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Enemy non-elemental immunity reference sheet (Nightmare)


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#26
IN1

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http://social.biowar...8/index/6681852

#27
Elessen

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great post, thanks

#28
CLime

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Just finished the Brekker fight at the end of Inside Job (way harder than ARW or the dragons, that's for sure). The Coterie Assassins/Rogues were most definitely immune to Petrify. Most of the time I'd still get the Brittle effect, but the actual immobilization never succeeded. Can't say whether or not the damage resistance modifier has an effect or not.

They were still susceptible to Combustion Grenades, so there's at least one instance where Petrify does not operate as a normal stun.

#29
IN1

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Ah, I see. So Petrify is just 100% Slow technically. Thanks for the info.

#30
Firky

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Thanks for this. Super useful.

#31
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CLime wrote...

Just finished the Brekker fight at the end of Inside Job (way harder than ARW or the dragons, that's for sure). The Coterie Assassins/Rogues were most definitely immune to Petrify. Most of the time I'd still get the Brittle effect, but the actual immobilization never succeeded. Can't say whether or not the damage resistance modifier has an effect or not.

They were still susceptible to Combustion Grenades, so there's at least one instance where Petrify does not operate as a normal stun.


I found the same thing petrify never worked on certain 'classes' of assassins, I just stick to horror and use petrify for the johnny big ax guys.

#32
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lazuli wrote...

Is it worth noting immunities to cross class combo effects? The Ancient Rock Wraith springs to mind.


That's mostly because he's immune to a lot of powers. You can pull off a BRITTLE CCC on him with Winter's Blast => Punishing Lance for example.

#33
dkristof

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I believe petrify just applies the effect "Paralyze" to the enemy, which is different than stun or slow.

On Nightmare:
The Ancient Rock Wraith, High Dragon, and Coterie Assassin bosses (The Way it Should Be quest in Act 1 Lowtown ambush by Donnic comes to mind) appear to be immune to it (but still suffer the brittle effect). 

All melee qunari (karashok?) appear to be immune to stun as well (from Horror or Mind Blast).

On Hard:
I can tell you for sure Orsino, Varterral, and circle/blood mages are NOT immune to petrify/paralysis on hard mode. I haven't gotten that far yet on nightmare yet.

Are non-elemental resistances different on nightmare than other difficulties like elemental resistances?


edit: updated qunari to karashok only, not all

Modifié par dkristof, 30 mars 2011 - 12:04 .


#34
CLime

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Qunari aren't immune to stuns, at least not uniformly. Even the Arishok on Nightmare isn't immune to combustion grenades.

#35
dkristof

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sorry correction - the melee qunari (karashok?) are immune to stuns, the ranged ones (asharad?) are not. I have not been able to stun any of the karashok on the wounded coast or in the shepherding wolves quest at least.

#36
naughty99

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dkristof wrote...


On Hard:
I can tell you for sure Orsino, Varterral, and circle/blood mages are NOT immune to petrify/paralysis on hard mode. I haven't gotten that far yet on nightmare yet.


I was able to make the Varterral, Monstrous Spiders and Mature Dragons petrified on nightmare

Modifié par naughty99, 30 mars 2011 - 11:57 .


#37
dkristof

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Danzig is immune to paralysis/petrify, but not stun or freeze or knockback

#38
IN1

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dkristof wrote...

sorry correction - the melee qunari (karashok?) are immune to stuns, the ranged ones (asharad?) are not. I have not been able to stun any of the karashok on the wounded coast or in the shepherding wolves quest at least.


Maybe that's because the have 100+ Fortitude, hmm? ;)

#39
dkristof

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Horror = 100% chance to stun normal enemies.
Melee qunari karashok and melee tal vashok are both immune to it (they still take the spirit damage though, just no stun)

#40
B3taMaxxx

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The Arishok is immune to Pinning Shot? It works during the one on one fight, albeit for a very limited time.

