Found this in reddit today and figured I would share it here. It came with a PDF Document that has all this information on it, but I have put it here in the OP for ease of access
Source: Here NB: In the process of making it prettier
Arcane Enchanted mobs are easily recognizable by the purple orbs they create ocassionally.
These orbs will activate after a few seconds sending a beam in a random direction (the beam appears
instantly when it activates), which will then proceed to revolve around the orb clockwise or
counterclockwise dealing high arcane damage to any unfortunate trespasser. The beam lasts for about a
full revolution before it dissipates. This ability can appear on any mob pack, and typically the orbs will be
cast at the same time by all the monsters in the pack. Plus, they do arcane damage and are resistant to
arcane damage, but that doesn't actually affect the incoming damage very much for some reason.
It is a good idea to move well away of an orb when you see it, as it may very well spawn the
beam right through you when it activates, killing you instantly if you're running a glass cannon build with
low resists. This ability is much harder to deal with in tight quarters, and it does enough damage that it is
always worth getting out of its way, even as a tanky melee. Because of their random direction rotation
behaviour, some orbs may create scissoring beams in situations where you cannot get out of the way
effectively.
In the case where you have to go through a beam, popping a damage mitigation cooldown is a
good idea, as well as passing through it in the opposite direction of its spin cycle or trying to move
quickly somehow. The damage ticks very quickly, so the less contact you have with the beam, the better.
This goes without saying, but don't touch the orb itself.
Avengers (not to be confused with THE avengers) can only be champion packs. As each member
of the pack dies, the remaining monsters become larger and do more damage with their attacks. The
end result is a last champion in a pack who is much bigger than even a rare version of the mob, and can
often seem quite intimidating (even quill rats seem scary when it's as large as an unburied). The best way to deal with this affix is to try to deal as much damage as possible to all the
members of the pack in question before taking them down. The extra damage gained from the buff is
substantial, so taking all members down quickly and painlessly is a viable tactic. If you cannot do that, be
careful with the last few members of the pack, as they will pack a wallop.
At least there is a bright side to this, the law of mass dictates that the mass of an object
dramatically increases the force of impact when said object collides with the ground, and with how big
the mobs are, the impact made will mean, quite literally, the mob's innevitable defeat. In other words,
the bigger they are, the harder they fall.
Desecrator mobs, aside of having an awesome affix name, also gain the ability to create lava-like
void zones under the player character. These zones take a few seconds to activate after they appear,
giving you a good window of opportunity to move out of the way. When active, the pools of poop hurt
like a frenzied kitten you grabbed by the tail. You can see you're actually sitting in the void zone because
a skull debuff icon appears next to your resource globe.
Dealing with this kind of packs is again a question of positioning. Minions cast desecration too,
quickly filling the area with pools of crap, so keep moving back the way you came while whittling away
at them. It goes without saying that combinations of desecration with jailer and waller suck donkey arse,
so keep your hand on that escape skill hotkey.
The damage done by the pools themselves is physical, mind you.
Electrified mobs are recognizable by being the less scary cousin of the MSLE mobs from D2 LoD.
Hitting one of these mobs will shoot charged bolts in random directions around the mob itself, most
likely electrocuting a melee character. The damage the bolts of lightning do isn't as acute as it was in the
nightmares induced by the D2 hardcore deaths from their cousins, but it's not something to sneeze at
later on either. It's one of the easier affixes to take care of in combination with other affixes, simply
because it only means you take some additional damage while attacking the mob.
The damage is not spiky, it's not even really worth avoiding it if you have good resists. The
minions of an electrified rare will also shoot thunder bolts. The monster also deals a bit of additional
lightning damage and has a bit of lightning resists, but again it isn't that big a deal.
There is a nasty situation you do not really want electrified in, and that is the combination with
vampiric. Each of the bolts that hit you will heal the enemy, so the fight may devolve into a fight for
attrition.5. Extra Health:
Extra Health have 50% more health than is usual for an elite/champion pack. That means they
die 50% slower. According to meme sites they're a bit more than Russian.
