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Description
Curses a group of monsters, reducing their vision radius.
Player vs Player: This curse will not work on other players.
This will not work on Super Unique Monsters and Bosses.
Dim Vision is useful against Ranged Attackers such as Dark Archer or spell casters with dangerous ranged spell attacks. Dim Vision will prevent monsters from seeing you which will allow you to attack them from a distance, but they will be unable to hit you back. It's also useful to cast on a monster to limit their ability to follow you so that you can escape.
Dim Vision will not overwrite a monster Cursed with Attract or Confuse (but can be overwritten by them).
A monster with Dim Vision that is attempting to close into melee range with a target will continue doing so indefinitely until it hits an obstruction of some kind (if you cast Dim Vision on a creature that is attempting to close to melee range with you, it will continue following you, even if you move, until it hits an obstruction of some kind). Dim Vision prevents the AI controlling the unit from deciding on a new course of action (apart from melee attacking something that's in range). This explains why, when Dim Vision (or a Dim Vision-like effect) overwrites Terror (or a Terror-like effect), the affected creature will continue running away indefinitely until it hits an obstruction or the Dim Vision effect wears off.
Dim Vision also generally prevents monsters from using their special attacks and abilities. This means that Blood Lord cannot cast Frenzy, for example. (Similarly, Vile Mother cannot create spawns, Frozen Horror cannot cast Arctic Blast, etc.) The only exception appears to be that if the creature's only attack is a ranged attack (such as Burning Dead archers), it can still use that attack against creatures in melee range.
Oblivion Knight in the Chaos Sanctuary are immune to Dim Vision. This can be quite frustrating since they can fire Bone Spirit through their blinded companions. Switching to Decrepify against these creatures and/or resummoning your Golem next to them is usually your most effective strategy.
Dim Vision is especially great on Hardcore mode. With maxed-out Dim Vision and some +skills items, you can hit more than the entire screen. If you take care you will never face a normal enemy that can see you. It's also helpful in a party setting since Dim Vision makes many melee monsters less fearsome by disabling their Charge & Frenzy-type skills and ensures that melee party members can run away and heal for a bit if things get too intense.
Description by Stormlash
Player vs Player: This curse will not work on other players.
This will not work on Super Unique Monsters and Bosses.
Dim Vision is useful against Ranged Attackers such as Dark Archer or spell casters with dangerous ranged spell attacks. Dim Vision will prevent monsters from seeing you which will allow you to attack them from a distance, but they will be unable to hit you back. It's also useful to cast on a monster to limit their ability to follow you so that you can escape.
Dim Vision will not overwrite a monster Cursed with Attract or Confuse (but can be overwritten by them).
A monster with Dim Vision that is attempting to close into melee range with a target will continue doing so indefinitely until it hits an obstruction of some kind (if you cast Dim Vision on a creature that is attempting to close to melee range with you, it will continue following you, even if you move, until it hits an obstruction of some kind). Dim Vision prevents the AI controlling the unit from deciding on a new course of action (apart from melee attacking something that's in range). This explains why, when Dim Vision (or a Dim Vision-like effect) overwrites Terror (or a Terror-like effect), the affected creature will continue running away indefinitely until it hits an obstruction or the Dim Vision effect wears off.
Dim Vision also generally prevents monsters from using their special attacks and abilities. This means that Blood Lord cannot cast Frenzy, for example. (Similarly, Vile Mother cannot create spawns, Frozen Horror cannot cast Arctic Blast, etc.) The only exception appears to be that if the creature's only attack is a ranged attack (such as Burning Dead archers), it can still use that attack against creatures in melee range.
Oblivion Knight in the Chaos Sanctuary are immune to Dim Vision. This can be quite frustrating since they can fire Bone Spirit through their blinded companions. Switching to Decrepify against these creatures and/or resummoning your Golem next to them is usually your most effective strategy.
