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100 replies   9296 views
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Description

5

Can be used to make Runewords:

7
kerph wrote: 2 days ago
FerociousTerrier wrote: 2 days ago

Perhaps hitting them fast and hard is the way. Once I hit 98, I am respeccing to full Bind Demon + Mirrored Blades Witchwild Strings (or maybe Mist demon xbow), idea being able to quickly proc Amp Damage from my MBs and let the demon go to town. That also frees up the Cursed affix for me, allowing an extra survivability affix. My current Lancer is cold and lightning immune with Stone skin, which I think really helps with her survivability.
For me, fast and hard (as in ignoring survivability) worked great, until the run when Talic decides to cast one too many tornadoes in a row and it doesn't...Which is why i'm such a broken record now on needing a tri-immune demon 😅

I think ur demon would do great, even with The Reaper's Toll or Dreadfang on merc (since i think you mentioned she's not cursed)
Too bad you'll lose her in the respec 😕 but v curious about that build!! Why Witchwild String over Mist? I found 2% was too low to be useful personally
I wanted to be able to proc cursed for the demon, so either Amp Dam on the weapon or Amp Dam on the amulet. With my recent riches, I got a perfect Witchwild, upgraded it and was able to socket it with two 38%ED/15%IAS jewels, bringing it to 12 frames, one slower than Mist demon xbow. Major flaw is the lack of Pierce, but since I am aiming for my demon being the heavy hitter, I'm more interested in Amp. However, that's not to say I don't want to melt monsters as well, and the REAL reason I'm going to test Witchwild, is that my calculations show it should be able to achieve much more damage per second than Mist, excluding piercing--yes, that's a major exclusion, but we're not always fighting monsters neatly lines up for Arrows/ Bolts to pass through them. The thing with Witchwild is that it fires Lvl 20 Magic Arrows, which adds 20 flat damage to the Diamond Bow base damage before on-weapon enhanced damage (170% + 38% + 38%), and THEN adds 43% magic damage off the TOTAL on-weapon + off-weapon damage, which includes auras and such. Adding in Fanat, Conc, MB, and Lev Mast damage enhancements (and maybe Might if switching to Act 2) is an additional 532% ED (982% if going A2 Might + horrible Pride roll...ugh). That puts physical damage per arrow at avg 2472 (4231 w/ Emilio). Then Magic Arrow adds magic damage at an avg of 1063 (Emilio: 1819). Now, magic damage from Magic Arrow is not affected by +Magic Damage Skill %, but it DOES benefit from -enemy magic res, and my current setup (missing one item) will achieve -40% plus -10% from a consumed Defiler, making each Magic Arrow hit for avg 1595 (2730, thanks Emilio). Note: both my Act1 Mist bow and Act2 Pride Thresher got lowest Conc rolls, so damage would be higher if those rolled better... Continuing! Hex Bane gets added on afterwards as well for 2347-2842 at lvl 33 (vs. lvl 36 w/ Mist, but I would swap Mara for Atma to get Amp, so only +1 for Lvl 34 = 2479-2988), which benefits from both the -enemy res and +magic skill damage (28%), making each bane hit for 5137 (vs. 5412 for Mist). Factor in Amp Dam on the physical damage (which is much lower on Mist) and multiply by 5 for Mirrored Blades = Avg 58,380 per MB assuming all Arrows hit (81,642 with Emilio), vs. 38,615 for Mist (although Pierce can multiply this--44,090 with Emilio). Frames are important, so converting frames to hits per second and then damage per second, Witchwild achieves 121,430 DPS (Emilio 169,816) vs. Mist achieving 87,656 DPS (100,084 Emilio). There are likely miscalculations somewhere in there, and at those numbers Pierce is probably more beneficial in that it will one shot more trash, but Witchwild holds its own, procs amp at 10% per MB cast, looks cool, and lets me hit max resistances.

