IDrownFish of the Seven Seas wrote:
idiggory, King of Bards wrote:
Really? I felt it was, by a huge margin, the weakest of the classes. Everything else just ripped through everything. Witch Doctor was slow, and had a much higher percentage of "meh" abilities.
Something tells me you didn't try out the spider-jar skill.
Tons of spiders the size of your face, everywhere, attacking the enemies. They go down
fast.
I forced myself to try it, and thought it was terrible. And I feel more than justified after looking up the math. It's one of the least efficient DPS skills in the game, apparently, AND faces the issue that it spreads its damage haphazardly through a group of enemies--just as likely to attack the least threatening as the most.
CS summons 4 spiders that do 16% weapon damage as physical damage per hit, and hit twice before dying. They DO come with the added bonus of potentially blocking enemy pathing, but this is also fully capable of preventing another spider from attacking twice. Total potential damage is 128%.
PD hits the enemy for 100% weapon damage as physical damage, plus 40% weapon damage as poison damage over 2 seconds.
So, first we have the fact that PD does more total damage. Then we have the fact that it does 40% of its damage subject to resistances, not armor (which might work for or against it, but gives it a wider breadth of usefulness).
Now consider the fact that PD is capable of taking out weak enemies in a pack by itself, potentially without even depending on any (or both) of the poison tics.
In a group of 5 enemies, the spiders are going to be spreading out damage. This would create a potential issue even IF they did better dps. It also makes them a liability. A PD-user can potentially lock up a kill with each cooldown period, which may or may not be delayed. That decreases the threat the group poses as a whole. Spiders will continue spreading out damage, and potentially not even living up to their optimal damage by failing to land 2 hits if blocked by your zombie dogs or other spiders. There is also a larger cast time lag with the spiders--it takes longer to throw the jar than shoot the dart, and there is additional delay as the spiders spawn and find a target. Leaping spiders helps mitigate some of this, and makes them more likely to land both attacks... Oh yeah, and CS will die to AoE attacks, which maaany stronger opponents have. Like the Skeleton King.
Plus, the PD glyph gives you 3 darts, effectively making it a better AoE skill than the spiders anyway. And it does more damage with one dart... So why the hell would I ever use CS?
They do have utility in glyphed forms. But they are a super weak skill unglyphed.
Searching online tells me that they actually nerfed spiders quite recently, but that the change was almost certainly too drastic, at least where certain glyphs are concerned.
I see zero reason to ever use the spiders. The grasping arms attack does AoE damage and snares, which helps ensure that every Poison Dart you fire outright kills the enemy without even requiring poison. MUCH better strategy in literally every situation I can think of.