Against melee elites with "Invulnerable minions" try and pull them into a choke so that only 1-2 can hit you at once while you focus down the main guy. Obviously works for any normal elite melee pack if you are struggling with dealing with all 3. I used this alot on Inferno ^^
molten = shoot fire grenades and spread fire wherever they walk. they normally explode when they die, DH/WIZards stay away! vortex = pulls you into them arcane enchanted - drops those deadly arcane lasers immune = as bard explained on top. really hate these! frozen - cast those irritating freeze balls waller - those imba forcefield walls! plagued - that green stuff? a lot weaker then molten nightmare - no idea! cast fear? vampiric - gain life after attack? teleporters - self explanatory chain = the most annoying, especially solo. having to fight like 3-4 mobs that stick together in a chain
sometimes if they have too imba a mob combo we just skip it, or lure it to another part of the map we wont pass rather then waste time killing it. we dont get more exp for the more deadlier the combo t.t
other tips (ty cyanide)
tyrael = retard who will pull creeps for u, prepare for that. he and the templar follower will struggle to kill a pillar / fire trap, dont expect anything from them
spawning mobs = some guys like cain on silver spire level 2 will spawn a creep which gives nothing when u talk to him. dont talk to him!
Horde - Elite has 2x more minions, this is extremely brutal when combined with Invulnerable minions
Desecrator - Spawns a fiery patch on the ground which does extremely heavy damage, avoid at all costs!
Electrocute? - When hit the unit will spawn little electric bits that do damage. Impossible to dodge as a melee which makes this ability tough at later stages.
Extra Health - Obviously unit has more health!
Health Chain - Units will share damage when linked making it very hard to single target one down
Fire Chains - Units spawn a chain between them, being hit by this chain does large damage
Fast - Unit is faster than normal, this is actually my most hated ability as when you combine it with Fire chains+molten and a ranged mob that kites you literally cant do shit as a melee
Knockback - Unit has an attack that will knock you back and then slow you.
Missile Dampening - As a monk this does jack shit, im guessing it lowers the damage of ranged attacks? lol
Does the vampiric one steal abilities, or just regen? Cos I took aaaages to kill one of those the other day, and I had a regen mantra on, and it seemed that once I turned it off I actually started to get somewhere with him. He was a desecrator too, so every time I moved away to get out of the red stuff, he'd get full life back again!
Avenger - When one mob dies the other gains increased attack. Not really a problem since the mobs autoattack never really does that much damage anyway. Can be an issue with a heavy hitting melee mob+vampirism and fast
Although this is good advice for HC as it will maximise your survivability there are actually no drop rate changes for HC over SC. Everything is the same except for permadeath. The only other real difference is that the auction house has less items because there are less players overall (and because they lose their gear on death).
No benefits to HC mode beyond the adrenaline and your own enjoyment, which I am just fine with.
Eh? My SC char had 400 essences and 200 teeth with 120,000 gold half way through Act 3. My HC char only had a fraction of that by the end of the entire game. And I crafted heaps of gear / levelled up my Blacksmith on my SC char, but didn't spend a dime on anything except repairs on my HC char. There are really glaring differences when you compare two characters with the same amount of time invested at the same stage of the game. It's not just like a small disparity... It's like a difference of over 80,000 gold and several stacks of salvaged materials.
Some more elite mobs that you guys missed out which are those that I actually hate a lot:
Jailer - casts a root that locks you in place. When coupled with Jailer+Mortar it's pretty gay. Root, lobs bombs that 2-3 shot you. GG.
Shielding - Periodically puts up a shield that makes them immune to all damage. Very gay when coupled with Extra Health and a strong damaging skill that requires kiting (e.g. Mortar), and you can end up kiting forever
Mortar - Lobs fire grenades at you. Does like 20k damage in one volley (from all 3 of them) so be sure to duck. (different from Molten and Desecrate)
Last edited by crAzerk; Mon, 21st-May-2012 at 10:54 AM.
Terrain Abuse
Having trouble facing elite packs? (blues) Time to abuse terrain! Many of these only work for ranged classes though. Some of these I discovered by chance, some out of frustration (After wiping forever), some from experience.
Door Abuse
Some dungeons have doors that allow you to shoot through them though they're close (they have a grill). The problem is you need something on the other side to be able to shoot there, so what I did was have my Wizard ally place a hydra in the other room and we stood at our side and just happily shot away as the monsters run against the closed door.
Entrance Abuse
This is a lot more time consuming but it works. Works better with a knockback of some sort.
After kiting the elite mobs to the entrance of a dungeon, knockback, fire your last salvo, click on the entrance to exit the dungeon.
Go back in, (knockback), fire a few more shots, exit again before getting hit.
Rinse and repeat until mob dies.
Stairs Abuse
It's hard to find these spots but there are a few around. After kiting back down some stairs, run into the 'joint' of the stairs (imagine where a Terran would trap a Marine in when he places a bunker there) and shoot from there.
Some stairs are buggy and the mobs will just run like idiots and not come down the stairs while you can shoot them from below. (Most stairs you can't shoot them from there)
Gap in a circle abuse
There is a boss before Belial that takes place in a room that looks almost the same in design.. can't remember which one. But the room is shaped like a circle, with the centre of the circle being a big hole. The top left of the circle has a small platform protruding towards the centre of the circle and the bottom right having this similar protrusion towards the centre.
What I did was stand at one of the protrusions, and kited the boss such that he was standing at the other protrusion. Thus with the empty space in between us, I just stood there and shot him till he died.