But the REAL real reason I'm using Witchwild Strings is that Magic Arrow doesn't use Arrows so I don't have to look for Arrows and can keep them on my loot filter :-)
7
varangium wrote: 2 days ago
theoretical max I think is:
6: weapon
6: shield
2: armor
1: Belt
2: 2x rings
3: ammy
3: Helm
9: skillers
3: torch
1: anni
20: skills

That's 56. Not sure how to get 57. Battle Command gives +1, but would occur post summon.
56 is what I thought was theoretically possible. I'm up to 54, but dropping one skiller for a Bone Break is more beneficial IMO, so 55 is the theoretical ceiling for me (I'm missing +1 from book and the elusive +3/+3 Dagger to replace Mang).
7
varangium wrote: 2 days ago
theoretical max I think is:
6: weapon
6: shield
2: armor
1: Belt
2: 2x rings
3: ammy
3: Helm
9: skillers
3: torch
1: anni
20: skills

That's 56. Not sure how to get 57. Battle Command gives +1, but would occur post summon.
Where's your Boots?

Also his pre-buff build assumes Battle Command and a Bone Break.
7
departure wrote: 2 days ago
varangium wrote: 2 days ago
theoretical max I think is:
6: weapon
6: shield
2: armor
1: Belt
2: 2x rings
3: ammy
3: Helm
9: skillers
3: torch
1: anni
20: skills

That's 56. Not sure how to get 57. Battle Command gives +1, but would occur post summon.
Where's your Boots?

Also his pre-buff build assumes Battle Command and a Bone Break.
Ah, you're right. I forgot you can get +1 on Boots! That's 57.

Demon is summoned when the game starts right? And Battle Command wouldn't be active then. So I would think max would just be 57, or 56 with Bone Break.
7
departure wrote: 2 days ago
varangium wrote: 2 days ago
theoretical max I think is:
6: weapon
6: shield
2: armor
1: Belt
2: 2x rings
3: ammy
3: Helm
9: skillers
3: torch
1: anni
20: skills

That's 56. Not sure how to get 57. Battle Command gives +1, but would occur post summon.
Where's your Boots?

Also his pre-buff build assumes Battle Command and a Bone Break.
Battle Command can't be used as a prebuff (for bound demon). The demon's stats are fixed at the point it spawns in a new game, before you can use CtA, i.e., depending on what you're wearing/carrying.
7
varangium wrote: 2 days ago
departure wrote: 2 days ago
varangium wrote: 2 days ago
theoretical max I think is:
6: weapon
6: shield
2: armor
1: Belt
2: 2x rings
3: ammy
3: Helm
9: skillers
3: torch
1: anni
20: skills

That's 56. Not sure how to get 57. Battle Command gives +1, but would occur post summon.
Where's your Boots?

Also his pre-buff build assumes Battle Command and a Bone Break.
Ah, you're right. I forgot you can get +1 on Boots! That's 57.

Demon is summoned when the game starts right? And Battle Command wouldn't be active then. So I would think max would just be 57, or 56 with Bone Break.
That is correct by my count. I was off by one, and I'm currently at 54 with Bone Break, so missing two. Those last two items are terribly hard to find, though.
7
varangium wrote: 2 days ago
Demon is summoned when the game starts right? And Battle Command wouldn't be active then. So I would think max would just be 57, or 56 with Bone Break.
Yes, Battle Command doesn't count. But his build has Battle Command built-in in maxroll. I shared the link earlier.
7
User avatar

