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There are 4 main elemental attacks in Diablo II: Fire, Cold, Lightning and
Poison. Each Class has the ability to resist, or reduce the damage done by these
attacks by using items or skills.
Curses and Bone based attacks are not considered elemental attacks so
resistances will not protect against them.
Monsters, in addition to having the possibility of resistance to Fire, Cold,
Lightning and Poison also have the ability to resist physical attacks (much like
Shield blocking), and magical damage. When monsters have the ability to resist
magical attacks this definition includes the Necromancer Bone spells (Bone
Spear/Bone Spirit).
Unique "Spectral Hit" monsters do a random elemental attack each time they
swing.
The Barbarian can devote points to Natural Resistance at
level 30.
The Paladin can use several Auras including, Resist Cold, Resist Fire, Resist Lightning, Cleansing to reduce the length of
Poison and Salvation at level
30 which provides resistances against Cold, Fire and Lightning attacks.
When to use them Melee characters should consider wearing
resistance equipment all of the time because they are least able to avoid
elemental attacks. All characters can keep a set of full resistance gear either
in your Backpack, Cube, or Stash. When you run into trouble with monsters, put
on your gear until the battle is over. Jewelry is best-suited for this purpose
as it only uses 1x1 space. As you reach higher difficulty levels, and later
Acts, resistances become very important. You may wish to maximize your
resistance to Lightning and Fire especially in Act IV of Hell Difficulty for all
classes.
Ranged vs Melee Characters Resistances are very important for Melee
or hand-to-hand combat characters. Characters which use mainly ranged attacks
have the ability to kill Monsters that do elemental melee damage before they can
reach them. When fighting Monsters with ranged elemental attacks, they can often
side step or otherwise avoid these attacks, but not always. Characters whose
main damage is done by a Sword, Mace, Spear or other Melee weapon must get up
close to Monsters to attack them which exposes them to more elemental attacks.
They can greatly benefit from resistances to magical attacks which will reduce
the damage they take allowing them to stay in combat longer, survive battles
they would otherwise lose, and allow them to use less Healing. There are some
elemental attacks that can't be easily avoided such as those by Undead Horrors,
Willowisps, Unique Monsters and Bosses. In those situations even Ranged fighters
may wish to maximize their resistances.
Minimum Resistance
Your default resistance level changes based
on difficulty levels:
Maximum
Resistance 75% is the default maximum resistance for each Character. You
can raise above 75% to a maximum of 95% Resistance by using items that raise
maximum reistances. You can never be truly immune to elemental attacks, except
in the case of being Frozen by Cold.
Negative Resistance Negative resistances will add more damage to
Monsters and Players.
Lightning Resistance Lightning Resistances comes in most handily
when fighting Lightning Enchanted Unique Monsters. Each time you hit a Unique
Lightning monster it will release a Charged Lightning Bolt. The more you hit
these monsters, the more Charged Bolts are released. High Lightning Resistance
can really help you in this situation. There are several lightning focused
monsters throughout the game. Generally you will be hit by focused beams of
Lightning, the same as the Sorceress' Level 12 Lightning spell, although it may
be more powerful. Packs of Lightning Monsters may focus their Lightning Beams on
you at the same time, in which case a high Lightning Resistance may insure your
survive or greatly reduce the damage done by such attacks. Skeletal Mage types
also occasionally have a Lightning Charged Bolt Attack.
Fire Resistance Fire Resistance is very useful as many Monsters
have Fire Attacks throughout the game. Your first exposure will be Fallen
Shamen, with a Fire Bolt attack. Some unique monsters are Fire Enchanted. They
have Fire attacks and when killed explode leaving a blast of Fire. Blood Raven
uses a Fire Arrow attack. The Countess is Fire Enchanted. Many monsters will
have a Fire Melee attack, and may be Red in color. Mages in Act II and Act III,
and sometimes seen in the Monastery cast Fire Balls, Fire Walls, and Meteors
especially in the Arcane Sanctuary. Some Frogs in Act III will also cast Fire
Balls.
Poison Resistance Poison just might be the most annoying of the
elemental attacks, save from being Frozen. Once poisoned you will be poisoned
over time. Your Life Orb will turn green, your character will also turn green
letting you know you've been poisoned. Some poisons do more damage than others,
and they can last for a short time to a long time. You cannot die from being
Poisoned however it will reduce your life to 1, which will make it very easy for
other monsters or even booby trapped chests to kill you. There are quite a few
monsters throughout the game with Poison attacks, Bone Ash found in the
Cathedral in Act 1, Poison Skeletal Mages, Andariel, mummies first found in Act
II, Poisonous Frogs, Swamp Monsters, and Ghouls that die leaving a poisonous
cloud. Trapped Chests, and Booby Traps also may leave poisonous clouds or shoot
poison missiles.
Poison can instantly be cured with an Antidote Potion. Antidote Potions are
best used after all of the Poison Monsters have been killed. If you use them
while the battle is still raging, often you will just be poisoned again right
after drinking an Antidote Potion. You can also find magical items that reduce
the amount of time you will be poisoned, and will reduce the damage taken from
poison attacks.
Melee characters are often more susceptible to Poison Attacks than ranged
attackers. Mummies, Ghouls, and other monsters shoot Poison at close range. It's
also easy to walk into a Poisonous cloud left by a Ghoul when it dies.
Cold Resistance Cold Damage is mainly done by Cold Enchanted Unique
Monsters. Other Monsters that have Cold attacks are Claw Vipers in Act II, Mages
which have a cold Melee attack, The Summoner uses Glacial Spike, and Diablo
which also has a Cold Melee attack. Mages in the jungle city of Kurast also cast
Blizzard, a rain of ice shards. Undead Horrors have a Cold attack which is by
far the most damaging. It may be worth maximizing Cold Resistances for those
alone. If you were to skip a resistance, Cold Resistance would be the easiest to
do without.
Some Cold Enchanted Monsters, when they die will leave an explosive Frost
Nova which will usually chill you if you are too close. Keep a Thawing Potion in
your inventory to instantly thaw yourself from being chilled. When chilled you
will move and attack much slower which isn't very desirable except for a laugh.
The magical "Can't be Frozen" ability provides the ultimate in protection.
Cold Resistances become much more important when fighting other players with
Cold attacks. |