The Boys and Warlock has continued to improve. There have been several changes made to the build that increase its clear speed, dramatically improve boss kill and capability, and boost the survivability. All while retaining the amazing playstyle that this build offers. Recently, 11th Hour Games released a survey asking players how to feel about bug fixes being implemented mid-cycle. Given that so many popular Warlock builds abuse bugs, I feel it's important to mention that this build does not. So regardless of what the outcome may be, this build will remain intact, or perhaps you're viewing the video after those future changes to destroy your old build. Either way, you can still enjoy this build. So let's go ahead and jump right into some of the changes we've made to improve this build. First up, you'll notice that Fisher is much larger, and we're doing this through this specialization tree. Of Gloom and Flames is going to actually cast a separate Fisher behind the target as well. This basically doubles our damage output. Through chaotic rupture, we'll actually get the ability to cast Chaos bolts instead of spirits at times with this Fisher as well. This really ramps up the damage, especially for boss killing. Be mindful that even though we have devoured the dammed in a Chaos bolt specialization tree, which allows us to generate some mana when we hit a cursed target, it's not enough. Because Chaos bolt itself costs 10 mana, and we now have two Fisher's cast and Chaos bolts as well. To offset that cost, we now spec into Soul Stealer through the passive tree. This will increase our mana regeneration by 32%. And that line that says effect cooldown, 24 seconds means nothing. It's actually just an incorrect tool tip in the game, you can completely ignore that. In addition, you'll have a 13% chance to gain 13 mana back when the Chaos bolts hit a target as well, provided there's a curse on the enemy. This setup also increases our survivability. By using the Fisher's and having them cast Chaos bolts, we deal more direct damage than a pure damage over time build, or the previous version was doing. This means we often kill enemies before they have a chance to damage our character. This is really nice, because we only use damage over time. We actually allow more enemies to get to us, hit us, and chunk off some of that war that keeps us alive. The changes to the build setup in regards to Fisher and Chaos bolts has also transformed this character from a slower boss killer to a quick one, so that's a very welcome change as well. The next most impactful set of changes came through equipment, blessings, and even idols. And we're gonna lump all of these together because they really directly affect each other. We're gonna run Plague Bearer's Staff, previously we're using a one-hander and the off-hand rot-mind. Plague Bearer's Staff has really nice implicit. The 46 spell damage allows you to scale your spell damage to a much larger number. 57% increased damage over time is gonna benefit not only the poison damage this builds, but also a little bit of the necrotic damage we deal over time to targets. As for the a-fixes on the stat, they're all beneficial as well, but I do want to point out having a 100% chance to play, getting additional poison penetration with that play, and dealing 11% more damage to targets that are afflicted with it. The next piece of equipment that we're looking to change is in the glove slot, and we're looking for the experimental a-fix here. 8% of current health lost per second, and 8% of missing health gains is ward per second. Gonna synergize really well with the last steps of the living and exanguinness. Also worth noting that you can get a much higher role or a better role for the percentage of health that's lost and gains is ward. So keep an eye out for these and make sure that you're taking care of the mages every time you see them. By farming the monoliths, and then the bosses to improve the blessings, you'll actually get access to much better resist stats. And this is really gonna help your character survive, but more importantly it'll actually increase the damage output of your character, so you can now use better idols. Increasing spell damage while at low health, which will mainly be using in this build, now compounds with that improved spell damage that we have from the play bearer staff. Idols that increase the poison damage you deal while or if decay is active is a tremendous boost to this build, and if you're able to find one that also increases the poison damage you deal overall, you can basically double-dip. For humble idols, you can get increased chance to poison on hit, and increased poison damage at the same time we're able to stack a lot more of these since our blessings are now contributing to our additional resist. The general theme or concept of the play style has not really changed, we're still gonna be casting spirit plague on the enemies running around with or of decay active 100% of the time, and this is probably a really difficult echo to see, but that or is in fact active around our character, and we're never gonna remove that. We'll just keep that up for the damage buff that it provides. When you get larger