kerph 270

RotW Americas PC
FerociousTerrier wrote: 2 days ago
I wanted to be able to proc cursed for the demon, so either Amp Dam on the weapon or Amp Dam on the amulet. With my recent riches, I got a perfect Witchwild, upgraded it and was able to socket it with two 38%ED/15%IAS jewels, bringing it to 12 frames, one slower than Mist demon xbow. Major flaw is the lack of Pierce, but since I am aiming for my demon being the heavy hitter, I'm more interested in Amp. However, that's not to say I don't want to melt monsters as well, and the REAL reason I'm going to test Witchwild, is that my calculations show it should be able to achieve much more damage per second than Mist, excluding piercing--yes, that's a major exclusion, but we're not always fighting monsters neatly lines up for Arrows/ Bolts to pass through them. The thing with Witchwild is that it fires Lvl 20 Magic Arrows, which adds 20 flat damage to the Diamond Bow base damage before on-weapon enhanced damage (170% + 38% + 38%), and THEN adds 43% magic damage off the TOTAL on-weapon + off-weapon damage, which includes auras and such. Adding in Fanat, Conc, MB, and Lev Mast damage enhancements (and maybe Might if switching to Act 2) is an additional 532% ED (982% if going A2 Might + horrible Pride roll...ugh). That puts physical damage per arrow at avg 2472 (4231 w/ Emilio). Then Magic Arrow adds magic damage at an avg of 1063 (Emilio: 1819). Now, magic damage from Magic Arrow is not affected by +Magic Damage Skill %, but it DOES benefit from -enemy magic res, and my current setup (missing one item) will achieve -40% plus -10% from a consumed Defiler, making each Magic Arrow hit for avg 1595 (2730, thanks Emilio). Note: both my Act1 Mist bow and Act2 Pride Thresher got lowest Conc rolls, so damage would be higher if those rolled better... Continuing! Hex Bane gets added on afterwards as well for 2347-2842 at lvl 33 (vs. lvl 36 w/ Mist, but I would swap Mara for Atma to get Amp, so only +1 for Lvl 34 = 2479-2988), which benefits from both the -enemy res and +magic skill damage (28%), making each bane hit for 5137 (vs. 5412 for Mist). Factor in Amp Dam on the physical damage (which is much lower on Mist) and multiply by 5 for Mirrored Blades = Avg 58,380 per MB assuming all Arrows hit (81,642 with Emilio), vs. 38,615 for Mist (although Pierce can multiply this--44,090 with Emilio). Frames are important, so converting frames to hits per second and then damage per second, Witchwild achieves 121,430 DPS (Emilio 169,816) vs. Mist achieving 87,656 DPS (100,084 Emilio). There are likely miscalculations somewhere in there, and at those numbers Pierce is probably more beneficial in that it will one shot more trash, but Witchwild holds its own, procs amp at 10% per MB cast, looks cool, and lets me hit max resistances.

But the REAL real reason I'm using Witchwild Strings is that Magic Arrow doesn't use Arrows so I don't have to look for Arrows and can keep them on my loot filter :-)
Thanks so much for the write up, that's interesting. I could see Witchwild String be optimal then for bosses, but i think Mist's Pierce is so hard to beat otherwise like u said, especially w 5 Arrows from Mirrored Blades

Can i ask why Hex Bane over Hex Purge?

♥♥♥ SC ladder & non-ladder ♥♥♥

Feel free to message me on discord @kerph for a quick reply 😊
7
User avatar

kerph 270

RotW Americas PC
ganseng wrote: 2 days ago
1) you get ~4 shards per full act. more than enough for self-sustained Herald hunting, not enough for boss cherry picking. feels like the right middle Ground
To add another anecdote - did a quick act 1 clear skipping Burial Grounds / Blood Moor, and i dropped 8 shards. (It's still early) but prices haven't moved, it seems to be a really small nerf. If anything prices dropped? I guess from people hoarding them before the patch in hopes to flip them, now realizing that's not going to happen and selling them all off for cheap

♥♥♥ SC ladder & non-ladder ♥♥♥

Feel free to message me on discord @kerph for a quick reply 😊
7
User avatar

ShadowHeart 6569Moderator

RotW Paladin Europe PC Playstation
kerph wrote: 2 days ago
I guess from people hoarding them before the patch in hopes to flip them, now realizing that's not going to happen and selling them all off for cheap
There's also a large influx of items from the ladder season that ended 2½ days ago.

I'm also guessing that the prices will "catch up" to less availability but that it won't happen instantly over night, probably more slowly over time. The shards are consumables after all...

