Change forced minions into one herald

As melee retaliation you want mobs to attack you, and also gain the herald of purity 10% more dmg buff, but the minions aggro.

So why not turn herald of purity and agony into one minion skill, that you can toggle like blood and sand stance; purity - press again - agony and buff their dmg, since we can only have 1 of them active.

Remove the 10% more phys dmg from purity and add it into blood and sand.


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While you're at it you could add transmutated versions of herald skills.

- 50% base mana reservation

- Phys: Herald of Domination
you proc massive slams like Crushing Fist

- Lightning: Herald of Storms
a orb of storms aura that autocasts Lightning Conduit with shocks

- Cold: Herald of Frost
applies a medium size chilling cold snap ground effect with dot on targets you hit

- Fire: Herald of Ash
converts more dmg into fire and applies fire pen debuff+ stronger ignite burn on hit and on killing mobs

- Chaos: Herald of Rot
summons a ethereal untargetable shaper reaper that cleaves and cyclones into enemies, applying a strong chaos decay that has infinite duration, deals more dmg if targets are near him in his aura

Last edited by EasyTimes#0919 on Apr 27, 2026, 11:09:10 AM
Last bumped on Apr 27, 2026, 7:20:44 PM
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Remove the 10% more phys dmg from purity and add it into blood and sand.

Hard pass.

Blood and Sand is already powerful and provides more than enough for its small reservation cost, it doesn’t need an extra 10% more multiplier.
For obvious balance reasons, that kind of buff would come with a higher reservation cost. Pushing it further would just turn it from a nice, easy-to-use ability into something you skip because of the higher cost and the better alternatives available.
Hobby Gamer and Professional Software Engineer & Systems Architect from Tennessee

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if anything heralds should have a transfigured version that do different things(no minions for agony/purity but gain something else not very significant).

but merging heralds, or moving portions of the buff to something else(that is also for a different damage type(HOP is just phys, that includes spells, blood and sand is just melee area damage... that removes a significant number of things HOP works for)... hard no

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