Warp Spiders are one of the best elites you can take for your late game. They pair with Wraithguard to make them much more useable, allowing you to teleport out of orbitals etc. and they have an amazing presence doctrine for your Fire Prisms, reducing the vulnerability of both of your best late-game units. Their cost is good, because it means you can take other elites and still rely on them to turn up once the late game arrives. The mines have a lot of potential because they cause % damage. Kyre is a 'one man army', but Warp Spiders should be used for their ability to compliment Eldar's other units, rather than alone.
The warp portal is dope, however the range isn't far enough for you to get away properly and take everyone with you, I suppose the problem is being able to warp everything in from a good distance but thats probably what would make them way too deadly..
Subtract the total to 2 before cool down and increase distance by 50%?
@Tobi said:
Spiders mines are op vs knights but on the other side their stats are quite meh as for so expensive elite.I would be happy if relic would nerf minea dmg again high value target and buff their dmg/hp/lower cost a bit.
Warp spiders are assassins/ crowd control. they are good for high valued targets or to whittle down the strength of the opposing army. So, no damage nerf is needed for the mines. Play them based on their role. They are good against 9-10 point eltes.
Spiders are excellent assassins vs. 9 point elites and armour units: stasis your target with macha, then drop mines underneath them. If you time it perfectly, so that stasis is broken just before the 3 second activation time of the mines, you deal percentage damage, which afaik amounts to 75% of the total health of the target. They are very, very strong with practice and some backup.
Spiders themselves are massive firepower against any lower-tier Elites. Flash to location, double DPS, area slow, very small cooldown. Making the gate is handy too, but you need to use it to back-stab undefended infrastructure bypassing any terrain. Range on them is also deceivingly high.
I primarily use them for mines - they're massive both against infantry (AoE damage) and vehicles (% damage). Just put Spiders into a group and place mines somewhere whenever possible non-stop, preferably in choke-points - you never know what they might hit. Also, put mines under your Rangers or Reapers to massively punish any melee trying to get them. Fire Prisms or Shadow Spectres can take minutes to kill a massive Elite, yet three Mines are enough to kill one in combat almost instantly.
Warp Spiders are one of the best Elites in the game IMO. They can almost solo a 9/10 pt elite lol. They are the absolute death of any melee Elite, and they melt normal inf. All of that with unparalleled mobility and a decent amount of tankiness.
Ward Spiders are cool and they rule the battlefield. They are my favourite elite for how you play them and for their personality, speech mostly.
Their mines are strong, they offer escape ability for others, they slow when they arrive to battle and hurt normal infantry hard. They are absolutely worth 5 points, almost 6 points. They really help you when you are behind and it's rather safe to scout and destroy generators with them. They are the best!
Comments
Lude
Warp Spiders are one of the best elites you can take for your late game. They pair with Wraithguard to make them much more useable, allowing you to teleport out of orbitals etc. and they have an amazing presence doctrine for your Fire Prisms, reducing the vulnerability of both of your best late-game units. Their cost is good, because it means you can take other elites and still rely on them to turn up once the late game arrives. The mines have a lot of potential because they cause % damage. Kyre is a 'one man army', but Warp Spiders should be used for their ability to compliment Eldar's other units, rather than alone.
0riginal_z0M
The warp portal is dope, however the range isn't far enough for you to get away properly and take everyone with you, I suppose the problem is being able to warp everything in from a good distance but thats probably what would make them way too deadly..
Subtract the total to 2 before cool down and increase distance by 50%?
CadisEtramaDiRaizel
Warp spiders are assassins/ crowd control. they are good for high valued targets or to whittle down the strength of the opposing army. So, no damage nerf is needed for the mines. Play them based on their role. They are good against 9-10 point eltes.
Lude
Spiders are excellent assassins vs. 9 point elites and armour units: stasis your target with macha, then drop mines underneath them. If you time it perfectly, so that stasis is broken just before the 3 second activation time of the mines, you deal percentage damage, which afaik amounts to 75% of the total health of the target. They are very, very strong with practice and some backup.
DivineEvil
Spiders themselves are massive firepower against any lower-tier Elites. Flash to location, double DPS, area slow, very small cooldown. Making the gate is handy too, but you need to use it to back-stab undefended infrastructure bypassing any terrain. Range on them is also deceivingly high.
I primarily use them for mines - they're massive both against infantry (AoE damage) and vehicles (% damage). Just put Spiders into a group and place mines somewhere whenever possible non-stop, preferably in choke-points - you never know what they might hit. Also, put mines under your Rangers or Reapers to massively punish any melee trying to get them. Fire Prisms or Shadow Spectres can take minutes to kill a massive Elite, yet three Mines are enough to kill one in combat almost instantly.
I prefer them to Kyre 7 days of the week.
LastRights
Warp Spiders are one of the best Elites in the game IMO. They can almost solo a 9/10 pt elite lol. They are the absolute death of any melee Elite, and they melt normal inf. All of that with unparalleled mobility and a decent amount of tankiness.
SupremeSkill
Ward Spiders are cool and they rule the battlefield. They are my favourite elite for how you play them and for their personality, speech mostly.
Their mines are strong, they offer escape ability for others, they slow when they arrive to battle and hurt normal infantry hard. They are absolutely worth 5 points, almost 6 points. They really help you when you are behind and it's rather safe to scout and destroy generators with them. They are the best!
Ward Spiders rule!