Banshee
Immune to: Lightning.
Skills: Melee physical attack, invisibility.
Comment: The only reason why the hoi polloi thinks Banshees are monsters that kill people by screaming is that there are, in fact, a lot of girly screams when an unwary hero is caught by them.
Strategy: What about killing them? I know it’s shocking new, but hey... it might work!
Evil Spirit
Immune to: Lightning.
Skills: Physical melee attack, teleports on striking, Invisibility.
Comment: Said to scratch blackboards when everybody’s silent, fleeing to their cursed rest place and laughing out loud for hours then.
Strategy: This isn’t the right place to get randomly teleported, you don’t want to end up next to angry gigantic mobs. To avoid this, chop their pathethic HP down by looking at them angrily.
Phantasm ELITE
Immune to: Fire.
Skills: Melee (sorta heavy) physical attack. Invisibility.
Comment: It’s da real thing!
Strategy: Not a problem by themselves, but since they’re invisible they might just sneak behind of you while you try to run away from other monsters and cripple you in a few hits.
If you have the sound turned on, you’ll hear their ghostly sfx when they are close, that will tell you when you have to start spamming your AoE attacks and moving randomly so that they don’t make it to hit you, which is important because they move pretty fast. Needless to say, this tactic is meant for ranged characters with low defense rating.
The thing is pretty easy for melee characters and summoners, so no big deal.
Death Watcher
Immune to: Cold.
Skills: Physical melee attack, casts Bloodlust on death.
Comment: A minor type of allied deity sent by Zakarum, so that his followers could freely spam on attack procs whenever these winged beings landed. That’s why they were summoned in the Three’s side.
What the High Heavens forgot about was the fact that their on death buffs wouldn’t actually affect the defender of Light who just killed them, but the massive pack of demons that try to murder him. :(
Strategy: Whip your AoE attacks into shape and make it so that you kill this li’l bird guy the last. Really, the only problem is the annoying buff to other monsters on death, avoid it.
Ghost Phoenix ELITE
Immune to: Fire.
Skills: Melee heavy physical attack, casts Rain of Bombs on striking, invisibility, casts Bloodlust on death.
Comment: Fawkes’ Bad Feather Day. (Nintendo’s Content balance system, finally revealed: “Let’s make a game where you save princesses by shooting flowers to a bad turtle while you ride a pony, then let’s make up for it by making a game where you **** on dead enemies”)
Strategy: Duck and cower! :D Nah, with enough fire resistance Rain of Bombs doesn’t really deal that much damage... unless you decide that tanking them without moving and letting them hit you over and over is really fun.
Basically, avoid melee contact unless you can withstand heavy physical damage, they’re not too fast and you can guess were they are by following their slightly blue glow light radius.
Most summoners don’t really have a problem with them, but if you’re a totemancer or a cold summonsorc you might find youself resummoning very often... it sucks, but you’ll have to stick with it.
However, totemancers can always counter the fact of their totems having lousy resistances with a Mana Totem and Unholy Prayer.
Coldsorcs should try to make their mobs keep moving, forcing them to follow her a bit and saving them from the thermonuclear assault.
Gargoyle Warrior
Immune to: Fire.
Skills: Melee physical attack, at low health, he turns invulnerable to “all” incoming damage for a brief time. (He DOESN’T heal, as the ingame description says)
Comment: Ahahahaha... and you thought Titan Strike was good...
Strategy: Usually they get killed before they have the chance to turn invulnerable, but if they do, simply hang around for a while killing the other monsters nearby. Once they “wake up” they’ll have the same low hp and will get insta crippled because of your angry stares.
Note that if they turned immune when they were poisoned/ under the effect of any other kind of DoT, they’ll still be damaged by it.
*There’s something curious with their immunity effect, if you KB/Stun them when they’re in stone form, they’ll “wake up” and start attacking, still keeping their immunity shield. This happens to all “Badbarb” type monsters with this ability.
(Immunity shield note thanks to Sing_In_Silence)
Mountain Defender
Immune to: Lightning.
Skills: Melee physical attack, at low health turns invulnerable to all damage for a few seconds.
Comment: It’s a rock of an opponent.
Strategy: Meh, just keep clicking randomly all across the screen and they’ll die just like anything else. Btw, the healing factor of their invulnerability shield doesn’t work (unless their typical, absolutely not noticeable Life Regen is what the ingame description refers to).
Summit Guardian
Immune to: Fire.
Skills: Melee physical attack, turns brielfy invulnerable at low health.
Comment: Ironically, he sings pretty well. What, you don’t think that’s ironic? WELL THEN GO TO HELL, YOU! *stabs the reader in the left eye*
Strategy: Like Obi Wan Kenobi would say: “Use the force, dude!”.
By the way, they don’t actually heal when they become invulnerable and once they start casting the shield they’ll just go on over and over. Not like it makes any difference at all, though.
Granite King
Immune to: Poison.
Skills: Melee laughable physical attack, casts invulerability shield when under ? of total HP.
Comment: He who falls asleep in fruit juice, often gets punch in nose. –Yoshimistu...? (I mean wtf?)
Strategy: They still don’t heal, it still wouldn’t have meant a thing. So cut their hearts out and eat them while they’re still beating already.
Stone Warrior
Immune to: Cold.
Skills: Melee physical attack, becomes periodically invulnerable when his HP drops under 1/2 of total.
Comment: The stony warriors are not destroyed yet! We shall prevail! *go on spawning in masses*
Strategy: You should be sick of these guys by now... Or at least I am. You kill people that makes you sick, right?... H-hey... NOT ME!
(God, I really am degenerating...¬¬)
Edyrem ELITE
Immune to: Magic.
Skills: Melee physical attack, casts Holy Armor on striking.
Comment: Said to be able of casting magic without reading the manual.
Strategy: Bah, if this is what Inarius was scared of then he sucked more than I imagined.
Their dual hit actually just deals the half of what would be a slightly decent attack, with double chance to miss. I’m not saying that they can’t kill you, if a pack of them locks a char with low defense, but actually they move quite slow and also have pretty avoidable attacks.
Summoners should simply zerg rush them, waiting until their shield drops. You can however speed things up dramatically by applying DoT on them, which will ignore their shield. They’re likely to proc it a lot, so it might take a while if you just let your minons do the job.
Melee characters are likely to cut them in pieces in no time. However, if they happen to turn invulnerable too often, you can just get away until the shield fades away and then striking when the’re vulnerable.
If you think all of the tactics you’ve read until now utterly suck... well... you try. Thinking of a way of fighting monsters tactically in a game where everyone dash-kills everything with rainbow AoE damage and without even looking at the mob’s name isn’t exactly easy.
Hence, :P.
Soul Spider
Immune to: Poison.
Skills: Lightning melee attack, casts Flash on attack.
Comment: Kids are scared of the darkness... Kids are scared of spiders... Well, these caring mutant giant spiders at least fixed the problem with darkness :).
Strategy: Don’t worry, Flash will only deal enough damage if you let a pack of them lock you and they happen to proc it like hell, otherwise they’re not a problem.
Brood Mother ELITE
Immune to: Poison.
Skills: Poisoned melee attack, casts directional Carpet of Spiders on attack, calls hostile Broodling on attack.
Comment: Originally designed by mankind as a patrolling unit of crop fields, these large spiders carry with them a batallion of smaller spiders they can unleash to rapidly wear any enemy down. In case this wasn’t enough for tougher beasts, they also were granted the ability to summon more biotechnological minions to outnumber the enemy.
As it was said later, more money should’ve been invested into AI improves to keep them by the side of good guys.
Strategy: The poison from a direct hit lasts for quite a long time, but it can be tanked with a pot. Their CoS proc is a little harder, but fortunately it won’t last too long.
Now that’s been mentioned, let’s get to the tricky part.
They move very fast and have a higher than usual HP amount, this doesn’t really make them hard to face in melee, but there’s the fact they keep on summoning Broodlings on attack, which is bad because they might lock you.
However, they’re not as bad as they seem. Moving every now and then and even cornering oneself in a pinch works for melee characters.
For ranged characters, the thing is pretty obvious. Simply keep moving and make them meet the reaper with your ranged skeelz.
