So is Arakaali's Fang a viable build now?
" Thoughts? Edit: Spidermancer build guide from Woolfio! - https://www.youtube.com/watch?v=g-Q6ilfPmVQ Turns out it's preety good. :^) Editado por útlima vez por Exile009#1139 en 20 dic. 2018 18:57:57 Reflotado por última vez en 20 dic. 2018 18:56:28
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I know nothing about viability. It does however sound fun. It will be my new build.
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If I find another one, yes, sounds like a lot of fun.
~ Please separate the PoE1 and PoE2 forums.
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Using that with herald of agony should cure my arachnophobia for sure
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Three words:
"Cast on kill". Say everything about viability. |
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Consider this....
Duel wielding lets you summon 2 spiders every 2 seconds. which you can then support with Multi Strike, Increased duration and and minnion speed supports. each spider you have then applies what like 3-4 poisons a second. (3-4 atks/second, massive movements speed and range + 50+ seconds duration) On top of your poisons and bleeds ect.... Am calling broken right now. Some one will break this so hard I am your Devine one Bow before me Editado por útlima vez por shadopaw#0493 en 5 dic. 2018 10:18:40
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I think there are still a few problems with Arakaali's Fang:
The base attack speed of fiend daggers is abysmal. It has lower attack speed than the majority of two-handed maces, which doesn't really make any sense. The base crit, while being slightly higher due to being a dagger, is nothing spectacular. Then again, it's not 5%, so you can still work with it. It offers nothing for sustain. The other good poison dagger is Bino's and I think it still far outclasses Arakaali's, even without the much higher crit chance and significantly faster attack speed (though those two certainly make quite the difference), simply due to the poison prolif and the heal that comes with it. Other one-handed weapons that are commonly used for poison builds are claws, which by default have a much higher focus on lgoh/leech. I think Arakaali's fang could be a great item if it had a faster attack speed and the spiders gained you some life on hit. I don't think the buffs will make it much more viable than it was before. Then again, 360% increased poison damage and 60% increased attack speed are quite a lot. Though I wonder if those increases are bound to an item mod or if they are given by the spiders themselves. If it's thje former, then dual wielding this thing could be quite ridiculous. I make dumb builds, therefore I am.
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Problem with "cast on kill": You need to kill. If you can kill, you don't need the effect and yet you need to kill to get it. Very hard to work that drawback into a build that can handle anything but specific encounters.
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I think if they had the 100% proc on kill and a 20% proc on unique monsters (we have seen that with several items/skills recently), it would be viable.
Now I'm not saying you can't have a ton of fun running a poison/minion hybrid build with Arakaali's Fang and The Scourge... but then you'd be left open to a lot of lacking defenses. The changes seem, to me, an alternative way for the dagger builder to increase their clear speed. It's a step in the right direction. That being said, there are a lot of things people are not reading correctly. The spiders being immune to damage adds some play around that a lot of people haven't considered yet. You no longer have to worry about bosses clearing your spiders from the map with one AoE. I wonder how damage on full life would help this damage output? Another big complaint from players was the terrible base attack speed and the low poison chance... but now this too is buffed per spider you summon (poison chance still at 15%, but the damage increases). Essentially, you'll be attempting to clear as quickly as possible and running into bosses headlong before your spiders start to expire, much like an Animate Weapon build. Also keep in mind, you raise two spiders per proc. That's not written into the weapon, but is just how Raise Spiders works. They might have changed this and forgotten to write it into the notes, but I doubt it. Again, this is all a step in the right direction. I'd like to see someone take off with it, but I wouldn't risk trying it as a starter. Maybe your second or third play through. Editado por útlima vez por Icelus#4688 en 5 dic. 2018 11:12:54
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Cast on kill means you won't have any spider against boss (except map boss). Them being immune to damage or not doesn't change much if they aren't here to begins with.
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