Thoughts on Chayula
Rework more than buff. I'm doing well with charges, crit, and siphoning but I feel it could be more. Bad ideas incoming.
Gain as Default: % damage added as chaos chaos can leech in addition to phys Unravelling and Inner Turmoil: Combined. 2 Point node, you pick your chaos->element Chayula's gift: If it stays 2 points buff the res, or make it a path node Waking Dream/Lucid Dreaming: Two point node, select flame type on second node Void Illusion: Not bad for 2 really Darkness: Just don't disable spirit. Man. I dunno. Buff aura's with a conditional based on darkness left maybe? 80% to 120% effectiveness so if you're bad and get hit spirit is worse? Increase the spirit cost of everything? Hard. Overall condense what's there, and add a little buff somewhere. Even my head math says my build is better as Invoker. My real math proves it. Dernier bump le 21 sept. 2025 à 05:31:31
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I played with darkness from t1 to t15 and I love it. I since switched to invoker simply because chayula offers zero damage buff. I really tried the remnants and volatility. But volatility only comes in when bosses are dead, and though was a fun trick to get maybe 100% extra chaos every now and then on demand (blow up on regular quarterstaff attack), it's simpy not consistently doing anything. Remnants with all the supports are fine but they last 5 seconds and why the hell do they spawn far from you? Again, consistently I had no flames. So 90% of the time Chayula gives 0 damage, and darkness + easy 85% chaos res is so cool and I miss it so much but it is just not worth it sacrificing doubling my damage with invoker (crit, constant extra dmg and spirit gems).
Also I loved playing chayula with zero spirit gems and all slots filled with active gems! And by going invoker I had to sacrifice active skills I really wish I could have kept. So if volatility didn't have the cooldown on building up, if the remnants spawned closer and lasted longer, or if I just had the old chance to gain extra chaos damage node... I would have kept chayula. It just needs SOME damage boost that is reliable and not lasting for few seconds and triggering off combat only. Ideas: Volatility could blow up automatically at X amount, and remove the cooldown on building it. Void illusion should work with hollow palm. Remnants should spawn randomly (can spawn close enough to be picked up without moving, so we get them during combat, or just rework it), should be supportable by longer duration gem, should have longer base duration. Leech from chaos is useless unless it also gives chaos damage or the old chance to gain chaos damage, or the other chaos dmg nodes are merged and improved, etc. Ailments from chaos damage is non sense, it's unreliable and the skills by themselves already apply them anyway, just merge this with the leech node because both of them are too little to be worth it. Darkness is awesome but it could allow us to use ONE, just ONE spirit gem, instead of removing all spirit, and it needs to not cost 6 points to max out. Maybe a little bit more darkness when maxed out too. ---- Sorry for too much text I intended to write one sentence only lol. But I've wanted to play chayula since before the release but it is just not working, though GGG came much closer to making it work this patch. |
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Volatility should be passive in the context of an ascendency. Building it hasn't been a problem for me, I usually get 30-60 on packs that I pop with catharsis, or more like 10-20 on bosses. It does add a layer of complexity though.
If Void doesn't work with hollow it should. I haven't used remnants, at two points they did nothing so I specc'd out. Good to see a thought on it. I'm using the ailments well with the expensive breach supports, but we should do so more naturally. Overall, yea we got some ways to go. Buff purple effect guy plz. Just a little. |
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Another alternative is simply make volatility apply while it's building, before it explodes. This alone would bring me back to chayula.
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" Yea, that's the biggest scalable, "I've got control of this thing" value right? Passive or perfectly active, i.e. you pop it. Either way I think the class just has too much random maybe. |
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Adding a Volatility III support which would give 3 stacks per crit.
Dernière édition par Richman209ish#9921, le 21 sept. 2025 à 05:32:24
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