This can prove a pain to deal with for tanky builds in inferno because you have to whittle away
at it 50% more, which brings you that much closer to the enrage timer. While the affix itself isn't as
interesting as the others, it plays annoyingly "well" with other damage mitigation affixes, like shielding
and invulnerable minions. Add to that the fact that the mob in question may be one with high base
health, like an unburied, with an inherent knockback or shield (like the corrupted angels) and you get a
pack you'd rather not fight.
Because it's such a boring affix, I have no real tips to give you to kill them with. Just do your
usual for about 50% more time. Wish it had 50% extra loot for the effort. 50%. Yes.
Fast monsters are the bane of any kiter's existence. They move faster (40% according to
Brady's), attack faster (20%) and cast spells faster (10%). Add to that the fact that it may appear on a
normally fast mob like a spiderling or a leaper and the mobs will be up in your demon-hunter's grille
before you can shoot your tendril black orbs that you say take a while to get to where they're supposed
to. Incidentally, many mobs in act 2 have fast gap closers, like the lacuni, which makes this affix
especially deadly.
Despite their high speed, the monsters can still be kited using roots and very effective slows
(runed caltrops), as well as any kind of CC you can throw at them. This affix is annoying by itself, but it
can be even more deadly with jailer or waller. Add to that the fact that it increases the speed at which
the ramp-up attacks of certain mobs happen (like the glowing mace attack of the dark berserker
demon), and you may get almost insta-splattered.
You should keep in mind that fast mobs typically run faster than you do. This makes them a
nightmare to hardcore characters because you can't get away. Keep a good escape route in mind every
time you play hardcore, and be careful.
A good way to deal with these types is to lead them to a chokepoint, like a doorway, or simply
have a tanky melee class grab attention from you. Alternatively, you can play a melee class yourself and
be the one I was talking about a few words ago. I hate fast mobs. You will learn to hate them too.
Champion packs are the only ones who can sport fire chains, and they are annoying as all hell to
melee characters. What the ability itself does is intermitently create chains of pain between members of
the champion pack, dealing damage to any player caught in the vecinity. In addition, mobs who have this
affix seem to use a bit of AI to swarm around you in order to make use of the affix. While that is
certainly impressive from a gameplay point of view, it hurts, so do try to get out of the way.
Chains work very annoyingly well with fast mobs, as well as jailers, making use of their swarming
AI to the fullest. A good way to deal with these champion packs is to separate the members in any way
you can, as the chains seem to stop working after the members are at a large enough range from
eachother.
Otherwise there isn't really much to say about these guys, except for the fact that they make
pretty colours when they stand in a square formation and the chains criss-cross.
Frozen enemies are frosty. They hurt with cold damage, making you chilled and making you
move at 50% normal speed. In addition, they lay exploding ice orbs. These orbs ramp up and explode
with AoE cold damage, freezing you in place. Being frozen sucks - you cannot use many abilities, and
you're vulnerable to any kind of attack. You cannot use potions while frozen. There are certain abilities
which will break you out of the frozen effect, otherwise you'll get out of the effect after a few seconds
(or less if you have lower stun duration, or whatever the name of the item affix's name is).
The best way to deal with frozen mobs is to have room to maneouver. The orbs they spawn are
fixed in number, and are laid out randomly on the screen where there is passable terrain within a certain
range of the mob itself. Having lots of room to move around in will give the orbs' spawning pattern more
room to breathe, so to speak, giving you more safe spots to stand in.
Brady's guide says that the AoE damage from the orbs splits between each player hit (this
information may be outdated), giving you a reason to stack up on one orb if you have nowhere else to
go, but I'd say that trying to avoid the blow is a better idea. Orbs may spawn in close proximity to each
other, and if you are close to one when it blows up, you will be frozen into place and forced to eat the
others. Situational awareness is key when dealing with frozen mobs.
