Eh, so and so. For the moment, firebomb has been concluded as fairly blech, it would be far better to trade it for something else. I'd recommend indigo firebats or red corpse spiders. With that in mind, then trade your obsidian rune in haunt for a golden rune. The reasoning behind that being that your dogs and gargantuan are going to keep enemies occupied, so you don't need a snare on it. This will also give you better active regen to spam more spiders or bats.
It looks like it's going to be oom a lot. The passive is only about 80 mp per second. A single regen spell should fix that though. Maybe rune spirit glyph for regen.
Eh, so and so. For the moment, firebomb has been concluded as fairly blech, it would be far better to trade it for something else. I'd recommend indigo firebats or red corpse spiders. With that in mind, then trade your obsidian rune in haunt for a golden rune. The reasoning behind that being that your dogs and gargantuan are going to keep enemies occupied, so you don't need a snare on it. This will also give you better active regen to spam more spiders or bats.
The snare on the haunt was because DH's get a passive that gives them 20% damage amp against slowed targets. I realize the pets would keep them busy but the damage amp was just too much to pass up. Firebomb as pretty meh, okay, I'll edit that to red corpse spiders. Thank you!.
It looks like it's going to be oom a lot. The passive is only about 80 mp per second. A single regen spell should fix that though. Maybe rune spirit glyph for regen.
It looks like it's going to be oom a lot. The passive is only about 80 mp per second. A single regen spell should fix that though. Maybe rune spirit glyph for regen.
Edited both spirit walk and barrage to return mana. I agree that upon looking at it again, that it does look awfully mana-intensive.
Ah, see now the fact that you expect to be playing with a DH entirely changes the subject. Yes that make the rune far more useful. Builds differ greatly between solo and group play. That does mean that you'll have to find a different means to increase your mana regen. The reason being, as I've mentioned in other places is that you literally do not want to gear for regen. Gearing for regen is going to result in a greatly sub optimal choice. First being that the stats for regen are going to stats that could have otherwise increased your damage potential of other spells. Second big reason is that fixed regen is fixed, meaning having too much when you don't need it and too little regen when you need it the most. I like the golden runed haunt the most because it offers more on demand regen with the target limit of haunt being removed.
What does everyone think? It's a mix of survivability and DPS.
The snare on the haunt was because DH's get a passive that gives them 20% damage amp against slowed targets. I realize the pets would keep them busy but the damage amp was just too much to pass up. Firebomb as pretty meh, okay, I'll edit that to red corpse spiders. Thank you!.
Edited both spirit walk and barrage to return mana. I agree that upon looking at it again, that it does look awfully mana-intensive.
How can you know that they are coded to ignore pets?