I'm in CET (Central European Time)
My profile says Ladder, but I play both Ladder and Non-Ladder.
My profile says Softcore, but I play both Softcore and Hardcore.
My Holy Grail Tracker is for Offline Hardcore.
Holy Grail Death Count: 1
7
User avatar

Bisu 577

RotW PC
Rhaegar86 wrote: 3 days ago
Chains seems to be fixed from the not attaching to your crew standpoint and they also seem much more effective, almost like they addressed the zero damage issue. Can anyone else confirm?
I tested the chains and love its current performance.

For the new ladder, I am considering to shop for a weapon with Ring of Fire to level from 6 to 12, and then just go chain lock from there. Should be pretty OP and easy.
7
kerph wrote: 2 days ago
FerociousTerrier wrote: 2 days ago
I wanted to be able to proc cursed for the demon, so either Amp Dam on the weapon or Amp Dam on the amulet. With my recent riches, I got a perfect Witchwild, upgraded it and was able to socket it with two 38%ED/15%IAS jewels, bringing it to 12 frames, one slower than Mist demon xbow. Major flaw is the lack of Pierce, but since I am aiming for my demon being the heavy hitter, I'm more interested in Amp. However, that's not to say I don't want to melt monsters as well, and the REAL reason I'm going to test Witchwild, is that my calculations show it should be able to achieve much more damage per second than Mist, excluding piercing--yes, that's a major exclusion, but we're not always fighting monsters neatly lines up for Arrows/ Bolts to pass through them. The thing with Witchwild is that it fires Lvl 20 Magic Arrows, which adds 20 flat damage to the Diamond Bow base damage before on-weapon enhanced damage (170% + 38% + 38%), and THEN adds 43% magic damage off the TOTAL on-weapon + off-weapon damage, which includes auras and such. Adding in Fanat, Conc, MB, and Lev Mast damage enhancements (and maybe Might if switching to Act 2) is an additional 532% ED (982% if going A2 Might + horrible Pride roll...ugh). That puts physical damage per arrow at avg 2472 (4231 w/ Emilio). Then Magic Arrow adds magic damage at an avg of 1063 (Emilio: 1819). Now, magic damage from Magic Arrow is not affected by +Magic Damage Skill %, but it DOES benefit from -enemy magic res, and my current setup (missing one item) will achieve -40% plus -10% from a consumed Defiler, making each Magic Arrow hit for avg 1595 (2730, thanks Emilio). Note: both my Act1 Mist bow and Act2 Pride Thresher got lowest Conc rolls, so damage would be higher if those rolled better... Continuing! Hex Bane gets added on afterwards as well for 2347-2842 at lvl 33 (vs. lvl 36 w/ Mist, but I would swap Mara for Atma to get Amp, so only +1 for Lvl 34 = 2479-2988), which benefits from both the -enemy res and +magic skill damage (28%), making each bane hit for 5137 (vs. 5412 for Mist). Factor in Amp Dam on the physical damage (which is much lower on Mist) and multiply by 5 for Mirrored Blades = Avg 58,380 per MB assuming all Arrows hit (81,642 with Emilio), vs. 38,615 for Mist (although Pierce can multiply this--44,090 with Emilio). Frames are important, so converting frames to hits per second and then damage per second, Witchwild achieves 121,430 DPS (Emilio 169,816) vs. Mist achieving 87,656 DPS (100,084 Emilio). There are likely miscalculations somewhere in there, and at those numbers Pierce is probably more beneficial in that it will one shot more trash, but Witchwild holds its own, procs amp at 10% per MB cast, looks cool, and lets me hit max resistances.

But the REAL real reason I'm using Witchwild Strings is that Magic Arrow doesn't use Arrows so I don't have to look for Arrows and can keep them on my loot filter :-)
Thanks so much for the write up, that's interesting. I could see Witchwild String be optimal then for bosses, but i think Mist's Pierce is so hard to beat otherwise like u said, especially w 5 Arrows from Mirrored Blades

Can i ask why Hex Bane over Hex Purge?
I haven't been able to test the two yet, but from my reading, it seems like Bane is the preferred due to higher magic damage getting applied to each arrow/bolt as opposed to divided between "mirrors/echoes" like ES does. Coupled with Pierce, that probably means your getting pretty massive magic damage travelling through all of your targets. Since Witchwild is a non- Pierce build, I might have to try out Purge also.
7
Bisu wrote: 1 day ago
Rhaegar86 wrote: 3 days ago
Chains seems to be fixed from the not attaching to your crew standpoint and they also seem much more effective, almost like they addressed the zero damage issue. Can anyone else confirm?
I tested the chains and love its current performance.

