Difference between revisions of "Extra Health"

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* '''Additional Resistances:''' None.
 
* '''Additional Resistances:''' None.
 
* '''Can Not Spawn With:''' [[Avenger]], [[Health Link]], [[Horde]], [[Illusionist]], [[Missile Dampening]], [[Invulnerable Minions]], [[Shielding]], [[Vampiric]].
 
* '''Can Not Spawn With:''' [[Avenger]], [[Health Link]], [[Horde]], [[Illusionist]], [[Missile Dampening]], [[Invulnerable Minions]], [[Shielding]], [[Vampiric]].
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==Strategy==
 
==Strategy==
  
There's no special strategy for this property since it's just more of the same. The larger life pool of course makes nasty monsters nastier, since they take longer to kill, and it can be really noticeable when monsters have other defensive bonuses, such as [[Shielding]], [[Health Link]], or [[Invulnerable Minions]].  
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[[Extra Health]] grants a 50% hit point bonus to Champions, as well as Bosses and their minions. This property is most dangerous as it extends fights, and players used to killing monsters quickly enough to avoid real trouble from their damaging properties such as [[Molten]] or [[Arcane Enchanted]] may need to retreat or take a different tactic when dealing with Extra Health enemies.
  
The real danger comes on Inferno, when [[Enrage timers]] enter the picture.  On that difficulty the monsters must be killed fairly quickly, or they become Enraged and are almost impossible to deal with. More hit points obviously increases the odds that they will prove too tough to do away with before the timer runs out.
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Prior to the removal of [[Enrage]] timers, this modifier was very annoying for low DPS characters.
  
  
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There's little point in screenshots or videos of Extra Health monsters since the modifier provides no change in appearance or behavior; there's only the difference in play and the hover tag on the monster's name.
 
There's little point in screenshots or videos of Extra Health monsters since the modifier provides no change in appearance or behavior; there's only the difference in play and the hover tag on the monster's name.
 
  
  

Revision as of 12:44, 15 June 2013

Extra Health is a Boss Modifier that occurs on Champions, Bosses, and their minions.

This modifier provides a 50% boost to the hit points of the monster, without any other properties or effects. It does not boost damage or provide healing or anything else; just more life. As such it's largely invisible to the player, except on the monster's tool tip hover info, or if the player notices that the battle seems to be going on for longer than expected.

The bonus health applies to the entire group; all the Champions, and the Boss as well as all of its minions. The extra health benefit does not apply to Horde or Illusionist

Extra Health


Strategy

Extra Health grants a 50% hit point bonus to Champions, as well as Bosses and their minions. This property is most dangerous as it extends fights, and players used to killing monsters quickly enough to avoid real trouble from their damaging properties such as Molten or Arcane Enchanted may need to retreat or take a different tactic when dealing with Extra Health enemies.

Prior to the removal of Enrage timers, this modifier was very annoying for low DPS characters.


Gallery

There's little point in screenshots or videos of Extra Health monsters since the modifier provides no change in appearance or behavior; there's only the difference in play and the hover tag on the monster's name.