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Four days till the patch and we never bind a special demon again. Perhaps a bit overly dramatic. Anyway, given the uncertainty of binding demons after the patch, I've been joining any terrorized P8 game I can looking for Lancer and Bluderbore elite packs, specifically with unique pack leaders with the "perfect combo" of affixes. In all cases, Cursed is the most important affix. After that, things become more fluid depending on which demon it is. If my goal is to maximized immunities/resistances for survivability of the demon after binding (given the other affixes are pretty insignificant), my goals would be Stone Skin, Magic Resistant and/or an elemental enchanted. I will prioritize lightning and fire resistances over cold, so I would exclude cold enchanted.
For lancers, the calculus is simple. The Act 5 lancers all have the same resistance stats. Physical immunity seems impossible. Poison can't be helped, and magic resists depends on the Mana Burn affix, which isn't optimal either. So focusing on Fire/Lightning: The problem is the order that immunities are assigned. I understand that they check Cold, Fire and Light in that order and if 2 immunities are present, the affix is ignored. So in the case of Magic Resistant (+40) with Spectral Hit (+20), that would result in Cold Immunity, since lancers are naturally immune to light. Not ideal. Fire enchanted (+75) results in fire immunity (Spectral hit +20 is ignored) and 70 cold, so this would be the optimal affixes for me: Stone Skin + Fire Enchanted.
I am also looking into Urdars, and that is much more complicated, because the different urdars have different resists. Starting with Act 2 Blunderbores and Gorebellies: Here we see that Stone Skin automatically gives Physical Resistance (bold assumption that it checks Stone Skin before Magical resistances--perhaps the affix order must show Stone Skin FIRST), meaning that the Palace Cellar Blunderbores automatically fill in the second immunity with their natural Fire Immunity. Tal Rasha Tomb Gore Bellies start with the less desirable Cold Immunity, so I will probably stop looking in the tombs.
Now looking at Act 3 and 4: Durance of Hate Maulers start off with Lightning immunity, which is great, and with Magic Resistant, can push the other two up to 90, also great. This one is safe, because even if magic resists are calculated before Stone Skin, it still doesn't give another immunity, letting the second immunity be Physical and ignoring the resists from Spectral Hit.
Act 4 urdar have the problem of starting all 3 resists at 75, so Cold ends up being the first immunity besides Physical, as long as Spectral Hit is added last. Make it Stone Skin and Lightning Enchanted, though, and you're now pushing 95 resists for Cold and Fire, AND, lightning enchanted has a better proc. This might be the best urdar so far.
Finally, we examine the Act 5 guest blunderbores and maulers, which have the same stats: The major difference here is that we start all three resists at 33 with 75 physical. Stone skin, obviously achieves Physical Immunity. But Magic Resistant only achieves 93 for all three, so no second immunity (no idea how Blood Oath is then figured in, but probably would give immunity to Cold first if it allowed that). Therefore, we need a Light Enchanted or a Fire Enchanted one. But that leaves the other resists at 53, which is inferior to the above Blunderbore family members. Note: Blood Oath may make all of this moot, or it might be that caps cause it to malfunction in any case.
An alternative, if 75 physical resistance is acceptable, dual Lightning and Fire Enchanted would give both Fire and Lightning immunity, but only 53 cold. Still might be acceptable if 75 Physical is OK.
Conclusion:
My unicorns are Act 5 Cursed/Stone Skin/Fire Enchanted lancers and Act 4 Cursed/Stone Skin/Lightning Enchanted Urdar!
For lancers, the calculus is simple. The Act 5 lancers all have the same resistance stats. Physical immunity seems impossible. Poison can't be helped, and magic resists depends on the Mana Burn affix, which isn't optimal either. So focusing on Fire/Lightning: The problem is the order that immunities are assigned. I understand that they check Cold, Fire and Light in that order and if 2 immunities are present, the affix is ignored. So in the case of Magic Resistant (+40) with Spectral Hit (+20), that would result in Cold Immunity, since lancers are naturally immune to light. Not ideal. Fire enchanted (+75) results in fire immunity (Spectral hit +20 is ignored) and 70 cold, so this would be the optimal affixes for me: Stone Skin + Fire Enchanted.