Broodling ELITE Summoned by Brood Mothers.
Immune to: Nothing, lololol.
Skills: Melee physical attack.
Comment: These predator bugs were created by the same group of alchemists that created Brood Mothers, as a way of keeping the crops safe from werebunnies and things like. But a mistake in their AI programming caused them to target as their enemy the kind that was most of a threat for crop. As a result, hundreds of harvesters were found dead or vanished mysteriously when these lurking biotech calamities were released.
Strategy: Ignore them until their mommy is dead unless they are really zergrushing you, your AoE attacks should do the trick, however.
Rust Monster
Immune to: Cold.
Skills: Melee physical attack, casts Rust Storm on striking, increases his Life Regen when fleeing.
Comment: Fighting for days under the incessant rain took it’s toll on this fighter in shining armor. The fun sight of knights in rusted armor falling to their knees out of breath and finally been slayed by angry demons inspired Mephisto to create these bashing atrocities.
Strategy: Rust Storm s-l-o-w-s you down and lessens your defense by a dramatical 75% (= -75% to Total Character Defense), which might be enough to allow other mobs to cripple you if you’re not used to tank and get locked in melee.
However, the thing is that while they move kinda fast, they attack extremely slow, profit from that and don’t let them catch you, even though their melee attack is pretty pathethic, not getting hit at all “is more win”.
Another note is that once damaged over ? of hp, they’ll run away, healing unless they have Open Wounds. Be how it be this isn’t truly important.
Rust Fury
Immune to: Lightning.
Skills: Melee physical attack, casts Rust Storm on striking and heals when fleeing.
Comment: A strange dichotomy noticeable is in these beings too...they no longer considered demons will be. –Ormus (English: Unlike Rust Monsters, these ones aren’t demons.)
Strategy: Demons, not demons... Not like anybody really cared about it anyway.
Proceed to smackazor them already, because while their physical attack deals average damage, they attack extremely slow and suck a real lot. Trust me, they do.
Rust Claw
Immune to: Cold.
Skills: Melee physical attack, casts Rust Storm on striking.
Comment: Not a renamed clone of Rust Monster. This one also plays the banjo :mrgreen: .
Strategy: Rust Storm is the only thing you have to watch out for, and you can avoid it perfectly by simply moving away from him and his extremely slow attack animation. Have I left clear enough the fact that they suck? Ok.
Still, expect them to reduce your minions def. (what def?) and speed to sligthly above zero, Mr/Ms Summoner. There’s no real way to avoid it... but resummoning :P.
Corrosive Beast
Immune to: Cold.
Skills: Melee physical attack, casts Rust Storm on striking.
Comment: Relatives of Aliens, they don’t have corrosive blood but saliva. Needless to say, they lick their swords right before swinging.
Strategy: Well, the curse is bad, but it’s nothing you actually can’t stand, mainly due to its short length. Simply click and hold until they “pass away”.
Corrosive Terror
Immune to: Lightning.
Skills: Melee physical attack, casts Rust Storm on striking.
Comment: We made random name generators for a reason. –Mephisto.
Strategy: Well, they’re not a threat by themselves, but Rust Storm will leave you vulnerable to other attacks, so get rid of them even if there are other stronger monsters around.
Steel Crusher ELITE
Immune to: Poison.
Skills: PROWL! Also has a melee physical attack and casts Rust Storm on attack.
Comment: Called that way because all that remains after his charge is a bunch of crushed steel, which once contained a hero.
Strategy: ROTFL! And I thought kickass elites had vanished for good! @Laz: +1.
Well, basically you don’t want them to prowl at you, mainly because they will insta drop your hp to 1, as well as they’ll proc Rust Storm, leaving you on the verge of death, just waiting for another blow from anything to finish you.
Telling when they’re prowling or not should be easy, but it can be kind of tricky when you run into them in real battle. So in order to avoid bad surprises, drop two lolsummons (Daystars will serve you well) at their feet when you see them, the first one is likely to get headshot by prowl in a second (but Daystars are immune to poison :P), but the second one will actually tank them for a tiny bit.
Now, if you’re a melee character, please rush to their melee range and start attacking until all that remains are a few pieces of demonic flesh scattered around.
If you’re a ranger, simply keep them busy with the lolsummons and do your thing.
Summoners won’t find a hard enemy in them, for they don’t have an efficient way of dealing with a swarm of enemies.
Succubus
Immune to: Magic.
Skills: Casts (single) Bloodstar, has a Lower Resistances curse on death (lowers all elemental resistances by ??/??/50%) .
Comment: Used to be the most seductive demon around (even though they just had to compete with... ugh... mad rogues and zombies ¬¬), but since Pit Fiend type monsters moved in, they’ve lost a lot of fans.
Strategy: In case some of you don’t remember, ye good ole Bloodstar used to have KB and actually shot twice per cast. However, this monster version of the spell deals a ridiculously low damage amount and still moves so absolutely slow that not dodging it should, imho, be a reason good enough to get you shot.
Yeah, you could say that “hey, it will hit me if I’m melee locked”, but if you actually try it, you’ll see that the damage suxzors.
Still, leave them for last if shiny elemental magicks are hitting you.
Siren
Immune to: Lightning.
Skills: Casts Bloodstar, casts Lower Resistances curse on death (reduces elemental resistances by ??/??/50%).
Comment: Barbaric women used to make siren suits out of their skin, but not anymore.
Strategy: Well, if you’re fighting element users leave these winged beasts for last. If not, there shouldn’t be any real problem.
Hellspawn
Immune to: Fire.
Skills: Casts Bloodstar, casts Lower Resistances curse on death (all elemental resists drop by ??/??/50)
Comment: Native to Kehjistan’s swamps, these once lovely and charming fairies have now developed a rather scary tendency to bite and scratch when they’re... well... ^^.
Strategy: Still no big deal since you can perfectly dodge Bloodstars, just don’t kill them when you’re under the attack of strong elemental baddies and everything will go fine.
Soul Burner
Immune to: Poison.
Skills: Casts Bloodstar, casts Lower Resistances on death (lowers all elemental resists by 50%) and also casts Disco Inferno on death.
Comment: Eat bee hives to increase their magical power.
Strategy: Killing them under the slaughter of elemental monsters isn’t recomended, standing next to their death efect so that all of the poison orbs hit you isn’t a good idea too. Basically, kill them in whichever way you prefer, then flee away from their death effect (however it isn’t really dangerous, but it will reduce your/your minions life from the optimal 100%, which is annoying).
(Thanks go to Sing_In_Silence for the name of their death effect)
Thunderbolt ELITE
Immune to: Lightning.
Skills: Yay! Casts Uber-Static Lance, which explodes on striking releasing an Omni Lightning type AoE lightning attack.
Comment: Electrified and demonized flying pixies who generate more and more Lightning power with every single flap of their wings, unleashing it then with a whiplash of their tail.
Strategy: You can easily dodge their Static Lance, but anyway don’t expect it to deal any high damage, you can tank it perfectly with your lightning resistances.
However, these sparkling fairies move a lot and very fast. They fly too, so they ignore any obstacle on the ground. That can make it kind of hard for melee characters to get close and kill them.
Always be careful when chasing them, because they might be luring you into a monsters pack, as most fleeing enemies do.
Dirge ELITE
Immune to: Poison.
Skills: Casts Death Star, casts Lower Resistances curse on death (all elemental res. reduced by 50%) and also Disco Inferno.
Comment: Farore had to get herself another job after the Great Fairies were kicked out of the game. Classic LoZ fans miss them, but all agree the new look is pretty cool too.
Strategy: She’s not as bad as it seems. It’s true that if she snipes you with Death Star while you’re locked in melee, she might kill you. But however you should have learnt to not get locked in potentially dangerous places.
So the worst thing that she can do is dying, and you can perfectly run away/hide behind a pilar until the poison orbs stop trying to maim you. Note that if you have a large amount of minions, you’d do better TPing home until it ends.
Grizzly Giant ELITE
Immune to: Poison.
Skills: Melee uber physical attack.
Comment: There’s no reasoning with this lunatic!
