Difference between revisions of "Overseer"

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Overseers are [[Demons]].
 
Overseers are [[Demons]].
  
Overseers are a sort of shaman monster. They lack the strong magical attacks of other types of shaman and they can not resurrect their dead minions, but they can greatly increase the powers of minions, as well as offer them some limited healing. They aren't generally that tough to deal with though, simply because their minions, even when powered up, are pretty weak. Lashers can also turn minions into Suicide Minions, but this isn't too dangerous since suicide minions are fairly trivial to avoid, and it's usually faster to let them blow up than to kill them with regular attacks.
+
Overseers are a sort of shaman monster. They lack the strong magical attacks of other types of shaman and they can not resurrect their dead minions, but they can greatly increase the powers of minions, as well as offer them some limited healing. They aren't generally that tough to deal with though, simply because their minions, even when powered up, are pretty weak. Lashers can also turn [[Minion]]s into [[Suicide Minion]]s, but this isn't too dangerous since suicide minions are fairly trivial to avoid, and it's usually faster to let them blow up than to kill them with regular attacks.
  
 
Lashers on their own can be time consuming to kill with their high defense and blocking, but they aren't very damaging, and their AI tends to cause them to wander around, rather than joining in the fray.
 
Lashers on their own can be time consuming to kill with their high defense and blocking, but they aren't very damaging, and their AI tends to cause them to wander around, rather than joining in the fray.

Revision as of 00:16, 3 May 2008

Overseers are Demons.

Overseers are a sort of shaman monster. They lack the strong magical attacks of other types of shaman and they can not resurrect their dead minions, but they can greatly increase the powers of minions, as well as offer them some limited healing. They aren't generally that tough to deal with though, simply because their minions, even when powered up, are pretty weak. Lashers can also turn Minions into Suicide Minions, but this isn't too dangerous since suicide minions are fairly trivial to avoid, and it's usually faster to let them blow up than to kill them with regular attacks.

Lashers on their own can be time consuming to kill with their high defense and blocking, but they aren't very damaging, and their AI tends to cause them to wander around, rather than joining in the fray.

Overseers possess a variety of skills:

  • Cry Help: If the overseer is taking damage (from melee or ranged attack), he will cast the Attract curse on the character hitting him, causing all of his minions to swarm to the Attracted target.
  • Healing Vortex: This skill heals the minion as well as boosting its speed, attack rating, defense, and damage by values listed in the tables below.
  • Minion Frenzy: This skill turns a regular minion into a Suicide Minion that will explode as soon as it gains close proximity to a target.
  • Smite: A chance to stun with melee hits.

Overseers and Hell Whips spawn only as guest monsters in v1.11 and thus are never found on normal difficulty. Their normal stats are listed from v1.09 and earlier patches.

  • All values are listed by difficulty level: Normal / Nightmare / Hell.


Statistics

Speed rates a monster's movement speed. 1 is very slow, 10 is fast, with some very fast creatures rated at 10+.

