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Description by FerociousTerrier
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Can be used to make Runewords:

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Afura 54

RotW Druid Europe PC
DrunkAkuma wrote: 2 months ago
Might swap to Tainted, someDay* down the future, but Lister + Goatmen is GOATED xD
Goatman mentioneddddddddddd
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Afura wrote: 2 months ago
DrunkAkuma wrote: 2 months ago
Might swap to Tainted, someDay* down the future, but Lister + Goatmen is GOATED xD
Goatman mentioneddddddddddd
Can't not Run Goatman Summons after Growing up with Doom & Doom 2 when Baron's of Hell are one of the most powerful enemies.
literally Goats throwing green fire balls, SO CLOSE BLIZZARD SO CLOSE, at least he Got an Axe hahah



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Don't train till you can get it right, train till you can't get it wrong!
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OP
DrunkAkuma wrote: 2 months ago
Afura wrote: 2 months ago
DrunkAkuma wrote: 2 months ago
Might swap to Tainted, someDay* down the future, but Lister + Goatmen is GOATED xD
Goatman mentioneddddddddddd
Can't not Run Goatman Summons after Growing up with Doom & Doom 2 when Baron's of Hell are one of the most powerful enemies.
literally Goats throwing green fire balls, SO CLOSE BLIZZARD SO CLOSE, at least he Got an Axe hahah
In low density areas I like running a super demon, a defiler and a goat. Higher density I just do two defilers and let the super demon delete trash 10 at a time.
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Good Ide, Never Tried running 2 Defilers +the Epic Bound.

I would want to be able to reset points, and try another build, but not all of them, cuz then I would Lose my super unique demon if i reseted back to zero.



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Don't train till you can get it right, train till you can't get it wrong!
7
OP
For those using Tainted, how are you using Death Mark with them? Do you mark somewhere on the Ground near the pack you want them to attack? Currently, when I send my Urdar over to a monster, they Teleport right on the monater as well. Seems suboptimal since you'd want the Urdar on the oack and the Tainted a ways away spitting on them. No?
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FerociousTerrier wrote: 2 months ago
For those using Tainted, how are you using Death Mark with them? Do you mark somewhere on the Ground near the pack you want them to attack? Currently, when I send my Urdar over to a monster, they Teleport right on the monater as well. Seems suboptimal since you'd want the Urdar on the oack and the Tainted a ways away spitting on them. No?
0- start your run spawning 3 Tainted with max- to fire resist and skill level as possible. Switch to other gear after that. Priority should be on - (minus)to enemies fire resist. In my testing -to fire resist and sunder charm works on Tainted. Even after gear or sunder was removed and put in stash. Consider Tainted own damage as a snapshot of skills you had when you cast them.

0.5 if you found +3 skill shrine resummon your Tainteds. Of you have -fire gear with you .

1- Normal or terrorized P1 most of content : teleporting around , Tainted are killing most of stuff on arrival. Then I run around collecting Gold or gems, Tainteds finish what is left.
2- Travincal terrorized options: a) hurl 3 Tainted to the council wait for most of those monkies to die. optionally b)Use Blood Boil to kill apes faster. c) Teleporting there with Infinity-carrying merc . see most council members die in one hit. kill leftover with Boil
3- Tough Heralds (works best in Tal Rasha or WSK or any zone with walls): hurl Tainted over the wall, use boil. and heal Tainted with bodies around. If possible be close enough so Infinity on your merc will have effect on Herald. If zone is open, Herald is tough, lay Lethargy under him.
4- never-ever go to Durance of Hate when it is Cursed. Landing next to dolls is instadeath

5- if no Enigma: run around teleporting Tainteds from time to time where your mouse is. They kill you just loot.
6- P1 cows: run around opening clickables. Since everything is dead around you and far away from you.

When I Death Mark my pets I send them without much precision. Sometimes on monster, sometimes next to them (sloppy fingers). It all works.
Only for Baal and Diablo I was throwing pets behind boss. So waves and lightning will be not aimed at you.
For Some (especially. ubers) will make sense to have Simmons between you and boss. So they can soak damaging spells aimed at you. Haven't done ubers with boiler after the patch yet.
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Solution for durance: give a schythe Infinity to merc (got it for self wielding), dont Summon Tainted until in lvl 3, done. Tainted kill eveything, merc is there for aura only, and for safety measure i gave him Cure and Prayer aura, dont need pots or worry about poison/curses.

maps with fire inmune like Chaos just tele/ Death Mark and spam bloodboil, main issue are heralds but then again, better than ES, boss killing speed is by far faster. Andariel gets 1 shotted
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You need 10p for Demonic Mastery to get 3 demons. And I don't understand, why you need 20p for Bind Demon as well, if this is either Blood Boil or Tainted build.