I am also looking into Urdars, and that is much more complicated, because the different urdars have different resists. Starting with Act 2 Blunderbores and Gorebellies: Here we see that Stone Skin automatically gives Physical Resistance (bold assumption that it checks Stone Skin before Magical resistances--perhaps the affix order must show Stone Skin FIRST), meaning that the Palace Cellar Blunderbores automatically fill in the second immunity with their natural Fire Immunity. Tal Rasha Tomb Gore Bellies start with the less desirable Cold Immunity, so I will probably stop looking in the tombs.
Now looking at Act 3 and 4: Durance of Hate Maulers start off with Lightning immunity, which is great, and with Magic Resistant, can push the other two up to 90, also great. This one is safe, because even if magic resists are calculated before Stone Skin, it still doesn't give another immunity, letting the second immunity be Physical and ignoring the resists from Spectral Hit.
Act 4 urdar have the problem of starting all 3 resists at 75, so Cold ends up being the first immunity besides Physical, as long as Spectral Hit is added last. Make it Stone Skin and Lightning Enchanted, though, and you're now pushing 95 resists for Cold and Fire, AND, lightning enchanted has a better proc. This might be the best urdar so far.
Finally, we examine the Act 5 guest blunderbores and maulers, which have the same stats: The major difference here is that we start all three resists at 33 with 75 physical. Stone skin, obviously achieves Physical Immunity. But Magic Resistant only achieves 93 for all three, so no second immunity (no idea how Blood Oath is then figured in, but probably would give immunity to Cold first if it allowed that). Therefore, we need a Light Enchanted or a Fire Enchanted one. But that leaves the other resists at 53, which is inferior to the above Blunderbore family members. Note: Blood Oath may make all of this moot, or it might be that caps cause it to malfunction in any case.
An alternative, if 75 physical resistance is acceptable, dual Lightning and Fire Enchanted would give both Fire and Lightning immunity, but only 53 cold. Still might be acceptable if 75 Physical is OK.
Conclusion:
My unicorns are Act 5 Cursed/Stone Skin/Fire Enchanted lancers and Act 4 Cursed/Stone Skin/Lightning Enchanted Urdar!
Can be used to make Runewords:
Four days till the patch and we never bind a special demon again. Perhaps a bit overly dramatic. Anyway, given the uncertainty of binding demons after the patch, I've been joining any terrorized P8 game I can looking for Lancer and Bluderbore elite packs, specifically with unique pack leaders with the "perfect combo" of affixes. In all cases, Cursed is the most important affix. After that, things become more fluid depending on which demon it is. If my goal is to maximized immunities/resistances for survivability of the demon after binding (given the other affixes are pretty insignificant), my goals would be Stone Skin, Magic Resistant and/or an elemental enchanted. I will prioritize lightning and fire resistances over cold, so I would exclude cold enchanted.
For lancers, the calculus is simple. The Act 5 lancers all have the same resistance stats. Physical immunity seems impossible. Poison can't be helped, and magic resists depends on the Mana Burn affix, which isn't optimal either. So focusing on Fire/Lightning: The problem is the order that immunities are assigned. I understand that they check Cold, Fire and Light in that order and if 2 immunities are present, the affix is ignored. So in the case of Magic Resistant (+40) with Spectral Hit (+20), that would result in Cold Immunity, since lancers are naturally immune to light. Not ideal. Fire enchanted (+75) results in fire immunity (Spectral hit +20 is ignored) and 70 cold, so this would be the optimal affixes for me: Stone Skin + Fire Enchanted.
I am also looking into Urdars, and that is much more complicated, because the different urdars have different resists. Starting with Act 2 Blunderbores and Gorebellies: Here we see that Stone Skin automatically gives Physical Resistance (bold assumption that it checks Stone Skin before Magical resistances--perhaps the affix order must show Stone Skin FIRST), meaning that the Palace Cellar Blunderbores automatically fill in the second immunity with their natural Fire Immunity. Tal Rasha Tomb Gore Bellies start with the less desirable Cold Immunity, so I will probably stop looking in the tombs.
Now looking at Act 3 and 4: Durance of Hate Maulers start off with Lightning immunity, which is great, and with Magic Resistant, can push the other two up to 90, also great. This one is safe, because even if magic resists are calculated before Stone Skin, it still doesn't give another immunity, letting the second immunity be Physical and ignoring the resists from Spectral Hit.