For the new ladder, I am considering to shop for a weapon with Ring of Fire to level from 6 to 12, and then just go chain lock from there. Should be pretty OP and easy.
I concur. I am finding chains passing through defilers/demon to be a huge, huge improvement. I basically lay the Ground for each Herald, place a Lethargy and time an Abyss just right and I almost immediately cut a pack down in half. Also trivializes archer packs.
7
Can confirm shard drop rates still seem solid.

Only put in ~3 hours yesterday doing TZ 93 (w/o shard) and ended up with 4 of them; (2) E, (1) W, (1) N.

Plus a couple items for my chronicle. Including Stormshield from a Fallen in The Den of Evil :D

Nothing noteworthy from Heralds themselves.

Edit:

Another 4 hours w/o using a shard. 4 more shards dropped; (1) each of E, S, D, N.

And Herald finally dropped a Latent Cold Rupture GC.

Herald spawn rate seems good once you're up to lvl 5. In the better/larger areas getting at 2-3 spawns is consistent. Especially if there are extra underground areas/pits/caves/etc. Even with my Frozen Orb Sorc that definitely doesn't have the best clear speed.

"You can't fight if you're already dead." - A powerful mage.

In UTC +01:00 Time Zone.
7
departure wrote: 2 days ago
Schnorki wrote: 2 days ago
So after some testing (handful of runs each):

Bind Demon feels far more reasonable now.
Still very good as a bonus for non-demon builds but not as utterly overkill anymore.
And for a proper demon build, even a normal mob lancer still shreds through P8 TZ96 with no problem whatsoever (and still 1shots just about everything as soon as amp procs). So that's still at the higher end of P8 performance really but also feels more reasonable than before.
(As expected, the "OMG THEY'RE KILLING Bind Demon!" outcry was way overblown)

Chains is far, FAR less annoying to use, thanks to actually going where it should now.
However, the 0-dmg-to-target bug seems to still be there. Possibly slightly improved (not enough runs to really judge that bit) but still there.
I'm probably the person you're suggesting was saying "OMG THEY'RE KILLING Bind Demon!". First, I agree with you that it's probably where it should be.

Second, it's not where it should be relative to everything else. That's the problem. Miasma is insane. And Tainted is better (than BD). When Tainted is better, there is really no point in playing a Bind Demon build, because the tainteds are so much easier to summon. The flavor that Bind Demon offered was so cool. You hunted for hours for a really great one, and because of that, it topped something you could summon at the press of a button. Tainted topping Bind Demon is a real problem for the build.

It's hard to stomach the nerf when miasma is so insane. Miasma is currently better than Bind Demon was pre-patch, so why would they focus their efforts on a niche build that reuqired hours to put together instead of a super easy build that can waste everything better in seconds? This makes no sense to me.

As a result, I'll not be chasing Bind Demon anymore. And that bums me out, because it was such a cool thing to happen to the game. Yes, I could still play it. But it's hours of effort, and playing like HC just to go slower than Tainted. Feels bad.

