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Description
Looking to respec now that the patch has hit, but I am unsure about point distribution.
Fixed skills:
20 Demonic Mastery
20 Bind Demon
Tainted vs. Pure Boiler:
Tainted Pros // Cons: hitting about 17.6K apiece with max Blood Boil, only one synergy to max // nothing, as far as I can tell
Boil Pros // Cons: about 6.9K mix of fire/physical AOE damage // mana cost, demon health cost (maybe negligible), 2 synergies to max
*note: only considering lower end of damage range because I'm lazy
In either Tainted or Boiler case, Blood Boil gets maxed. So starting from there, looking at the damage differential from one or the other:
Boil: Going from 6.9K fully synergized to 4.5K only partially synergized, but that's AOE so potentially multiplied loss of damage
Tainted: moving 19 points from Blood Oath & Engorge to Summon Tainted, damage goes from 4.9K per Tainted to 17.6K per Tainted (using 20% Blood Boil bonus)
I think Tainted is the winner for me since I can still be boiling for only ~1/3rd loss of boil damage. Also more dynamic use of demons.
Now for the major question! What is the optimal distribution of points in Blood Oath and Engorge? Where is the sweet spot of both?
More Pros // Cons:
Blood Oath: More life for Demons // no idea what the health caps are now, so no idea when Blood Oath stops adding to Bind Demon's health, Resist All probably not doing much for my demons since they're already near max resists (unless Resist All includes Poison and/or Magic) and goes from 69% with 1 point to 75% with maxed points, damage transfer Cap of 50% reached with only 4 hard points in Blood Oath (assuming soft points count).
Engorge: Heal demon goes from 55% with 1 pt to 74% with max pts; Life steal from 65% to 103% // no change in attack speed, lose defense/replenish life bonus from Blood Oath synergy, no idea if there are caps
Both provide the same synergy bonus to Blood Boil. Given the above, I have no idea which is better to put points into. Bit of both? Edit: Maxroll seems to dislike when I copy part of the screen and removes my +skills. With my +skills from gear, 1 point in Blood Oath and 1 point in Engorge == levels 23 and 26, respectively. And that is leaving 21 points to distribute between the two skills.
Also, is Lethargy worth a point still?
Description by Fixed skills:
20 Demonic Mastery
20 Bind Demon
Tainted vs. Pure Boiler:
Tainted Pros // Cons: hitting about 17.6K apiece with max Blood Boil, only one synergy to max // nothing, as far as I can tell
Boil Pros // Cons: about 6.9K mix of fire/physical AOE damage // mana cost, demon health cost (maybe negligible), 2 synergies to max
*note: only considering lower end of damage range because I'm lazy
In either Tainted or Boiler case, Blood Boil gets maxed. So starting from there, looking at the damage differential from one or the other:
Boil: Going from 6.9K fully synergized to 4.5K only partially synergized, but that's AOE so potentially multiplied loss of damage
Tainted: moving 19 points from Blood Oath & Engorge to Summon Tainted, damage goes from 4.9K per Tainted to 17.6K per Tainted (using 20% Blood Boil bonus)
I think Tainted is the winner for me since I can still be boiling for only ~1/3rd loss of boil damage. Also more dynamic use of demons.
Now for the major question! What is the optimal distribution of points in Blood Oath and Engorge? Where is the sweet spot of both?
More Pros // Cons:
Blood Oath: More life for Demons // no idea what the health caps are now, so no idea when Blood Oath stops adding to Bind Demon's health, Resist All probably not doing much for my demons since they're already near max resists (unless Resist All includes Poison and/or Magic) and goes from 69% with 1 point to 75% with maxed points, damage transfer Cap of 50% reached with only 4 hard points in Blood Oath (assuming soft points count).