Eve if you want to combine the summon-boil- Tainted builds all together, you only need 1p in Bind Demon (if it exceeds 20 with soft points), then wait till a relevant TZ appears, bind a normal Vile Lancer or other demon you like when TZ is cursed. You can get Holy Freeze cursed demon with the ability of procing curse more frequently this way.

I respecced my fire Lock into Blood Boil - Tainted as I mentioned above and the skill distribution is like this at lvl85 (1p in Sigil Lethargy). Hits like a train and I don't even bother to use Blood Boil mostly and this is without a proper demon.

By the way, this little wyrms gets what TZ provides if they were spawned in TZ even if they fight for me. Interestng. :D

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User avatar

Afura 54

RotW Druid Europe PC
dionisy_cn wrote: 2 months ago
0- start your run spawning 3 Tainted with max- to fire resist and skill level as possible. Switch to other gear after that. Priority should be on - (minus)to enemies fire resist. In my testing -to fire resist and sunder charm works on Tainted. Even after gear or sunder was removed and put in stash. Consider Tainted own damage as a snapshot of skills you had when you cast them.
Are you sure about that? -fire resistance on gear shouldn't work for summons, sunder charms work though that's correct.
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Afura wrote: 2 months ago


Are you sure about that? -fire resistance on gear shouldn't work for summons, sunder charms work though that's correct.
I tested I by having just Tainted with no - enemy fire resist. They cannot kill always immune to fire devilkins at Inner Cloister waypoint or in Cathedral.
Add sunder charm -they kill but slow.
Use sunder charm on summoning, leave in in the stash : they still kill fire immunes
Add - fire resist. In my case I was doing it via Horazon set book, Boots, gloves . To avoid adding skills. Fire immunes are killed much faster, everything dies in one hit.

I should add Obedience but had no proper base my Warlock without gear can cary
If someone else will do such test with more scientific approach and confirm or reject my test results - I'll be glad
7
User avatar

Afura 54

RotW Druid Europe PC
dionisy_cn wrote: 2 months ago
I tested I by having just Tainted with no - enemy fire resist. They cannot kill always immune to fire devilkins at Inner Cloister waypoint or in Cathedral.
Add sunder charm -they kill but slow.
Use sunder charm on summoning, leave in in the stash : they still kill fire immunes
Add - fire resist. In my case I was doing it via Horazon set book, Boots, gloves . To avoid adding skills. Fire immunes are killed much faster, everything dies in one hit.

I should add Obedience but had no proper base my Warlock without gear can cary
If someone else will do such test with more scientific approach and confirm or reject my test results - I'll be glad
Hmmm I know that sunder charm works for sure with summons, but -resistance gear I don't know, as far as I know -resistances on gear only works for traps and hydras. I need to test it myself with a hero editor or something.
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This is my Summon Warlock on Hell Baal Run.




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Don't train till you can get it right, train till you can't get it wrong!
7
OP
A few updates on this build:

1. Better to max Blood Oath over Engorge for two reasons: i) Blood Oath increases the fire damage of Blood Boil, whereas Engorge increases the physical damage, and with this build it is better to go fire sunder than physical since your cursed demon will break physical immunity with Amplify Damage; and ii) it appears that Blood Oath may have an effect on demon health at time of binding (unconfirmed) and in any case would help beef up the demons, whereas you can get high Engorge benefits already from soft points.

2. I made a separate thread about Bind Demon and maxing out the Bind Demon/related skills makes for a really, really strong demon. I currently have a Lightning Enchanted/Stone Skin unique Vile Lancer that can face tank Dclone, no problem (the lightning immunity may have something to do with this). HOWEVER, there isa problem using my psycho lady with the Tainted summons--she gets Teleport locked when I use Death Mark because the Tainted don't move, they just start shooting. She can only move once the Tainted decide to move. This is a fatal flaw in this build, because she becomes useless using Death Mark. Otherwise she is insane and does crazy damage. Although with this fire heavy build in mind, I may have to switch to Urdar to see if they are able to break the Death Mark lock.

All that said, this is a fun build.

Lvl 96:
Max Demonic Mastery
Max Blood Oath
Max Summon Tainted
Max Blood Boil
Max Bind Demon
1pt Sigil: Lethargy
1pt pre-reqs
Rest in Engorge

Tainted kill quickly and the bound demon is an excellent physical damager/tank.

I kick pots and barrels and urns, sometimes break open tombs.
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If I understood correctly that the Summon Tainted get the -Enemy fire resist and Skill level at the point of summoning and then you can wear whatever gear afterwards, then the best pre-buff would be: Dual Phoenix + Flickering Flame + Arkaine's Valor socketed with Defender's Fire for total -81 EFR right? Do I miss anything?

