

Gives monsters an energy shield equal to 100% of their Life which absorbs damage and recharges when out of combat.

Increases monster elemental resistances by 35%.

Causes monsters to reflect 20% of the physical damage they receive back to their attacker.

Causes monsters to reflect 20% of the elemental damage they receive back to their attacker.

Causes monsters to regenerate 2.5% of their maximum Life back per second.

Increases the damage that monsters deal by 30%.

Increases the damage that monsters deal by 50%.

Makes monsters 45% more accurate and increases their critical strike chance by 75%. For example, if they had a 5% critical strike chance before, now it would be 8.75%.

Increases monster cast/attack speed by 35% and movement speed by 75%.

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My dad and I had some truble the other day vs a golam in the crossroads that had extra health, health regen, extra damage, and damage reflection. I'm not sure which was a arua or not but it took use for ever to kill it. Infact we use all our flasks and my dad died once place plus we only took it down after running away to find bodys to raize as zombies to tank it as we blasted it, which still took lots of zombies. I don't know anything can or should be done to make sure overpowered combos don't happen.
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At least, not without a proper reward.
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They should only allow one aura and perhaps 2 advanced mods. Such as the 'Reflect Damage' aura with 'Extra Health' and 'Extra Damage'. The regeneration + reflect damage on it's own can be quite a hassle if you are not a witch, templar or elemental using ranger.
Grimclaw - 33 1H Axe Marauder
RyuGekido - 27 Sword Dual Wielding Duelest TemptressOfTheNight - 22 Cold Witch Gemini - 21 Bow Ranger HammerAndCross - 18 Elemental Templar |
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My main thought is that monsters shouldn't be harder then the bosses
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They can be as strong as the boss... but the reward should be worth it
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but reward for killing boss is completing the act and progresing to next? I personally think nothing else in the level should be as hard as the boss. People plan attacks on bosses and know where they are, if random mosnters pop up that are harder that will put me for one off playing the game.
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Problem with making enemies weaker then bosses is, most of the enemies are not that strong. It's the combination of random stat/aura 'hero' monsters and if there is any 'Blue' advanced monsters along with herds of regulars. A boss is 1 person and usually easier to team up and kill. However if you get jumped in the middle of the forest by 2 aura monsters (This happened to me) 1 has reflect physical, and the other has reflect elemental and they give each other the aura, you are screwed.
Grimclaw - 33 1H Axe Marauder
RyuGekido - 27 Sword Dual Wielding Duelest TemptressOfTheNight - 22 Cold Witch Gemini - 21 Bow Ranger HammerAndCross - 18 Elemental Templar |
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I can understand where you are coming from here, but in my honest opinion what game wouldnt be fun without a significant challenge?
Yes you had to go above and beyond to take it down, and as others have stated... their should be an increced percentage to monsters with an excessive amount of auras maybe this is.. well hopefully this is something the devs will look into. joined 11/25/11
Skarletta- 33 Ranger (D-League) Annah- 30 Witch (D-League) |
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After you killed it, did you not feel a lot of satisfaction? From the info you have provided, all it took was a little more preparation to win the fight. I think mini-boss mobs are great to have, because you never know what's around the corner.
Australia Represent
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a mob should not be harder to kill than a boss. +1
it's like Diablo 1 with a bit of Titan Quest feeling and something like...oh, ok, it's Path of Exile!
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