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Jun 1 2026 10:03pm
Okay so 5 percent per enemy hit that makes a lot of sense, similar to atmas throw barb with 100 percent pierce but probably even easier to apply. Do you think buffing atmas scarab to be level 5-10 and a 20 percent chance on hit would be fair ?


To compete with a warlock, barb throwing would have to fire 10 javelins at once, have them spin around and return to the barb and restore half his hp/mana on every shot while getting one of the 3 uber ancients as a free ally
It would take a bit more than a buff to atmas. And we already have dreadfang a5 merc
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Jun 1 2026 10:12pm
I'm using the spear lady and IMO she's the best

Only 1 hard point needed to bind




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Jun 1 2026 10:15pm
have you tried out the Buttlock?
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Jun 1 2026 10:32pm
Anyway without going too hard into the math, its possible to reach enough max mana that you'd be able to teleport nonstop on a high +all skills setup with obsession (+shako / crafted ammy, or coven / maras).
You wouldn't have to hit 100% offsetting mana regen vs usage because that's absurd overkill, but its not enough with base mana. A level 97 warlock should have around 640 mana with no +mana items other than sojs, which is 8.3 regen/s after +55% regen. And a teleport that uses up 19.4-22.2 mana/s at 125 fcr. Assuming +3 tele base staff obsession. Now if you had a shako (+148), a crafted amulet with +60 mana / +10% regen, and caster boots with +5% max / +20 mana / +10% regen on top of resist affixes and no mana affix, that's already raising you to ~1000 mana and 75% regen for 14.5 mana/s.
You really start getting massive changes in 'time to fully drain a bulb' and 'ratio of towntime to refill amount lost while spamming', even while still being 100% vita and not dumping points energy or relying on mana scs or incredibly rare boots

You can try that setup on SP, it feels like it can sustain its teleporting. Not a breakeven point, not indefinite, but easily enough even for long sessions where you pause some, siphon some, pot some
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Jun 1 2026 10:53pm
To compete with a warlock, barb throwing would have to fire 10 javelins at once, have them spin around and return to the barb and restore half his hp/mana on every shot while getting one of the 3 uber ancients as a free ally
It would take a bit more than a buff to atmas. And we already have dreadfang a5 merc


I more want it for fury druid who's best merc is pride since you can't tell a merc to actually do valid plays without teleport.

That or maybe a summon merc button then dreadfang would be fun. I always liked atmas scarab for the non tele melee setups. Def hard to sacrifice HL but it can be worth.

Haha fury druid could def be buffed to have movement ability and have spells based on ias instead of fcr. Sad to me that fcr is all anyone goes when there are a lot of fun items out there besides trangs, arach, fcr jewelery

This post was edited by chudman123 on Jun 1 2026 10:56pm
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Jun 2 2026 12:12am
just to spitball an idea;

if you did
>obsession, enigma, coven, maras, baalos, magefist, 2x soj, arach
you'd wind up with 125% fcr and a bunch of +resists/life/etc but lack meditation aura, but because of the total +skills you'd wind up with level 15 teleport and only 10 mana per cast, instead of the level 8 / 17 mana per cast I'm spending.
and you simply can't cover that mana usage with potions alone, you'd need to be finding some huge % mana regeneration somewhere. On the setup I had it was about 40-45k mana used in 19 minutes, 5k base regen, 35k meditation regen, 1.25k from magefists, some potions and hex siphons incidentally. That above setup would cut it to 23-26k mana so a net 18-21k you still need beyond base regen. You could increase warlock's total mana or regen, both need to scale up otherwise that's like 40+ mana pots over that span and there aren't many free item slots to pump mana without losing much and I'm already using 2x sojs here. Unless you want to start cutting life for mana, or find a bunch of 20/17 charms

Maybe there's a way that build could work, but it seems like a whole ton of effort when insight staff go brrt


yea without insight it'd be difficult. so need first solve mana sustain.
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Jun 2 2026 02:30am
Is there any amount of tankiness we can reach to confidently tele in doll maps with a warlock?

My final build should have me at ~4.5k life (maybe 5k if I get more bo barb gear?), 43% DR, and 30% dmg reduction from Blood Oath.
(DR is 10 from shako, 10 from baalos, 8 enigma, 15 from verdungo)

The dolls do max 1k dmg if they crit (593-990 for the unique dolls in a3 hell).
If they're cursed I'd get effectively -57% phys res, so the damage would be: (1000 + 57%) - 30% = 1099

I'd unsummon anything except the binded demon that would only have time to kill one mob in-between tele (86 fcr only though)

So... looks safe?