Again, considering the positioning challenge implied by frozen mobs, they don't play well with
jailers. Wallers can also prove a pain in close quarters, but it may not happen if you are in large open
areas. Arcane enchanted mobs make for a good combination for funzies - they are dangerous together,
but also rather fun and satisfying when the mob pack is down.
These guys are rather rare in my play for some reason. Health Link only appears in Champion
packs, and shows itself as a Fire Chains like effect. When this effect appears, the health between the
linked mobs slowly equalize themselves, so as to distribute damage between each other. That doesn't
mean that you can't kill them one by one, but they seem to die slower as a result of them healing off the
healthier mobs. On the other hand, the healthier mobs take damage when healing the wounded one, so
it makes the pack actually easier to kill, overall, especially if you're packing AoE damage.
Health Link is actually beneficial to have when you are dealing with an avenger pack simply
because it takes a bit of the strategy of killing the avenger pack away. The enemies take rather equal
damage if you do it, and they will have similar health values if you do it properly, making the kill much
easier.
Overall it's not a very bad affix to meet, although I see how it would hurt a bit if the enemy had
vampiric on.
Another one of those boring affixes, horde affects Rare packs in that they have more minions
than usual (they seem to affect champions too, spawning more of them). Brady's guide says that the
number is 3. While this may not affect you much if the base monster is a low HP swarm mob, like the
scorpion dudes from Act 3, it will make you pee your soul into your pants if you find a pack of huge HP
mobs like Unburied or Oppressors.
This affix plays painfully with affixes that are gained by the minions, like fast, arcane enchanted,
desecration or mortar. Seeing as there's so many more enemies to take care of, they can also cast the
spell more than once, giving you more than a handful to deal with. Also having a huge mortar volley
come to you from offscreen is as scary as the English longbowmen at the battle of Agincourt, with
arrows blotting the sun.
Dealing with horde can actually show a good advantage, shared with Illusionist mobs - there's
plenty of abilities that make killed enemies explode, damaging nearby monsters (exploding palm, cleave
with the first rune, disintegrate with the... 4th I think), allowing you to perhaps cause a chain reaction
doing more damage to the rare mob himself by using the numbers against him.
Illusionists create copies of themselves. This can look scary when you first encounter them.
Actually they aren't very dangerous, except if the base mob is a ranged mob. The monsters create two
duplicates of themselves when they take damage (with a cooldown). These clones greatly lowered HP and damage, but they still hurt. Because of the low HP of the mobs, killing them is typically fast and
painless. The other affixes will not affect the clones, and it's possible to see which enemies are clones by
having monster HP bars activated with the number overlay over them.
Minions also create duplicates of themselves, and their clones have even lower HP. Because of
this, you can again take advantage of AoE explosion runes in order to use the ability against the
monsters, although exploding palm will not be as effective in this case because of the damage being
based on enemy max HP.
I don't think that illusionists are that bad, not in any combination. Having any kind of AoE attack
will take short work of them. The only time they really hurt is when the base monster is a ranged
attacker or caster, especially the fire constructs from the tombs in act 2, as they will still leave the fire on
the floor where the projectile hits.
The pack I am most likely to skip on sight, invulnerable minions packs are just that - rare packs
with invulnerable minions. As an excuse, when the rare itself is killed, all minions will die along with him.
Brady's guide says that the rare monster also has 50% more hp than normal, to which I say: WELL ****
YOU TOO.
The reason for which I hate this affix so much is because of the nature of the monsters
themselves. Typically I find swarming fast enemies with this affix. Because I run with an arcane orb build,
they intercept all of my orbs without affecting the rare itself, hence making it nearly impossible to deal
with.
You can imagine our dismay when we set our eyes upon a pack that has this affix along with
shielding, extra HP and fast.
On the plus side, the minions are CC'able, unlike the shielded counterparts.
I really don't know how to deal with them, except maybe try to separate them from their leader
and nuke the leader down as much as you can.
