In this post, I will try to give out few general tips that
players can try when fighting with monsters with certain affixes. These tips
can easily help those that are having problems in higher difficulties as
monsters spawn with multiple affixes.
Arcane Enchanted – One of the easiest ways to defeat these
kinds of monsters is to simply lure them away from their sentries. Once they
place their sentries, the player can simply move a bit out of range of the
rotating sentries and you can continue to attack them. Without their sentries,
they are simply monsters with more arcane resistance and damage. It is also
important to consider that some obstacles such as rock formations block the
rotating beams completely. It could be advantageous for the player to use these
obstacles so that you do not need to run away from the sentries frequently.
Avenger – For those that are having trouble dealing with
avenger type monsters, I suggest lowering all of the monsters hitpoints down to
a very low amount before finishing them off. As such, their increased damage
after one of the monsters died will only last for a very short while.
Desecrator – Quite similar to arcane enchanted monsters,
desecrator types of monsters only become difficult if the player does not move
around. Once they have casted their reddish void, the player can simply move to
another spot without it and continue fighting. A thing to note though is that
the void takes around 1 or 2 seconds before the player starts taking damage.
Electrified – This type of monster affix back in Diablo 2 was a bane to all classes
both ranged and melee alike, but in Diablo 3, the bolts move quite a bit slower
and can easily be dodged from a safe distance. As for melee classes, there is
not anything much that the player can do but to absorb some of the bolts and
maybe use a potion or two in between fighting. I believe all classes have some
form of damage mitigating skill and it would be best to use it against
electrified monsters so the player does not really need to mind all of the
charged bolts that get discharged. Having a higher lightning resistance will
also prove useful in dealing with these monsters.
Extra Health – These monsters are not really a problem, but
they can start getting frustrating with other affixes the monsters can spawn
with (i.e. extra health, shielding). As such, two easy ways in dealing with
these types of monsters would be dealing more damage with skills or equipment
and moving to a safe distance in order to wait for skill cooldowns. There is no
shame in running away from the monster for a short time in order to wait for
the cooldown of skills, I believe all classes would require such a tactic
especially on higher difficulties as the monsters start to become tougher.
Fast – These monsters are a bane to ranged classes as they
render the ability of ranged classes to kite useless unless they are naturally
a slow moving monster (i.e. mallet lord, zombies). The best way to deal with
these kinds of monsters would be to stun them and do enough damage to them
while they are stunned. If the player does not have stun skills, the next best
thing to do is to use the environment to your advantage. For example, the player
can simply lead these fast monsters to a narrow doorway and stop in front of it
thereby only allowing one or two of the monsters to attack at the same time.
Fire Chains – Fire chained monsters start to get frustrating
when pair with the fast affix. I believe all classes who get tagged by the fire
chains will suffer severe damage over time in the span of seconds. It would be
best to try and disable one of the monsters or kill one of them in order to
reduce the effectiveness of the fire chains. After killing all but one of the
monsters with fire chains, the affix becomes useless.
Frozen – Having an escape skill or an invulnerability skill is
a very handy way to deal with monsters that spawn with frozen affix as it
simply allows the player to avoid getting frozen and damaged by the orbs that
explode. If the player does not have an escape skill, it is important to note
that the orbs explode at around 3 seconds from the time they were placed and
they have a radius of around 10 yards. In addition, some skills such as the Wizard’s
diamond skin will prevent damage from these orbs but will not prevent the
player from being frozen.
Health Link – Since monsters with health link share the
damage dealt to one monster to the others, it is best to focus all of the
attacks on one of the monsters. Usually when done right, all of them will die
once the player defeats one of the monsters with health link.
Horde – When dealing with this affix, the player should be
aware of where he/she is going as to avoid getting trapped by these monsters or
stuck in a bad position. The player can also use obstacles like the doorways to
try and reduce the number of monsters that can attack them simultaneously.
Illusionist – Dealing with illusionists can be a pain at times,
the only best way to deal with them is to use a good crowd control skill or
some forms of attacks that can hit multiple targets. If that is not an option,
obstacles and narrow pathways will greatly decrease the damage the player takes
from the illusions. I believe the illusions are unable to use other skills such
as fire chains, molten and plague which could make it easy for players to pick
off the real one unless they do not spawn with other affixes.
Invulnerable Minions – There is only one way to defeat these
kinds of monsters and that is to kill their leader swiftly. As many may have
mentioned, it is best to skip such monsters as the time it takes to defeat this
group and the amount of gold lost due to player deaths is not worth it. Alternatively,
when playing in a party, it is possible for someone to lure away the
invulnerable minions while the other players defeat the leader. I have done
this quite a lot of times in inferno along with my friends where I took the
bait and they continued to defeat the leader.
Jailer – When facing monsters with jailer affix, it would be
best for players to have damage mitigation skills or escape skills. This would
act like the player’s “get out of jail card” in case things do not turn out as
expected. It would also be helpful to equip certain items with the ability to
reduce controlling effects would decrease the time getting jailed.