Act 4 urdar have the problem of starting all 3 resists at 75, so Cold ends up being the first immunity besides Physical, as long as Spectral Hit is added last. Make it Stone Skin and Lightning Enchanted, though, and you're now pushing 95 resists for Cold and Fire, AND, lightning enchanted has a better proc. This might be the best urdar so far.
Finally, we examine the Act 5 guest blunderbores and maulers, which have the same stats: The major difference here is that we start all three resists at 33 with 75 physical. Stone skin, obviously achieves Physical Immunity. But Magic Resistant only achieves 93 for all three, so no second immunity (no idea how Blood Oath is then figured in, but probably would give immunity to Cold first if it allowed that). Therefore, we need a Light Enchanted or a Fire Enchanted one. But that leaves the other resists at 53, which is inferior to the above Blunderbore family members. Note: Blood Oath may make all of this moot, or it might be that caps cause it to malfunction in any case.
An alternative, if 75 physical resistance is acceptable, dual Lightning and Fire Enchanted would give both Fire and Lightning immunity, but only 53 cold. Still might be acceptable if 75 Physical is OK.
Conclusion:
My unicorns are Act 5 Cursed/Stone Skin/Fire Enchanted lancers and Act 4 Cursed/Stone Skin/Lightning Enchanted Urdar!
For lancers, the calculus is simple. The Act 5 lancers all have the same resistance stats. Physical immunity seems impossible. Poison can't be helped, and magic resists depends on the Mana Burn affix, which isn't optimal either. So focusing on Fire/Lightning: The problem is the order that immunities are assigned. I understand that they check Cold, Fire and Light in that order and if 2 immunities are present, the affix is ignored. So in the case of Magic Resistant (+40) with Spectral Hit (+20), that would result in Cold Immunity, since lancers are naturally immune to light. Not ideal. Fire enchanted (+75) results in fire immunity (Spectral hit +20 is ignored) and 70 cold, so this would be the optimal affixes for me: Stone Skin + Fire Enchanted.
I am also looking into Urdars, and that is much more complicated, because the different urdars have different resists. Starting with Act 2 Blunderbores and Gorebellies: Here we see that Stone Skin automatically gives Physical Resistance (bold assumption that it checks Stone Skin before Magical resistances--perhaps the affix order must show Stone Skin FIRST), meaning that the Palace Cellar Blunderbores automatically fill in the second immunity with their natural Fire Immunity. Tal Rasha Tomb Gore Bellies start with the less desirable Cold Immunity, so I will probably stop looking in the tombs.
Now looking at Act 3 and 4: Durance of Hate Maulers start off with Lightning immunity, which is great, and with Magic Resistant, can push the other two up to 90, also great. This one is safe, because even if magic resists are calculated before Stone Skin, it still doesn't give another immunity, letting the second immunity be Physical and ignoring the resists from Spectral Hit.
Act 4 urdar have the problem of starting all 3 resists at 75, so Cold ends up being the first immunity besides Physical, as long as Spectral Hit is added last. Make it Stone Skin and Lightning Enchanted, though, and you're now pushing 95 resists for Cold and Fire, AND, lightning enchanted has a better proc. This might be the best urdar so far.
Finally, we examine the Act 5 guest blunderbores and maulers, which have the same stats: The major difference here is that we start all three resists at 33 with 75 physical. Stone skin, obviously achieves Physical Immunity. But Magic Resistant only achieves 93 for all three, so no second immunity (no idea how Blood Oath is then figured in, but probably would give immunity to Cold first if it allowed that). Therefore, we need a Light Enchanted or a Fire Enchanted one. But that leaves the other resists at 53, which is inferior to the above Blunderbore family members. Note: Blood Oath may make all of this moot, or it might be that caps cause it to malfunction in any case.
An alternative, if 75 physical resistance is acceptable, dual Lightning and Fire Enchanted would give both Fire and Lightning immunity, but only 53 cold. Still might be acceptable if 75 Physical is OK.
Conclusion:
My unicorns are Act 5 Cursed/Stone Skin/Fire Enchanted lancers and Act 4 Cursed/Stone Skin/Lightning Enchanted Urdar!