Engorge: Heal demon goes from 55% with 1 pt to 74% with max pts; Life steal from 65% to 103% // no change in attack speed, lose defense/replenish life bonus from Blood Oath synergy, no idea if there are caps
Both provide the same synergy bonus to Blood Boil. Given the above, I have no idea which is better to put points into. Bit of both? Edit: Maxroll seems to dislike when I copy part of the screen and removes my +skills. With my +skills from gear, 1 point in Blood Oath and 1 point in Engorge == levels 23 and 26, respectively. And that is leaving 21 points to distribute between the two skills.
Also, is Lethargy worth a point still?
Can be used to make Runewords:
Looking to respec now that the patch has hit, but I am unsure about point distribution.
Fixed skills:
20 Demonic Mastery
20 Bind Demon
Tainted vs. Pure Boiler:
Tainted Pros // Cons: hitting about 17.6K apiece with max Blood Boil, only one synergy to max // nothing, as far as I can tell
Boil Pros // Cons: about 6.9K mix of fire/physical AOE damage // mana cost, demon health cost (maybe negligible), 2 synergies to max
*note: only considering lower end of damage range because I'm lazy
In either Tainted or Boiler case, Blood Boil gets maxed. So starting from there, looking at the damage differential from one or the other:
Boil: Going from 6.9K fully synergized to 4.5K only partially synergized, but that's AOE so potentially multiplied loss of damage
Tainted: moving 19 points from Blood Oath & Engorge to Summon Tainted, damage goes from 4.9K per Tainted to 17.6K per Tainted (using 20% Blood Boil bonus)
I think Tainted is the winner for me since I can still be boiling for only ~1/3rd loss of boil damage. Also more dynamic use of demons.
Now for the major question! What is the optimal distribution of points in Blood Oath and Engorge? Where is the sweet spot of both?
More Pros // Cons:
Blood Oath: More life for Demons // no idea what the health caps are now, so no idea when Blood Oath stops adding to Bind Demon's health, Resist All probably not doing much for my demons since they're already near max resists (unless Resist All includes Poison and/or Magic) and goes from 69% with 1 point to 75% with maxed points, damage transfer Cap of 50% reached with only 4 hard points in Blood Oath (assuming soft points count).
Engorge: Heal demon goes from 55% with 1 pt to 74% with max pts; Life steal from 65% to 103% // no change in attack speed, lose defense/replenish life bonus from Blood Oath synergy, no idea if there are caps
Both provide the same synergy bonus to Blood Boil. Given the above, I have no idea which is better to put points into. Bit of both? Edit: Maxroll seems to dislike when I copy part of the screen and removes my +skills. With my +skills from gear, 1 point in Blood Oath and 1 point in Engorge == levels 23 and 26, respectively. And that is leaving 21 points to distribute between the two skills.
Also, is Lethargy worth a point still?
Fixed skills:
20 Demonic Mastery
20 Bind Demon
Tainted vs. Pure Boiler:
Tainted Pros // Cons: hitting about 17.6K apiece with max Blood Boil, only one synergy to max // nothing, as far as I can tell
Boil Pros // Cons: about 6.9K mix of fire/physical AOE damage // mana cost, demon health cost (maybe negligible), 2 synergies to max
*note: only considering lower end of damage range because I'm lazy
In either Tainted or Boiler case, Blood Boil gets maxed. So starting from there, looking at the damage differential from one or the other:
Boil: Going from 6.9K fully synergized to 4.5K only partially synergized, but that's AOE so potentially multiplied loss of damage
Tainted: moving 19 points from Blood Oath & Engorge to Summon Tainted, damage goes from 4.9K per Tainted to 17.6K per Tainted (using 20% Blood Boil bonus)
I think Tainted is the winner for me since I can still be boiling for only ~1/3rd loss of boil damage. Also more dynamic use of demons.
Now for the major question! What is the optimal distribution of points in Blood Oath and Engorge? Where is the sweet spot of both?
More Pros // Cons:
Blood Oath: More life for Demons // no idea what the health caps are now, so no idea when Blood Oath stops adding to Bind Demon's health, Resist All probably not doing much for my demons since they're already near max resists (unless Resist All includes Poison and/or Magic) and goes from 69% with 1 point to 75% with maxed points, damage transfer Cap of 50% reached with only 4 hard points in Blood Oath (assuming soft points count).
