Found a way to have two water allies out while running fire ally rune and have them interact with mobs during regular Nephalem rifts. Originally, I thought it was just a bug in the Armory visuals, but the water allies will actually attack mobs/help CC (though they do not activate the "water flow" when I activate my fire allies). I can activate my Mystic Ally w/fire rune and still get all 10 fire allies while the two additional water allies remain functioning.
I have an Inna's monk with the crudest boots. I saved a water build (with Mystic Ally/water rune) and a fire build (Mystic Ally/fire rune) in the Armory. When I have the water build on and REMAKE or ENTER any game, I can *use the armory* to swap to fire and it will keep my water allies up (NOT swap them out to fire). Once I enter an area with mobs I can activate my Mystic Ally and have all 10 fire allies activate, the two water allies with just stay around me and attack nearby mobs, essentially free CC.
This effect lasts through teleports, ports to town, and waypoint hopping. It is easily recreated and can be fixed by swapping the rune itself on the skill bar or re-equipping the different builds in the Armory.
I am sure it resets when entering a Greater Rift, as well.
nice one karen; Quick question, does it help you in a 150 or does it reset when you enter a GR?