(Sorry if this description sucks! Hard to visualize, I know)
There are other variations of this gap in the circle as many dungeons have such a design with a big gap/chasm in the middle of the room that allows you to kite round. Some allow you to get the mobs stuck on the opposite site as you shoot away from the other side.
Terrain Abuse
Having trouble facing elite packs? (blues) Time to abuse terrain! Many of these only work for ranged classes though. Some of these I discovered by chance, some out of frustration (After wiping forever), some from experience.
Door Abuse
Some dungeons have doors that allow you to shoot through them though they're close (they have a grill). The problem is you need something on the other side to be able to shoot there, so what I did was have my Wizard ally place a hydra in the other room and we stood at our side and just happily shot away as the monsters run against the closed door.
Entrance Abuse
This is a lot more time consuming but it works. Works better with a knockback of some sort.
After kiting the elite mobs to the entrance of a dungeon, knockback, fire your last salvo, click on the entrance to exit the dungeon.
Go back in, (knockback), fire a few more shots, exit again before getting hit.
Rinse and repeat until mob dies.
Stairs Abuse
It's hard to find these spots but there are a few around. After kiting back down some stairs, run into the 'joint' of the stairs (imagine where a Terran would trap a Marine in when he places a bunker there) and shoot from there.
Some stairs are buggy and the mobs will just run like idiots and not come down the stairs while you can shoot them from below. (Most stairs you can't shoot them from there)
Gap in a circle abuse
There is a boss before Belial that takes place in a room that looks almost the same in design.. can't remember which one. But the room is shaped like a circle, with the centre of the circle being a big hole. The top left of the circle has a small platform protruding towards the centre of the circle and the bottom right having this similar protrusion towards the centre.
What I did was stand at one of the protrusions, and kited the boss such that he was standing at the other protrusion. Thus with the empty space in between us, I just stood there and shot him till he died.
(Sorry if this description sucks! Hard to visualize, I know)
There are other variations of this gap in the circle as many dungeons have such a design with a big gap/chasm in the middle of the room that allows you to kite round. Some allow you to get the mobs stuck on the opposite site as you shoot away from the other side.
It's also worth noting that if you kite enemies back to a doorway and position your follower (when solo, obviously) correctly, he can block the doorway entirely, preventing any enemies from getting through, and you can happily nuke them from behind him. The templar literally never dies, so he's pretty awesome for this. It's an easy technique to master, you just need to run through a door, pull the enemies, and then run back through - about 2 steps deep - and he'll stop in the doorway. Also note that the Wizard's secondary Archon attack (Beam) goes through walls, which can be pretty freaking helpful.
Talking about going through doors, there is this big fat mob called Demonic Terrors (he just looks like a big fat blob like Abominations in WC3), which if you kite through doors in dungeons, he basically smashes through doorway and destroys the doorway because he's too big to fit through. Love the terrain interaction!
(And also, if you do this 5 times, you get an achievement 'Knock Knock' which I got by accident haha)
It's also worth noting that if you kite enemies back to a doorway and position your follower (when solo, obviously) correctly, he can block the doorway entirely, preventing any enemies from getting through, and you can happily nuke them from behind him. The templar literally never dies, so he's pretty awesome for this. It's an easy technique to master, you just need to run through a door, pull the enemies, and then run back through - about 2 steps deep - and he'll stop in the doorway. Also note that the Wizard's secondary Archon attack (Beam) goes through walls, which can be pretty freaking helpful.
Your templar doesn't die? I want him. Mine does nothing but die.
Eh? My SC char had 400 essences and 200 teeth with 120,000 gold half way through Act 3. My HC char only had a fraction of that by the end of the entire game. And I crafted heaps of gear / levelled up my Blacksmith on my SC char, but didn't spend a dime on anything except repairs on my HC char. There are really glaring differences when you compare two characters with the same amount of time invested at the same stage of the game. It's not just like a small disparity... It's like a difference of over 80,000 gold and several stacks of salvaged materials.
The only difference I can think of that would explain that is that maybe you were running a lot less MF on HC (which is smart). Or just bad luck with your HC character. The overall 'poorer' economy in HC GAH may have something to do with it too if you have been using the GAH at all.
Inferno Elites have an enrage timer. They cast a DoT debuff on you if you don't kill them in time. I THINK it is proximity related, so if you can run far away enough it'll drop off (need confirmation).
Inferno Elites have an enrage timer. They cast a DoT debuff on you if you don't kill them in time. I THINK it is proximity related, so if you can run far away enough it'll drop off (need confirmation).
Yea this is pretty gay, had a bunch of shielding/extra health/teleporter/mortar/waller which I couldn't kill so I had to pull them to the edge of the map away from where I wanted to go
Not sure how many don't know this, but you can hold Shift to fire from the spot without moving without a target. Very useful when kiting and you don't want to misclick in the wrong direction.
If you are a ranged class and you are like me, you'll love to use this ability to stutter step kite. Try rebinding the key to your spacebar though. It allows you to use your thumb much more easily than your pinky finger, and space isn't used for anything important.
Also, for classes like wizards that sometimes like to run into packs of mobs to nuke, there is a straight MOVE key that is not bound by default. Binding it to a key will allow you to attempt to run to your mouse cursor when used. This is handy as sometimes left clicking a spot might unintentionally fire your signature move at a mob when you don't want to. I bound the action to the ~ key, but you can use whichever key is most comfortable.
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