Strategy: Watch our for their face-mauling attacks, because not even pots will save you from a string of succesful hits. The best solution for non-tanks is simply keeping a distance and profiting from their average running speed and their slow attacks. Also expect the fight to last a while, since their HP is quite high.
You really don’t want this guy close, since his AR is impressively high too, and he might still have about 20% Chance to Hit despite of your 50K of defense (I’m talking about rangers/casters who tend to have low defense).
Melee characters should have enough defense to avoid the hits, so they’re not a real problem for them.
Catapult
Immune to: Magic.
Skills: It looks like it shoots multiple kinds of elemental orbs... but hell if I’ve ever seen one of them actually landing.
Comment: Important tool of war, very often used when a tower or some other high place has to be taken but not destroyed. You just have to put your demonical minions on it, aim and...
Strategy: It does nothing but standing there, so I won’t insult your intelligence any more by telling you to kill it.
Barricaded Door
Immune to: Poison.
Skills: ...Did anyone REALLY expect a door to have skills?
Comment: Ye rusty doors need to be opened via hammah!
Strategy: Lawl.
Barricaded Tower
Immune to: Poison.
Skills: –empty, dead space-
Comment: It’s said that in some paralell reality there are monsters that actually ride them to attack. But that paralell reality utterly sucks, so we’re better off without them.
Strategy: Lawl *2.
Barricade
Immune to: Poison.
Skills: Omg dey casts Metoer Storm ‘nd Death Speeral ‘nd Huntn’ Banseee (druid no ND vers.) ‘nd...
Comment: “Omg NexX your rong! Dey casts nothing! Lolololol!”
Strategy: .... *smacks* Lawl *3.
Fire Clan
Immune to: Cold.
Skills: Melee physical attack, casts self speed buff on attack.
Comment: Belongs to some Fire Emblem freaks clan. Seems to be proud of it for some obscure reason.
Strategy: This guy fights in melee and attempts to follow you around with his ridiculous speed. May the B47 fury fall upon him. But preferably, let it “fall upon him” a little away from the caster, so that the corpse won’t explode and that.
Fire Clan Caster edition!
Immune to: Cold.
Skills: Casts Pain Spirit, Explodes his minions’ corpses, has Bacchanalia and casts Dark Power on death.
Comment: Head of the clan, claims to own a perfect savegame with haxzored unobtainable leet characters.
Strategy: Pain Spirit is a true pain if you’re fighting mobs close to him, since it’s another layer of damage which can’t be resisted easily. So then, try and clean house away from him, you’ll save yourself from the extra magic damage and also you won’t have to worry about corpses that could explode under your feet.
Once he’s alone, he’s piece of a cake, though.
Flesh Clan
Immune to: Fire.
Skills: Melee lousy physical attack, cast self speed buff on striking, slows down on striking.
Comment: This Clan ruled the Europe ladder for three whole weeks, back in 2004.
The two members left still brag about that in their IRC channel (aka=wasteland), trapped forever in that plane of non-existance.
Strategy: Slow will be annoying, because it will still last for some seconds after you one hit kill them.
Flesh Clan Da magic is da sh*t!
Immune to: Fire.
Skills: Casts Pain Spirit, makes Flesh Clan corpses explode and deals more damage as his life lowers.
Comment: When those three weeks of glory ended, he left the clan he had created because he realized that they were a bunch of freaks. Currently waits for the 1.13 so that he can try and assault the ladder with his skelliemancer once again. Just like everybody else.
Strategy: Bah, the thing is still about killing the minons away and then smacking him, Pain Spirit hits hard, but it’s very easy to avoid and not enough to kill you by itself.
Skull Clan ELITE
Immune to: Cold
Skills: Melee physical heavy attack, casts a self speed buff on attack.
Comment: Known to spawn in masses every few years.
Strategy: Treat them as your usual strong melee enemy, but for all that’s unholy do it AWAY from their priest!
Really, once you see them, lure them away and then kill them there.
If that’s clear, then you should still watch out for the melee attack, it can kick your ass by itself if you’re not used to tank.
Skull Clan ELITE Reanimator edition!
Immune to: Cold.
Skills: Casts a version of Pain Spirit which shoots eight autotargeting spirits (yeah, they multihit) and which we’ll call QQ Legion. Also, has Bacchanalia to buff spell damage as his health decreases and casts Dark Power on death. Oh, I almost forgot, he also spawns SIX Death Clan melee fighters from each corpse of his Death Clan minions (this means the new Skull Clans they summon can’t be used to spawn more) .
Comment: If strength comes in numbers... then ZERG RUSH KEKE! :]
Strategy: I’ll supose you actually read that up there and didn’t kill him minions next to him. Good, now what you have to watch out for is QQ Legion, which will break you if you try to fight them in melee without moving.
Basically, it’s all about taking the few seconds you have while the spirits fly to deal as much damage as possible, then getting away from him (so that the next QQ Legion wave targets some other place) and coming back, repeating this over and over until he dies.
Not a hard enemy for rangers, who can avoid the spirits easily. Nor for summoners, whose minions are ready to simply stand damage, without caring about the element.
Horror
Immune to: Lightning.
Skills: Melee lightning attack.
Comment: Badbones is his last name.
Strategy: They suck because of various reasons which I don’t really feel like repeating once again, simply slaughter them the way you usually slaughter stuff and everything will go great.
Horror Archer
Immune to: Lightning.
Skills: Ranged lightning attack.
Comment: Said to have made most of his arrows out of his charred legs’ bones, so now he can’t move but he pwns when it comes to ranged battles... or that’s what he thinks.
Strategy: Do you realize that his attack speed is a suxy as it was back in Act I? Yeah? Well, then just do the same you did back then.
Burning Dead
Immune to: Fire.
Skills: Melee fire attack.
Comment: The fiery rage of hell burns in their eyes... or.. umm... I’m sure it would if only they had them.
Strategy:
Against the fiery blade of darkness,
I fought.
Against the abysmal gaze of dead,
I stood.
With my leet fire res,
I pwned.
Burning Dead Archer
Immune to: Fire.
Skills: Ranged Fire attack.
Comment: These archers tried to set their arrows on fire when they were alive... As it was proved later, taking the arrows out of the quiver before doing it would have actually worked much better.
Strategy: Please, would it be so much of an effort to actually click on them until they die?
Plagued Dead ELITE
Immune to: Poison.
Skills: Melee poisoned attack, casts Cloudkill on striking.
Comment: A brave warrior who was slain by a curare zon, now he will take revenge with the weapons he forged from his own diseased bones in Hellforge.
Strategy: Well, they walk to you and hit you, easy job for melee characters with loads of defense, since the skellies don’t have too much HP. The only thing that could kill you would be their Cloudkill proc.. but you know you’ve got to get the hell out of it when you see it appearing, right? Good, just don’t let them lock you.
Also pretty easy for ranged characters, simply keep distances and move, they won’t last long.
Plagued Dead Archer ELITE
Immune to: Lightning.
Skills: Poison (possibly with a minimal lightning component) ranged attack, casts Cloudkill on striking.
Comment: Skeletal ranger that must not move from the place he as been summoned at, for he would lose the poison powers he drains directly from his corpse.
Strategy: Charming big packs of them is fun! Go and give it a try already ;).
Well, there are a few things to take into a count here.
First of all, their base attack lasts for a very long time, draining your HP to one even if you have maxed resistances; on the other hand, Cloudkill fills a wide zone with decaying gas, which will cripple you much faster than their base attack but won’t last too long once you get out of the cloud. In fact, it will override the first long lasting poison layer, so it might be even considered helpful sometimes...
This makes them be a very easy prey for ranged characters (who simply avoid the arrows by moving, skelerangers’ attack speed suxorz) and melee characters (who are the bombs on the raids and cripple anything with their suppermassive AoE apocalyptic attacks), the problem is with ye poor summoner crowd:
Let’s face it, your minions don’t usually have any good defense, they simply have loads of HP and “maxed” elemental resitance, as well as you to resummon them.
Without defense, the arrows will hit them all the time making Cloudkills proc like there was no tomorrow.