Engorge: Heal demon goes from 55% with 1 pt to 74% with max pts; Life steal from 65% to 103% // no change in attack speed, lose defense/replenish life bonus from Blood Oath synergy, no idea if there are caps
Both provide the same synergy bonus to Blood Boil. Given the above, I have no idea which is better to put points into. Bit of both? Edit: Maxroll seems to dislike when I copy part of the screen and removes my +skills. With my +skills from gear, 1 point in Blood Oath and 1 point in Engorge == levels 23 and 26, respectively. And that is leaving 21 points to distribute between the two skills.
Also, is Lethargy worth a point still?
I went with 0(zero) points in Bind Demon.
My skills: Blood Boil, Tainted, Blood Oath, Engorge, Demonic Mastery.
1point in Hex Syphon and Sigil Death (6points spent)
No defilers, no consuming or binding.
You need to spawn Tainted with as much -fire resist as possible.
I am not sure why do you need binded demon. No Conviction anymore. You either put Infinity on your merc or use it yourself if you have nothing better (like MangSong).
If you really need Bind Demon go with one point only, Bind terrorized P5-8 Temptess from WSK or Hihlathak dungeon. They do curse all the tiime. And they don't rush into battle.
My skills: Blood Boil, Tainted, Blood Oath, Engorge, Demonic Mastery.
1point in Hex Syphon and Sigil Death (6points spent)
No defilers, no consuming or binding.
You need to spawn Tainted with as much -fire resist as possible.
I am not sure why do you need binded demon. No Conviction anymore. You either put Infinity on your merc or use it yourself if you have nothing better (like MangSong).
If you really need Bind Demon go with one point only, Bind terrorized P5-8 Temptess from WSK or Hihlathak dungeon. They do curse all the tiime. And they don't rush into battle.
OP
Build is still centered around bound demon, which is the novelty and the draw of the build--lots of other builds that do more damage. Just figuring out the best supplement to my bound demon. Defilers work and the bound demon basically kills trash in groups of 10 at a time in P8 with one or two hits, pack leaders in 2-3 hits. So I'm not feeling inadequate with the build, but exploring the other demon options.dionisy_cn wrote: 14 hours agoI went with 0(zero) points in Bind Demon.
My skills: Blood Boil, Tainted, Blood Oath, Engorge, Demonic Mastery.
1point in Hex Syphon and Sigil Death (6points spent)
No defilers, no consuming or binding.
You need to spawn Tainted with as much -fire resist as possible.
I am not sure why do you need binded demon. No Conviction anymore. You either put Infinity on your merc or use it yourself if you have nothing better (like MangSong).
If you really need Bind Demon go with one point only, Bind terrorized P5-8 Temptess from WSK or Hihlathak dungeon. They do curse all the tiime. And they don't rush into battle.
Perhaps two Tainted plus a maxed out unique demon isn't better than demon + defilers, but might be nice to switch in for Stone Skins or Physical Immunes instead of spamming boil. ¯\_(ツ)_/¯
OP
Ps, not doubting your comment at all. I saw a video of three tainteds decimating everything in sight. Looks like they might be the next OP build.dionisy_cn wrote: 14 hours agoI went with 0(zero) points in Bind Demon.
My skills: Blood Boil, Tainted, Blood Oath, Engorge, Demonic Mastery.
1point in Hex Syphon and Sigil Death (6points spent)
No defilers, no consuming or binding.
You need to spawn Tainted with as much -fire resist as possible.
I am not sure why do you need binded demon. No Conviction anymore. You either put Infinity on your merc or use it yourself if you have nothing better (like MangSong).
If you really need Bind Demon go with one point only, Bind terrorized P5-8 Temptess from WSK or Hihlathak dungeon. They do curse all the tiime. And they don't rush into battle.
