At least for me it seems like this extremely powerful rune should be later. As much as I love the might of them (250-300dmg mid act2 per bat), they kinda overshadow any unlock I'm getting.
Zombie charger seems extremely lackluster, dealing less damage and having shorter range than batty, Haunt taking too long to deal damage when I can one-shot 90% of monsters (waiting for good runes), and Spirit Barrage being completely worthless, dealing less damage AND only single target (although I guess first rune will make it useful for killing act bosses, due to spamability).
In fact, it seem superior to any Zombie charger rune, except Dog which turns it into fireball. The only positive I'm seeing is poison damage which work with one of passives, but I'm not sure if it's worth loosing range of bats over it.
Edit: meh, NOW I noticed thread about it, I guess you can ignore this.
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Zombie charger seems extremely lackluster, dealing less damage and having shorter range than batty, Haunt taking too long to deal damage when I can one-shot 90% of monsters (waiting for good runes), and Spirit Barrage being completely worthless, dealing less damage AND only single target (although I guess first rune will make it useful for killing act bosses, due to spamability).
In fact, it seem superior to any Zombie charger rune, except Dog which turns it into fireball. The only positive I'm seeing is poison damage which work with one of passives, but I'm not sure if it's worth loosing range of bats over it.
Edit: meh, NOW I noticed thread about it, I guess you can ignore this.