On top minions are usually stupid and won’t get out of the poisoned zone that’s killing them “slowly”, at least not by themselves. So you have to either let them die wave by wave and resummon over and over until every single skeleton is dead... or you can snipe them from out of their range with some ranged attack of yours.
Damned Soul
Immune to: Cold.
Skills: Casts single target Frozen Soul.
Comment: Omg! Bigheads have been stalking you for the whole damned game!
Strategy: Snowballs can be avoided with your eyes closed, and they can be tanked like hell if you have good cold resistances. Not a problem unless a pack is ranging you from behind a melee mobs’ wall.
Broken Soul ELITE
Immune to: Cold.
Skills: Casts Glacial Spike (?)
Comment: Project of OP coldsorc, which the player stopped to make a hammerdin when he read the following: sorc masteries are broken. Details unknown –Jarulf.
Strategy: If you focus on them, you shouldn’t have a real problem. But focusing means ignoring nearly all other mobs (use your common sense) and starting to smack them as they get in your sight.
Don’t fool yourself thinking that you can tank the damage, you can’t. Even with maxed cold resistance there is (almost) no way a character can resist a pack of them attacking for more than seven straight seconds.
Vampiress
Immune to: Cold.
Skills: Ranged/melee physical attack, inflicts Life Degeneration (LD) on striking.
Comment: Underrated mercenaries of hell that actually hold one of the mightiest powers in the known world...
Strategy: In case you wonder about it, LD doesn’t stack (it’s negative Life Regen), but it does pierce any immunity shield, even though it won’t kill you. It’s a non-elemental unresistable DoT. But it won’t really deal too much damage since it only lasts about 8 seconds.
Out of the interesting LD curse, Vampiresses are fairly weak, not a real problem.
Dark Queen ELITE Spear barbaric edition!
Immune to: Magic.
Skills: Melee physical attack, casts Shower of Rocks (pierces physical resistance by ??/??/38%) on attack.
Comment: Despite of the similarities, she’s absolutely unrelated to the bow user elite demoness she shares her title with.
This one was a member of the elite Barbarian forces (codename: Barbies), which was fully composed of female fighters. The reason why there aren’t any in Harrogath at the moment is that Qual-Keth’s “great” battle tactics mainly consisted in throwing his best elite soldiers against the first weak wave of Baal’s minions. They obviously won, but the next 754 waves kinda crushed them before they could retreat and prepare for next battle.
Still, the Three reanimated them by the winners’ side to grant them the chance to take revenge on the stupid barbarian “tactician”.
Strategy: Their direct damage isn’t too outstanding, right, but they move very fast (even though the attack speed is a bit more average) and will come in pretty large packs (4-6), so they are likely to lock you and then kill you with their SoR procs, which in case you don’t know drop 20 rocks each. So despite of you leet def, at least a few will hit you with about 3x their regular damage (due to 3/2 damage modifier on SoR and the phys resistance lowering), possibly smashing you into the ground.
In order to avoid this, keep moving even as a melee character, also remember that if you’re a ranged character, you can drop a lolsummon as a decoy and then murder them as you do with any other mob.
Dark Queen ELITE
Immune to: Fire.
Skills: Ranged kinda heavy physical attack, casts Ambush on striking.
Comment: It’s been a long time since the powers of Evil had been trying to make a summoner with decent ranged physical attacks. They have finally succeeded.
These beings, half physical and half ethereal, shoot enchanted arrows which make their armies of dead sisters rise and attack when they spill the blood of an enemy.
Strategy: *points up there* That means they’re bad so watch out.
Well, first of all melee combat is tricky... yeah, for freaking once, it is.
If you don’t have a good run/walk speed, they’ll simply run away from you and will possibly end up leading you into more mobs.
Also standing still fighting them isn’t the best idea ever, since if you’re in a wide open area, Ambush will add more arrows to the swarm. Ambush arrows don’t pierce, so get behind of a wall/tree/something to avoid them.
Ranged characters won’t find an easy prey in them anyway, they won’t have the problem of having to chase them, but they’ll have to deal with their high damage more often due to their low defense.
While dodging the arrows and shooting at them is doable, drinking a pot or two while you range them from behind a tree (to avoid Ambush) is much less stressing. Just be careful that other mobs don’t drop by so that your trusted pot won’t start lacking healing speed :twisted:.
Obviously if you’re on low health move before the lethal wave hits you.
For summoners... well, hide behind a wall and keep on resummoning over and over.
Ice Prince
Immune to: Cold.
Skills: Charge (won’t care about your avoidance), cold melee attack, casts Frog Prince on death.
Comment: Said to usually troll sorcs, zons and sins for kisses. Said to often get kick in balls, too.
Strategy: No big deal, by now you should be used to avoid charging monsters or to tank them. Also you learnt to get away from dying frogs in Kurast, remember? As long as you have maxed cold resistance you’ll be ok.
Blood Prince ELITE
Immune to: Fire.
Skills: Charge (ignores your avoidance), melee fire attack, casts Crater on death.
Comment: Aklaatamu na skeria, aoripe ermua en garlea! (Even if you spill my blood, that will only hasten your destruction!) :] Go and figure out where that quote comes from already.
Strategy: You have maxed fire resistance, right? Good, you should also know how to avoid charge-locking by now (=avoiding KB by getting next to a wall), so I’ll proceed to the difficult part.
...Heck, just realized that if you actually learnt to have maxed resistances and know how to avoid charges, there’s no difficult part! Well, simply don’t try to end their death effect by running into it, because it won’t work and will only lead to you taking more damage. Blood Princes don’t like hugs.
Infernal Lord
Immune to: Fire.
Skills: Fire melee attack, casts Fire Splash on striking.
Comment: BEGONE, HELLSPAWNED UNINTENDEDLY CLONED COMMENT!! TO THE DEEPS OF TARTARUS I EXILE YOU!!! (If you didn’t read the first version of this Bestiary, you’ll never know what this is about! *maniac laughter*)
Strategy: They abuse a single element, meaning that if you get maxed resistance against that element, they’ll deal lousy damage.
Still, they might mean problems for cold sorcs, since their elementals are very weak to fire. Fix that by, for example, freezing them to hell with Frozen Soul.
Vortex Lord
Immune to: Lightning.
Skills: Melee fire/physical melee attack, casts Fire Splash on striking.
Comment: Voracious master of vorticose vorticity. Pals call him “Vorticella”.
Strategy: If you have a problem tanking them, outrunning their attacks shouldn’t be a problem. But these are just more B47able monsters.
Son of Lucion ELITE
Immune to: Poison.
Skills: Melee (heavy) physical/poisoned attack, casts Cloudkill on striking.
Comment: So they actually are somebody’s children? Well, I had suposed they just coagulated in some sewer out there.
Strategy: It’s easy for ranged characters to outrun their attacks, and also melee fighters only have to get away when one of their rare succesful hits happens to proc Cloudkill. Yeah, once in every 40 enemy swings you have to move 10 yards away. Omg they are impossible to kill.
However, our dear (not Druid) summoner crowd might find a hard foe in them. Mainly because Cloudkill + swarm of minions = dead minions. I reccomend letting them die and fighting them yourself. It’s a bit less stylish, but you’ll end much faster than TPing back to town, resummoning and coming back.
Chaos Beast
Immune to: Fire.
Skills: Casts poison sputter.
Comment: Somewhat popular animal that used to be bred for sport.
Strategy: Their poison is laughable with maxed resistance and however, it lasts for a ridiculously short time. B47.
Lava Maw
Immune to: Fire.
Skills: Casts poison sputter, melee poisoned attack.
Comment: Aaah, a bug!
Strategy: *stomps*
Azure Drake
Immune to: Lightning.
Skills: Cold/physical melee attack, charge (ignores avoidance).
Comment: The life of this duckling has always been sad, not only he was morphed into some snakey being by the demonic taint, but on top it’s whispered that the spirits of several virtual fishermen have possesed him recently. That might explain his incessant chatter about how cool fishing is, his explanations about how to reel, the best places to try and fish and his attempts to give a fishing rod to any hero in his sight. Act which usually is taken as an offensive charge and answered with deadly death skills from the hero.