Jailer packs ocassionally root you into place for a few seconds, during which you can attack and
use abilities, but you cannot move. You can use certain abilities to move with the effect on you (like the
furious charge) or to simply break out of it (spirit walk). They seem to have a bit of a cooldown on the
ability, and it jails all team-mates at the same time (if I remember correctly). While by affix tends to be an annoyance in earlier difficulties, in combination with others, it can
be a killer, as a root is a surefire way to get stuck into a painful position against an arcane enchanted,
frozen, desecrator, fast or plagued mob. Kiters will find their wings clipped and quickly surrounded.
Keeping an escape ability for when you get walled and in a bad situation is always a good tactic.
Any pack can get the knockback affix, and you are more than likely to find this as being the first
pack of special mobs you find in the game. The effect itself is not very interesting. If you get hit by one of
these mobs, regardless whether it be ranged or melee, you'll get knocked back. You may get knocked
back a small distance, or a very large distance. Either way, the damage of the knockback attack is the
same as a normal one.
Knockback has a knack to show latency artifacts, showing your character rubber-band all over
the place if you have higher latency. This may prove confusing. Knockbacks also interrupt your casting,
which makes it rather annoying. It can also stunlock you sometimes, as you would keep getting knocked
back. Not all attacks will knock you back though. Dodged attacks will not knock you back, obviously,
giving the monk somewhat of an advantage there.
While it's not a very bad affix by itself, when combined with fast, horde or invulnerable minions
(or all), the knockback starts being extremely prevalent, as you get stunlocked (knocklocked?), so don't
underestimate.
Note: Sometimes you will take enough damage to kill you, and yet you will still be knocked back.
You will die when you hit the ground. I don't know if this is cool or not, but it aggravates me, personally.
Rare monsters have a rather low chance of getting this affix. The minions don't get it, but the
Rare himself gets a rather large bubble aura that slows down any incoming projectiles to a crawl, similar
to the wizard's slow time. There are no other effects other than this. Although seeing your arcane orbs
slow down even more than they typically move is a pain, the monster AI is stupid enough to walk into
the slowed down projectiles after you spam them. It's not rare that a Rare monster with a melee AImindset would eat your ranged attacks like Pac-Man eats pellets.
Ranged attackers, however, like the Fallen Shamen, greatly benefit from this power. With a wall
of constantly respawning Fallen Grunts, they have a wall against projectiles, and once you get past that,
you have to deal with them slowing your projectiles down to a crawl. Melee characters won't have much of a problem against them, since they are not affected, but against ranged attackers, Hells forbid if they
will spawn with shielding and Extra HP.
Because the Burning Hells weren't hot enough, we've got Molten mobs to make up for it. These
assholes are the cause of many of my face-palms. They leave a trail of burning... fire and attack with fire
attacks. If you step into the fire you'll quickly take damage. Not as much as from desecration, but it's
substantial enough to hurt. Also your ass will visibly be on fire. They're also resistant to fire damage. But
most annoying of all, after they die, they leave a glowing orb of fire that grows until it explodes.
That has killed me quite a few times, and is the main reason my monk runs the hell away
whenever I kill anything (hardcore does that). There's a saying here in Romania: "If you get burnt
drinking milk, you'll be blowing air even in yogurt". Although the fire damage from the explosions can be
mitigated by stacking defense gear, killing the minions along with the rare monster in the same place
will cause quite a few of these orbs exploding in your vicinity, making you go down like a noob raider in
a fire.
It makes you feel so stupid when you die because of it too (did get quite a few chuckles out of
me when on mumble though, when playing with others).
Molten enemies are very annoying against melee classes, and the ranged enemy types are even
more annoying in that regard. They will try to kite you, and they leave a trail of liquid fire in their wake.
Good luck not standing in the fire. Even the slightest movement on the part of the mob will cause it to
create another fire patch on the floor, making them a pain to be dealt with by melee classes. Add some
fire chains to that, and you get a very damaging combo for the poor toe-to-toe fighters.