We caught 2x Act 4 Urdars for a pure Fire Warlock and for a Boiler/ Tainted hybrid (TZ96, Stone skin, players 3). They became Immune to Physical, but Blood Oath does not give immunity: resistence through that is capped, just like for players and Mercs. These Warlock builds do not need Cursed so much (which won't be near as effective after the patch as it is now anyway). Urdars regenerate very fast, have crushing blow, and from our limited testing, these are practically unkillable even in TZs. We pushed +Demon skills to over 20 for both builds to gain lvl 12 Fanaticism for both demons (somehow both rolled fana for the first try). I wonder how their HP will go down after the patch, though, but so far so good. It only took us 10 minutes to catch these two dudes, well within the 30 min TZ limit.
OP
I forgot, should have included Lister and Hephy for comparison. The major difference, of course, is their MASSIVE health pools.
Lister only gets one affix in addition to Cursed. I put Stone Skin for the sake of having physical immunity. Hephy is the same story but he gets 2 affixes, so Magic Resistance should put him right over for Fire Immunity, and if you prefer Lightning immunity, then lightning enchanted achieves that.
Honestly, for both Lister and Hephy P8, they are basically immune to everything anyways, so just get Cursed and the aura you need. The Lancers and Urdars are much more of a chase.
Oh, I should also mention something about the HP calculations you see there. I took the normal base HP of the monster. Then the pack leader (unique) gets 2x health. But then I am not sure how P2-P8 scaling works. Is the % health (450% in P8 = +350% to base) multiplicative (i.e., Base HP x 2 unique bonus * 4.5 P8 bonus)? Or is the % health additive (i.e., Base HP x [5.5 Unique + P8 bonus])? So I put both columns. obviously multiplicative is a lot more health. If anyone knows, please say so!
Thanks!
Honestly, for both Lister and Hephy P8, they are basically immune to everything anyways, so just get Cursed and the aura you need. The Lancers and Urdars are much more of a chase.
Oh, I should also mention something about the HP calculations you see there. I took the normal base HP of the monster. Then the pack leader (unique) gets 2x health. But then I am not sure how P2-P8 scaling works. Is the % health (450% in P8 = +350% to base) multiplicative (i.e., Base HP x 2 unique bonus * 4.5 P8 bonus)? Or is the % health additive (i.e., Base HP x [5.5 Unique + P8 bonus])? So I put both columns. obviously multiplicative is a lot more health. If anyone knows, please say so!
Thanks!
OP
Good points and congrats on the quick finds! My P8 lancer (Cold Enchanted = Cold Immune, Magic Resistant, no curse) is, while not immortal, very hard to kill unless I am completely paying no attention. I imagine Urdars are even more AFK-ready. Obviously Heph and Lister in the current state require zero babysitting at all. She hasn't gone against Ubers or Colossals yet, though. That's what this exercise is mostly about--what would I look for if I want a BFF demon?DarkSoul48 wrote: 3 hours agoWe caught 2x Act 4 Urdars for a pure Fire Warlock and for a Boiler/ Tainted hybrid (TZ96, Stone skin, players 3). They became Immune to Physical, but Blood Oath does not give immunity: resistence through that is capped, just like for players and Mercs. These Warlock builds do not need Cursed so much (which won't be near as effective after the patch as it is now anyway). Urdars regenerate very fast, have crushing blow, and from our limited testing, these are practically unkillable even in TZs. We pushed +Demon skills to over 20 for both builds to gain lvl 12 Fanaticism for both demons (somehow both rolled fana for the first try). I wonder how their HP will go down after the patch, though, but so far so good. It only took us 10 minutes to catch these two dudes, well within the 30 min TZ limit.
Sorry, not to hijack all of this but are you saying that if we have a bound Hephy with cursed and Conviction we get to keep them?FerociousTerrier wrote: 3 hours agoFour days till the patch and we never bind a special demon again. Perhaps a bit overly dramatic. Anyway, given the uncertainty of binding demons after the patch, I've been joining any terrorized P8 game I can looking for Lancer and Bluderbore elite packs, specifically with unique pack leaders with the "perfect combo" of affixes. In all cases, Cursed is the most important affix. After that, things become more fluid depending on which demon it is. If my goal is to maximized immunities/resistances for survivability of the demon after binding (given the other affixes are pretty insignificant), my goals would be Stone Skin, Magic Resistant and/or an elemental enchanted. I will prioritize lightning and fire resistances over cold, so I would exclude cold enchanted.