Strategy: When you’re fighting (in melee) melee monsters in a place were you might find monsters that charge, it’s always reccomended to put your back against a wall, for that will stop them from charging multiple times and chopping you down.
The melee attacks can be tanked without too much problem, however.
Gold Viper
Immune to: Lightning.
Skills: Charges, ignoring your avoidance, also a melee physical attack.
Comment: Actually, their name comes from their former job in Hell, they were in charge of torturing greedy merchants. One of their favourite methods was summoning a huge pile of gold coins, then summoning a toilet and throwing them down, one by one, under the horrorized gaze of the chained merchant.
Strategy: You, master of the B47, shall prove your might against these onrushing monsters by avoiding their charges (their only real way of dealing damage) and kicking their serpentine asses!
Adder ELITE
Immune to: Fire.
Skills: Charge (ignores avoidance), melee physical (with a small fire component) attack.
Comment: [Old English nǣd(d)re "snake" < Germanic. The initial n was lost when "a nadder" was misanalyzed as "an adder"]... I mean, this damned form is the final punishement of Lazkarum to any kind of ad-linker or spammer. Cursed for the rest of their life, all that victims can do is crawling to their final breath.
Strategy: Well, charge is very dangerous, but I’m sure you already know that standing next to walls avoid getting charge locked and that if you really can’t stand charges, all you have to do is moving at all costs.
Not even their HP is outstanding, so no big problem, just watch out for charge and you’ll be ok.
Magma Drake ELITE
Immune to: Fire.
Skills: Melee fire/physical attack, charge.
Comment: Used to be an active member of Moltres’ fan club, then he realized that uniques are genderless and left because that “was gay, lol”.
Strategy: Basically your same ol’ charging enemy, but faster, harder and generally badder. For melee, avoid his charges to lock you by getting close to a wall, then smack him as usual, his HP isn’t exactly outstanding.
Ranged characters might want to drop two lolsummons so that they stop and kill them, using that time to snipe them to death.
He’s an elite, yeah, but you should be used to deal with this kind of charging freak anyway.
Black Messiah
Immune to: Fire.
Skills: Casts Gamma Field and Cold Beam. Also has a terrific magician melee poisoned slap.
Comment: NOT Dark Messiah. See? We’re not commiting plagiarism :P.
Strategy: *plays the same ol’ “Cold Beam sux” song*
The only problem comes from Gamma Field lasting for ages once you killed them. Deal with it. Heal, use pots, I command.
Arch-Priest Eats Babies.
Immune to: Fire.
Skills: Casts Cold Beam, casts Gamma Field, melee poisoned attack.
Comment: Made his own version of “an apple a day”.
Strategy: Well, you should already know that Cold Beam is just eye candy, so no need to worry about it. Just remember that Gamma Field lasts for ages and will eventually drop your hit points to 1. Then it’s time for ye good ole pot.
Note that their melee attack is laughable and most of times it won’t even override Gamma Field.
Deathless ELITE
Immune to: Poison.
Skills: Casts Angelfire, has a melee physical attack.
Comment: Direct descendants of the legendary Asuka Langsley, these insane priests inherited from her their ability of setting people’s arms on fire from a distance. Later, after they sold their souls to the Three, that power was extensively revised and added a direct damage/range synergy from vit.
Strategy: “Lulz, np! I finally gave a try to those resistances you continuosly spam about and now I actually don’t die at angry poison sputters anymore! :D Deathless will die in no time!”
Great, but the thing is that now Hell has gone a step further by granting these fallen priests an evasive AI as well as the powerful Angelfire spell.
This means that now they won’t run to slap you in melee (at least, not usually), they’ll “just” cast massive Angelfires that will stack on each other from a half of a screen away while you swat away with melee monsters.
And yeah, I said “stack”, because since the spell has no ND the whole pack can perfectly range you with it dealing full damage (packs bring about 4-5 monsters).
Here Sing_In_Silence’s MDR tactic would be the most useful to melee characters, for it would allow them to stand still in the flames without actually taking any damage (with about 80 MDR).
Of course, I won’t be such a fool to think that anyone is going to change his gear just in case he/she comes across these monsters, but it was worth noting as it’s a very interesting idea, and because... you know, it actually works.
However, basic tips I can provide are moving and not letting any other monster lock you in melee, for it might leave you vulnerable against their burning onslaughter.
Of course, don’t dare to kill Succubi when you’re fighting a Deathless pack.
NOTE: Extra testing has proven that they do still run towards you sometimes...¬¬ Well… if the do rush to you, they won’t cast, and their melee damage is ridiculous.
Diamond Beetle
Immune to: Lightning.
Skills: Melee lightning/physical attack, casts Claw Tornado.
Comment: Wandering jewelers usually have them as pets.
Strategy: Elemental damage applied via weapon, which means the actual damage will get maimed by your maxed lightning resistance and then, even with ridiculously low def, you’ll have at least a 70% chance to avoid the pathethic rest completely.
And still, Claw Tornado’s damage actually is very noticeable. Well, the solution is obvious: Get away from the tornadoes.
Horadrim’s Curse ELITE
Immune to: Lightning.
Skills: Melee physical attack, casts Claw Tornado on attack, calls Darkwarden on attack.
Comment: Called that way because they used to pester the Horadrim with questions about summoning rites all the time. Curse you all! –Deckard Cain.
Strategy: Don’t fool with them in melee, because they deal pretty decent damage by themselves and might ask for reinforcements, making your life much, much, much more complicated. I’m not saying that you can’t fight them in melee, but do it quick.
Ranged characters know what they have to already.
-By the way, they still summon exactly the same bad guy they summoned in Act II, hence, I refuse to make another entry for him. If you want to know about him, use Ctrl+F and type “Darkwarden”, I’ve said-
Dark Cabalist
Immune to: Lightning.
Skills: Casts Venomous Spirit, rarely uses a melee physical attack.
Comment: Seems familiar, eh? No, it’s not because he’s your cousin’s resurrected mummy (I just slayed that one), it’s because they’re twins of Act III Dark Cabalists! @Laz: Gotcha. :twisted:
Strategy: I doubt there’s any missile the moves slower than VS, really, it’s a sin to get hit by it.
However, it’s true that if some of these mummies appear when you’re locked in melee combat, not even your maxed poison resist will help you. In order to avoid that, don’t rush crazily into mob packs without knowing what might be nearby.
If you get killed by VS with a ranged character, I’ll find out where you live and send you a mail bomb.
Note that you have to stand still for VS to deal it’s crazy damage, that’s why if you actually move, you won’t die.
Dark Ancient
Immune to: Fire.
Skills: Casts Venomous Spirit, melee poisoned attack.
Comment: So ancient that there were no light bulbs when he lived, hence the Dark.
Strategy: Move to avoid the Venomous Spirits or cry when your non-Acid Fiends minons get headshot. They won’t last long, however.
Deathfire Bearer ELITE
Immune to: Fire.
Skills: Casts Flamefront (8 bolts) and has a noticeable melee physical attack.
Comment: A stylish guy who makes his own clothes and bakes his own bread.
Strategy: Well, Flamefront looks awesome, but in fact it deals kinda low damage with maxed resistances. Still, they move pretty fast and can range you with FF from almost offscreen, so watch out, a pack of them could snipe you with it while you fight other mobs, making your life a lot harder.
Also their direct damage is very decent, not bonecrusher, but it surpasses many other melee mobs.
Basically this is a balanced, not one hit killer elite (those almost don’t exist anymore). Not a challenge, but neither ignorable at all.
Dark Vizjerei ELITE
Immune to: Poison.
Skills: Casts Poison Globe (having the real name would be great) and has a noticeable melee physical attack, which slows down.
Comment: The fact that these mummies are more prepared for melee combat than they are for spellcasting is another pillar on which the theory of the so-called Vizjerei “Mage Clan” been the cover for a group of ancient wrestlers maintains.
Strategy: Unworthy of their “ELITE” title, the only threat that can come from these monsters is that you ROTFL for too long after killing them, which might leave you vulnerable to other attacks.
Really, regular mummies have a chance to headshot you with VS if they attack you when you can’t move, but these “elite” versions don’t.