Then it you are left with Blood Oath. It good for Both you and all your demons.FerociousTerrier wrote: 14 hours agoBuild is still centered around bound demon, which is the novelty and the draw of the build--lots of other builds that do more damage. Just figuring out the best supplement to my bound demon. Defilers work and the bound demon basically kills trash in groups of 10 at a time in P8 with one or two hits, pack leaders in 2-3 hits. So I'm not feeling inadequate with the build, but exploring the other demon options.dionisy_cn wrote: 14 hours agoI went with 0(zero) points in Bind Demon.
My skills: Blood Boil, Tainted, Blood Oath, Engorge, Demonic Mastery.
1point in Hex Syphon and Sigil Death (6points spent)
No defilers, no consuming or binding.
You need to spawn Tainted with as much -fire resist as possible.
I am not sure why do you need binded demon. No Conviction anymore. You either put Infinity on your merc or use it yourself if you have nothing better (like MangSong).
If you really need Bind Demon go with one point only, Bind terrorized P5-8 Temptess from WSK or Hihlathak dungeon. They do curse all the tiime. And they don't rush into battle.
Perhaps two Tainted plus a maxed out unique demon isn't better than demon + defilers, but might be nice to switch in for Stone Skins or Physical Immunes instead of spamming boil. ¯\_(ツ)_/¯
Lethargy worth one point sure. It still slows dangerous Mobs and pesky Heralds.
Syphon still good, but not as good as it was for me before. I barely have time to boil : 3 Tainted evaporate everything. Now I need to chug potions often. I am finally below 99 stack. Before I was teleporting in the middle of the trash pack or hurting demons there. then use boil to refill my mana. Not anymore on P1. Everything is dead on arrival due to Tainteds instakill most of stuff on arrival.
They nerfed the synergy from 30% to 20%, Tainted still do some good damage though, but you need top endgame gear otherwise it will be kinda slow. Without sunder charm, Infinity and skillers the killingspeed isn't that great and even with sunder charm, Infinity and skillers fire immuns are still a pain in the butt to kill cause their fire resistance will only be brought down to 78%. God thanks there is Blood BoilFerociousTerrier wrote: 13 hours agoPs, not doubting your comment at all. I saw a video of three tainteds decimating everything in sight. Looks like they might be the next OP build.
OP
Do they have aoe with their shots or is it single target damage?dionisy_cn wrote: 13 hours agoThen it you are left with Blood Oath. It good for Both you and all your demons.FerociousTerrier wrote: 14 hours agoBuild is still centered around bound demon, which is the novelty and the draw of the build--lots of other builds that do more damage. Just figuring out the best supplement to my bound demon. Defilers work and the bound demon basically kills trash in groups of 10 at a time in P8 with one or two hits, pack leaders in 2-3 hits. So I'm not feeling inadequate with the build, but exploring the other demon options.dionisy_cn wrote: 14 hours agoI went with 0(zero) points in Bind Demon.
My skills: Blood Boil, Tainted, Blood Oath, Engorge, Demonic Mastery.
1point in Hex Syphon and Sigil Death (6points spent)
No defilers, no consuming or binding.
You need to spawn Tainted with as much -fire resist as possible.
I am not sure why do you need binded demon. No Conviction anymore. You either put Infinity on your merc or use it yourself if you have nothing better (like MangSong).
If you really need Bind Demon go with one point only, Bind terrorized P5-8 Temptess from WSK or Hihlathak dungeon. They do curse all the tiime. And they don't rush into battle.
Perhaps two Tainted plus a maxed out unique demon isn't better than demon + defilers, but might be nice to switch in for Stone Skins or Physical Immunes instead of spamming boil. ¯\_(ツ)_/¯
Lethargy worth one point sure. It still slows dangerous Mobs and pesky Heralds.
Syphon still good, but not as good as it was for me before. I barely have time to boil : 3 Tainted evaporate everything. Now I need to chug potions often. I am finally below 99 stack. Before I was teleporting in the middle of the trash pack or hurting demons there. then use boil to refill my mana. Not anymore on P1. Everything is dead on arrival due to Tainteds instakill most of stuff on arrival.
