How does threat work in diablo 3




















You do not pull aggro from doing more damage than another person once aggro is obtained via damage. Mobs will frequently and randomly decide to stop hitting their target, and look for someone else to hit.

Once this happens, aggro can be re-obtained through the same thing: either proximity or attacks. If I pull monsters with a damaging ability, such as Cyclone Strike , I keep agro for a few seconds regardless of how much damage the dps players do until monsters randomly start dropping aggro and looking for a new target.

Tanking monsters with an AOE dps ability active, such as Sweeping Wind , typically will keep monsters on me since when they drop agro, my aoe ability will tick and cause them to stay on me. Of course, it's not perfect since dps has a chance to hit before my aoe ability ticks. Per Bashiok's twitter comment , some mobs may work differently. Damage absorbed by the enemy does not count for aggro purposes for example, hitting a shielded enemy will not pull aggro off of someone who has it via proximity only.

Much of this is simply speculation based on what I've observed while playing, and the little bit of information found online. Thread starter Endyr Start date May 7, Endyr Diabloii. Net Member. It might be a noob question, but I have no idea how threat works in D3. Is it dependent purely from damage? Will melee classes generate more threat? Will there be threat related skills? As a wizard what should I do not to pull agro and do decent damage?

Or am I stuck with a WoW mind too much? BZK Diabloii. You are stuck with a WoW mind too much. Nothing can be said about threat from beta plays. I'm guessing every monsters have AI script deciding which target they prioritize for auto-attack and skills. Kill the clone as quickly as possible, as Diablo will return after a set amount of time has passed. When you've killed this new version of Diablo, you'll be taken back to the original arena.

In this next phase of the fight, Diablo will not only carry on with his regular attacks, but also rain meteors down from the sky and sweep the screen with a radial laser attack. Move out of range of the former and position yourself towards the rear of Diablo to avoid the latter.

Focus on survival, deal your own damage whenever you can, and you'll wrap up the original end-game boss in no time. The great thing about Urzael is that he telegraphs all of his significant special attacks pretty clearly, but you do have to keep your eyes peeled for them. Whenever you see red circles appear on the ground, get out of their radius or you'll either take a mortar to the face, or have him land his leaping attack right on you. When he checks his weapon, be ready for a circular attack with the flamethrower.

Finally, you'll see rectangular markings appear on the floor from time to time. These indicate the imminent arrival of burning timbers, so make sure you run out of the way. The fight against Adria is more annoying than it is challenging, as it can seem as though it's dragging on forever. Watch out for the blood creatures she summons, and make sure you don't touch them or they'll explode and leave poisonous patches all over the battle arena.

She'll also randomly teleport to a different part of the arena, forcing you to chase after her through those explosive creatures. If you were finding the bosses up until now just a little too easy for you, Malthael would like to have a quiet word.

Again, this is a fight of three phases but there are a handful of attacks that Malthael makes use of in all three: summoned fog patches that do damage over time, a charge attack that can knock you into these patches, and a swirling ring of energy that damages anyone inside its perimeter.

For the first phase, he'll also summon glowing orbs which move out towards the edge of the battle arena. These are pretty easy to dodge, but they will slow your movement speed down if you're caught by them. Just dodge everything that comes your way and throw whatever damage you can at Malthael. In the second phase, he'll occasionally summon a swarm of souls that spiral in towards the centre of the combat zone, before flying out to the edges.

Do not come into contact with any of these or you'll take a large amount of damage. Malthael will also summon assistants during this phase - kill them to get hold of some very handy health globes. For the final phase, expect those foggy patches to represent a massive threat, along with a new Soul Sweep effect from the boss. When activated, Malthael will head to the middle of the room and then launch a series of flaming waves.

You must get behind him when this happens and stay there for as long as it takes the spell to dissipate. You can find the rest of our Diablo 3 guide from the first page of this article.

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