Also, even though the meleee damage is noticeable, their attack speed and AR fail epically.
Frozen Lord
Immune to: Cold.
Skills: Casts Ice Beam (pierces and has ND), has a melee cold attack.
Comment: Ice is an element, a part of the Earthfather or an untraceable stabbing weapon, depending on who you ask. But all will agree that ice does not just stand up and beat people over the head... These monsters happen to prove them all wrong.
(Extracted from Laz’s Bestiary [just found it too epic to miss it], slightly touched up)
Strategy: Dodging Ice Beam in piece of a cake, and still letting it hit you won’t cause any problem due to it’s major lack of damage against your maxed resistance.
You shouldn’t worry about the melee damage, since it’s pretty low.
Crystal Lord
Immune to: Cold.
Skills: Casts Ice Beam and has a melee cold attack.
Comment: Instead of the cold shoulder, they’d rather giving you the Crystalshroud. They don’t spawn in 121 areas, sadly.
Strategy: As the name says, they’re fragile. Trust me, they’ll die before you realize what’s going on.
Shapphire Lord
Immune to: Cold.
Skills: Casts Ice Beam, melee physical/cold attack.
Comment: Formerly designed as a strategic combat unit, which would just freeze the enemy troops and then flee, this creature was fed Perfect Shapphires since it was made. Unfortunately, his “%Bonus to Cold/Buff/Debuff skills duration” seemed to overflow at some point. Sucks to be him.
Strategy: Yaaaaawn. Kill pl0x. Note that he’ll run away from you to corner himself and cry if you drop his health below ?.
Avalanche ELITE
Immune to: Cold.
Skills: Casts Ice Bolt Nova (pierces, has ND) and has a heavy melee physical attack.
Comment: Hikers, mountaineers and nooblars are asked to watch out for them.
Strategy: Ice Bolt Nova is just eye candy, so no big deal with it. Problems might come if you try to tank them without good defense, since they might just club you into the ground with their first hit.
Hence, keep moving to avoid it (not too hard due to sluggish attack animation), take the times it stopsmoving to cast IBN and smack him with your ranged pwnage.
Melee characters will be fine! How surprising, eh?
Black Ice Demon ELITE
Immune to: Lightning.
Skills: Casts Mind Flay, melee physical/lightning attack, slows on striking.
Comment: When a gyrocopter army of death lost control and crashed in Mount Arreat, their pieces scattered all across the snowy field. Then, when Baal rised his army of Ice Beasts, he noticed to his surprise that the ones which contained a part of the gyros’ batteries had the power to cast lightning beams. As a tribute to the flying machines he also granted them the power of laughing out loud when attacking.
ROFLCOPTER!!!!!!
Strategy: Mind Flay’s damage won’t be your worst problem, since the ND will protect you from multihits even if several hit you at a time and your maxed lightning resistance will do it’s thing, reducing the damage to slightly above zero.
However, their melee attack is noticeable and their AR pretty high, making life harder for ranged characters with low defense. Drop a Bane Monster or two next to them to tank the lightnings while you snipe them from safety.
If you don’t like summoning, you can always keep moving to avoid them, but remember that they’re likely to hit you and that being slowed is very bad for you.
Melee characters don’t have any real problem against them.
@Summoners: Mind Flay has a splash effect on striking, meaning that they’ll hit many of your minons with every beam, and your minions are pretty vulnerable to elemental damage. However, they are not SO dangerous.
Cenobite ELITE
Immune to: Magic.
Skills: Casts Magic Missiles (12 missiles) and Apocalypse.
Comment: Actually, these monsters were a major help on the assault of Mount Arreat, if only you knew how many shortcuts they made in the icy caves mazes...
Strategy: Don’t let the red flames of apocalypse fool you, these guys are so shy that they will AI lock in direct melee combat.
Also, in case you want to beat them without cheesing for some odd reason, Magic Missiles deal major unresistable damage, but they can be avoided by moving just a bit when they target you, Apocalypse sucks after getting crippled by your fire resistance so no big deal.
As always, on the other side of the coin we have summoners, on top cold sorcs, whose minions will get INSANE damage from Apocalypse.
But RavenHearted sorcs are tough mistresses, they’ll deal with it, right?
Stone Hammer Demon ELITE
Immune to: Fire.
Skills: Heavy melee physical (with a minimal fire component) attack, casts Shower of Rocks on attack, which briefly reduces physical resistance by ??/??/41%.
Comment: Does the flap of Stone Hammer Demon’s wings in Mount Arreat set off an avalanche on a hero’s head? –Edward N. Lorenz (slightly touched up)
Strategy: Well, as with other Gargoyles, getting melee locked =dead meat.
So yeah, you have to move once you see that soon-to-be-obliterated-white-mark-thing on the ground, the other choice is praying that none of their 20 rocks will hit you, and that you’ll survive to the 3x damage each of them does.
Ranged characters have to avoid melee combat at all costs, nothing new for them.
Also, even though less important, their melee attack itself deals decent damage.
And another thing, “on attack” procs such as SoR will “chase” you. This means that if a monster starts swinging at you and you move away, when the monster procs his on attack skill it will fall right on your head, no matter if you’re already miles away.
This is most noticeable if you’re playing an amazon, due to Defensive Harmony and her fast walk/run speed.
By the way, pack size is from 4-6.
Mountain God ELITE
Immune to: Cold.
Skills: Charge (ignores avoidance), melee physical bonebreaker attack, casts Tremor on attack.
Comment: Since Inarius created her, the Worldstone has always had a will of her own and will not allow anyone to stop her from accomplishing her duty. If neccesary, she will even call forth the spirits of the very nephalem to destroy whoever dares to rise against the Angel’s will.
Unfortunately, Baal’s great demonic knowledge together with the moment of weakness that follows such a powerful summoning rite, allowed him to corrupt the ghostly apparitions and side them with Hell’s forces.
Strategy: Well, basically, don’t let him touch you at all unless you’re a big bad tank. Really, they are VERY likely to cut you by the half with a single axe swing.
Of course, their Charge damage is just insane and must be avoided. A problem might be that they move at the same speed when they walk and when they charge, if you really don’t know what to do as a melee character, drop a lolsummon at their feet so that they stop to headshot it. Then you can proceed to kill them as anything else, for you’ll have time to move to melee range (while they kill the lolsummon) and they won’t be able to charge.
For rangers, the solution is exploiting their lack of speed, they move slow, so it shouldn’t be too hard to keep distances and snipe them with your random flurry of arrows/spells.
Non Necro summoners might have a headache or two with Tremor, but they should make it via resummoning over and over.
As a happy ending note, I’ll add that the pack size is usually between 1-3.
By the way, they have loads of HP. Just fyi.
Serafiend ELITE
Immune to: Magic.
Skills: Pounce, melee physical/lightning attack, casts Bone Prison on striking.
Comment:
Sparkling angel, I believe
you are my saviour, in my time of fear.
[...]
There’s no escape now, no mercy, no more.
No remorse, 'cause I still remember...
The smile when you tore me apart!
–Within Temptation.
Strategy: As a melee character, you’ll find yourself that your option to retreat (which you never use) is takes away. Meh, be how it be, you’ll do with these angelic demons the same you do with any other kind of melee monster. Your high damage/life leech/defense will serve you well.
But there’s nothing better for characters with low defense rating than a melee monster who instantly teleports right on them and then cages them, forcing them to tank or die.
Let’s do our best so that you avoid the latter option.
First of all, smash the potion button as soon as you see them appearing, having a teleport source is still kind of useless against them, since they’ll just pounce on you again, caging you for a second time.
Sadly, there’s no other option than facing them in melee until the Bone Prisons break, which by the way your AoE attack should do in no time.
Then run away a little (not too much or they’ll pounce again) and smackazor them with your ranged pwnage.
(Comment “upgraded” thanks to Sing_In_Silence. Also added a small easter egg :P)
Doom Guard
Immune to: Lightning.
Skills: Melee Spectral attack, casts Time Strike on attack.
Comment: That skill just rocks so hard that it needs bodyguards. Just in case some angry useless Wraith Arrow tries to “get rid” of it.
