Why was demolitionist overlooked in 7.0/7.1?

I’d love to see physical resist.

I’d also love to see a Manifestation-like transmuter on Flame Touch for Fire damage, but I don’t think that will happen.

I’m not really relevant to this discussion.

This comment immediately following a build link with 40% Armor Absorption from components. :rolleyes:

Current build. No twinking or gdstash (act 3 ultimate)
https://www.grimtools.com/calc/D2pDEyB2. Do not see the problem.

And with double-rare pants that most players would never find in the game.

https://www.grimtools.com/calc/D2pDEyB2. Do not see the problem.

That build explain a lot. :eek:

Not a final build obviously. No components because I am cheap. No items from my external stash as I do not twink before finishing the game(the story part).

But if you need DA that you want to see on Temper, why not just max BWC? Enemy OA shred is almost as good as buffing your own DA. Why? It would also increase BWC radius and pomp in some dmg.

The talk of the demo is not based on this build. I do not expect to be able to kill nemesis with this or even attempt crucible, that is for latter. It was merely as an example that it is fairly easy to get 92% or higher armor absorb.

If Temper at 12/12 would give 30% of armor absorbtion, then with 6 extra points in Temper you can drop these Scales for Ancient armor plate. That would give you 300 extra armor, pushing you from 1600 to 1900.
Not counting other sourses of armor.
It give you more against phyz dmg that 12 points in seal. In case of 0% phyz resist on gear it give more that 9% phyz resist on temper.

True In a not endgame builds armor absorb% would do more.
But I’ m not really concerned about the balance before the end game, as it is easy anyway even with mediocre builds(which is also why I do not twink, as it becomes too easy otherwise). Maybe that wrong, not sure :undecided:.

My thoughts (not that anyone cares :p):

Flame Touched: Really good. I like the sound of the change to Temper.

Blast Shield: Also really good. no changes necessary.

Fire Strike: No complaints here either.

BWC: The projectile flight time seems to be the same regardless of how far I throw it. In melee range it seems like you’re trying to toss it into lower earth orbit. I’m not sure what that’s about. I haven’t played BWC in a while cause of this.

Stun Jacks: Another one I haven’t done in a long time. I’ve seen videos of high powered SJ, but every time I try to use them they miss like they’re actively avoiding the enemies. Doesn’t seem to be much point in not taking Quick Jacks with all the CC on flashbang.

Canister Bomb: I’m confused about central explosion vs radial explosions damage/radius wise but I’m not worried about it since I only use CB during leveling due to long cooldown. Seems to be in a good place though.

Ulzuin’s Chosen: I get that it’s pretty powerful, but the randomness is a turn-off for me. Maybe Demo is supposed to be kind of a gambler but I’d personally prefer a more reliable but less powerful CDR. I’m not big on CDR builds anyway, though, so you probably shouldn’t listen to me on this.

Thermite Mine: Works ok when you can count on luring the enemy over to you and when fighting huge enemies like Moosilauke. Smaller enemies like Alkamos I can sometimes lure onto the mines. Enemies like Valaxteria that are small and move unpredictably almost never sit on my mines. And on top of all that, even when I do get an enemy to sit on them, some enemy AOE eats them. :cry: I really would like to see one of these things:

  1. Make them non-collidable so that you can throw them underneath enemies.
  2. Make them immune to damage so that they don’t just get wiped out right away.
  3. A transmuter to make them like the ones in Steps of Torment that fling themselves at you.
  4. An explanation of design perspective of why they are the way they are. Are we all using them wrong? Expecting too much? Inquiring minds want to know.
    I would take a sizable power cut to mines to have one of these, even #4.

Flashbang: My favorite skill in the game and the reason I keep coming back to Demo. Perfection.

Grenado: I like spammable attacks so grenado isn’t one I use much but it seems to be in a really good place. No complaints.

Vindictive Flame: I don’t quite understand VF and UW. They’re like retaliation but without retaliation damage. I want to make a character that maxes these someday but I can’t really envision what kind of character would do that. Maybe we could move the retaliation from temper to here for thematic reasons? Edit: Some great passive CC here but they’re still one point wonders.

Mortar Trap: I love mortar. I can always count on MT to kill bosses I can’t stand up to, albeit really slowly. My only issue with mortar is with The Big One when there aren’t enough points to max out the whole line. Since you need to max the base skill first to get the extra trap, the damage on TBO ends up lower than the base attacks which is kinda weird IMO.

I wish they would remove the confuse, it annoys the hell out of me when they run away from me.

Ptiro has good ideas :). You are right that adding physical resistance would benefit commando when that doesn’t need anymore buff. And the suggestion about ulzuin wrath having DA to prevent it benefit all builds is good too.

I suspect he meant the whole community is exaggerating on the demo bashing rather than you specifically. But exaggeration implies agreement that demo is a weaker mastery. Simply buffing blast shield a little will hardly bring it back in line with other mastery though…

I love it. I like to bind Eldritch Fire to flashbang so having the enemies wander around and beat each other up just makes it spread that much better. I can see how it would be a PITA for melee builds though. Maybe the new movement abilities in FG will compensate.

Another improvement that could be made is making BWC OA shred minus rather than “reduced.” But I don’t know if it makes sense as the only build I know it would help is Shar’Zul commando.

Anyway, I don’t see the point in being so excessively careful with demo buffs. I really don’t understand what the reasoning behind it is. To me it sounds like, “maybe add some da but we HAVE TO take away that armor! Otherwise pyromancers would be dying in 1.2s in Crucible instead of 1s. GOD FORBID there ever be a reason to pick a defiler, and elementalists might even reach 30% of vindicators’ power… No no no! It’s safer to add a set for acid mortarts!”

No demo builds, except RoH hybrid purifier (that afaik got squishy in 7.1) are even remotely in danger of becoming op.

It sucks for any melee demolitionist build.

True. Confuse and terrify add 10-30s to crucible clears.

Can’t be done. Wrong sort of skill, just like War Cry.

Why is that? Inquisitor’s Box has stackable da shred alright. Outside the fact that it would be quite useless like I said

Different skilltypes. You’re comparing a targeted debuff skill to a ground-target AoE skill like Sigil of Consumption. See my explanations on debuffs and debuff effects hereand here.

Good write-up, that. Thanks.