This page lists many (but by no means all) of the Special Attacks used by mobs with some information about what they do and how to counter them.
Mobs can also buff themselves (did you really think only you could do that?). Here are some of them.
The body is covered by a sticky sheath which prevents direct attacks.
- 100% of all physical attacks are absorbed until a limit is reached or the timer expires.
You have been pierced by Thorny Vines...
- Any melee attacker physically hitting the protected mob will take damage.
- The mob is, unless you are much higher level or very close to him, invisible.
Many mobs have brief-duration debuffs that can slow you or decrease your resistances to their other attacks.
Reduces your Physical Defense.
Reduces movement rate.
Same as Snare.
Same as Root, except that it also prevents all skill use.
It is the nature of snakes to bind up their prey.
Short-duration Snare. Your movement rate is reduced.
Causes the effects Strong Flow and Disturbing Flow. Strong Flow carries a chance of being Stunned. Disturbing Flow is a Movement Impairing Effect, reducing movement speed and attack speed.
Giant Palm Smash
Some damage with a short-duration Stun.
Like the name says, this prevents you from using any Skill with a vocal component which includes most spells. The duration is usually very brief.
Source of Chaos
Reduces casting speed, attack speed and movement speed.
Lowers your Strength.
Damage Over Time. These attacks do a small amount of damage every few seconds of a period of time, such as Poison attacks. Some of them can be "Cured" by an alert healer.
350 damage every 2 seconds
500 damage every 2 secs and reduces attack power and attack speed.
Applies 2 stacks of Poison at a time. "Cure" this asap.
You run around randomly, slapping at yourself because you are covered in flames. Sorta like you would if you were all covered in bees.
A Strong Snake Venom that deals 250 damage every 2 seconds for 10 seconds. Can usually be "Cured".
Applies Corrosion to the target. This is a weak toxin, and can be "Cured".
Most examples of this poison can be "Cured".
This ability has a long Casting-Bar and begins to do damage and knock down everyone in melee range shortly after he starts doing it. On the up side he cannot move while casting it, so back up fast as soon as he starts! The further you are from the epicenter the less you feel the effects!
Elemental Water attack dealing large instant damage.
Commonly called AEs, these do damage to all players within the Area of Effect.
Melee-range long-duration stun with damage tick. He cannot move while casting this, and the farther you are from the epicenter the less damage you take, so back the heck up!
A 100% Self-heal, usually cast automatically when he reaches 50% health. If you cannot do enough DPS to kill him in less time than the cooldown+casttime of this skill, you never will. It may be time to consider an exit strategy. Thankfully, most monsters with this skill are not overly fond of long chases.
We do not know what this does. It may be a Snare, reducing your movement rate.
Instantly rushes the mob to you. He cannot be damaged or bespelled while charging. Opening with a stun attack may prevent him from doing this.
Instantly heals the caster and may also remove a DoT or Debuff from him (such as a Poison attack).
We don't know what this does as we have always killed the Ice Dwarf Gladiator before he could complete the casting time. It is probably a heal or it allows him to fight on for a short time after his HP reaches zero.
A "root" skill.
Drains Mana slowly over time, so long as the mob continues to chant. Silence or Interrupt him to stop it.
A 100% Self-heal, usually cast automatically when he reaches 50% health, common to the Runic Guards of the Demon Mountains. If you cannot do enough DPS to kill him in less time than the cooldown+casttime of this skill, you never will. This is a good reason to avoid Rune Transmutors and Rune Wardens. At the very least, this will be a LONG fight. This is basically the same as Blessing.