Tip: Don't stand in the fire!
What is a Mortar... Nothing but a miserable pile of EXPLOSIONS! Despite the fact that the Lacuni
female types in Act 2 already have the same type of attack, Mortar mobs lob 3-4 bombs in an arc
towards your location. Even if the projectile seems to be cast from behind their asses sometimes, the
accuracy they have with these things are something to behold, being able to shoot over ledges, through
impassable terrain and walls, arches and friends, just to blow the hell up of the ground you tread upon.
This affix is Blizzard's proper response to ranged attackers (their words, not mine). Mortars
prioritize ranged attackers to melee ones, and they will simply ineffectively lob explosives over the
heads of close by melee characters when soloed. This will not always happen though - if your back is to a
wall, the mortar shells will land on you, and if the monster which has the affix is large enough, the distance between the middle of the mob and yourself may be small enough to get hit by mortars pointblank.
Because it's a multiple shot attack, it will tear through Force Armor, so watch out, wizards.
Because it's a mortar, it fires from a huge range - even outside the screen, if the monster is on the lower
side of the screen. This may result into some shells surprising you without you having any time to react.
Keep the enemies you're kiting on the upper side of the screen so you'll see them from a longer range!
Nightmarish makes the monsters you fight scary. Literally. Your character will run in terror when
they touch you, like they would have to go to court and show the judge where exactly on the teddy bear
they were touched. Each attack that a nightmarish mob has a chance of sending you running away for a
few seconds before you come back to your senses. Because you don't run away from Diablo, the Lord of
Terror, but you run away from a yellow quillfiend.
Inconsistencies aside, terror is a form of CC - you can break it using a few abilities, but you lose
control of your character otherwise. The duration can be lowered with certain runes and items, and
because there are no diminishing returns when it comes to CC, you can be chain feared if you're
unlucky.
Like any other ability that takes your control away from the character, Nightmarish plays
painfully with stuff like fast and arcane enchanted.
Similar to desecrator, plagued packs leave pools of green poo on the floor. The difference is that
the damage they do is lower than desecrator, the pools appear under the mobs themselves, the void
zones stack for extra damage and they seem to go away after a much longer time than desecration. In
inferno difficulty they seem to only go away by killing the mob or zoning out for a while.
Plagued is another affix that is easier to deal with the more space you have to play with.
Inherently it does a lot more to **** melee characters up than ranged classes, who might find this affix
rather easy to deal with. Although desecration seems to be actively "cast" (they seem to animate as if
doing something when casting desecration), plague seems to simply appear after a given cooldown,
hence rendering you unable to stop the monster from doing it (it's kinda line incontinence that way).
They also deal poison damage and take less damage from poison, but whatever.
Vortex and Jailer work very well with Plagued, as well as Waller if the mobs don't wall
themselves in like the morons they are sometimes.
Much unlike the shields in Star Trek, Shielded mobs have an intermittent green shield that
renders them invulnerable while active. You can see the fact that the shield is going to come up by the
greenish tinted glow coming up. The shielded mobs act like they do not exist - you cannot hit them, but
they do dissipate your ranged attacks. Unlike invulnerable minions, they are not CC'able in this state.
The key word in this affix is annoying. Effectively 50% of the time (approximately) the mob
cannot take any damage or be interrupted. Not only can this throw a wrench into your cute tanking
build as you will battle the enrage timer most likely, but not being able to interrupt the enemies will
result in higher incoming damage.
People around here on Reddit think that Shielding / Invulnerable Minions should be abolished
altogether. The fact that I typically skip them on sight makes me agree with that statement.
While there is no real way to deal with these assholes, it's a good idea to look at the mobs that
have had the shield running for a while and wait until it falls off before blowing your load on him (it's a
condom!) and rinse, repeat. You may get lucky and get all 3 to shield themselves at the same time - you
can AoE them if that happens. Good luck though!