For lancers, the calculus is simple. The Act 5 lancers all have the same resistance stats. Physical immunity seems impossible. Poison can't be helped, and magic resists depends on the Mana Burn affix, which isn't optimal either. So focusing on Fire/Lightning:
image.png
The problem is the order that immunities are assigned. I understand that they check Cold, Fire and Light in that order and if 2 immunities are present, the affix is ignored. So in the case of Magic Resistant (+40) with Spectral Hit (+20), that would result in Cold Immunity, since lancers are naturally immune to light. Not ideal. Fire enchanted (+75) results in fire immunity (Spectral hit +20 is ignored) and 70 cold, so this would be the optimal affixes for me: Stone Skin + Fire Enchanted.
I am also looking into Urdars, and that is much more complicated, because the different urdars have different resists. Starting with Act 2 Blunderbores and Gorebellies:
image.png
Here we see that Stone Skin automatically gives Physical Resistance (bold assumption that it checks Stone Skin before Magical resistances--perhaps the affix order must show Stone Skin FIRST), meaning that the Palace Cellar Blunderbores automatically fill in the second immunity with their natural Fire Immunity. Tal Rasha Tomb Gore Bellies start with the less desirable Cold Immunity, so I will probably stop looking in the tombs.
Now looking at Act 3 and 4:
image.png
Durance of Hate Maulers start off with Lightning immunity, which is great, and with Magic Resistant, can push the other two up to 90, also great. This one is safe, because even if magic resists are calculated before Stone Skin, it still doesn't give another immunity, letting the second immunity be Physical and ignoring the resists from Spectral Hit.
Act 4 urdar have the problem of starting all 3 resists at 75, so Cold ends up being the first immunity besides Physical, as long as Spectral Hit is added last. Make it Stone Skin and Lightning Enchanted, though, and you're now pushing 95 resists for Cold and Fire, AND, lightning enchanted has a better proc. This might be the best urdar so far.
Finally, we examine the Act 5 guest blunderbores and maulers, which have the same stats:
image.png
The major difference here is that we start all three resists at 33 with 75 physical. Stone skin, obviously achieves Physical Immunity. But Magic Resistant only achieves 93 for all three, so no second immunity (no idea how Blood Oath is then figured in, but probably would give immunity to Cold first if it allowed that). Therefore, we need a Light Enchanted or a Fire Enchanted one. But that leaves the other resists at 53, which is inferior to the above Blunderbore family members. Note: Blood Oath may make all of this moot, or it might be that caps cause it to malfunction in any case.
An alternative, if 75 physical resistance is acceptable, dual Lightning and Fire Enchanted would give both Fire and Lightning immunity, but only 53 cold. Still might be acceptable if 75 Physical is OK.
Conclusion:
My unicorns are Act 5 Cursed/Stone Skin/Fire Enchanted lancers and Act 4 Cursed/Stone Skin/Lightning Enchanted Urdar!
^ thought I already posted the same sentiment but I think it got whisked into the internet Abyss.
I assume if a demon is no longer possible that it will either perish or change into something possible. Not positive though, but make sure you have enough hard skill points to reflect the changes just in case.
I assume if a demon is no longer possible that it will either perish or change into something possible. Not positive though, but make sure you have enough hard skill points to reflect the changes just in case.
All trades are negotiable within reason 
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I can help with DClone/Ubers/Ancients/Socket Rushes, just ask!
Please only add me on bnet if you contact me here first.