Edit: And tainteds even give you free fire res on top of it.
Sup lvl 99 summon demon warlock on non-ladder usa. I agree the nerf to Bind Demon was uncalled for because you needed that extra power to do ubers,dclone,mini ubers, and colosal ancients. Now players with mid-teir gear will have no chance at doing any end game content, they may be able to kill hell Baal on tzp1-2 but thats it. The reason for the nerf was because non-summoner builds kept using the demon three, the buff from last patch was a mistake because it buffed the binded demons damage from skill from gear by alot. So non demon warlock specs benefited from this so you got hoards of those players yelling it was op. This what happens when you allow players to make insane hybrid type specs/classes that are to strong the game becomes to hard to balance. So blizzard end up hurting pure demon warlocks, the nerf from curse 75 percent chance down to 5 percent etc. Other summoner specs dont have to deal with this non-sense, blizzard are not gonna nerf summon necros,summon druids to fix problems with Bone necro or Wind druid. Getting these binded demons took hours in some cases 25-50 hours to find the perfect or right demon. They could have easily just made it so if you have Bind Demon 20 points into it along with 20 into Demonic Mastery you get to keep the buffed bound demon, if not the patch 3.3 nerf would apply to your bound demon. They also could have made it so if you have 20 points into Demonic Mastery and bound demon, your curse is 35 percent chance instead of 5 percent. Heck they could have made it so if you have 20 points into bound demon and 20 into Demonic Mastery if you die or your demon dies you can resummon it, but now that demon will be in its resummoned state but have a Cap of 35k life pre- Battle Orders. After the patch i literally respected into Summon Tainted ,30k fire ball damage thats splash damage, and infinty on merc and fire sunder charm,plus i maxed out goats for verstaility, so goats do 4k damage and 13 percent crushing blow, while summon tained do 30k fire ball damage. This setup is alot better since Bind Demon got gutted, btw they nerfed the damage by 300 percent about, prior a tz lister p8 with fanatism did about 40k physical damage now that same lister does about 10k damage. Most players standards are so low they think killing hell Baal in tzp8 is end game content, when even then that takes ages to kill if your doing a Baal runs or Chaos run.

Bind Demon is no longer worth it, Even worse goatmen are literally garbage horrible attack rating and low damage, they need to buff their damage by 110 percent and make it that Demonic Mastery gives them deadly strike and Cap it at 35 percent. Their attack rating at lvl 50 Demonic Mastery and goatmen is like 7k attack rating, Buff their attack rating by 250 percent, remove the normal attack and Stun, and have them have Whirlwind,bezerk, Frenzy and Cleave, 25 percent chance to use any of the skills. Even with all those buffs i stated they would still be at half the power of summon tanited.
7
departure wrote: 3 days ago
Ok I just exported a near-perfect demon lancer setup, including pre-buff and played through p7 Chaos tz to see how it can do under the new patch.

It's good. It's not great though. Plenty of things are faster. So I think it got nerfed from strongest warlock build to no longer strongest. Given how hard it is to gear, and how hard the demon is to find, and what happens if you die... I have a hard time seeing myself playing it.