Does it also mean that we can fill up the inventory with Demon skillers before summoning, and then stash them all afterwards during our run to have more loot space?
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sassiebarbie wrote: 2 months ago
If I understood correctly that the Summon Tainted get the -Enemy fire resist and Skill level at the point of summoning and then you can wear whatever gear afterwards, then the best pre-buff would be: Dual Phoenix + Flickering Flame + Arkaine's Valor socketed with Defender's Fire for total -81 EFR right? Do I miss anything?

Does it also mean that we can fill up the inventory with Demon skillers before summoning, and then stash them all afterwards during our run to have more loot space?
Tainted doesn't get your -res, only fire sunder works on them.
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FerociousTerrier wrote: 2 months ago
......
-she gets Teleport locked when I use Death Mark because the Tainted don't move, they just start shooting. She can only move once the Tainted decide to move. This is a fatal flaw in this build, because she becomes useless using Death Mark. Otherwise she is insane and does crazy damage. Although with this fire heavy build in mind, I may have to switch to Urdar to see if they are able to break the Death Mark lock.
......
There is a bug when you Teleport with your summon who has big model size, the summon and merc (melee attacker) will be locked in place if the summon is range attacker and is attacking.
Urdar and Tainted are both big model size, I doubt if you can separate them when the Tainted is attacking from range.
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Summon Tainted is good, and should be even better when devs fix the problem with “+Fire skill damage” (it doesn't apply, even though the skill should be considered Fire now). I was pretty disappointed when I got my Fire Sunder, rolled +14 Fire damage on it, and got no change in skill damage. So you can't benefit from -Res AND from +Dmg, might as well use old Sunder for now. 3 Tainted with 17k AoE fireballs still shred though.
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OP
sassiebarbie wrote: 2 months ago
If I understood correctly that the Summon Tainted get the -Enemy fire resist and Skill level at the point of summoning and then you can wear whatever gear afterwards, then the best pre-buff would be: Dual Phoenix + Flickering Flame + Arkaine's Valor socketed with Defender's Fire for total -81 EFR right? Do I miss anything?

Does it also mean that we can fill up the inventory with Demon skillers before summoning, and then stash them all afterwards during our run to have more loot space?
Yes, you can load up on Demon skillers, a plus 3 demon ammy, +6 demon book +6 demon Kris (good luck on those two) and then swap out everything for a complete Chaos setup if you like. Tedious, but that seems to be the way the Bound demons (and summons) work: snapshot of skill levels at time they are spawned.

I've been toying with two build ideas, both with max Bind Demon, Demonic Mastery and Blood Oath. 1) max Abyss + max miasma chains, rest in Miasma Bolt, with Mang and either baalos book (for +2 demon/+3 Demonic Mastery) or a +3/+3 Bind Demon book (rerolling till I fond one) on swap, and Void or Obsession + Meph book on main, swapping out skillers, Wraithstep and ammy at the start of games. = Strong Demon / Strong if not maxed Abyss/Chains.

2) *current build* Max Tainted, Max Blood Boil, rest in Engorge. Stack demon skills at start, swap to + fire skills/fire sunder/flicker when summoning Tainted. If -fire res proves to work on summoned Tainted, will stack -fire res on swap for rapid resummons. I'm still not sure if they get the -fire res yet, although I know they get the sunder effect regardless of whether you keep the sunder in your inventory or not. I also don't know if your summons get the resistance penalties or not. ¯\_(ツ)_/¯
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My understanding (and I could be wrong) is that your -res and +fire damage does nothing for minions. The only way to benefit the Tainted Fireball is to use Infinity and a sunder charm.

======Ok I figured out my problem so I'm editing this post========

Is it worth sacking a Tainted for a bound demon or Consume? I feel like Consume is pretty obviously not going to be worth it. But Bind Demon can bring fanat to boost the other 2 tained, and can also bring curse to boost BB. It comes at a cost in skills though.
7
OP
departure wrote: 2 months ago
My understanding (and I could be wrong) is that your -res and +fire damage does nothing for minions. The only way to benefit the Tainted Fireball is to use Infinity and a sunder charm.

======Ok I figured out my problem so I'm editing this post========

Is it worth sacking a Tainted for a bound demon or Consume? I feel like Consume is pretty obviously not going to be worth it. But Bind Demon can bring fanat to boost the other 2 tained, and can also bring curse to boost BB. It comes at a cost in skills though.
If aura and cursed are your priorities, you can accomplish that with 1 point in Bind Demon and a lot of +skills/+demon skillers (+19 to be exact). Just get a cursed regular mob like an Urdar from a Tz96 Cursed affix game, preferably with as many players in game as possible, and it should retain the Cursed affix as well as gain an Aura--keep binding until you get Fanaticism.

Once your demon is bound, you can relax on the skillers/+ Bind Demon gear aince the Aura doesn't go away after it is bound. Just the damage of your demon will change when you remove skillers/ Bind Demon equip.
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