For what it's worth, the biggest problem I had with Blood Boil (SCL) was single target fights. Bosses and Heralds were next to impossible. Bringing your bound demon down to a killable HP and leaving it there while you spam BB, hoping the mob doesn't get a solid hit in and offing your Conviction Hephasto is pretty awful.
Mana isn't so bad with an Insight, and curse+convic made things die pretty fast. In 4.2, stuff is going to live longer, making juggling -% hp and +%hp effects an even bigger pain in the ass. If you run out of corpses to Engorge with, you immediately start having a bad time.
All this to say that a Tainted-focused build (instead of focusing on Blood Boil) seems like a better answer if you can break immunes. And if you can't, you still have your bound demon and merc to pump physical damage.
Once you get Infinity, of course, it doesn't matter as much... but I've never had one on ladder, so I (and the vast vast majority of ladder players) will have to find builds and make due without.
Full demon mastery Tainted > Blood Boil in 4.2
Mana isn't so bad with an Insight, and curse+convic made things die pretty fast. In 4.2, stuff is going to live longer, making juggling -% hp and +%hp effects an even bigger pain in the ass. If you run out of corpses to Engorge with, you immediately start having a bad time.
All this to say that a Tainted-focused build (instead of focusing on Blood Boil) seems like a better answer if you can break immunes. And if you can't, you still have your bound demon and merc to pump physical damage.
Once you get Infinity, of course, it doesn't matter as much... but I've never had one on ladder, so I (and the vast vast majority of ladder players) will have to find builds and make due without.
Full demon mastery Tainted > Blood Boil in 4.2
Interesting to know, I have Maxed Summon Goatman, Demonic Mastery, Death Mark, Bind Demon, 1 point in rest on Demon Tree, 17 Points in Sigil: Lethargy.
So i have 5 points to distribute between Blood Oath or Engorge.
before the patch the + Damage taken goes to your Demon was at like 76% or 77% after + skills and Battle Command buff, so your saying 5 hard points will get it from +26% to 50% ?!?
then Im gonna put 3 more there, to DMG soak some more, probably put last 2 at Engorge then to heal & make the demons life steal more.
Sigil: Lethargy is still great even if the DMG taken mod got removed, it still does -50% Run/walk Speed witch is amazing imo & -50% Attack speed.
Minus enemy defence is ofc very great when ur demons is physical attacking mostly, like mine are.
Got the Book with +2 to Demon Skills, +3 to Consume, +4 to Blood Boil, +3 to Engorge & +3 to Demonic Mastery but socketed it with Protectors Stone -10 to enemy physical Damage resistance thinking it worked for the Summond demons aswell, but alas it does not, should probably unsocket it and put a Defenders Fire when I can, since Blood Boil does more Fire Dmg than physical atm & since I will get more Blood Oath than Engorge also probably.
just nice for the +5% exp atm i guess, but does the +5-10% Fire skill Damage work when socketed in a Tome / shield?
So i have 5 points to distribute between Blood Oath or Engorge.
before the patch the + Damage taken goes to your Demon was at like 76% or 77% after + skills and Battle Command buff, so your saying 5 hard points will get it from +26% to 50% ?!?
then Im gonna put 3 more there, to DMG soak some more, probably put last 2 at Engorge then to heal & make the demons life steal more.
Sigil: Lethargy is still great even if the DMG taken mod got removed, it still does -50% Run/walk Speed witch is amazing imo & -50% Attack speed.
Minus enemy defence is ofc very great when ur demons is physical attacking mostly, like mine are.