OP
There has been some discussion that your existing demon with invalid aura ( Conviction, might, Blessed Aim, etc) will reroll to their designated replacement. I think Conviction --> Fanaticism and Blessed Aim/Might==> Concentration. I think we find out when we find out, though!Rhaegar86 wrote: 2 hours agoSorry, not to hijack all of this but are you saying that if we have a bound Hephy with cursed and Conviction we get to keep them?FerociousTerrier wrote: 3 hours agoFour days till the patch and we never bind a special demon again. Perhaps a bit overly dramatic. Anyway, given the uncertainty of binding demons after the patch, I've been joining any terrorized P8 game I can looking for Lancer and Bluderbore elite packs, specifically with unique pack leaders with the "perfect combo" of affixes. In all cases, Cursed is the most important affix. After that, things become more fluid depending on which demon it is. If my goal is to maximized immunities/resistances for survivability of the demon after binding (given the other affixes are pretty insignificant), my goals would be Stone Skin, Magic Resistant and/or an elemental enchanted. I will prioritize lightning and fire resistances over cold, so I would exclude cold enchanted.
For lancers, the calculus is simple. The Act 5 lancers all have the same resistance stats. Physical immunity seems impossible. Poison can't be helped, and magic resists depends on the Mana Burn affix, which isn't optimal either. So focusing on Fire/Lightning:
image.png
The problem is the order that immunities are assigned. I understand that they check Cold, Fire and Light in that order and if 2 immunities are present, the affix is ignored. So in the case of Magic Resistant (+40) with Spectral Hit (+20), that would result in Cold Immunity, since lancers are naturally immune to light. Not ideal. Fire enchanted (+75) results in fire immunity (Spectral hit +20 is ignored) and 70 cold, so this would be the optimal affixes for me: Stone Skin + Fire Enchanted.
I am also looking into Urdars, and that is much more complicated, because the different urdars have different resists. Starting with Act 2 Blunderbores and Gorebellies:
image.png
Here we see that Stone Skin automatically gives Physical Resistance (bold assumption that it checks Stone Skin before Magical resistances--perhaps the affix order must show Stone Skin FIRST), meaning that the Palace Cellar Blunderbores automatically fill in the second immunity with their natural Fire Immunity. Tal Rasha Tomb Gore Bellies start with the less desirable Cold Immunity, so I will probably stop looking in the tombs.
Now looking at Act 3 and 4:
image.png
Durance of Hate Maulers start off with Lightning immunity, which is great, and with Magic Resistant, can push the other two up to 90, also great. This one is safe, because even if magic resists are calculated before Stone Skin, it still doesn't give another immunity, letting the second immunity be Physical and ignoring the resists from Spectral Hit.
Act 4 urdar have the problem of starting all 3 resists at 75, so Cold ends up being the first immunity besides Physical, as long as Spectral Hit is added last. Make it Stone Skin and Lightning Enchanted, though, and you're now pushing 95 resists for Cold and Fire, AND, lightning enchanted has a better proc. This might be the best urdar so far.
Finally, we examine the Act 5 guest blunderbores and maulers, which have the same stats:
image.png
The major difference here is that we start all three resists at 33 with 75 physical. Stone skin, obviously achieves Physical Immunity. But Magic Resistant only achieves 93 for all three, so no second immunity (no idea how Blood Oath is then figured in, but probably would give immunity to Cold first if it allowed that). Therefore, we need a Light Enchanted or a Fire Enchanted one. But that leaves the other resists at 53, which is inferior to the above Blunderbore family members. Note: Blood Oath may make all of this moot, or it might be that caps cause it to malfunction in any case.
An alternative, if 75 physical resistance is acceptable, dual Lightning and Fire Enchanted would give both Fire and Lightning immunity, but only 53 cold. Still might be acceptable if 75 Physical is OK.
Conclusion:
My unicorns are Act 5 Cursed/Stone Skin/Fire Enchanted lancers and Act 4 Cursed/Stone Skin/Lightning Enchanted Urdar!
OP
I wondered the same thing about all of the existing super unique Hephs and Listers. Will they despawn of you don't have the hard points for binding them? Or will they be "grandfathered" in?justinman114 wrote: 2 hours ago^ thought I already posted the same sentiment but I think it got whisked into the internet Abyss.
I assume if a demon is no longer possible that it will either perish or change into something possible. Not positive though, but make sure you have enough hard skill points to reflect the changes just in case.
I'm fairly certain that when the patch arrives any planned nerfs will be automatically applied to existing bound demons. For instance a bound Hephasto will lose his Conviction aura. So enjoy them while you've got them.
OP
Also, we don't know how hard it will be to bind P8 superunque or unique demons, or if health caps will make that completely fruitless anyway, so get out there and bind your best demon!