Edit: forgot to mention that it's only to rush people in hell, not for tz games. Not gonna tele ever in tz dolls
But then I didn't take into account p8. The dolls would have 450% life, that's a 4.5x increase in dmg... maybe not so safe

This post was edited by solf1345 on Jun 2 2026 02:38am
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Jun 2 2026 04:10am
you know, my spearbae just fought a herald ghost and once amp procced, it died in about 3 hits, so maybe there is something here. I will have to fight another group of these ghosts as heralds without the sunder pre-equipped to compare. I usually just nuke them so I am not sure if this is faster than she would take it out normally.

I think we should have a few people test this just to verify.

will get a bone break and test it out!


just to spitball an idea;

if you did
>obsession, enigma, coven, maras, baalos, magefist, 2x soj, arach
you'd wind up with 125% fcr and a bunch of +resists/life/etc but lack meditation aura, but because of the total +skills you'd wind up with level 15 teleport and only 10 mana per cast, instead of the level 8 / 17 mana per cast I'm spending.
and you simply can't cover that mana usage with potions alone, you'd need to be finding some huge % mana regeneration somewhere. On the setup I had it was about 40-45k mana used in 19 minutes, 5k base regen, 35k meditation regen, 1.25k from magefists, some potions and hex siphons incidentally. That above setup would cut it to 23-26k mana so a net 18-21k you still need beyond base regen. You could increase warlock's total mana or regen, both need to scale up otherwise that's like 40+ mana pots over that span and there aren't many free item slots to pump mana without losing much and I'm already using 2x sojs here. Unless you want to start cutting life for mana, or find a bunch of 20/17 charms

Maybe there's a way that build could work, but it seems like a whole ton of effort when insight staff go brrt


after doing aloott of testing i found myself clearing way faster with 2 defillers and 1 spearwoiman with fana to a point i barelly use bb.. do we have some breakpoint info for defiler cast speed? i fell like when i use engorge + fana they use their skill every teleport, i just teleport puff demon hit the pack die becouse they have defiller skill

after realizing this i changed build to a point where merc use a high dps insight while im teleporting with 125 fcr and on offhandd i use pride, pride is purelly for t5 heralds or bosses, and even then they die soo fast even without procing amp.

what i test with tainted doing 30k+ damage is, they will be slow on the same things the 17+k tainted will be slow so i decided to run alot of testing on defilers and for ME fell way faster and better.

i will try to grab a bone break to test if we start the game with it bind demon get the effect, that will be huge!

thanks!!
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Jun 2 2026 12:06pm
Is there any amount of tankiness we can reach to confidently tele in doll maps with a warlock?


Short answer is just no, memorize which maps have them, deathmark ahead demons before each teleport until you see 3 nondoll mobs, then teleport. This build is both very vulnerable to dolls and can also easily kill them safely with no risk, but has to be cautious doing it.



I'm still curious what these bind-demon-as-main-dps setups look like in usage. I imagine it as somewhat similar to hammerdin, stomping one by one with some incidental aoe? Bind demons could deal 999,999 damage per hit and they'd still be limited by being single target melee, even if defilers can splash it. Granted 150k+ per jab is nearly there. But tainted are shooting autoaimed fireballs with range and aoe, picking off not just mobs you telestomp but anything remotely close to you. Even against a conc + might + curse herald ranged pack I can just strafe with fireballs safely. All the taintlock has to do is teleport through areas in a lawnmower pattern and it kills all the uniques and spawns heralds, no aiming, stomping not needed on 90% of mobs

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Jun 2 2026 12:10pm
But yeah the big development is I think the obsession in +3 teleport staff can easily be best in slot with some very minor extra mana gear or god forbid some points energy. Getting to 1000-1200 max mana makes teleporting very comfortable. It did take a very nice crafted amulet with 20 fcr and mana mod if you're using shako, and its hard to reach the max mana with coven + maras. Circlet over coven is probably harder than crafted ammy, since you add +1 mana per teleport

+3 teleport staff really makes this way easier by cutting off 30% of mana usage. 7 mana per teleport is manageable without meditation aura for sure. Not at 600 mana, but at 1200 you dont even use pots

Im legitimately curious how many people knew how useful +3 teleport on staff is. Never saw it requested on ES din staves and their mana sucked

This post was edited by Goomshill on Jun 2 2026 12:12pm
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