Doubling the damage was a much needed bump up but I feel like this needs more to be competitive. I always thought Echoing Fury should be baked into this set instead of us sacrificing 300% damage multiplier for it for speeds (Well most using Aether Walker for lower speeds anyway).
There should be a way to reach that 12 APS pet breakpoint with hydra instead of it just taunting us that we can never get it. That would solve it’s damage problems right there. And that way it could have it’s own nitch of Stricken Stacking the bosses down and be absolute beast in speed farms. Couldn’t be any worse than Comet Meteor spam on FPS/latency since Hydra effects don’t blind the whole screen.
Suggestion: Each hydra head also increases attack speed by 10% and movement speed by 5%
4 Likes
If they aren’t going to address base teleport deficiencies then every set needs a teleport cooldown as part of its kit.
4 Likes
Right such an awkward solution but at this point it’s just Typhon’s left mine as well.
I hope it won’t turn out like losing a hydra head reduces your Teleport cooldown by xx. 
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nothing needs to be buffed for this build. quite fun to play. nostalgia from Diablo 2.
And lod builds then go to hell? That is what you need to remove the teleport cooldown at the very core. I suggest doing it like a monk - 3 charges, fast recovery, in addition, the character’s speed after the jump temporarily increases.
As for the Hydras, I suggest upgrading not a set, but a weapon. Again because of the lod builds that are locked at 10.000% magnification. Therefore, sets should also give about 10.000%, but weapons should become stronger. For example, make Serpent Sparker call not 2, but 3 hydras, with proportional increase in attack characteristics.
- Lack of mobility.
- Not very comfortable mechanics.
- Scattered damage.
- Limited range area.
- Playstyle that complicates fishing to benefit from area damage.
- Dependent on specific maps.
I think it needs a lot of improvements, the comparison must be from high Gr and it doesn’t feel quite right, also it is very dependent on open maps in Gr for its area limited damage and positioning, it definitely needs a teleport reset mechanic, besides that its mechanic doesn’t help to fish groups of monsters to take advantage of area damage, there are several details to improve, Regards…
2 Likes
I see this game not only for damn
grinding, but also for enjoying the process.
this build and this gameplay is very much like the game for soso from Diablo 2 R.
Respect to the developers for this🤘🏻
and if you want to close 150 rifts in 4 minutes, then take a build with a meteorite and go ahead with the routine 
Again I appreciate the damage buff, and appreciate your video as well but dismissing the concerns and saying ‘just go play Tal Rasha Meteor then’ isn’t helpful here. It’s the same sentiment that lead Tal Rasha to such a powerful build in the first place, maybe you forgot? Tal Rasha wasn’t that great of a buff on PTR initially either till we said it needed to be improved which it did, now the same goes for this; it’s how it starts.
2 Likes
I think that among other things what is most urgent is that it have a teleport reset, my proposal is that for each active Hydra head teleport reduces its cooldown by one second, teleport has an original cooldown of 11 seconds, with this mechanic in the set we would have the possibility of casting teleport every one second, and this change is a priority and urgent to make it competitive in high Gr… Grettings
2 Likes
This change would be fine and obvious and address it’s speed rift/bounty/GR capabilities however it doesn’t address it’s end game push because it will still do the same amount of damage with no nitch or upside to other sets that just do more damage and have more control over that damage.
So really it comes down to two things, do we want this to just be a speed farming set or do we want it viable for end game pushes and group metas? If the former - give it teleport CD, if the later you gotta do more which is why I suggested sort of a mix between the two.
A good way to increase damage and ramp up damage without making the hydra set number silly for pushes and overboard for speeds is to bake in higher AS. At higher breakpoints you start doing several tiers worth of increased damage upon new breakpoint and stricken stacks faster, doing more damage multiplier without saying each hydra head does 10,000% more damage or something silly.
It’s the truth, in a previous post I put this list of deficient details in the set:
- Lack of mobility.
- Not very comfortable mechanics.
- Scattered damage.
- Limited range area.
- Playstyle that complicates fishing to benefit from area damage.
- Dependent on specific maps.
1 Like
I would support the change as suggested by OP:
Typhon (4) piece:
You gain 10% attack speed, 8% damage reduction and 5% movement speed for each Hydra head alive. Each time you take damage, a head dies. A head cannot die more than once every 2 seconds.
Then I would modify a legendary, namely the awkward offhand:
Winterflurry
Frost Nova gains the Cold Snap and Bone Chill runes, the area of effect is doubled and enemies killed by Cold damage have a 25% chance to release Frost Nova. Hitting an enemy with Frost Nova increases your damage dealt by 40-50% for 5 seconds. This effect is tripled for pets.
Just remove the awkward Blizzard skill from Hydra builds. Frost Nova would have been the ideal solution, the most logical and obvious choice.
====
EDIT:
btw. I don’t really like the idea of another mobility solution for Typhons that is just another awkward Teleport unlock. If they must do it, then maybe here’s an alternative - by adding these two to the current set bonus effects:
on the (2) piece:
Casting Teleport while a Hydra is summoned consumes a Hydra head instead of sending the skill on cooldown.
on the (6) piece:
For 3 seconds after casting Hydra your Teleport skill has no cooldown.
2 Likes
Right, nice suggestions!
And I agree, I know we shouldn’t adjust via seasonal theme but S28 really solves a lot of mobility issues with 25% uncapped movement speed, passibility, and more speed shrine/pylon usage that makes teleport clutches even more of an unattractive solution and more movement speed becomes a viable solution.
I’ve been really flying sub 2 minute speeds with Echoing fury and all the S28 powers that putting Aether Walker on instead is actually leading to about 15-25 seconds slower. The obvious of course is we should never have to sacrifice 300% damage multiplier for that speed. And if Typhon’s must stay lots of clip damage for non-speed content we should just capitalize on that with maxing out attacks per second.
1 Like
That’s nice some kind of drawback with a nice benefit.
This, too. The need to use Blizzard really feels clunky. We wanted a Blizzard build for damage not as an enabler.
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Yes that Winterflurry change is pretty brilliant Lexa, the synergy with Magistrate…imagine!
Judas. I proposed that very seem suggestion when Typhon was made to crickets 
I remember! I know Lexa isn’t the first vocalize wanting frost nova over Blizzard and were satisfied when Magistrate came out but we didn’t want to give up Winter Flurry because of the 150% so we still had to deal with Blizzard . Arguably now you actually could drop it, I’ve seen some top 10’s NS using OoID instead now.
I really want to like and enjoy this set but it seems the devs (or management) has no desire to make the appropriate changes to the set. The set is obviously designed for long fights given the multi-part damage ramp up in order to achieve max damage output. Problems (which haven’t changed in like 3+ seasons):
- clumsy and slow damage ramp up mechanics
- too many weapons and accessories needed (this really was designed around 4th cube slot)
- off-hand needs another main stat slot (need int, vita, cold skill %, crit, iAS, and then leg. affix)
- lacking mobility (50% move speed is great, but the real problem has always been teleport)
- lacking innate iAS
- forced to trade vita for iAS
- limited area damage opportunities on gear
- still limits which runes are usable with the set
- still limited to 1 additional hydra with Serpent Sparker
- the defense design makes it way too easy for it to be stripped away (a small stream of sparks could strip off half the defensive buff in crucial moments)
Other sets/builds can bring the damage without the juggling that this set/builds requires. I can understand that many don’t want a re-use of the Firebird teleport approach, but it works very well.
1 Like