Got the Book with +2 to Demon Skills, +3 to Consume, +4 to Blood Boil, +3 to Engorge & +3 to Demonic Mastery but socketed it with Protectors Stone -10 to enemy physical Damage resistance thinking it worked for the Summond demons aswell, but alas it does not, should probably unsocket it and put a Defenders Fire when I can, since Blood Boil does more Fire Dmg than physical atm & since I will get more Blood Oath than Engorge also probably.
just nice for the +5% exp atm i guess, but does the +5-10% Fire skill Damage work when socketed in a Tome / shield?
OP
I understand the synergy wasn't even working pre-patch. No?Afura wrote: 13 hours agoThey nerfed the synergy from 30% to 20%, Tainted still do some good damage though, but you need top endgame gear otherwise it will be kinda slow. Without sunder charm, Infinity and skillers the killingspeed isn't that great and even with sunder charm, Infinity and skillers fire immuns are still a pain in the butt to kill cause their fire resistance will only be brought down to 78%. God thanks there is Blood BoilFerociousTerrier wrote: 13 hours agoPs, not doubting your comment at all. I saw a video of three tainteds decimating everything in sight. Looks like they might be the next OP build.![]()
As far as fire immunes go, that's what the bound Lancer/Urdar is for. Fire/Physical immunes are a problem. And those don't seem too uncommon unfortunately.
OP
Clarification. In MY case, I only need 5 points in Blood Oath to hit the 50% damage transfer Cap (pre-patch tool tip was incorrect -- no one was getting 70+%, it just didn't show the 43% Cap). To hit 50% (again, assuming soft points count), you need 3+(pts*2) = 50, so lvl 24 Blood Oath, in my understanding. I might have that mixed up though...DrunkAkuma wrote: 13 hours agoInteresting to know, I have Maxed Summon Goatman, Demonic Mastery, Death Mark, Bind Demon, 1 point in rest on Demon Tree, 17 Points in Sigil: Lethargy.
So i have 5 points to distribute between Blood Oath or Engorge.
before the patch the + Damage taken goes to your Demon was at like 76% or 77% after + skills and Battle Command buff, so your saying 5 hard points will get it from +26% to 50% ?!?
then Im gonna put 3 more there, to DMG soak some more, probably put last 2 at Engorge then to heal & make the demons life steal more.
Sigil: Lethargy is still great even if the DMG taken mod got removed, it still does -50% Run/walk Speed witch is amazing imo & -50% Attack speed.
Minus enemy defence is ofc very great when ur demons is physical attacking mostly, like mine are.
Got the Book with +2 to Demon Skills, +3 to Consume, +4 to Blood Boil, +3 to Engorge & +3 to Demonic Mastery but socketed it with Protectors Stone -10 to enemy physical Damage resistance thinking it worked for the Summond demons aswell, but alas it does not, should probably unsocket it and put a Defenders Fire when I can, since Blood Boil does more Fire Dmg than physical atm & since I will get more Blood Oath than Engorge also probably.
just nice for the +5% exp atm i guess, but does the +5-10% Fire skill Damage work when socketed in a Tome / shield?
Think I'll keep Lethargy because I don't know how many times that has saved me from doll ambushes. Mine is currently 17 with +skills.
Great, got the regular Bone Breaker to solve the physical Immunity, still grinding for that Renewed Bone breaker with Minus to Phys res, witch is also a Big help for my Summon Necro and WW Barb.
with a socketed Diadem one could add a facet with another -5% to enemy fire res and +5% fire skill dmg.
waiting for a trade on the Defenders Fire Jewel with +10% fire skill dmg & -7% to enemy fire res.
wounder how nice that might be.
with a socketed Diadem one could add a facet with another -5% to enemy fire res and +5% fire skill dmg.
waiting for a trade on the Defenders Fire Jewel with +10% fire skill dmg & -7% to enemy fire res.
wounder how nice that might be.
OP
I'm still a bit unclear how the sunders work with your demons. Do the monsters they hit also break immunity? Do they benefit from the -resists? Do they get the resistance penalty, too?DrunkAkuma wrote: 12 hours agoGreat, got the regular Bone Breaker to solve the physical Immunity, still grinding for that Renewed Bone breaker with Minus to Phys res, witch is also a Big help for my Summon Necro and WW Barb.
with a socketed Diadem one could add a facet with another -5% to enemy fire res and +5% fire skill dmg.
waiting for a trade on the Defenders Fire Jewel with +10% fire skill dmg & -7% to enemy fire res.
wounder how nice that might be.
