Build Guide
Good for greater rift 55-60 (Maybe higher is possible, not sure yet)
Also very powerful to rush T10 nephalem rifts, just change some abilities and passive around for extra movement speed and you are good to go
When playing this build you have to stay very close to the enemies (roughly 20+ yards depending on your gold pickup radius on gear) in order for Grave Injustice to help reset your cooldowns, since your survival depends entirely on Hex.
Since you are using the Jinx rune on your Hex ability some mobs will get transformed into Pigs for a short period of time in addition to the arachyr 4set bonus toad which will suck enemies in for dinner this combined with eachother does offer alot of control together with Henri's offhand it is good enough to keep you alive in greater rifts 55-60. (You might die a couple of times depending on the mob types you get randomized in your rift but in all honesty almost any build dies depending on that).
Your main damage source is "Corpse Spiders" and the 2set bonus Spider Queen, since i find that even with 20% bonus poison damage from strongarm combined with nearly 50% locust damage which i have on my chest/shoulder/off-hand, locust will still do pretty LOW damage which is sad since i do think its a pretty good set.
Simplicit's Strength gem + Bane of the Stricken will help you take down elite packs and the rift guardians pretty fast, but i do advice you to mainly go for normal trash packs for building up the progression bar (Try piling up as many as possible and kite alot, movement is key with arachyr build. You will wear everything down eventually).
This build is clearly not as powerful as Zombie Bears/Acid Cloud Helltooth but it is an optional way to play for mid-range greater rifts with a possibility to do 60+ (with high enough paragon and ancient gear).
For the Hellfire Amulet i would try to get a good one with CHR and CHD + Spirit vessel or Swampland Attunement passive. You can play without Swampland if you are very good with movement and instead use for example Gruesome Feast passive on the amulet for some extra burst damage potential when picking up health globes. This is specially effective in group play where i see more health globes dropping then in solo play mode.
Stack vitality to get above 1mil health, because you WILL need it for survival. socket Life% in your helmet, get Life% on belt and even on chest if you feel that would be necessary instead of Locust swarm damage%.
Gloves CHR + CHD + Int + Vit, Helm CHR + Int + Vit, Chest Int + Vit + Health/Locust dmg%, Wrist Poison dmg% + Int + vit + CHR, Rings CHR + CHD + Int (if u dont have CHR on the ring it should instead have Vitality)
Boots Int + vit + Armor + all res (if possible) otherwise u can go for runspeed and drop some paragon points for intellect instead
Shoulder Int + Vit + Armor + Locust dmg% or / All-res (if possible) its a matter of preference or need.
The weapon you should try to get a good dmg range roll on it and 10% damage + int and vit (if possible since its kind of the dream rolls right to have that weapon with 3k dps haha)
Off-hand Henri's Int + vit + CHR and locust dmg% (if possible) otherwise aim for some defensive stats instead since this build is revolving around corpse spiders dmg.
For solo play i use Belt of Transcendence only because the fetisches will act as your meat shields to help shrug off some damage, if you want to play with this build in group you could change for another belt, perhaps a witching hour if your have one with a good CHD roll on it. Another alternative is to use the belt which gives Locust Swarm a 60% snare effect to help proccing everyones Bane of the trapped fast and easy since you are using Wormwood in the cube it will apply the snare automaticly when moving around.
It's the first build i post on DiabloFans, enjoy!
fun
Have you tried blazing spiders with depth diggers i am no damage expert but would that 100% permanent damage buff not outperform convention of the elements (as you need to equi roRG for it)
In 2.4 depth diggers works with "generator" (blazing spider) maybe give it a crack. Tasker and Theo also work with spiders
Instead of convention, since you have locusts and haunt, used ring of emptiness in cube, for 300% more damage, almost constantly. For more locusts damage, you could swap the rune to the physical one (enemies hit by locusts deal 25% less damage), and throw on vile hive, to gain 45-60 locusts damage, and pestillence rune. If lacking toughness, swap a ring and amulet for Endless Walk set, which frees up ring slot, so you could use RoRG, and then wear Quetzalcoatl for more haunt and locusts damage. Also swap Wave of Mutilation to Pirhanado to actually proc strongarm bracers, since pulls count as knockbacks, and iirc, the wave doesn't acually push the enemies, it's basically a line aoe.
And for additional toughness (mostly noticeable in big groups), swap Pierce the Veil for Swampland Attunement. For more damage, you could also swap Stricken for Enforcer, since both the 2p bonus, and corpse spiders skill are buffed by pet damage, and if you're running gr60s with it, getting enforcer to 60 isn't hard, which gives 33% damage.
Just my thoughts on how i'd run this build.