After slogging through all of the areas ‘til the entrance of Frozen River, my barb and merc discovered that the Moon Lords protecting the entrance can do some serious damage. I would not have mentioned this, but it seems they were not even moving and we were being hit multiple times over and over again with their what I think are dual weps and that their attacks were invisible. So glad I had my eye on the ol’ life globe. Careful of some weird monster animation glitching.
I’ve been roflstomped so many times by them. It’s hilarious.
When they do their special attacks, they just sit there and look like they’re doing nothing. They are like 40 yards away, but in reality they are in melee range eating my face.
Ah! I ran like I was on fire when I broke from their attacks. Rolfstomped is the best descriptor for this.
Extra Fast Fanaticized Moon/Death Lords with a nearby Might aura pack while you’re cursed… True nightmare fuel.
Its one of the few actual bug i found in the game. They do insanely more damage than they did in LoD, it feels like they hit you every 0.5 seconds or so.
Either they were bugged in LoD and now do their intended damage or the reverse, but something changed with them in Resurected i’m almost certain.
I remember them doing tons of dmg in classic LoD
Wait until you get to Death Lords
Oh i know that. I played HC for a long time i have a good feel for the monster’s damage.
Its not the damage pers say that bothers me, its how many hits they get off. For example, fighting a mana burn pack of Moon Lords my mana doesn’t even go up despite playing with 75% block and hitting 6 times a second (lvl 30 Dragon Talon) on top of Blade Shield leeching once a second.
Any other mob types i can virtually ignore mana burn.
Yeh this happened to me too, first legit death so far they destroyed my paladin, was a ghostly frenzied and champion moon lord group in abbadon in act5 or wherever it is.
Did not see the attack spool up just swish swish dead :D.
I remember thinking “that was fast” but just laughed it off it might be a bit of a bug though it felt like that to me. Or I could just be really rusty I dunno. Did not used to die to them like that unless they where a champ pack with mods like fast or extra strong or something.
Anyhow just came to say yeh they got me too lol
Gotta love the Frenzytaurs! Might and Fanatacized are the best!
Yeah they are absolutely no joke at all. If you can try to get them to a bottleneck it can help a lot. Even as a tanky character you’ll likely not be able to DPS race a bunch of them in a group.
Their animations were improved actually. The thing swirling around them actually hits you – I dont think its a frenzy animation. Its like a blade armor type thing. They definiitely get frenzy too tho.
When they got me one was standing completely still not moving at all lol then suddenly the wind animation appeared (after I was dead lol)
It was like he was taunting me flexing lol while his two bro’s made me into a kebab
The entrance to frozen river seems to be a dangerous place.
I’ve run into several difficult and tricky mobs there. It tends to get you, because typically you’ll just be poking along the passages all chill and stuff, at a low level of alertness, and suddenly you happen on them. With a barb, you definitely want Frenzy ready so you can motor out of there in a hurry.
I just enabled frenzy on my barb. The animations that were for the frenzy skill and which are visible on the legacy games are not visible on D2:R. All that we see while engaging frenzy in D2:R is the aura-like thing which may signal that frenzy is engaged. I miss the crazy double swing visual effects of frenzy and the sight of a barb that looks like it just drank 5 shots of espresso.
They can pack a really nice damage on nightmare and hell against folks with low hp and lower resists.
Having fast attacks and chance to trigger extra elemental damag. On the top of it the game desync can trick you sometimes.
I dunno if they could crit, tho.
But on nightmare per sec they could easily do around 100-200 range dmg.
Best defense against them is nice hp pool and elemental resist to avoid entering on hit recovery animation or having enough fast block rate
Edit: my advice try using weaken on them, they can’t receive cold effects but slow works on them and weaken can nerf a lot them.
someone made a video about this on reddit. these types of monsters aren’t using fury but they’re actually glitched and using whirlwind so they’re doing continuous damage.
Tbh, I’m a bit skeptical about that video. D2 can easily have some desync issues. What we see on screen can trick us a lot.
I experimented that kind of behavior on other mobs, I got used to using attacker receives damage because I used alot sigon’s to level up. With new “animation” and a couple of desync you can be tricked really easily.
I noticed that happening a lot on fast attack skills, like zeal or having a huge amount of aspd. Monsters like razor tail(halls) can trigger several return animations even on normal attacks, you got spammed if you use zeal on them by example. The animation not always reflects what they’re doing. On the OG you could notice a bit better those effects because the game wouldn’t show you that much.
there was a thread on these forums yesterday where the consensus was pretty clear that a lot of people had suspicions that something was wrong with that monster type. a lot of people are having the same exact observations and issues with it.