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Mar 27 2026 03:51pm
Warlock needs buff imo
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Mar 27 2026 04:26pm
Better than maxrollgg guide ty
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Mar 27 2026 04:37pm
Different monsters have different speed parameters. Goatmen are an example where throughout the game they keep getting faster, from 5 velocity in stony field to 12 for the final act 5 guest. Urdars have 3/4/6/6/8 speed for the variants found in palace cellar / tals tomb / durance / act 5 / river of flame
So yeah there's probably a good argument that river of flame has the best urdars and you should use act 4 shards to get 2x the speed of the act 2 variety
I should probably have looked up those numbers now that I think about it. They are significantly harder to obtain though, 43% chance to spawn in any game.


Not only the different variants from different acts, but somehow I think that some of the different individuals from inside the same tombs themselves as I was rolling for the auras seemed to have different speeds.
I could be off, but it seemed like they just behaved erratically in that sense. Maybe it was something else but there was definitely something going on. Perhaps the minions somehow have different stats to the regular variants or maybe there's something else that just messes up with things or maybe (my) game was just bugged or maybe I'm just imagining it.

Hopefully during the weekend I get to try out some Act4 Urdars and see how that goes.

Warlock needs buff imo


Come on brah that's pretty thick lmao. There's a guaranteed nerf coming in the next few months for sure.

This post was edited by z0diac on Mar 27 2026 04:38pm
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Mar 27 2026 04:45pm
Not only the different variants from different acts, but somehow I think that some of the different individuals from inside the same tombs themselves as I was rolling for the auras seemed to have different speeds.
I could be off, but it seemed like they just behaved erratically in that sense. Maybe it was something else but there was definitely something going on. Perhaps the minions somehow have different stats to the regular variants or maybe there's something else that just messes up with things or maybe (my) game was just bugged or maybe I'm just imaging it.

Hopefully during the weekend I get to try out some Act4 Urdars and see how that goes.


I think they should all be 4 run 4 walk speed because there's only 1 variant of urdars in tombs, unless I missed something. They could be faster with champions, but they should otherwise be same base speed.
But yeah I definitely goofed by recommended the tals variant when river of flame moves 2x the speed and lets face it, act 4 shards are easier to waste.

So for anyone who missed it, the recommendation for demon farming is-

For normal (450% HP, but you can force spawn the cursed + aura combo you want pretty fast):
  • Join P8 games (ie baal runs) until you find Cursed TZ
  • Go to river of flame, see if urdars spawned by teleporting until you see the first one (42% chance), if not, keep searching new games
  • Once you find urdars in P8 cursed game river, pop A4 shard before you explore the rest of the area so they spawn in as TZ
  • Pre-spawn them with P8 so they'll stick even if other players leave
  • Bind them one by one until you get the cursed + aura combo you want (must have level 20+ bind after gear)


For uniques (900% HP) you need to find them in TZ96 games other than cursed and search terrorized zones, which is very difficult- you'd want to wait until river of flame is naturally TZ, then you have 30 minutes to frantically search P8 games for urdar packs and bind any cursed urdar unique you find, and you only get 1 roll per each unique. For spearwomen with jab, same steps except they spawn in act 5 frigid highlands, frozen river, ancients way & worldstone keep level 1, and only at a rate of 22% per area, and worldstone is small enough that searching to confirm lancers will prespawn most of the zone.

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Mar 27 2026 05:34pm
To be fair, canyon is fine because how much does the minion need to walk when you have tele/warp and death mark. Regardless of how fast he moves, if there's a mob out of range of boil, you will likely reposition yourself/him to get that job before he gets there himself.
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Mar 27 2026 06:06pm
Not only the different variants from different acts, but somehow I think that some of the different individuals from inside the same tombs themselves as I was rolling for the auras seemed to have different speeds.
I could be off, but it seemed like they just behaved erratically in that sense. Maybe it was something else but there was definitely something going on. Perhaps the minions somehow have different stats to the regular variants or maybe there's something else that just messes up with things or maybe (my) game was just bugged or maybe I'm just imagining it.

Hopefully during the weekend I get to try out some Act4 Urdars and see how that goes.



Come on brah that's pretty thick lmao. There's a guaranteed nerf coming in the next few months for sure.


Took 3 years to nerf mosaic ...
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Mar 27 2026 10:31pm
To be fair, canyon is fine because how much does the minion need to walk when you have tele/warp and death mark. Regardless of how fast he moves, if there's a mob out of range of boil, you will likely reposition yourself/him to get that job before he gets there himself.


More to the point, he doesn't move at all when you teleport around. Large enemies can't pathfind off a player when on the same tile, so urdars remain immobile and will do nothing but attack enemies in melee range of you, until you move off the tile with a walk command. That's both advantage and disadvantage, but it definitely makes his slow speed less noticeable. Spearwomen by contrast move super fast and autoaim your blood boils, but leave you more exposed and it can lead to situations where enemies flank you and are able to attack you while you spam a blood boil that doesn't hit them because both demons went off at random angles. I'm not sure which behavior is better
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Apr 2 2026 05:29am
Nice guide, you know a lot of the mechanics of the demon.
I'm currently binding a Cursed/Fana/Magic Resist (bummer) Hephasto that I managed to find quite fast, now I'm going to try out those Urdars.

Question is, are monsters limited to a maximum of five unique bonuses or are they just not listed? My Hephasto doesn't show Extra Fast and judging by his speed he might not have it, but he's so fast anyway that maybe EF just doesn't do anything (speed cap?)?
His bonuses are listed in order as Spectral, Aura, Cursed, Magic Resistant (his original four on Hell) and lastly Extra Strong which is from Bind Demon bonuses. This is just a guess but if indeed the limit is five, then are the ones added to the demon in order of the levels of Bind Demon? Extra Strong is the first one so that would make sense but obviously this is a sample size of one and seeing how Spectral and Aura are already on him, if it was a random 50% chance between ES and EF then I just flipped the better side of the coin with him.


And someone in another thread tested and found that indeed, you can have 8 displayed affixes on pitspawn fouldog as the easy example
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Apr 4 2026 02:36pm
This build is really good, just right click near the area and everything dies lol. Hammerdin on crack. I decided to run obsessions instead of mang song to stack mf on other pieces, t5 heralds are a bit annoying but everything else dies instantly in p8 TZ.
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Apr 4 2026 04:31pm
Nice guide thanks. Couple comments: (based on my experience in HC, players1)

regarding the urdar type from different areas: the ones in act 2 are slow as hell. they move slower than the ones in Act 3 durance. Also some of them cannot even be made 'extra fast' I cant remember exactly if its the tal tomb ones, but definitely the ones in palace cellar area do not move any faster even with the 'extra fast' mod from high level bind demon. maybe I was doing something wrong but thats how I remember it. As noted the urdars also get stuck in areas easier, they literally cannot walk through certain narrow stairs and stuff. yea he stays 'stuck' on you if you teleport and protects you from missile attacks. pros and cons.

I just prefer Hephasto. My reasons: I play HC and i'm not telestomping everything, I play a little safer and slower. Hephasto is very fast, very mobile, has only a melee attack, AND he seems to have this like 'dash in' ability thing. I mean i'm sure everyone knows hephastos advantages by now. I just like having him homing in on stuff so I can follow and blood boil. For this type of play, hephasto is better than the urdars. I guess I have to cast engorge more often. But yea if you're super GG geared and in softcore, you'll probably just telestomp everything and youd rather have the urdar I guess.
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