoned melee attack and cast some kind of AoE (not too large radius, though) weapon based proc on attack.
Comment: I spent like 30 mins attempting to spawn one of theese in Act 1 until I realized that they actually belong to Act 3... gah... -_-‘
Strategy: Their poison is no joke, it lasts quite a long time and even with high resistance the damage is high.
Potions are the answer, because even if as a ranged character you manage to avoid melee hits, their sparkles are likely to hit you for ? damage.
Also their AoE proc helps them fight multiple targets, making life harder for summoners... well... just go on summoning until they die.
Note that all of their abilities are weapon based, hence, defense will be extremely useful when fighting them.
Dark Cabalist
Immune to: Poison.
Skills: Casts Venomous Spirit, Melee physical attack.
Comment: Evil mummies animated with a sole purpose...umm, what was it? Oh, right, destroy all humans!
Strategy: Dodging the extremely slow VSs is very easy, if because of some lazy reason you don’t want to dodge them (or you’re a melee character :P) max poison resistance and you’ll be ok.
Feline Witch
Immune to: Fire.
Skills: Physical melee/ranged angry meow! Also casts Mark of the Wild on striking.
Comment: Like chasing birds, setting turtles on fire and...um... pancakes ;).
Strategy: Again your ole enemy the “typical mob” under a new disguise, master of the Beta 47, show your might.
Feline Priestess
Immune to: Fire.
Skills: Uses Fanaticism aura to provide kinda low bonus to the physical damage and attack speed of nearby monsters. As well casts Mark of the Wild on striking and uses physical ranged attacks. You thought that was all? Nope, they ALSO cast Fissure on death.
Comment: Born six moons after that wild party the pantherwomen clans and the druidic colleges made their graduation day, these feline beings were raised in hatred with the only objective of destroying the tree-hugger progenitors (and any other filthy human) that ignored them.
Hell hath no fur like a catwoman scorned.
Strategy: By now you should now the tale.
(In fact I’m wrong, theoretically this isn’t meant to be read from the beginning to the end, but to simply use Ctrl+F and find the mob you want to know about. Be how it be, I’m hell sure there’ll be someone mad enough to actually read it all. If you’re reading this, +1 ;) )
Infernal Lynx
Immune to: Fire.
Skills: Ranged/ melee fire attack and casts Mark of the Wild on striking.
Comment: Said to be the hottest kittens ever.
Strategy: With their slighly noticeable damage taken into a count, do you really need to be told how to fight them?
Geomancess
Immune to: Fire.
Skills: Fanaticism aura (buffs weapon damage), ranged fire attack, casts Mark of the Wild on striking. Volcano death.
Comment: Shaman cat that can drive both tanks and infernal power.
Strategy: No real need of strategy, this li’l cat gives mobs a buff, kill the cat and it’s done.
Fallen Hero
Immune to: Lightning.
Skills: Near to decent melee physical damage, Charge (omg ignores your def lololol), wasted his skill points in Concentration and now EVERYBODY’S LAUGHING AT HIM!!
Comment: Said to not attack heroes because of being possesed by the Three, but because they don’t want YOU to take THEIR glory.
Strategy: They’re slow, and the boost from the aura sucks. C’mon kill them already!
Knight of Famine
Immune to: Cold.
Skills: Charge (ignores your avoidance), melee physical attack, has Concentration aura to buff damage and casts Inner Fire on striking.
Comment: Are like, hungry, yo.
Strategy: Charge is tricky as always, because if knocks you back and leaves you vulnerable to other charges, avoid it by moving if you’re a ranged character ... or simply “tank” it (=let it hit you and counter before the next one comes) and melee them, if you fight in melee.
(Thanks yet once again to Sing_In_Silence because of telling about the IF proc)
Knight of Pestilence
Immune to: Poison.
Skills: Physical melee attack, Charge (ignores avoidance), slows on striking. Also has Concentration aura to buff damage.
Comment: Yep, they were retaliator plagueadins when they were alive.
Strategy: Don’t let a pack charge lock you (by putting your back against a wall, for example) and should be ok.
Knight of Death ELITE
Immune to: Lightning.
Skills: Melee physical attack, Charge (ignores avoidance), concentration aura... and also casts very often “Touch of Death” on attack.
Comment: He believes that there is something else after death. The bleeding corpse that falls on the ground.
Strategy: Don’t let them hit you, for God’s sake. Touch of Death is a curse that degenerates all of your atributes and causes your gear to be unusable most of times. Specially if you’re on any of the Atribute challenges, don’t allow them to get close, range them.