  • The TC/Rune drops listed are the highest Treasure Class/Rune Group a normal monster of that type can drop.
    • Champions and Bosses can sometimes drop from the next higher TC.
    • The max TC/Rune possible depends on which level a monster spawns in, and can vary slightly from the listed values (monsters that spawn in later levels can drop higher level items). See the item calculators to ascertain precisely what a monster from a given area can drop.
Type Level Experience Hit Points Speed Max TC/Rune
Overseer 33 / 58 / 80 977 / 13308 / 55500 600 / 1914-2424 / 6307-10653 4 36/Dol, 60/Ist, 84/Zod
Lasher 34 / 59 / 81 1071 / 14107 / 57198 629 / 1963-2487 / 6438-10871 4 36/Dol, 60/Ist, 84/Zod
Overlord 36 / 61 / 82 1296 / 15850 / 58897 689 / 2068-2620 / 6567-11090 5 39/Dol, 63/Ist, 87/Zod
Blood Boss 37 / 62 / 83 1429 / 16802 / 60596 720 / 2118-2682 / 6696-11308 5 39/Dol, 63/Ist, 87/Zod
Hell Whip 39 / 60 / 81 1721 / 14955 / 57198 780 / 2016-2553 / 6438-10871 6 39/Dol, 63/Ist, 87/Zod
Guest Monsters (Act Five, NM/Hell only)
Overseer -- / 58 / 80 -- / 13308 / 55500 -- / 1914-2424 / 6307-10653 4 --, 60/Ist, 84/Zod
Lasher -- / 59 / 81 -- / 14107 / 57198 -- / 1963-2487 / 6438-10871 4 --, 60/Ist, 84/Zod
Blood Boss -- / 66 / 85 -- / 21145 / 63993 -- / 2118-2682 / 6696-11308 5 --, 66/Vex, 87/Zod
Hell Whip -- / 60 / 81 -- / 14955 / 57198 -- / 2016-2553 / 6438-10871 6 --, 63/Ist, 87/Zod


Offense

Overseers possess a Smite bonus to their melee attack that will sometimes stun the target.

When Lashers whip their minions, they grant them substantial bonuses and heal them. These bonuses are the same for all levels of minions, except for the healing which varies by type and difficult level. Healing values are displayed in the table below.

  • Healing:
  • Speed: +80%
  • Attack value: +80%
  • Defense: +50%
  • Damage: +100%
Type Attack 1 AR 1 Attack 2 AR 2 Minion Healing
Overseer 13-25 / 28-52 / 54-100 430 / 1530 / 4344 21-43 / 43-76 / 81-145 318 / 1190 / 10748

-- / 25-35 / 45-55

Lasher 13-26 / 29-53 / 55-102 441 / 1555 / 4395 22-44 / 44-78 / 83-148 328 / 1209 / 10875 10-20 / 25-35 / 45-55
Overlord 14-27 / 30-56 / 55-102 468 / 1603 / 4446 23-46 / 45-81 / 83-148 352 / 1247 / 11001 10-20 / -- / --
Blood Boss 14-28 / 30-56 / 56-103 486 / 1628 / 4498 24-47 / 45-81 / 84-150 358 / 1266 / 11128 10-20 / 25-35 / 45-55
Hell Whip 15-29 / 29-53 / 55-102 514 / 1579 / 4395 25-50 / 44-78 / 83-148 379 / 1228 / 10875 10-20 / 25-35 / 45-55
Guest Monsters (Act Five, NM/Hell only)
Overseer -- / 28-52 / 54-100 -- / 1530 / 4344 -- / 43-76 / 81-145 -- / 1190 / 10748 -- / 25-35 / 45-55
Lasher -- / 29-53 / 55-102 -- / 1555 / 4395 -- / 44-78 / 83-148 -- / 1209 / 10875 -- / 25-35 / 45-55
Blood Boss -- / 33-60 / 57-105 -- / 1725 / 4600 -- / 49-88 / 86-153 -- / 1341 / 11382 -- / 25-35 / 45-55
Hell Whip -- / 29-53 / 55-102 -- / 1579 / 4395 -- / 44-78 / 83-148 -- / 1228 / 10875 -- / 25-35 / 45-55


Defenses

All Lashers regenerate hit points 50% faster than usual.