#41
bunnies

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may i ask how those effects apply to non-immune bosses? for instance, i usually need many brittling spells to apply the effect. Does it have a % chance to proc, or do they subsequently lower bosses resistance to elemental force? if so, does it stay that way after first brittle? do specific staves, like frost staff, decrease the amount of spells it would take to brittle the boss? it once happened i froze deep road dragon with frost staves and elemental weapons only, on nightmare.

#42
shoggoth1890

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Stun should be removed from the Gate Guardian immunities. I have succeeded in using horror on one, and they can reliably be stunned with "dispel magic", although that is a special effect related only to the guardians it seems.

#43
naughty99

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What is the effect of Gravitic Ring?

Is that considered Slow?

So far I have only noticed that the Ancient Rock Wraith is immune to the Gravitic Ring effect.

#44
Le Diable

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naughty99 wrote...

What is the effect of Gravitic Ring?

Is that considered Slow?

So far I have only noticed that the Ancient Rock Wraith is immune to the Gravitic Ring effect.


Yeah the gravitic ring is pretty much a slow down spell that effects normal and lieutenant enemies in a cluster to pull them towards the center of the ring and i see only one purpose for it... Cast Heavy AOE

i am sure many bosses are immune to it.

#45
naughty99

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Le Diable wrote...

naughty99 wrote...

What is the effect of Gravitic Ring?

Is that considered Slow?

So far I have only noticed that the Ancient Rock Wraith is immune to the Gravitic Ring effect.


Yeah the gravitic ring is pretty much a slow down spell that effects normal and lieutenant enemies in a cluster to pull them towards the center of the ring and i see only one purpose for it... Cast Heavy AOE

i am sure many bosses are immune to it.


I don't think it can be Slow because Coterie-type and Kirkwall-type are immune to slow and I'm pretty sure I used it on Coterie rogues. Which enemies are the "Kirkwall" type?

I'm in the middle of Act 2 now and so far it works on all the bosses and elites I've encountered in game except the Ancient Rock Wraith. Profanes are also immune.

It's like better version of glyph of Paralysis when you cast it in a chokepoint. Pretty much the first spell I've been casting in every single battle.

Modifié par naughty99, 16 avril 2011 - 04:24 .


#46
naughty99

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I don't know if the Coterie Rogues that are in Brekker's group are considered "Coterie-type," but they are most definitely not immune to slow (Gravitic Ring stops them in their tracks), including Brekker.

They are, however, immune to Petrify and Glyph of Paralysis. 

(Although they don't become Petrified, the BRITTLE effect still works.)

Modifié par naughty99, 18 avril 2011 - 11:36 .


#47
SuicidalBaby

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just tired of looking at the avatar from the index

#48
SuicidalBaby

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.

#49
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Just got a Templar playthrough to Act 3. It seems that Rage Demons are susceptible to Silence- never had one Silenced stealth on me.

Also, fracking Huon is immune to Silence as well. I found out the hard way.

#50
Quething

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For posterity, some DLC info:

Genlocks simply have the Darkspawn type, and so share normal Darkspawn immunity to slow.
Genlock Alphas have additional immunity to Stun, paralysis and immobilizing effects.
Hurlock Alphas have additional immunity to Stun, confusion, and movement speed effects.
Deepstalkers have no non-elemental immunities.
Brontos are immune to stun, paralysis and movement speed effects.

Wyverns have no particular immunities (elemental or otherwise), according to the game files. I haven't been able to land a stun on one though, and I keep getting that little immunity shield when I use a weapon with the chance-to-stun property on one, so I'm not sure what's going on there. Leopold, the Duke and the creature you get once they merge can't be slowed (attack or movement) or silenced, and Leopold and Leopold+Duke can't be stunned.

Ghasts, for some reason, are all darkspawn type, so they can't be slowed; except for the ghast casters, who are Coterie type, so they also can't be slowed.

Harlequins and Orlesian Hunstmen have no particular immunities. Most of the other humans re-use existing groups; Crow assassins are Coterie (can't be slowed), Cahir is a Raider Reaver (can't be knocked down), a lot of the Duke's guards are Kirkwall type (can't be slowed). Generally, it's not a good DLC to bring a "chance to slow on hit" weapon to.