:roll: Ok, if you’re a melee character you have to melee them... or you could just pick up a bow/crossbow...
However, get yourself a lolsummon and place it to take a few hits for you while you kill them youself. Also remember that fleeing via TP is always an option.
Mana Moster
Immune to: Cold.
Skills: Stunning melee physical attack, casts Arcane Fury on striking, casts Magic Missiles (two misiles).
Comment: Bwhahaha! Hides in your mana orb and bites your eye when less expected!
Strategy: The stun and the melee damage are bad enough, but you should have a way of dealing with stuff like that by now.
Magic missiles unfortunately aren’t such an easy problem. Since magic res gear is rare, it’s reccomended to either get rid of them very fast without caring about the damage or range them, moving to avoid the missiles. Or you could use pots :roll:.
Dark Toad
Immune to: Lightning.
Skills: Casts (two) Magic Missiles and also has a stunning melee physical attack, on top casts Arcane Fury on striking.
Comment: Came to the dark side after Princess Peach rejected him... Oh, it wasn’t that Toad.
Strategy: Don’t let the pack range you at a time, move a little and you’ll be ok.
Mangler ELITE
Immune to: Cold.
Skills: Storm Crows (seven knives), melee stunning physical attack.
Comment: By Mango.
Strategy: The knives multihit, and that’s bad, but you can dodge then with some defense and as well you can move to avoid them completely. For melee there’s no real problem, since the melee attack is somewhat slow and their HP isn’t so outstanding.
Fallen Wolf Rider
Immune to: Cold.
Skills: Physical melee attack, casts Flurry of Javelins (knockback!) on striking.
Comment: Wait... if the normal thing is seeing a Fallen riding a wolf... then I think we finally know where the hell Fallen Ones fell from! :P
Strategy: As their walking relatives they’re pathethic... yet I have to admit I find the fact their Flurry of Javelins knocks you back offensive...
I mean, not like it makes them be a threat at all... but they’re Fallen Ones! It’s their objective in life to make us laugh at them, who do they think they are learning to do something!?
Emerald Scarab
Immune to: Lightning.
Skills: Lightning melee attack, casts Claw Tornado on attack.
Comment: They’re covered by an extrememly hard and thick layer of keratin that protects their vitals, also the layer has that green glow that makes fools think they’re really made of emeralds... the expression of disappointment of a merchant when he realizes of that after hours trying to breach the protective layer is really unforgettable -__O’!
Strategy: They move slow and hit slightly hard, but you should’ve learnt enough of the Beta 47 mysteries already, so no real preoblem :P.
Stalker
Immune to: Cold.
Skills: Invisibility, physical melee attack.
Comment: Dissappointed the noble lineage of the stalkers by getting an elemental immunity.
Strategy: B47.
Tainted Soul
Immune to: Cold.
Skills: Casts single target Big Bad Snowball.
Comment: Oh, is it Christmas already?
Strategy: -.- Cold resistance + not standing still in front of them = good. Please note that the vomitive AI lock still happens with this version, profit from it if you have no morals.
Familiar
Immune to: Cold.
Skills: Lightning melee attack, casts multiple Zigzagging Electric Bolts on striking.
Comment: Every single one of them carries a “If lost, please return to Horazon” small plate around the neck.
Strategy: The melee attack itself is average... the damage of the four lightning bolts hitting at a time isn’t, in fact, if you’re not careful and decide that you can tank a pack of them without trouble, you might find yourself potting for your life.
The solution is obvious, range them; if you belong to some kind of religion or cult that doesn’t allow you to use ranged skills rush to melee them without wasting any time.
Shrieker ELITE
Immune to: Cold.
Skills: Casts Countdown on attack, cold melee attack.
Comment: Said to be the result of the impure and sinful union of an Icesorc and a Batstriker, which in fact was an act of vengeance against a certain Summonzon who rejected them when they asked her to make a threesome.
Strategy: Simple, these flying aberrations are a quite easy prey for heroes that have decent cold resistances, as long as they don’t stand still for Countdown to explode on their faces, that is. As soon as you see the first cold sparkle, move away from it within three seconds, just to avoid getting maimed and that.
@Summoners: Despite Countdown is devastating for most summoned creatures, it’s also true that Summoners know they’ll have to summon them again sooner or later, these ones just make them have to summon more often.
-Poor summoner Bloodwitches may have a hard time because of that little thing of their Elementals popping like balloons when Countdown triggers...
I suggest taking a more active than usual role in battles, loading 50% minion res and... well... summoning over and over again; PoB might not help too much this time, I’m afraid.