Knockback – When dealing with monsters with knockback affix,
the players should be wary of where their backs are facing. This is to avoid
getting knocked into corners where the monsters can permanently get the player
stuck with their attacks. It is important to note that the knockback effect
pushes the players and leaves a 2 second slow after the player has been knocked
backwards. Some skills such as the Witch Doctor’s spirit walk will remove this
slow effect after being knocked back.
Missile Dampening – Monsters with missile dampening affix
are not really a threat to melee classes however, a lot of the ranged attacks
have missiles and as such they are severely hindered by this ability. One way
of beat this monster is to try and get near it as such, the missile projectile
of the ranged attacks travel a short distance, thereby hitting the monster. However,
in cases where the player cannot get near the monster as it would prove to be
dangerous, certain spells or attacks which can track or home in to the enemy
can be used in order to hit the monster with ease.
Molten – When dealing with monsters with molten affix, avoid
stepping on the lava trails that they leave. In higher difficulties, these lava
pools will drain the player’s hitpoints very fast. It would be best to keep the
monsters still for some time in order to give time for the lava trails to
disappear or run around in big circles (especially useful when kiting). Finally,
always remember that these monsters will leave a timed explosion when they die
and often times these explosions would be lethal especially in inferno.
Mortar - Monsters with mortar affix are generally long
ranged grenadiers and each mortar bomb deals quite a lot of damage if they
manage to hit the player. These mortar bombs have a minimum range hence staying
near the monsters would allow the player to avoid all of these mortar bombs. However,
it is also viable for ranged class players to stay away from the bomb’s maximum
range especially if the monster moves slowly. Note that some forms of obstacles
may block mortar attacks like solid walls and this would be advantageous to use
if applicable.
Nightmarish – Quite similar to knockback, player should be
wary of their backs. Players should make sure that there are no potential
hazards behind them such as environmental traps, arcane sentries, poison pools
etc… A player can also reduce the amount of time getting feared with equipment
that can reduce controlling effects. Lastly, it would be important to note that
the player is unable to cast skills when they are feared.
Plagued – Monsters with plagued affix are particularly dangerous
towards melee classes as they lay poison pools on the spot where the monster is
standing from time to time. When facing plagued monsters, always be wary of
their actions as it will indicate whether or not they will place poison pools. Usually
when the monster stops for a second, it is the signal that they will place
poison pools. Hopefully this will be enough time for the player to move out of
the way. Note that more often than not, it would be best to lure plagued
monsters to more open fields when the situation allows it so that their poison
pools would not be in the way.
Reflect Damage – When facing reflect damage monsters, there
is little that the player can do as all skills both physical and magical are
reflected. A good way to counter the damage reflected is to have a good amount
of life regeneration from equipment. Without good life regeneration from
equipment, a damage absorbing skill or potions would be the next best thing to use.
Shielding – These types of monsters can be quite bothersome
to deal with as their shields grant them immunity to damage for a few seconds. The
best way to beat them is to move away when they start shielding up and start
attacking them again when the shield is dispersed. I believe some skills with
snare can bypass shield slowing down the monsters for a short time but will not
do damage. Increasing the player’s damage output can ensure that battles with
shielding monsters do not drag out too long.
Teleporter – Monsters
with teleporter affix can be quite a nasty surprise on players who are trying
to run away. There is little that can be done to stop monsters from teleporting
but perhaps slowing them down would decrease their attack speed and will likely
not land an attack once they teleport right beside the player.
Waller – When facing waller types of monsters, there are
quite a lot of things that could happen and most of them are not ranged class
friendly. The first scenario would be that the player gets stuck or blocked
with walls with nowhere to escape. If the player gets stuck or blocked with
walls, having an escape skill or a damage mitigating skill ready will help this
would probably be the best time to use them. The second possible scenario is
that the monster gets blocked by its own walls. As such, the player just needs
to wait for the walls to crumble and attack the monster again. Finally the last
scenario is that the player gets blocked with walls but there are holes or
places where the player can move out to. It would advantageous for ranged
classes to exit the walls by running out of it instead of using their escape
skills like the Wizard’s teleport. It is important to remember that the earthen
walls made by monsters with the waller affix can block most ranged attacks.
However, area of effect attacks will still hit the monsters even if they block
themselves with walls.
Vampiric – Increasing the player’s damage or armor rating
will be the best way to deal with vampiric monsters. Having more damage would
allow the player to quickly finish the battle ensuring that vampiric monsters
do not gain a lot of life. Alternatively having more armor decreases the damage
the monsters will do which also reduces life they gain from attacking the
player.
Vortex - Monsters
that spawn with vortex affix can be a nightmare to ranged classes as most
ranged classes do not want to get near or right beside monsters. One of the
most effective ways that the player can do to defeat vortex monsters is to use
the environment. Often times, vortex does not completely suck the player in if
there is a wall, obstacle or some form of doodad in between the player and the
monster. The player can also use the corners of an intersection to stop the
monster from pulling the player in completely. If none of these are available, try to lead
monsters into less open areas as vortex works well when there are no obstacles.
I believe there are other tips that players can use out
there that I have failed to list down, feel free to place them in the comments
below.
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