I feel like you obviously know a lot more than me about average monster immunities and resistances, but the mention of like flayers and stuff baffles me. Those mobs were never (even though "fire immune" technically") an issue in my eyes, because they just have such small healthpools. Even when they pop as heralds, they just die immediately.
I was running p8 sanctuaries and 3-4 times got herald pops on venom lords.... those were hard as fuck to kill, and honestly, based on no math (because i don't really know what those venom lords are and how they treat incoming damage) it just looked like my tainted fireballs did almost nothing to them (30k tooltip) - but the blood boil was chunking them, although not as fast as i'd like.
Well the variants in different areas can be fire immune, and monsters tend to group around a 50:100:200 ratio of HP/exp with a 4:2:1 mob density (but 1:1 item drops, hence flayers being far better for farming items)
Those ~50% hp mobs like flayers die rapidly to blood boil even with fire immunes or fire enchanted TZ affix. But the 200%+ hp mobs like venom lords, urdars, etc are chonky enough it really helps to have that bound demon +damage, and in areas with lots of these high HP fire immunes I can greatly speed up my kill speed by switching to 2x defiler + demon, since defilers are greatly amplifying boil & demon.
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(there's a sidenote here about heralds generally - i feel like im killing them out of habit but it seems clearly never worth it, the loot is so worthless fomr them, so i feel like i know i should just skip anything that doesnt die as fast as regular uniques)
I've killed like 200-500+ and found absolutely nothing and they don't give proportionate xp. All the sunders I've found are from andy/trav/rando creatures. You're right its 100% the correct decision to skip tier 5 heralds that are any bit slow to kill or dangerous, but we have lizard brains that make us want to kill them anyway
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Ill also say though, that ive maxed blood oath last (its at 14-15 base) because while leveling up i felt anything that dies to fire just dies anyway, so it just is the physical i wanted.
That's my recommended build, you shouldn't be maxing it until level 97 and then have 2 more points to waste at 98-99
Blood oath shouldn't even scale its % redirection with base points anymore so its definitely the lowest priority
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But the issue is clearly my knowledge. I don't know why it is even though i "fire sunder" mobs they don't seem to reduce that far down in fire res. Maybe it's also that my sunder charm is a +%dmg and that as you allude to, i needed to be stacking more -fireres for it to start being really effective. i should spend a moment researching these things, but i honestly feel like many of the sources im reading from are dubious.
Well its just the matter that sunder only sets mobs to 95% resist, and you need -resists past that. Conviction from infinity is -17% for both you and tainted, and the biggest thing you can get to amplify tainted damage
Against 0/50/100+ fire resist mobs, your tainted are getting 1.85x / 2.70x / 4.40x overall damage from conviction aura on merc. Granted, the damage to immunes is still piddly- they're only dealing 22% after sunder+conviction. Versus 5%
For blood boil its really marginal. Its a big damage amp on non-immunes and matters a bit against immunes, but we're still talking like 50% more overall dps to immunes compared to the physical portion alone
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As for mana, i honestly cant see myself going to insight ever. I didn't even use it before infinity, i used a reapers because i felt the safety was nice and the few times the holy freeze "fails" at applying amped dmg it hlped to have earlier -phys res - even if less.
All i do is use a +skill ring for prebuff and then use some +100ish mana + and then with siphon topping me when i telepast minors i feel fine. I never have to buy pots at all, i just sometimes randomly pick up rejuvs when im also picking up an item to ID.
I used to hate potting, but i played a warcry+dreadfang last season, and it kind of cured me i think.
I'd be curious to see how our playstyle are differing, because I find that in many areas I am literally holding down the teleport hotkey for the vast majority of my gameplay. You can see it in the clip at the top of the last page and first page. You don't get hex siphon mana back from tainted kills, and tainted instantly kill all the non-immunes, so all I'm doing is teleporting around while everything dies on its own, picking up items or casting blood boil on immunes only, and stopping for heralds if they look easy enough.
And that amount of teleporting really makes it near unplayable without insight, I don't have infinity yet but I already made an insight staff for when I pick up infinity