I used my only -fire resist Stone on my Druid Ravenlore. Happy AF ! I just gave Flickering Flame (bad roll) to Warlock. I believe it is better than Diadem you are about to make due to +3 to fire skills. Will wait for your feedback.DrunkAkuma wrote: 12 hours agoGreat, got the regular Bone Breaker to solve the physical Immunity, still grinding for that Renewed Bone breaker with Minus to Phys res, witch is also a Big help for my Summon Necro and WW Barb.
with a socketed Diadem one could add a facet with another -5% to enemy fire res and +5% fire skill dmg.
waiting for a trade on the Defenders Fire Jewel with +10% fire skill dmg & -7% to enemy fire res.
wounder how nice that might be.
Next 2 fire jewels I will get will go into Harlequin (skills)and Hellwardens (skill, FCR, -fire resist, mana per kill)
I will consider Diadems/tiaras only if I will get some godly blue or Gold one with useful +skills.
Yes I belive the Sunder Charms work for Summoned Creatures, It shall break Physical Immunes for you & your summoned creature, both Raised skeles, Clay Golem / Iron Golem, Revive's for Necro, Goatmen and Bound Demon for Warlock, and I assume all the Druids summons aswell, would benefit greatly from it, Mercenary I am not so sure about, he might need to break em with help from Amplified damage or Decrepify via Necro Curse or a Weapons procc if using Reaper's Toll.
Im not sure about the Physical damage penalty 10% tough.
for my Barbarian Mercenary I got the Act 5 Frenzy Barb with 1 Lawbringer that has a lvl 15 Decrepify proc at 20% for each hit along with Grief.
But I could care less about +3 fire skills on a Flickering Flame, (I mean its nice, Im getting one for a Fire Sorceress) but I am physical Summon focused, I need a Diadem with +2 Warlock or +2 Demon skills that also got +20% Faster Cast Rate to reach max Cap at 125% FCR, better than swapping out Mara's Kaleidoscope amu imo, since then I don't have to think about getting good resistance rolls on Diadem, cuz with a good Diadem (2 sockets) I get to add Cham "Cannot be Frozen" + a Rainbow facet Jewel.
would lose 2 skills on Battle Orders Life/Mana/Stamina buff from +20 to +19 after getting +1 from Battle Command leving me at +89% instead of 92% small cost to pay for Teleporting and casting Blood Boil at max speeds ^_^.
Im not sure about the Physical damage penalty 10% tough.
for my Barbarian Mercenary I got the Act 5 Frenzy Barb with 1 Lawbringer that has a lvl 15 Decrepify proc at 20% for each hit along with Grief.
But I could care less about +3 fire skills on a Flickering Flame, (I mean its nice, Im getting one for a Fire Sorceress) but I am physical Summon focused, I need a Diadem with +2 Warlock or +2 Demon skills that also got +20% Faster Cast Rate to reach max Cap at 125% FCR, better than swapping out Mara's Kaleidoscope amu imo, since then I don't have to think about getting good resistance rolls on Diadem, cuz with a good Diadem (2 sockets) I get to add Cham "Cannot be Frozen" + a Rainbow facet Jewel.
would lose 2 skills on Battle Orders Life/Mana/Stamina buff from +20 to +19 after getting +1 from Battle Command leving me at +89% instead of 92% small cost to pay for Teleporting and casting Blood Boil at max speeds ^_^.
Ok got some answers from Grok.
asked with more detailed info since I was unsure it understood what i meant.
So apperantly Your summons get all the benefit without the downsides NIIICE.
asked with more detailed info since I was unsure it understood what i meant.
So apperantly Your summons get all the benefit without the downsides NIIICE.