It's exactly what it says on the tin; Teleporter mobs teleport in and out of combat, taking into
account their distance from the player and their default AI. Melee enemies will teleport right into your
grille, ranged will teleport away sometimes to take pot shots at you. All enemies can teleport, even the
minions of the rare, making them very dangerous to kiting classes.
Jailers and teleporters can use their skills to swarm you, and fast is always a deadly combination.
Truthfully, there is no real way to deal with teleporters except killing them where they stand. The
teleport seems to have an internal cooldown, so they won't teleport the moment they land once again.
Taffer says that Fire Chains with Teleporter is a nasty combo, and I agree. As I said before,
enemies will still use their default AI when teleporting, and fire chains mobs will want to swarm you so
you're in the middle of the mob pack, leading to a swift fiery death.
Elsewhere on reddit I've been reminded of the fact that Mortar seems to work badly with
Teleport, as the enemy would teleport right in front of a player and fire the mortar innefectively over
the player character.
A killer of glass cannons, Damage Reflection is damage applied to you as a percentage of what
damage you have dealt. Running a glass cannon implies having very high damage with low health and
resistances (duh!). Throwing a few high damaging arcane orbs in the middle of a pack of damage
reflection monsters may lead you to kill yourself.
Aside of that, it's a simple affix that is mostly attrition damage. It will not affect you very much if
you're tanky or at least have a sizeable amount of health, but it will still hurt if you AoE the crap out of
groups of Damage Reflection mobs.
I'm not sure about this (Taffer says he believes it's true) but Vampiric mobs may get healed from
the damage applied to you from Damage Reflection. Basically attacking the enemy will heal him.
Anyways, Extra HP makes fighting Damage Reflection packs a long battle of attrition, where you
will have to search for globes or pots to stay alive.
Vampiric mobs are simple enough - they heal when they deal damage. That's any damage they
deal: attacks, spells, spell aftereffects, molten fire, plagued poo or desecration or ice explosions.
Because they heal with any damage they do, they seem to glitch out rather frequently - damage dealt to
NPCs, even unkillable ones, will make them heal continuously, especially in combo with Plagued.
Another glitch seen on the Reddit here is the fact that your companions can die in pools of poo
that a vampiric mob makes and still take damage from it while in a downed state. That makes the mob
heal itself continuously.
As a personal observation, Vampiric mobs seem to regen their health when left alone faster too,
but that may be just me.
Vortex works as some sort of reverse knockback. Instead of making you fly away from the mob
in question, vortex sucks you in towards the mob. This ability seems to be very susceptible to the
environment, as you will not vortex through a mob when there is an obstacle in the way, even if the
mob will try doing that.
Vortex has a nasty tendency to pull you into nasty stuff like the painful beam of an Arcane
Enchanted pack, the ice globes from the Frozen mobs, right into the clutches of a fast mob, or into
gooey plagued ground or desecration. Although simplistic in nature, Vortex is a very dangerous ability
that affects all members of the party at once, so beware.
Waller packs form indestructible earthen walls in certain patterns depending on what kind of
special pack they are. Rare mobs will not give this ability to their minions, and will usually create an
arena that will box you in on 3 sides, with the only side open towards the enemy. Champion packs will
only create singular walls, designed to either block your progress towards a mob, block your escape, or
block your ranged attacks. The AI used by wallers is seemingly random, but even so, it's rather effective
in blocking itself in.
In addition, the walls of the Rare monster may arrange in a weird way, since they will not clip
through impassable terrain.
Arcane enchanted and Frozen enemies work well with the Waller affix because of the area
denial involved in the skill.
I like wallers - they're much more interesting than most of the affixes, and can lead to a few
funny moments.
I'll just add that spirit walk (Witch Doctor) is particularly useful as you don't take damage from a lot of these abilities while in the spirit realm (e.g. Arcane, Desecrater and Plagued).
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