I'm bummed.
The moment i logged in and saw the change i respected and stopped using Bind Demon, 3x goats or 3x, Tainted is better for verstality i can pvp and pvm and do tz group games. Basically bind demons basically do only 27 percent of the damage they had pre-nerf. aka its not worth it. Hopefully they buff goatmen damage and attack rating because in comparison to Summon Tainted their horrible goatmen are literally 1/10 the power of Summon Tainted.
7
departure wrote: 2 days ago
varangium wrote: 2 days ago
I think what surprised me about the nerf is that Bind Demon builds supposedly being OP wasn’t reflected in what I saw on battle.net public games and wasn’t reflected in trade prices.
It was kinda punishing to play. If you screwed up once, if a Herald took out your demon, it was hours of searching. I think that kept a lot of people away, but it felt rewarding if you were willing to put that in. All of that was heightened by the fact that your spells are literally taking that demon that you spent so long searching for closer to Death. So you're dancing on a knife Edge when fighting strong heralds. Given that it forces so much investment, it kinda felt like it should be the strongest build in the game.
Im a pure lvl 99 warlocks summoner on usa servers non-ladder. Im telling even from the start demon summoner builds were rare, i literally got free gear and items at amazing deals while trading, stuff worth 3-4 hrs people gave to me for 1 hr, just to get rid of it. Some people gave me free stuff 3 weeks into the expansion someone gave me a demon skill gc for 8 Perfect Gems. I had literally 5 demon gcs 3 weeks into the expansion i got them in trades for very cheap. People where trying to sell the gcs for Ber- Jah rune in games, but literally people where giving them out for free or for extremly low trade value cost. Had one guy 2 months into the expansion just give me 2x demon gcs for a Vex rune, he was gonna give them to me for a Um and Pul but i helped him out. Im telling folks demon summoners are not popular on this game, because they may look cool or flashy but their not effective at killing bosses,mfing or doing end game content like other classes or specs, who can kill at literally 2-4x the speed. Once the hype wore off people went back to other classes/specs. The reason folks kept screaming Bind Demon was op is because the modifier blizzard made in patch 3.2 was a mistake it gave massive bonus to Bind Demon skill when you had plus skill items. So basically players made some hybrid warlock builds that were mainly casters in magic/fire or even melee with echo strike/ Cleave/mirror blades but they had 1 point into Demonic Mastery and max out Bind Demon. They would basically have a Bind Demon that did about 18-22k damage, while pure summoners demons did about 38-42k physical damage. Thats why you kept hearing ohh Bind Demon is op. Folks were not buying demon summoner gear in mass, but putting in talent points to get the massive benefits, So instead of like lvl 50 Bind Demon and lvl 50 Demonic Mastery they had like lvl 17 dmeonic mastery and lvl 36 Bind Demon.
7
kerph wrote: 2 days ago
FerociousTerrier wrote: 2 days ago
What in the world just happened? Did you just take Colossal ancients wearing only an ammy? My level 50+ Bind Demons gets hammered by ancients if I'm not careful.
It shows them taking off all their gear so presumably the bind was a high level @ game start

It's not too surprising for me, ancients were really quick for my Bind Demon warlock as soon as Amplify Damage procced. The issue was survivability for me, you can see how much damage she takes in one hit from Talic, i definitely don't think she would survive his tornadoes, so i don't think it would be realistic to actually repeatedly farm ancients with

Lightning + cold enchanted demon with Flickering Flame aura was the only way i could get my demon to reliably survive. Key word reliably, bc like the video shows if you can get the curse proc fast and ur damage is high enough u can kill them before they can even threaten ur bind with spells
In patch 3.2 they drastically buffed colosal ancients their the hardest content in the game now literally 5x harder than ubers. The ancients damage was drastically buffed along with their survivabiity, they can easily kill a lvl99 bound demon, that was bound with a lvl 50 Bind Demon skill. So after the nerfs and the massive damage nerf of basically a 66 percent damage nerf to bound demon in patch 3.3
7
User avatar

vued 1699

Resurrected Sorceress Europe PC
starskyj wrote: 3 hours ago
[...] Now players with mid-teir gear will have no chance at doing any end game content [...]
Read this out aloud and you might understand why this change was necessary.

Playing HC SSF right now.

Hell completed: Sorc, Druid, Paladin, Ama, Assa, Necro, Barb
Iron Man (Paladin): Nightmare A1
7
User avatar

kerph 270

RotW Americas PC
starskyj wrote: 2 hours ago
In patch 3.2 they drastically buffed colosal ancients their the hardest content in the game now literally 5x harder than ubers. The ancients damage was drastically buffed along with their survivabiity, they can easily kill a lvl99 bound demon, that was bound with a lvl 50 Bind Demon skill. So after the nerfs and the massive damage nerf of basically a 66 percent damage nerf to bound demon in patch 3.3
Not sure i would say ancients are 5x harder than ubers but

My post was just talking about 3.2, not performance in 3.3. All the ancients runs i did with my demon warlock were in 3.2, after the ancients buff and it was perfectly fine at lv 44 Bind Demon as long as you had the right defensive affixes like i wrote

Fyi level has no effect on bind's tankiness, only its damage. My speculation would be that u can probably still can as long as you're really obsessive with prebuffing to stack levels etc

♥♥♥ SC ladder & non-ladder ♥♥♥

Feel free to message me on discord @kerph for a quick reply 😊
9

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