Black Flame
Immune to: Lightning.
Skills: Melee lightning attack, casts Lightning.
Comment: It’s white, for some strange reason.
Strategy: Get lightning resistance and quit complaining already :P.
Living Rock
Immune to: Cold.
Skills: Charge, which won’t care about your avoidance, physical melee attack
vAncient deity of the cold nomadic tribes that was submited by the Zakarum and used as guard of their temples. However, they still do the same, chopping people by the half.
Strategy: Very slow moving/attack speed, so charge isn’t a real problem, and on top they lack a heavy melee attack to make up for it. Beta47.
Fire Drake
Immune to: Fire.
Skills: Charge (ignores avoidance), melee fire attacks.
Comment: Likes to throw children down wells.
Strategy: It lives in the relicaries, so even if it charge-locks you, it’ll quickly put you against a wall, stopping the chain. And then it’s time for the slaughter.
Templar
Immune to: Lightning.
Skills: Says: “Boo!” when struck *Minions run away, trembling in fear*, also hits with melee physical attack.
Comment: Frenzied maniacs that are currently being treated by the worldwide known psychiatrist Dr. U. R. Nuttz.
Strategy: @Summoner crowd: They exist just to taunt you. Deal with them with some active skill of yours.
@Non-Summoner crowd: EZ prey, guys ‘n gals!
Archon
Immune to: Lightning.
Skills: War Spirit, which periodically casts Spike Novas when an enemy is near. Casts Thunder Wave and Thunder Hammer. As well deals slow faith-fu melee physical punches.
Comment: Can’t compete in debates.
Strategy: You can avoid the spike novas and the melee physical attack with defense, so that’s a lesser problem... Unfortunately, both TH and TW are spells, which ignore defense, and that’s bad because Archon’s damage is high. Getting hit by a full wave of hammers, for example, clubs your HP underground.
To avoid that, melee characters should rush to them as soon as they spot them, once in melee range the thing will be more or less safe, they’ll die pretty soon and won’t use hammer skills.
Ranged characters are the ones having to deal with the hammers, a pot is the easiest option, that and moving to avoid them.
Dark Templar
Immune to: Cold.
Skills: Invisibility, scares minions when attacked, physical melee attack.
Comment: Dark cultists of the Light. May the irony guide your path.
Strategy: Invisible melee enemies...you should have learnt to use AoE attacks against them by now.
@Summoners: :(.
Dark Archon
Immune to: Cold.
Skills: War spirit, casts Thunder Hammer and Thunder Wave and uses a melee physical attack.
Comment: Obliterates anything that he gazes at... there’s more than one funny story about that power, btw ;).
Strategy: Not rocket science:
High defense-> Rush to close range and smack him, War Spirit won’t deal too much damage if it misses you.
Low defense-> Run around dodging the hammers and range him trying to not get hit by too many spikes, shouldn’t be too difficult.
Blood Templar
Immune to: Fire.
Skills: Melee physical attack, still yells maniacally when attacked, scaring minons off.
Comment: Have recently been accused of theft, because of the mysterious disappearing of all polearms in Sanctuary.
Strategy: Unless you’re expecting your minons/reanimates to do your job for you, you should have no problem. B47 4 3V3R.
Blood Archon
Immune to: Fire.
Skills: War Spirit, which casts Spike Nova periodically. Also Thunder Hammer and Thunder Wave, both physical spells; as well as a laughable physical melee attack.
Comment: “JOIN US.” –Screamed the maniac spikeblaster with his robes drenched in blood.
Strategy: Run around to range him avoiding the hammers or rush to melee, since he will only use them if you’re away from him. Or you can pot like hell and tank the hammers, but don’t cry when you get crippled because two TWs hitted you at a time.
Twilight Templar
Immune to: Magic.
Skills: Physical melee attack, makes attacking minions flee (melee only).
Comment: Come from the Twilight Zone...
Strategy: Hit a little harder than other versions, but are visible all the time. B47 them.
Twilight Archon
Immune to: Magic.
Skills: Melee physical attack and War Spirit (casts spike novas periodically). Also casts Thunder Hammer and Thunder Wave.
Comment: Used to go out with the Twilight princess, but then Link appeared and...
Strategy: Move to avoid the hammers or rush to melee them, they won’t cast if you’re at melee range.
Peace Warder ELITE
Immune to: Magic.
Skills: Melee physical attack, invisibility, makes attacking minions flee and also slows on striking.
Comment: Said to have Terror Strike and Shadowfiends oskills, but God forbid they used them. Minions shall have no minions.
