Did 10 core runs last night, ended up with a good Quetzalcoatl and SoJ.
First Wrathful protector, does it proc if you resummon the garg? I haven't bothered trying this one but I see a lot of people with it in their build and unless it reset when you resummon, it seems all kinds of awful due to procing off 5mobs which is basically, every pack everywhere in adventure mode/rifts. I assume it does but if it doesn't, do people just run around with it unsummoned and summon it then somehow unsummon it(don't know if you can dismiss it like a follower) until next pack? Is the cooldown affected by Grave Injustice?
Unless they changed it in 2.0.1 resummoning refreshes the proc cooldown. Grave injustice reduces the gargs summon cooldown, but not the gargs own proc cooldown. So yes, you can have him proc, then resummon him and instantly proc again, then kill mobs with grave injustice on to reduce the resummon cooldown.
Other question is Haunt. What the fuck? Like pretty much, I used it for quite a while and I still have no fucking idea how it works. Does it only target one mob? Does it pick a target automatically or do you have to target it(seems auto but does it always hit if you select one specifically?) When a mob dies it haunts another mob apparently, is the duration reset or does it just haunt for the remaining duration? It took me a bit to figure out how Locus Swarm works, mostly the fact it has god awful range is what got me confused(I'd try to locust from afar then it would do nothing) but I have no fucking idea how Haunt works, other than it works fine if I cast it on a single target like a boss
For the longest time I thought you could only have one haunt out at a time, not sure why I misread (Seemingly a lot of people misunderstood the tooltip).
It can be cast on as many mobs as you want, but it only stacks once per mob.
You target it initially and after the mob dies it seeks out a new target, refreshing the duration. If no mob is available to pick up the spell after the last target's death, the spell dissipates (It lingers if you use one of the more crappy passives).
The spell looks like a projectile but I'm almost 100% certain that is just a graphical effect and it hits what you target in a crowd.
Overall, Haunt feels kinda weak even with a Quetzalcoatl and Creeping Doom, partially because it doesn't go with the +Fire% I'm stacking for Vampire Bats and Searing Locusts, but also because its really doesn't transfer around between mobs very well (Seems to vanish a lot more than it should).
I find it's a lot of mana for anything other than elites/bosses that you're having to kite and shouldn't be farming anyways (Goo for Mal and Diablo I suppose).
If you do use it, consider the mana regen runeword which adds mana per second for each haunted target. Cast that on three elites in a pack with Creeping Doom and you've essentially got unlimited mana for the remainder of the fight.