enemies, you can choose to cast the Fisher. Now, we're previously we're kind of spamming Fisher all the time. The notice that when I cast Fisher here, we can then essentially move around the enemy, and it's gonna go down rather quickly. If you continue to spam Fisher like we did in the original version, you'll actually just go in. To be mindful of the enemies, and again, this kind of furthers the knowledge that you want of the enemies you're encountering in order to make use of your mana. You can cast spirit plague, use the Chaos Bolt, and this is plenty to sustain. In fact, you'll see him regenerating mana. That combined with the aura of decay is gonna take down all the enemies, aside from the really high health ones very quickly. The worst or biggest negative of this build is actually picking up all the loot, since you do deal some damage over time, often enemies will dive behind you, and you'll have to retreat to pick something up that you're looking at, or even just scour the map that you're looking for upgrades for your character. Which you can see, this survivability is built very good at no point you ever in danger of actually having the character go down. Here's an example of what not to do with this build. Don't run around just spamming your Fisher whenever you can. You'll see how quickly it's gonna deplete your mana, and there's no amount of Chaos Bolt that you can cast in order to replenish it. We do obviously have the ability to kill a lot of targets very quickly, but again, if I cast a single Fisher, look at that mana pool deplete, and then if I choose to cast another one at the objective here, I'm basically gonna be oom. And it's gonna take a while to recover this mana, despite having mana regeneration on a couple of slots in our equipment. So be very mindful of the enemy types, as mentioned, and this is really gonna help you sustain your mana pool. I know this is gonna be a really big concern for a lot of people, but you can essentially cast a Fisher, and you don't need to do anything other than just cast your Chaos Bolt when possible. This will give you additional mana regen, and then you can conserve your mana in a degree as well. If there's nothing threatening on the field in front of you, just use your Spirit Plague, cast some Chaos Bolt to regen, and then you'll have the ability to cast Fisher when it's needed, or if you feel like you're getting overwhelmed. This point here, I can cast another Fisher, this will take care of what's there, and then anything new that may spawn. So just be really mindful of your mana pool in general. Since you have the ability to sustain your health, I actually notice a lot of times I very rarely even look at my health pool. Essentially, if I've run out of ward, I'm gonna go down, because our health is so low. That actually causes me to look both at the map, and then at the mana pool. And kind of train yourself to do that, and you'll be a lot more successful. The majority of the changes that I made to this build were meant to increase the damage that we could deal to bosses, and that's because the boss kill speed had started to become slow as we started pushing towards the end game, or empowered monoliths. As you can see, we now do plenty of damage to bosses, and it's really a welcome change, because I was concerned that a lot of people would be turned off of the build just from the slower kill time that it could have. However, at this point, thanks to the double Fisher and the Chaos Bolt being cast, you can see essentially we pretty much melt bosses even when they're empowered. Pretty confident that this will push up past several hundred corruption by the time I'm able to get there. The only negative really that I can think in terms of the changes that have been made to the build, is that you can no longer play a full health version. Previously, I'd mentioned that you could play low life, or even a full health version, whatever you were more comfortable with. But now that we've changed the gloves and the equipment slot, you're pretty much locked into a ward and low life setup. So that's an unfortunate consequence, but overall, it's made the build more powerful. I'll leave a link to the original build where it goes into all the skills that weren't mentioned in this video in greater detail. If you're looking for places to place your final passive points beyond level 90, all within the Lich Tree, desolation, lasting stench, crippling insight, and unclosing wounds are all very good choices. All these will continue to scale the damage that this character can deal. It's also worth noting that hungering souls might be able to be worked into this build as well. You could potentially replace chaos bolts or even soul feast with this ability. Hungering souls, when applied to an enemy, will deal increased damage over time to the target. Soul feast, although beneficial to the build, would be the first choice I would look to place this ability. This would give you a second ability that you cast similar to Spirit Plague. Essentially you'd cast Spirit Plague, then use Hungering Souls, and then continue on with your nuke. As always, thanks for taking the time to watch and have a great day. Thanks for watching.