Dim Vision is especially great on Hardcore mode. With maxed-out Dim Vision and some +skills items, you can hit more than the entire screen. If you take care you will never face a normal enemy that can see you. It's also helpful in a party setting since Dim Vision makes many melee monsters less fearsome by disabling their Charge & Frenzy-type skills and ensures that melee party members can run away and heal for a bit if things get too intense.
Lore
Damning an enemy to the darkness of their own evil, this curse surrounds the afflicted in a sphere of perfect darkness and silence, blinding them.This allows a Necromancer and his party to slip by unnoticed or maneuver close for a more effective attack.
Can be used to make Runewords:
Curses a group of monsters, reducing their vision radius.
Player vs Player: This curse will not work on other players.
This will not work on Super Unique Monsters and Bosses.
Dim Vision is useful against Ranged Attackers such as Dark Archer or spell casters with dangerous ranged spell attacks. Dim Vision will prevent monsters from seeing you which will allow you to attack them from a distance, but they will be unable to hit you back. It's also useful to cast on a monster to limit their ability to follow you so that you can escape.
Dim Vision will not overwrite a monster Cursed with Attract or Confuse (but can be overwritten by them).
A monster with Dim Vision that is attempting to close into melee range with a target will continue doing so indefinitely until it hits an obstruction of some kind (if you cast Dim Vision on a creature that is attempting to close to melee range with you, it will continue following you, even if you move, until it hits an obstruction of some kind). Dim Vision prevents the AI controlling the unit from deciding on a new course of action (apart from melee attacking something that's in range). This explains why, when Dim Vision (or a Dim Vision-like effect) overwrites Terror (or a Terror-like effect), the affected creature will continue running away indefinitely until it hits an obstruction or the Dim Vision effect wears off.
Dim Vision also generally prevents monsters from using their special attacks and abilities. This means that Blood Lord cannot cast Frenzy, for example. (Similarly, Vile Mother cannot create spawns, Frozen Horror cannot cast Arctic Blast, etc.) The only exception appears to be that if the creature's only attack is a ranged attack (such as Burning Dead archers), it can still use that attack against creatures in melee range.
Oblivion Knight in the Chaos Sanctuary are immune to Dim Vision. This can be quite frustrating since they can fire Bone Spirit through their blinded companions. Switching to Decrepify against these creatures and/or resummoning your Golem next to them is usually your most effective strategy.
Dim Vision is especially great on Hardcore mode. With maxed-out Dim Vision and some +skills items, you can hit more than the entire screen. If you take care you will never face a normal enemy that can see you. It's also helpful in a party setting since Dim Vision makes many melee monsters less fearsome by disabling their Charge & Frenzy-type skills and ensures that melee party members can run away and heal for a bit if things get too intense.
Player vs Player: This curse will not work on other players.
This will not work on Super Unique Monsters and Bosses.
Dim Vision is useful against Ranged Attackers such as Dark Archer or spell casters with dangerous ranged spell attacks. Dim Vision will prevent monsters from seeing you which will allow you to attack them from a distance, but they will be unable to hit you back. It's also useful to cast on a monster to limit their ability to follow you so that you can escape.
Dim Vision will not overwrite a monster Cursed with Attract or Confuse (but can be overwritten by them).
A monster with Dim Vision that is attempting to close into melee range with a target will continue doing so indefinitely until it hits an obstruction of some kind (if you cast Dim Vision on a creature that is attempting to close to melee range with you, it will continue following you, even if you move, until it hits an obstruction of some kind). Dim Vision prevents the AI controlling the unit from deciding on a new course of action (apart from melee attacking something that's in range). This explains why, when Dim Vision (or a Dim Vision-like effect) overwrites Terror (or a Terror-like effect), the affected creature will continue running away indefinitely until it hits an obstruction or the Dim Vision effect wears off.