Strategy: Basically, they’re your average melee enemy. They’ll come in 4-6 packs and try to smash you, you’ll laugh out loud and destroy them with an angry glare.
Unless you suck, of course. But... you don’t suck... right?
Steel Lord
Immune to: Cold.
Skills: Spectral attack, casts Time strike on attack.
Comment: Made of simple iron, in fact, but Steel just sounded much more badass.
Strategy: No big deal, since you have maxed resistances, they’ll die quite soon.
Time Strike isn’t really a problem, but if you want to avoid it completely (even though with some def it’s not likely to hit you) simply move away from it a bit.
Blood Knight
Immune to: Lightning.
Skills: Spectral melee attack, casts Time Strike on attack.
Comment: Don’t confuse with Bloodspeakers; these ones are bad and will maul your face, the other ones are good and rockszor.
Strategy: They’re pretty much an average melee enemy, with quite good moving speed yet horribly slow attack animation. That means that you’re never in real danger, for you can simply outrun their attacks whenever the situation gets ugly, which let’s face it isn’t something common.
Obsidian Lord
Immune to: Magic.
Skills: Spectral melee attack, casts Time Strike on attack.
Comment: ob•sid•i•an [əb siddee ən] ->14th century. < Latin (lapis) Obsidianus, copyist's error for Obsianus "(stone) of Obsius," a Roman-> That allows us to truthfully claim that “they were a mistake”.
Strategy: Unworthy they are of the time you’re spending thinking about a way to kill them, my young Padawan.
Silver Construct ELITE Thunderslam_ho!
Immune to: Magic.
Skills: Spectral melee attack, casts Thunderslam on attack (only when he attacks with both weapons, but he casts two).
Comment by Baal, Lord of Destruction: Oh c’mon! We weren’t showing off our of course superior technology and almost unlimited funds when we made these ones! I mean... They’re not Gold Constructs, right? ;)
Strategy: Not only they hit hard and move fast, but they come in 4-5 monsters packs and their Thunderslam allows them to control a crowd of summoned minions perfectly. Even though it will take them some time to actually kill them all, so take the time of protection until your minions die to cast your destructive magicks on them. The only summoner which doesn’t have a direct damage spell in his tree is the Necro, but he has totems, which can’t be stunned. So simply cast sacrifices and summon a few of them, keeping them alive with Unholy Prayer then. Another choice is having a crossbow and using your 1337 skills to obliterate them.
For melee characters there isn’t too much problem with them, they won’t cast Tslam often enough to stunlock you and even if they do, your high defense rating will perfectly protect you from it.
Rangers might prefer dropping a lolsummon to stop them and then using all of their dumb firepower to annihilate them, since outrunning them can be complicated (for non-amazon characters).
Assailant
Immune to: Cold.
Skills: Spectral melee attack! Also teleports you on striking.
Comment: Such a tall guy wielding so many swords... it just can’t be friendly.
Strategy: Meh, they suck and you know it. Destroy them already.
Intruder
Immune to: Magic.
Skills: Spectral hit, teleports on striking.
Comment: INTRUDER ALERT. THE POLICE HAVE BEEN NOTIFIED. YOUR POSITION HAS BEEN TRIANGULATED WITH AN ACCURACY OF 2 METRES. DROP YOUR WEAPON OR BE SUBJECT TO BIOFIELD DISRUPTION. YOU HAVE 15 SECONDS TO COMPLY. RESISTANCE IS FUTILE. –You know who ;).
Strategy for orcs!: Stinks, so cut him by the half and feast on his flesh already.
Ifrit ELITE
Immune to: Lightning.
Skills: Melee spectral attack, teleports you on striking and leaves a Nova Bomb under your feet.
Comment: Follows Zolo Ronoa’s teachings and uses three swords just like him. He added the teleportation and bombs things because they’re the shiznit, though.
Strategy: Watch out, because these ones might kill you. Their melee attack is very heavy and not easily resistable and they move very fast. Still, they’re quite slow when it comes to attacking, which is something you can profit from; just keep on moving and attacking every now and then and everything will go... kinda ok.
If they hit you, obviously get the hell out of the nova’s center.
Melee characters have to still treat them as their typical enemies, and summoners shall just laugh as their zerg rush...umm... rushes over them.
Storm Lord
Immune to: Lightning.
Skills: Melee lightning attack, casts Multicolor Lightning of Epilepsy (=Death Ray clone :P), casts Static Trap on death.
Comment: The ex-priesthood of Zakarum, affected by the corruption of Travincal by Mephisto. Under his dark influence, they forgot about blessings for the weak and holy thunder for the heathens and remember only the holy thunder part. (Again from Laz’s Bestiary, again too epic to miss it).
Strategy: Actually, no big deal with their lightning, you can endure it forever with your maxed resistance. Just watch out for their annoying traps, because they’ll leave you pretty vulnerable in battle, and will completely stun your minions.
Storm Rider
Immune to: Lightning.
Skills: Casts lightning multicolor Death Ray clone, has a melee physical attack and casts Static Trap on death.
Comment: Yeeeee-haw!
Strategy: These cowboys are nothing but talk: the lightning damage sucks, on top of being ridiculously avoidable. And their melee damage is pathethically low. Do your thing and kill them.
Maelstrom Lord
Immune to: Lightning.
Skills: Casts lightning Death Ray clone, melee lightning attack, casts Static Trap on death.
Comment: And despite his name... no throwing knives?! God, he really fails!
Strategy: B47. Yeah, you’re in the damned end of Act V and you can still B47 stuff like there was no tomorrow. This game really is impossible, eh?
Core Lord ELITE
Immune to: Lightning.
Skills: Casts three multicolor lightning Death Ray clones at a time, melee lightning hit, casts six of those Death Ray clones on death.
Comment: The static field that this monster generates almost got Baal in problems, for the hair of any attacker instantly started to suspiciously look very close to Goku-san’s. Adding the full set halo and other shiny effects didn’t exactly help to stop the japanese suers raining down from heavens.
Strategy: No big deal for players themselves, who have maxed resistances and laugh out loud when they face a monster that only uses elemental attacks.
But they might mean trouble for summoners, because the lightnings will pierce an hit almost every single of their mobs. So instead of resummoning, cast something on their head until they die.
No real need to watch out from their death effect, it’s way less annoying than Static Trap.
Cloud Duke ELITE
Immune to: Lightning.
Skills: Casts a Wave of Piercing Big Lightning Sparkles, melee lightning attack, casts Static Trap on death.
Comment: Nukes’em every day of the week! (How many people will get this?)
Strategy: Players can stand their damage without any problem (sort of, don’t take a nap next to them) and just have to care about not stepping on the Static Trap.
The thing is that minions, with their 25% maximum elemental resistance on Destruction, will have trouble if the summoner doesn’t directly attack the sparkle generator monster. So wake up and do something already.
Destroyer Wolf Rider ELITE
Immune to: Lightning.
Skills: Heavy melee physical attack, casts Fortress ( 3/4 damage modifier) on attack.
Comment: Made it to submit ye good ole invisible hobbits and now the little guys follow them everywhere they go, maniacally building low quality towers from which they shoot at their master’s enemies.
Strategy: Well... It sucks, but I have to admit these guys pose a threat.
Basically, their melee damage is VERY high and their AR is impresive too, this makes them already bad for low defense characters. But on top, their Fortress can be lethal due to the eight arrows per second is shoots. Standing still fighting them without good defense rating and decent HP regenerating skills will possibly make you get maimed.
But there’s a good part, they move kind of slow, so unless other monsters lock you in melee, they shouldn’t be able of catching ranged characters. Keep moving.
Summoners won’t find a particulary hard foe in them, for Fortress will simply hit some their monsters, without even killing them. And not even their melee damage will make it against a zerg rush, since Summoned minions usually have a nicely high HP.
Destroyer
Immune to: Fire.
Skills: Melee fire attack, casts Fireball on death (yes, it is Fireball, despite it always explodes on their corpses).
Comment: BANZAAAAI! *gets resurrected* BANZAAAAI! *gets resurrected* BANZAAAAI!...
