[Suggestion] Hellish Armaments. New passive skill to demolitionist to allow demo some synergy with minions

Korvaak’s burning blade is tailored for defiler summoner but it has almost no synergy. This is old news. But I have a suggestion to fix that.

Generic passive skill called Hellfire Armaments that gives minions armor, fire resistance and fire damage.“Using your skill with engineering and infernal sorcery. you improve your minions with the fires of industry. Warping them into engines of destruction” 10/10 points nothing special…

So here’s the big idea. A transmuter skill that literally transmutes minions under your command to be improved with hellish armaments.

  1. Magmaplated Briarthorn. Briarthorn black/ashen in appearance, with metal plates and magma fists. Phys and bleed modifiers changed to fire and burn. Fire retaliation. Groundslam changed to searing heat, 15M fire damage aura that causes high threat and reduces fire resistance. Emboldening presence changed to cannon arm. Which gives it a long CD, but very high damage small AOE high velocity fiery cannonball attack that debuffs enemies with -%DA and a guaranteed 2.5s stun.

  2. Scorched Raven: Changes damage to fire and burn. Base attack is lost for a long CD aerial fire bombardment which slows enemies. Mend now instead gives a big armor buff and cold resistance, no longer heals. Storm spirit changed to fire only buff. Lightning strike is replaced by a molten meteor.

  3. Greater Hellhound. Emberclaw gets 360 degrees attack and 50% crit damage. Aura is 50% stronger. Infernal breath has a shorter cooldown and a much larger area.

  4. Raise skeletons all gets a fiery looking variant with black metal plates and flaming weaponry. Warriors will now throw blackwater cocktails using your blackwater cocktail skill and upgrades, but scaled with pet bonuses. Mages now man mortars, using your mortar skill and upgrades, but mortar now scaling with pet bonuses. Skeleton archers and revenants uses your firestrike skill and upgrades. Fire revenant aura changed to fire.

Not sure about the rest of the pets but you get the idea.

Anyway. I know this suggestion is crazy and unrealistic. But the base premise of the suggestion is basically just to give demo some passives to improve summoned creatures with a touch of fiery sorcery and engineering, to create some weapons of mass destruction as you desecrate nature with the fires of industry.

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Flametouched says hi :wave:

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Problem is… if you use korvaak’s burning blade with a none-demo class like shaman or occultist, that build, will do more fire damage than a demo’s flame touch give. Like… the hellhound aura, +lots of other useful stuff. Shaman? Another pet with 100% fire conversion and good auras. I mean… korvaak’s burning blade makes no sense.

Korvaak’s burning blade is better with mastery combinations it isn’t even intended for. How bad is that?

Cool idea. Sounds like a lot of work for a free update. Doubt the devs will implement it this late. Maybe for GDII?

It sounds like a cool idea but the improved minions you suggested look completely busted. Transmuters only require minimal investment (1 to 3 points) and the improved minions look way too strong. Minions are already an extremely safe way of playing the game. The numbers and abilities need to be toned down a lot. Raven is the only one that seems reasonable.

Zantai has mentioned in a thread years ago that pets are far different from other skills in that you need to alter 3 times as many files to provide a pet with a different color to account for different damage types. It can be done as the Grimarillion mod creator has made different Core Dweller models based on their damage type, but it is very time and labor-intensive to create a “fire” Briarthorn that’s only used when you use the skill.

I’m not sure how easy it is to change a skill’s damage from player-scaled to pet-scaled. I know devotions are the easiest way to do it in GD, as if you bind the devotion proc to a pet, it uses the pet bonuses, but otherwise it’s player-scaled.

The idea’s very interesting, but much more suited to the modding thread than an in-game idea that could Crate could realistically implement in their development schedule.

Also, Defiler Skeletons is possible and has the highest damage potential for Fire Skeletons, but is held back by no healing and not really any ways to keep the Skeletons alive. With the Skeletons buff, I should test them and see if it’s feasible in an end-game environment.

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