Strategy: This little guy deals kinda low damage by himself, but he will come with friends and they’re likely to ambush you, because of being invisible and that. Don’t allow them to do it, use AoE and DoT when possible, if you can’t, simply hold shift and attack when you know they’re close, potting meanwhile.
Que-Hegan ELITE Worship us.
Immune to: Magic.
Skills: Casts Diseased Cattle, casts Psionic Storm (magic damage), summons Peace Warders [Hallucination] (same as regular Peace Warder, but much lower HP) and also casts Death of a God on death.
You thought that was all? Hah, they also cast Rapture every now and then... and their version actually boosts cast speed!
Comment: BWHAHAHAHAHAHAHAHA. –The New Travincal Times.
Strategy: Kill them before the underlings, really, try to ignore everything but them or the Hallucinations will kill you.
Maxed Poison resistance is simply not enough to stop DC from clubbing your HP to one, but it’ll give you some extra precious seconds you can use to “tank” it with a pot and actually kill the Que-Hegan, so that when you come back from town completely healed, the Hallucinations can do nothing but crying and dying at your command.
Of course, actually avoiding the DC poison clouds would be optimal, but I know that most people simply won’t.
At the time I write this their Psionic Storm deals zero damage, making them simply waste time and effort casting it while they could be killing you with 1337 summoneds and DC. Nooblarz.
Moon Knight
Immune to: Cold.
Skills: Pounce, cold melee attack, casts Dark Power on attack.
Comment: Comment: It used to be the common belief that they jumped from the moon on their enemies’ head, hence the name.
Strategy: Even if you’re not used to tank, their damage pretty much sucks, so you should be ok. However, watch out from them locking you in melee while other more dangerous monsters are around (e.g: Archons).
Another reason to get rid of them soon is that Dark Power might give you a headache or two if you let them proc it. (25% Crushing Blow chance, enhanced damage, IAS and magic flat damage aren’t something to laugh at.)
High Priestess ELITE
Immune to: Magic.
Skills: Casts Spiral Dance on attack, melee physical attack, slows on striking.
Comment: Commander of the Dancing Army, the earth shakes under her marching invisible troops.
Strategy: Her melee attack is pretty much devastating, but that’s not your only problem. The thing is that once you see the blue dancing spiral appear, you better get the hell out of it’s center, if you ignore it and just go on attacking expect the stacked effects of the nova to cut you by the half. (I’m LYING so that you get scared and think it doesn’t have ND! But seriously, move anyway.)
All of her attacks are weapon based, hence defense is very helpful. Also another good thing is that she’s not too fast and that she doesn’t usually come with friends.
Ulfheidinn ELITE
Immune to: Fire.
Skills: Casts Gift of the Wild on striking, slows on striking, melee physical attack.
Comment: Tribal fighters whose might changed the tide of several battles, and even wars. For their impressive feats, they got to record several ads for Her-Os, the champion’s breakfast!™.
Strategy: These huge maniacs have pretty high damage by themselves, but on top, they cast GotW to improve it.
The solution is obvious, don’t let them catch you unless you really know what you’re doing. Their walk and attack speed is average, so moving should make your job a lot easier even if you are a melee character.
Another reason to actually avoid melee contact is that you don’t want them to proc GotW, unlike other monster buffs you’ve met until now, this one does make a very big difference, boosting greatly physical damage and also giving a noticeable buff to elemental spells of nearby enemies.
Basically, it’s all about luring them to some free place of the map and then dealing with them, taking your time
Their pack size is usually low, between 2 and 4.
(Yo SiS dawg! Thank yo for da Her-Os joke :P)
Sinner
Immune to: Fire.
Skills: Casts Apocalypse and Pyroblast.
Comment: Always burn toasts.
Strategy: If you have fire resisance, there shouldn’t be any strategy. I mean, you can’t dodge Apocalypse, and it’s obvious that you have to get out of the way when you see the sluggish Pyroblast crawling to you.
This last thing could be a problem for cold sorcs (because PB might simply blow your snowballs in one shot), but actually, just casting an Abyss or two on them should kill them.
MISSIGNO Aka, Mephistospirit.
Immune to: Mouse targeting.
Skills: Stunning melee physical attack.
Comment: These are the blue spirit things in the Durance of Hate level 3, the static ones that try to hit you when you get close for the first time.
Strategy: Actually... they might make it to kill you if you’re extremely unlucky and get close to them with low HP, they pack a mid-low damage punch, but it can be lethal in some conditions.
^^