There is no way that anything that isn't meant to be bound will remain as-is come the patch.
Rhaegar86 wrote: 2 hours agoSorry, not to hijack all of this but are you saying that if we have a bound Hephy with cursed and Conviction we get to keep them?
Conviction will be replaced by Fanaticism as soon as you make/join a game with your Warlock post-patch. It won't be possible to keep Conviction. This was tested on PTR (by importing offline saves where a Conviction demon had been bound, then loading that save in PTR).FerociousTerrier wrote: 2 hours agoThere has been some discussion that your existing demon with invalid aura ( Conviction, might, Blessed Aim, etc) will reroll to their designated replacement. I think Conviction --> Fanaticism and Blessed Aim/Might==> Concentration. I think we find out when we find out, though!
As for whether you'll get to keep your super unique without sufficient hard points - I'd imagine you'll lose the demon, but I'm not sure if anyone tested that in PTR. @Schnorki did you ever test that one?
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My Holy Grail Tracker is for Offline Hardcore.
Holy Grail Death Count: 1
I did not. Though I would hope they're not dumb enough to let that slip by.ShadowHeart wrote: 1 hour agoRhaegar86 wrote: 2 hours agoSorry, not to hijack all of this but are you saying that if we have a bound Hephy with cursed and Conviction we get to keep them?Conviction will be replaced by Fanaticism as soon as you make/join a game with your Warlock post-patch. It won't be possible to keep Conviction. This was tested on PTR (by importing offline saves where a Conviction demon had been bound, then loading that save in PTR).FerociousTerrier wrote: 2 hours agoThere has been some discussion that your existing demon with invalid aura ( Conviction, might, Blessed Aim, etc) will reroll to their designated replacement. I think Conviction --> Fanaticism and Blessed Aim/Might==> Concentration. I think we find out when we find out, though!
As for whether you'll get to keep your super unique without sufficient hard points - I'd imagine you'll lose the demon, but I'm not sure if anyone tested that in PTR. @Schnorki did you ever test that one?
(Hope and blizz of course being a dangerous combination ^^)
The regular monsters you are referring to are Pit Lords (also classified under the Megademon genus).While the actual boss of the Furnace of Pain is Über Izual (who is only cold immune), the zone is tightly packed with these ordinary Pit Lord minions.The "Immune to All" MechanicsThe Pit Lords in this specific Pandemonium zone have notoriously unfair, unbreakable native resistances:Elemental & Magic Immunities: They possess 145% base resistance to Fire, Cold, Lightning, Poison, and Magic damage.Unbreakable: Because their resistance values are so high (145%), standard resistance-lowering skills like a Paladin's Conviction aura or a Necromancer's Lower Resist cannot break them. Sunder charms also fail to make them highly vulnerable to magic/elemental damage types.The Only Weakness: They only have 50% Physical Resistance. This makes them completely immune to everything except physical attacks.How to Deal with ThemWarlock Synergy: If you are playing the new Warlock class, these Pit Lords are prized targets. You can use Bind Demon to capture one. Because they maintain their crazy 145% elemental immunities, they become near-invincible, top-tier tank companions for endgame farming.Mercenary & Physical Builds: If playing an elemental character (like a Sorceress), you cannot kill them yourself. You must let a physical-damage Mercenary (equipped with a high-damage weapon like The Reaper's Toll or Grief) poke them down one by one.Skip Them: In most Über runs, players simply Teleport straight past the Pit Lords to find Über Izual, kill him for Mephisto's Brain, and leave the zone
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Thank you for the clarification. So, here's my next question; when you say "hard points" do you mean total points or base points or am I going to have to burn a Token of Absolution? Here is what my current skill tree looks like...ShadowHeart wrote: 1 hour agoRhaegar86 wrote: 2 hours agoSorry, not to hijack all of this but are you saying that if we have a bound Hephy with cursed and Conviction we get to keep them?Conviction will be replaced by Fanaticism as soon as you make/join a game with your Warlock post-patch. It won't be possible to keep Conviction. This was tested on PTR (by importing offline saves where a Conviction demon had been bound, then loading that save in PTR).FerociousTerrier wrote: 2 hours agoThere has been some discussion that your existing demon with invalid aura ( Conviction, might, Blessed Aim, etc) will reroll to their designated replacement. I think Conviction --> Fanaticism and Blessed Aim/Might==> Concentration. I think we find out when we find out, though!
