They need to nerf Garg cold rune so that they can actually buff everything else. It's so much better than everything else a wd can do that it's just silly.
Some random thoughts on changes I'd like to sets:
Arachyr:
- Give spider pet proper damage (Currently: HT = 1500%/s + slow + 20%dmgtaken, Arac = 4000% over 5s + slow)
- Give Hex its buffs back, make them affect wd/pets only. Make the healing rune not worthless.
- Do something with the 6pc.
Jade:
- "So long as you have no pets summoned, you gain 60% damage reduction." (only counts fetishes dogs gargs)
HT:
- garg cold rune nerfed
- overall bonus buffed
- Maybe take firebats off? Or take it off arach.
Zuni:
- change 6pc to "whenever you hit an enemy with Poison Dart, your fetishes gain 3000% (or whatever) damage for 8s"
While I was waiting for other gear to finally drop I did RoE angry chicken a bit. It's kinda clunky and the damage isn't amazing (no vile hive possible ) but it does work. Spam haunt when killing normal stuff (I was using it for bounties so kill x mobs etc.) and then let haunt and locusts jump onto elites before blowing them up if blowing them up with chicken by itself isn't good enough. Has the same problem every Arachyr build has though - all of them require at least one too many supplementary items to be really functional.
Just think, you could do F+R RoE and require locust from being nearby, casting a primary, then haunt, THEN you can attack~
pls I just want my giant controllable spider build already. But all the items that buff pets don't buff anything else for Aracyr, its damage is dot (not sure how fast it can stack though?) and while it gets simplicity's strength and spiders dmg it doesn't get depth diggers. Again, everything just doesn't quite come together :/
But the idea isn't to make an RoE Spender build - the idea is to get the strongest possible Locust Swarm to melt trash (chaining Haunts also works well with this so RoE is good) but then also having something to take out elites. You don't spam Haunt on elites (because there is no way to get Jade 2p sadly) so you are free to cast another spell at that point - and the good thing about spiders is that you get a bigass controllable spider pet that also benefits from all your spider buffing that is always doing damage.
Obviously it's still unlikely to be a great build because Arachyr sucks, but I like its base concepts of a strong Locust Swarm (Jade also uses swarm but its a weak swarm used in a different way) and a controllable pet. If nothing else at least it might give the set a bit of feeling of identity.
Will test tomorrow; leveling ye olde seasonal atm. Boring stuff
I know the feeling. I made a WD named Emptiness in honour of ...well, many things~ and am up to p200 (solo player) but I'm stuck with HT for the time being but will switch to Arachyr once I have it.
I know the set is broken as hell but I'm determined to make it work in some way out of sheer stubbornness.
Nevermind I decided to be less stupid and made sure everything else was off / unequipped so I could see more clearly. Tested on zombies and cold dart (1m) spined dart (2m) same sort of result with cold spider vs blazing spider. So it does work just fine so long as it's the mana restore rune.
Well that gives me something to mess around with this season~ Spider Locust legion go!
Tested as best I could on T13 zombies and Depth Diggers don't seem to do anything even when the primary skill restores mana. So that's that out(?) Sure wish Blizz would fix their crap if they're going to drop.
On a side-note; you got me wondering about fire Hex + Fire Spiders + Depth Diggers + Spider weapon (forgot its name).
Hm Fire Locust would work nicely with that too.
I read that Depth Diggers don't work even if the spell gives mana back though I'm not sure if that's true or not? If I have time before the season starts I might try testing it out.
- If not Chicken, thanks to 4p nerfs the only good rune left seems to be the fire explode one since we already get the frog?
- Locust can do a lot of aoe, but the problem is to fully buff it you need Vile offhand + WormWood in cube leaving a 1h to buff a single target skill, or use WW Vile in cube with nothing to boost a single target spell.
- To use Firebats as your main skill you need to use a 2H so no offhand usefulness AND WW in cube AND a belt rarer than god AND to cast haunt (and use shoulder offset) which seems kinda awkward??
- To use Chicken as single target damage you need majamanumamams using both weapon slots so no max locusts since Vile won't fit.
- Is there some way to make spiders or toads super powerful..? Simplicities doesn't look like it'd cut it and despite dropping Depth Diggers don't work, for wd/wiz right?
- If you decide to throw Arachyrs to the curb and do bat+swarm with LoN then you need to use 2 staves which means 100% less bonus?