Strategy: Interestingly, their death effect can deal some noticeable damage if it catches you, even with maxed resistance. Not enough to make any real difference, though. You can mass kill them in melee without worrying at all.
(Thanks go to Sing_In_Silence, because: It is a fireball.)
Destroyer Shaman
Immune to: Fire.
Skills: Casts Energy Beam (magic damage), resurrects Destroyers, has Demon Blood Aura (boosts elemental spell damage marginally and gives the affected monsters 50% extra HP). Also casts Fireball (explodes on his corpse) on death.
Comment: Walks the line between noobishness and stupidity, drawing power from both.
Strategy: Simple, magic damage is annoying, just like his aura. Those are good enough reasons to completely ignore other monsters and focusing on him until he dies. It won’t take too long.
Thunderling ELITE
Immune to: Lightning.
Skills: Lightning/physical melee attack.
Comment: Don’t invite Cogs to family reunions.
Strategy: F*cking yeah! It took them the whole game but now they both move fast and deal some damage! Woot!
The problem is that their HP still suckzors, so they won’t last long. Also their AR isn’t any good and with some defense your ranged characters will be able of tanking until they are sent to abysm, with their fallen Fallen brothers.
Storm Shaman ELITE
Immune to: Lightning.
Skills: Casts Lightning wall, uses his minion Thunderling corpses to cast Fairy Ring (weapon based, with both heavy lightning and physical components), which summons six turrets that shoot charged missiles. Rocks.
Comment: Hahaha! Who said that a glass cannon build isn’t viable?
Strategy: Basically, you have to take away his monsters and kill them somewhere he can’t use the corpses to cast Fairy Ring and melt you face. Done? Good.
Now all you have to worry is LW, which can actually deal high damage despite of your maxed resistances. Also dodging it isn’t exactly easy, since he’ll cast it on your head and you’ll get hit no matter how fast you run.
Melee characters should rush at him without caring about anything else, potting to tank the LWs.
Potting should be the perfect solution for ranged characters too, maybe dropping a lolsummon (Bane Monster wins this time) by his side so that not all of the heat focuses on them.
Summoners won’t have any problem with them, for LW won’t really kill their mobs, at least not instantly, which is the only thing that stops a summoner.
Razor Fur Titan ELITE
Immune to: Nooblars. I mean... Magic.
Skills: Melee physical stunning attack, Thorns aura.
Comment: Act II mercs don’t always succeed when it comes to casting werebear. This is an example of what happens when they fail.
Strategy: ...So they just pwned you, eh?
Of course, they’re impossible to kill... on top, the fact that Thorns only reflects damage from melee attacks and that they have about 3 Hit Points makes them even more impossible, eh?
*aggro speak mode on*
Yes, you noob, they die in one pathethic hit from any kind of summoned monster (Edyrems included) and even if you range them with regular attack and a T1 bent short bow they’ll die in 1 hit ANYWAY.
OMG, you have to stop dash killing when you see them. Just freaking use a ranged skill, switch to some random ranged weapon or drop a lolsummon and they will get INSTANTLY crippled, taking that bad, evil aura away and letting you go on dash killing monsters.
On the other hand... your idiocy possibly reached it’s cap right now, so it can only get better from now on. Btw, that’s a GOOD thing ;).
Gargoyle Ape
Immune to: Lightning.
Skills: Melee physical attack, casts a piercing stunning wave when damaged.
Comment: Has mastered the way clapping slowly and sarcastically.
Strategy: No big deal with these now, simply remember that if a whole pack of them goes under ? hp, they’ll cast the stunning wave non-stop, which might stunlock you.
But however, the regular thing is that they die without the chance to cast even once.
Shock Monkey ELITE
Immune to: Lightning.
Skills: Melee physical attack, casts Lightning Wall.
Comment: Fully charged and ready to go, nobody shall blame the monkey anymore!
Strategy: Drop a Bane Monster lolsummon in front of them unless you have fight them in mele. You might wonder why, though. Basically because LW deals a lot of damage even with supermaxed resistances, and dodging it isn’t as easy as it seems. It’s doable if you have a lot of space, but the Halls of Vaught aren’t exactly a wide open area.
Also another fact that difficults dodging them is the fact of packs having 4-6 monsters. So drop the damned immune to Lightning monster a bit away from them and range them without any problem.
Terror Toad
Immune to: Poison.
Skills: Casts Magic Missiles (two projectiles), melee physical stunning attack, casts Arcane Fury on attack.
Comment: Also spawns in Hatred and Destruction.
Strategy: They’re more annoying than a real threat. As long as you move to avoid the missiles, you’ll be perfectly ok.
Dark Horizon ELITE
Immune to: Cold.
Skills: Casts Magic Missiles (four projectiles), melee heavy stunning (10 seconds) physical attack, casts Arcane Fury on attack.
Comment: His fury sublimates ice. His power shatters space and time. His ugliness makes babies cry.
Strategy: If you’re fighting a pack of them, move to avoid the Magic Missiles, it’s not too hard so you should be ok, even though killing them might take a while.
Melee characters won’t really have to deal with the missiles, so they can simply treat them as their typical melee enemy.
Lurker ELITE
Immune to: Poison.
Skills: Melee physical attack. Casts Razor Spine (poison damage, pierces and has ND).
Comment: Member since Nov 2004, logs in every single day, total post count: 7.
Strategy: Not a threat by themselves, but their attack range is impressive and they might start attacking you when you’re already fighting something, which would be kinda bad and might kill you. The obvious solutions are to avoid getting melee locked close to them and to not think that your meatshield summoned creatures will protect you from all harm, for it actually won’t.
There’s no big deal with their melee attack.
Trap Rat ELITE
Immune to: Magic.
Skills: Uses a spine version of Broadside, which hits with physical damage.
Comment: Made by Diablo, after three weeks playing the Metal Slug series non-stop. He had to remove the “Mission Complete!” sfx from their death effect to avoid getting sued, though.
Strategy: Watch out! Their Broadside is likely to lock you in hit recovery if it catches you without good defense, and that will make you unable to dodge the spines.
Still, if you don’t let it touch you, you won’t have a real problem, and it’s fairly easy to avoid it by running around and geting away every now and then. Sniping them is however the best solution for ranged characters.
Summoners have to do their same ol’ trick, simply zerg rushing them until they die.
Now let’s talk about our melee pals: Many may simply have no problem when fighting them, since their life leech, high damage and life recovery (from potions) simply outheals the damage from Broadside. Still, for the few not OP melee characters (yes, they exist) I would reccomend either having some “Stun Target” MOs applied in their weapon. In case they’re fighting multiple ones, fast moving and attack speed, enough dive in while the rats are casting Broadside should do the trick.
However melee characters can tank the spine flurry longer than usual, due to their heavy defense.
STILL, I wouldn’t dance in it.
Blood Stone ELITE
Immune to: Fire.
Skills: Casts Fire Cannonade and has a melee heavy physical/fire melee attack.
Comment: Got sick of being socketed.
Strategy: Fire Cannonade is mostly eye candy, against your maxed resistance it will deal just some ignorable damage, also it doesn’t put you in hit recovery, so it won’t even lock you.
What you have to watch out for is their heavy melee attack and their high AR, which ensure you to get stoned to death if they lock you in melee and you have low defense.
Yet this can be helped by running around hitting every now and then. Yep, evasive tactics ftw.
Summoners won’t have a real problem with them... or at least non-summonsorcs won’t, because Ice Elementals + Fire Cannonade = Trouble. You can still pwnazor them yourself, though.
Baal, Vision of Destruction
Immune to: Nothing.
Skills: Casts Time Field and Thundergod. Also has a melee physical attack.
Comment: If you think these ones should be in the Boss List as Baal’s minions, think about it again. They naturally spawn in the Worldstone Chamber, hence they have all the right in the world to be here.
Strategy: What you’ll notice right when you drop in the WC ( :P) is that every single of them runs like a bat out of hell, in fact, in miliseconds you’ll be locked in melee. However, with some def they’ll miss almost constantly. Running is futile, so simply use all your firepower and reduce them to tiny bloody fragments.
^^