As for whether you'll get to keep your super unique without sufficient hard points - I'd imagine you'll lose the demon, but I'm not sure if anyone tested that in PTR. @Schnorki did you ever test that one?
OP
https://news.blizzard.com/en-us/article ... oming-soonRhaegar86 wrote: 54 minutes agoThank you for the clarification. So, here's my next question; when you say "hard points" do you mean total points or base points or am I going to have to burn a Token of Absolution? Here is what my current skill tree looks like...ShadowHeart wrote: 1 hour agoRhaegar86 wrote: 2 hours agoSorry, not to hijack all of this but are you saying that if we have a bound Hephy with cursed and Conviction we get to keep them?Conviction will be replaced by Fanaticism as soon as you make/join a game with your Warlock post-patch. It won't be possible to keep Conviction. This was tested on PTR (by importing offline saves where a Conviction demon had been bound, then loading that save in PTR).FerociousTerrier wrote: 2 hours agoThere has been some discussion that your existing demon with invalid aura ( Conviction, might, Blessed Aim, etc) will reroll to their designated replacement. I think Conviction --> Fanaticism and Blessed Aim/Might==> Concentration. I think we find out when we find out, though!
As for whether you'll get to keep your super unique without sufficient hard points - I'd imagine you'll lose the demon, but I'm not sure if anyone tested that in PTR. @Schnorki did you ever test that one?
image.png
I understand that in order to keep Heph or Lister (or Battlemaid Sarina, the named Council members in Trav, etc.), yu ohave to have 20 base points in Bind Demon, i.e., maxed.
If you have 20 soft points, you get all of the affixes including aura on a normal demon (still a one point wonder to a certain extent), but you have to put more hard points to get champions (10 hard points), uniques/pack leaders (15 hard pts) and the aforementioned super uniques (20 hard pts).
I assume that means anyone with Heph and unmaxed Bind Demon will see their Heph disappear.
I suspect we will see a lot of Stygian Witches going forward since I understand they naturally cast curse and aren't uniques.
Hard points = the 0 to 20 points you actually put into a skill via the skill treeRhaegar86 wrote: 54 minutes ago[..]
Thank you for the clarification. So, here's my next question; when you say "hard points" do you mean total points or base points or am I going to have to burn a Token of Absolution? Here is what my current skill tree looks like...
image.png
Soft points = additional skill points granted by gear or abilities
Total points = hard points + soft points
Bind Demon upgrades the captured monster with elite affixes as its total level increases:Level 1+: Extra StrongLevel 5+: Extra FastLevel 10+: Spectral HitLevel 20+: Aura Enchanted (Guarantees the demon spawns a random powerful aura like Fanaticism, Might, or Conviction)
SW-7547-4051-5230
Accepting Runes/Pgems/Keys
Accepting Runes/Pgems/Keys
Sometimes, I just hate being right.Schnorki wrote: 1 hour ago[..]
I did not. Though I would hope they're not dumb enough to let that slip by.
(Hope and blizz of course being a dangerous combination ^^)
But yeah, as expected, hope and blizz don't mix...
Just tested it cuz..why not? Easy enough to do.
Turns out if you have a warlock with a measly 1 pt in Bind Demon and bind Hephasto and then use that same warlock on the PTR, you keep said Hephasto, despite too few points to be allowed to have him. Still replaces the aura (started with conv again just for testing purposes) but the demon is not auto-killed.
So yeah, if they don't fix that before the patch hits, anyone farming up their Hephasto or whatever demon of choice before the patch will then get to keep it (minus the aura being replaced with the new one where applicable) until it gets lost for other reasons.
I wona know after patch amp damage at Hep is atm 75 so patch will reduce to 5% but Frost aura Hep trigers Amp damage atm almost insta on frozen(blue) enemys who knows how its gona work after patch 5% isnt much but mobs are geting fozen aura from hep all time maybe its not gona be bad get Frost aura HEP cursed then
SW-7547-4051-5230
Accepting Runes/Pgems/Keys
Accepting Runes/Pgems/Keys
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