Can anyone correct / fix any of these assumptions?
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They need to nerf Garg cold rune so that they can actually buff everything else. It's so much better than everything else a wd can do that it's just silly.
Some random thoughts on changes I'd like to sets:
Arachyr:
- Give spider pet proper damage (Currently: HT = 1500%/s + slow + 20%dmgtaken, Arac = 4000% over 5s + slow)
- Give Hex its buffs back, make them affect wd/pets only. Make the healing rune not worthless.
- Do something with the 6pc.
Jade:
- "So long as you have no pets summoned, you gain 60% damage reduction." (only counts fetishes dogs gargs)
HT:
- garg cold rune nerfed
- overall bonus buffed
- Maybe take firebats off? Or take it off arach.
Zuni:
- change 6pc to "whenever you hit an enemy with Poison Dart, your fetishes gain 3000% (or whatever) damage for 8s"
While I was waiting for other gear to finally drop I did RoE angry chicken a bit. It's kinda clunky and the damage isn't amazing (no vile hive possible ) but it does work. Spam haunt when killing normal stuff (I was using it for bounties so kill x mobs etc.) and then let haunt and locusts jump onto elites before blowing them up if blowing them up with chicken by itself isn't good enough. Has the same problem every Arachyr build has though - all of them require at least one too many supplementary items to be really functional.
Just think, you could do F+R RoE and require locust from being nearby, casting a primary, then haunt, THEN you can attack~
pls I just want my giant controllable spider build already. But all the items that buff pets don't buff anything else for Aracyr, its damage is dot (not sure how fast it can stack though?) and while it gets simplicity's strength and spiders dmg it doesn't get depth diggers. Again, everything just doesn't quite come together :/
But the idea isn't to make an RoE Spender build - the idea is to get the strongest possible Locust Swarm to melt trash (chaining Haunts also works well with this so RoE is good) but then also having something to take out elites. You don't spam Haunt on elites (because there is no way to get Jade 2p sadly) so you are free to cast another spell at that point - and the good thing about spiders is that you get a bigass controllable spider pet that also benefits from all your spider buffing that is always doing damage.
Obviously it's still unlikely to be a great build because Arachyr sucks, but I like its base concepts of a strong Locust Swarm (Jade also uses swarm but its a weak swarm used in a different way) and a controllable pet. If nothing else at least it might give the set a bit of feeling of identity.
I know the set is broken as hell but I'm determined to make it work in some way out of sheer stubbornness.
Hmm swapping dogs for haunt and unity for roe might up the damage a whole lot?
Nevermind I decided to be less stupid and made sure everything else was off / unequipped so I could see more clearly. Tested on zombies and cold dart (1m) spined dart (2m) same sort of result with cold spider vs blazing spider. So it does work just fine so long as it's the mana restore rune.
Well that gives me something to mess around with this season~ Spider Locust legion go!
Tested as best I could on T13 zombies and Depth Diggers don't seem to do anything even when the primary skill restores mana. So that's that out(?) Sure wish Blizz would fix their crap if they're going to drop.
I read that Depth Diggers don't work even if the spell gives mana back though I'm not sure if that's true or not? If I have time before the season starts I might try testing it out.
TLDR obviously Arachyr is not amazing. Just musing on some things.
Arachyr buffs Spiders, Toads, Firebats, Locust, Hex, Piranhas.
Required to cast Hex every 15s.
- If not Chicken, thanks to 4p nerfs the only good rune left seems to be the fire explode one since we already get the frog?
- Locust can do a lot of aoe, but the problem is to fully buff it you need Vile offhand + WormWood in cube leaving a 1h to buff a single target skill, or use WW Vile in cube with nothing to boost a single target spell.
- To use Firebats as your main skill you need to use a 2H so no offhand usefulness AND WW in cube AND a belt rarer than god AND to cast haunt (and use shoulder offset) which seems kinda awkward??
- To use Chicken as single target damage you need majamanumamams using both weapon slots so no max locusts since Vile won't fit.
- Is there some way to make spiders or toads super powerful..? Simplicities doesn't look like it'd cut it and despite dropping Depth Diggers don't work, for wd/wiz right?
- If you decide to throw Arachyrs to the curb and do bat+swarm with LoN then you need to use 2 staves which means 100% less bonus?
Can anyone correct / fix any of these assumptions?