  • Regen Rate tells what % of a monster's hit points are recovered per second. Standard is 1.2/sec.
  • Blocking values are assigned to every monster in the game, but the ability is seldom enabled, so most monsters can not block (Hence the blocking % given on most Diablo II monster pages, including Blizzard's, is inaccurate.) When enabled, blocking tells what % of successful, blockable attacks will not damage the monster. Monsters need not carry a shield to block.
  • Drain Effectiveness tells what % of a character's mana and life steal apply to that monster. 100 is all, 0 is none.
  • Chill Effectiveness tells what % of a character's cold length applies to the monster. 100 is all, 0 is no freeze/chill at all.
Type Defense Blocking Regen Rate Drain Effectiveness Chill Effectiveness
Overseer 166 / 712 / 1406 43% 1.8/sec 100 / 100 / 100 50 / 40 / 33
Lasher 171 / 723 / 1422 44% 1.8/sec 100 / 100 / 100 50 / 40 / 33
Overlord 181 / 745 / 1438 47% 1.8/sec 100 / 100 / 100 50 / 40 / 33
Blood Boss 186 / 756 / 1454 48% 1.8/sec 100 / 100 / 100 50 / 40 / 33
Hell Whip 196 / 734 / 1422 50% 1.8/sec 100 / 100 / 100 50 / 40 / 33
Guest Monsters (Act Five, NM/Hell only)
Overseer -- / 712 / 1406 43% 1.8/sec -- / 100 / 100 -- / 40 / 33
Lasher -- / 723 / 1422 44% 1.8/sec -- / 100 / 100 -- / 40 / 33
Blood Boss -- / 799 / 1485 48% 1.8/sec -- / 100 / 100 -- / 40 / 33
Hell Whip -- / 734 / 1422 50% 1.8/sec -- / 100 / 100 -- / 40 / 33


Resistances

  • Resistances over 99% are listed as immunities and monsters will take no damage from that type of attack.
  • Immunities can be "broken" by skills that lower resistance, if the value drops below 99%. See the Resistances page for more details.
Type Physical Fire Cold Lightning Poison Magic
Overseer 0% / 0% / 40% 0% / 0% / 33% 0% / 0% / 120% 0% / 0% / 20% 0% / 0% / 0% 0% / 0% / 0%
Lasher 0% / 0% / 40% 0% / 0% / 33% 0% / 0% / 130% 0% / 0% / 20% 0% / 0% / 0% 0% / 0% / 0%
Overlord 0% / 0% / 40% 0% / 0% / 33% 0% / 0% / 140% 0% / 0% / 20% 0% / 0% / 0% 0% / 0% / 0%
Blood Boss 0% / 0% / 40% 0% / 0% / 33% 0% / 0% / 150% 0% / 0% / 20% 0% / 0% / 0% 0% / 0% / 0%
Hell Whip 0% / 0% / 40% 0% / 0% / 33% 0% / 0% / 160% 0% / 0% / 20% 0% / 0% / 0% 0% / 0% / 0%
Guest Monsters (Act Five, NM/Hell only)
Overseer -- / 0% / 40% -- / 0% / 33% -- / 0% / 120% -- / 0% / 20% -- / 0% / 0% -- / 0% / 0%
Lasher -- / 0% / 40% -- / 0% / 33% -- / 0% / 130% -- / 0% / 20% -- / 0% / 0% -- / 0% / 0%
Blood Boss -- / 0% / 40% -- / 0% / 33% -- / 0% / 150% -- / 0% / 20% -- / 0% / 0% -- / 0% / 0%
Hell Whip -- / 0% / 40% -- / 0% / 33% -- / 0% / 160% -- / 0% / 20% -- / 0% / 0% -- / 0% / 0%


Locations

  • Monster variety in Act Five on Normal difficulty is static -- the same monsters are always in the same areas. (This was true of NM/Hell also, prior to v1.10.)
  • Many Expansion monsters only appear as Guest Monsters in v1.10+.
  • Monsters in areas marked "Boss Only" will only appear as random bosses or champions.
  • Monsters in areas marked "No Boss" will never appear as random bosses or champions.
Type Normal Nightmare & Hell
Overseer -- --
Lasher Arreat Plateau, Pit of Abbadon --
Overlord Pit of Archeron --
Blood Boss Infernal Pit Infernal Pit
Hell Whip -- --
Guest Monsters (Act Five, NM/Hell only)
Overseer -- Bloody Foothills
Lasher -- Frigid Highlands
Blood Boss -- Worldstone Keep 3
Hell Whip -- Arreat Plateau