Dim Vision also generally prevents monsters from using their special attacks and abilities. This means that Blood Lord cannot cast Frenzy, for example. (Similarly, Vile Mother cannot create spawns, Frozen Horror cannot cast Arctic Blast, etc.) The only exception appears to be that if the creature's only attack is a ranged attack (such as Burning Dead archers), it can still use that attack against creatures in melee range.
Oblivion Knight in the Chaos Sanctuary are immune to Dim Vision. This can be quite frustrating since they can fire Bone Spirit through their blinded companions. Switching to Decrepify against these creatures and/or resummoning your Golem next to them is usually your most effective strategy.
Dim Vision is especially great on Hardcore mode. With maxed-out Dim Vision and some +skills items, you can hit more than the entire screen. If you take care you will never face a normal enemy that can see you. It's also helpful in a party setting since Dim Vision makes many melee monsters less fearsome by disabling their Charge & Frenzy-type skills and ensures that melee party members can run away and heal for a bit if things get too intense.
For lack of a better place to store this information, here is some information about Hit Blinds Target, courtesy of The Amazon Basin
Hit Blinds Target provides a chance to cast level (1-20) Dim Vision on a single target upon a successful attack, blinding it.
% Chance Melee = 30 + 5(4B + A-D)
% Chance Ranged = (30 + 5(4B + A-D) ) / 3
Dim Vision Level = min( [ (Chance-rand(99) ) / 5] + 1,20)
where:
Hit Blinds Target provides a chance to cast level (1-20) Dim Vision on a single target upon a successful attack, blinding it.
% Chance Melee = 30 + 5(4B + A-D)
% Chance Ranged = (30 + 5(4B + A-D) ) / 3
Dim Vision Level = min( [ (Chance-rand(99) ) / 5] + 1,20)
where:
- B = Sum of HBT bonuses
- A = Attacker level
- D = Defender level
- rand(99) = Random integer between 0 and 99
- When using two weapons, HBT from one weapon does not apply to attacks made with the other.
- Only blinds normal and minion monsters (with a few exceptions). Does not overwrite existing curse on targets to which it doesn't apply.
- When cast on a target already blinded by DV, Raven or HBT, it will normally only overwrite the previous cast if the skill level is equal or greater. Can be overwritten by any other later curse.
- Cannot overwrite Confuse or Attract.
- Casting order with curses from Chance to Cast modifiers depends on trigger event, equipping order and skill/stat order.
- Overwritten by Hit Causes Monster to Flee when both bonuses are applied by the same item to the same attack.
- Target will continue executing its last action prior to blinding until its next AI check, so if it was approaching the caster it will continue to do so until it reaches caster position when DV was cast, or until it is obstructed or otherwise prevented from executing its action.
- Target awareness radius is reduced to its melee range while blinded: target will only attack if something is within range, and will only use their default attack rather than any skills or special abilities (like resurrecting dead).
- Duration of blinding is 1/2 in Nightmare and 1/4 in Hell.
I was very glad to read in the description an acknowledgement of how valuable this skill is to hardcore necros. I can't say how many times I have seen summoner guides which have you putting no more than a single point in Dim Vision. Any decent HC player will instantly know the guide is not written for them.
An HC summoner's biggest problem is the fact that minions block each other - a stupidity I wish, wish, wish Blizzard would get rid of. How many times have you seen your entire summoned army blocked by a single Skeleton Mage who refuses to move from the doorway?
Ultimately, you'll be forced to drag your army through or Teleport, and in those cases, Dim Vision is the ultimate control tool, with just a couple of clicks reducing the threat level of horrible, crossfire deathtraps considerably.
An HC summoner's biggest problem is the fact that minions block each other - a stupidity I wish, wish, wish Blizzard would get rid of. How many times have you seen your entire summoned army blocked by a single Skeleton Mage who refuses to move from the doorway?
Ultimately, you'll be forced to drag your army through or Teleport, and in those cases, Dim Vision is the ultimate control tool, with just a couple of clicks reducing the threat level of horrible, crossfire deathtraps considerably.
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