Blood Boil is fire skill. Same as Tainted (Thanks to the patch!) .DrunkAkuma wrote: 11 hours ago
But I could care less about +3 fire skills on a Flickering Flame, (I mean its nice, Im getting one for a Fire Sorceress) but I am physical Summon focused, I need a Diadem with +2 Warlock or +2 Demon skills that also got +20% Faster Cast Rate to reach max Cap at 125% FCR, better than swapping out Mara's Kaleidoscope amu imo, since then I don't have to think about getting good resistance rolls on Diadem, cuz with a good Diadem (2 sockets) I get to add Cham "Cannot be Frozen" + a Rainbow facet Jewel.
would lose 2 skills on Battle Orders Life/Mana/Stamina buff from +20 to +19 after getting +1 from Battle Command leving me at +89% instead of 92% small cost to pay for Teleporting and casting Blood Boil at max speeds ^_^.
I found no room for CTA on my boiler. Life and mana are enough (zero points spent in Str, all in Vitality)
Sure Diadem with +2 to Warlock and 20FCR will be good. But it is similar to bonuses from Hellwardens helmet. Expensive improvement compare to widely available gear.
I am still trying to find nice ways using cheap gear. To play /progress with limited gear. To prepare for coming ladder.
So far Obedience will be first priority for boiler to replace Leaf staff.
MF gear fits very well on a 3* Tainted summoner. Or Goatman summoner as well.
@FerociousTerrier Tainted do have AOE
ahh right, I don't play ladder, SC non-ladder only.
Yes the synergy wasn't working prior to the patch, they finally fixed it and reduced the synergy damage a bit. I agree they are not too uncommon, the build does a good amount of damage, but has his problems with immuns.FerociousTerrier wrote: 13 hours agoI understand the synergy wasn't even working pre-patch. No?
As far as fire immunes go, that's what the bound Lancer/Urdar is for. Fire/Physical immunes are a problem. And those don't seem too uncommon unfortunately.
Sunder charms and Infinity work for your minions, but the -fire like rainbow facet or from Flickering Flame for example does not work for your minions. This stuff only works for traps or hydras.FerociousTerrier wrote: 12 hours agoI'm still a bit unclear how the sunders work with your demons. Do the monsters they hit also break immunity? Do they benefit from the -resists? Do they get the resistance penalty, too?
I love the Goatman, they are cool minions, unfortunatly their damage is pretty low compared to tainteds in endgame. I hope they are going to buff their damage in the future.DrunkAkuma wrote: 13 hours agoInteresting to know, I have Maxed Summon Goatman, Demonic Mastery, Death Mark, Bind Demon, 1 point in rest on Demon Tree, 17 Points in Sigil: Lethargy.
So i have 5 points to distribute between Blood Oath or Engorge.
before the patch the + Damage taken goes to your Demon was at like 76% or 77% after + skills and Battle Command buff, so your saying 5 hard points will get it from +26% to 50% ?!?
then Im gonna put 3 more there, to DMG soak some more, probably put last 2 at Engorge then to heal & make the demons life steal more.
Sigil: Lethargy is still great even if the DMG taken mod got removed, it still does -50% Run/walk Speed witch is amazing imo & -50% Attack speed.
Minus enemy defence is ofc very great when ur demons is physical attacking mostly, like mine are.
Got the Book with +2 to Demon Skills, +3 to Consume, +4 to Blood Boil, +3 to Engorge & +3 to Demonic Mastery but socketed it with Protectors Stone -10 to enemy physical Damage resistance thinking it worked for the Summond demons aswell, but alas it does not, should probably unsocket it and put a Defenders Fire when I can, since Blood Boil does more Fire Dmg than physical atm & since I will get more Blood Oath than Engorge also probably.
just nice for the +5% exp atm i guess, but does the +5-10% Fire skill Damage work when socketed in a Tome / shield?
Might swap to Tainted, someway down the future, but Lister + Goatmen is GOATED xD
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