Diablo® III

Reaper's Proposed Skill Changes for WD ROS

"Witch doctors are spiritual warriors who summon dead souls and crawling creatures to do their bidding. By surrounding themselves with conjured zombies and vermin, witch doctors are free to assault their enemies with exploding skulls, acid poison clouds, and wasting curses.

The ability to infect, slow and terrify their enemies gives witch doctors unprecedented control over a battlefield. They can manipulate opposing attacks and movements with debuffs and crowd control spells, rendering enemies easy prey for hungry pets. Witch doctors can also lay down fields of fire and venom that slowly leech life from advancing foes.

Although some witch doctors avoid melee combat in favor of augmenting their pets and crippling their enemies
from afar, they are also more than capable of slaying weakened foes with their own hands"

I believe I have capture the spirit of what a WD should be according to Blizz Devs description

I have spent some time thinking about these skills and how and what I would want a WD to be.

I will not go into theory crafting, I have not seen all the gear to be able to comment anyway.

This will be an individual journey on your own and discover what the WD can or cannot do

Please comment, I value your opinions.

Decaying Skills

Acid Cloud
Cost: 100 Mana
Cause acid to rain down, dealing an initial 575% weapon damage as Poison, followed by 1275% weapon damage as Poison over 3 seconds to enemies who remain in the area.


    Quick Facts
    • Can be aimed at the ground
    • Is usable in Town
    • Can be targeted at enemies
    • Don't move closer if out of range
    • Is a Ranged Attack
    • Is a Melee Attack
    • Can cause a unique death animation


  • Corpse Bomb
    Raise a corpse from the ground that explodes for 825% weapon damage as Poison to enemies in the area. Edit: I beleive this behave the same way as Echoing Blast, change the damage modifier to 475% weapon damage as poison per explosion, AOE 16yrds

    Acid Rain
    Increase the initial area of effect of Acid Cloud to 24 yards.

    Lob Blob Bomb
    The acid on the ground forms into a slime that irradiates nearby enemies for 1275% weapon damage as Poison over 3 seconds.

    Slow Burn
    Increase the duration of the acid pools left behind to deal 1850% weapon damage as Poison over 6 seconds.

    Kiss of Death
    Spit a cloud of acid that deals 330% weapon damage as Poison, followed by 1275% weapon damage as Poison over 3 seconds.

    Zombie Charger
    Cost: 100 Mana
    Call forth a reckless, suicidal zombie that deals 560% weapon damage as Poison to all enemies in its path before decomposing.

    Quick Facts
    • Is usable in Town
    • Can be targeted at enemies
    • Can ONLY be aimed at the ground
    • Is a Ranged Attack
    • Is a Melee Attack

    Zombie Bears
    Summon zombie bears that stampede towards your enemy. Each bear deals 575% weapon damage as Poison to enemies in the area.

    Zombie Winter Bears
    Zombie winter bears crawl out of the ground and run in all directions, each bear dealing 575% weapon damage as cold to enemies in a 20yrd radius..

    Pile On
    Summon a tower of zombies that falls over, dealing 875% weapon damage as Physical to any enemies it hits. When tower hits ground, it explodes for 175% damage as physical to all enemies with in 20yrds.

    Un-death
    If the Zombie Charger kills any enemies, it will reanimate and charge nearby enemies for 1275% weapon damage as Poison. This effect can repeat up to 5 times.

    Explosive Beast
    Summon an explosive Zombie Dog that streaks toward the enemy before exploding, dealing 1275% weapon damage as Fire to all enemies within 20 yards.

    Spirit Barrage
    Cost: 100 Mana
    Bombard an enemy with 6 spirit bolts, each bolt deals damage of 825% weapon damage as Physical.

    Quick Facts
    • Is usable in Town
    • Can be targeted at enemies
    • Don't move closer if out of range
    • Is a Ranged Attack
    • Is a Melee Attack
    • Can cause a unique death animation

    Manitou
    Summon a spectra that hovers over you, unleashing spirit bolts at nearby enemies with in 16 yrds at once for 4000% weapon damage as Physical over 6 seconds.

    Phlebotomize
    Each spirit bolt has a 40% chance to Charm its target for 4.0 seconds.

    Well of Souls
    An additional 3 spirits seek out other enemies and deal 525% weapon damage as Physical.

    Phantasm
    Summon a spectre that deals 1275% weapon damage as Physical over 3 seconds to all enemies within 20 yards. You can have a maximum of 5 Phantasms out at one time.

    The Spirit Is Willing
    Gain 48 Mana each time Spirit Barrage hits enemy.

    Wall of Zombies
    Cooldown 8 sec
    Raise a line of zombies 28 yards wide from the ground that attacks nearby enemies for 1275% weapon damage as Physical over 6 seconds.

    Quick Facts
    • Can be aimed at the ground
    • Is usable in Town
    • Can be targeted at enemies
    • Can ONLY be aimed at the ground
    • Don't move closer if out of range

    Creepers
    6 zombies will emerge from the ground and attack nearby enemies for 825% of your weapon damage as Physical per zombie..
    (This skill should be moved to Zombie Charger )

    Barricade
    Increase the width of the Wall of Zombies to 48 yrds

    Offensive Line
    Knockback all enemies behind the wall and inflict 575% additional damage as weapon damage upon knockback

    Unrelenting Grip
    Your Wall of Zombies will Slow the movement of enemies by 60% for 6 seconds.

    Wrecking Crew
    The line of zombies taunt enemies to attack them. Once wall is touched by enemy they receive 575% weapon damage as electric..

    Terror Skills

    Soul Harvest
    Cooldown: 10 seconds
    Feed on the life force of up to 5 enemies within 16 yards. Gain 2% Intelligence for each affected enemy. This effect lasts 30 seconds.


    Quick Facts
    • Cannot assign to LMB
    • Is usable in Town
    • Can be targeted at enemies
    • Can ONLY be aimed at the ground
    • Can cause a unique death animation
    • Cancels Character Actions

    Siphon
    Gain 4954 Life for every harvested enemy.

    Soul to Waste
    Increase the duration of Soul Harvest's effect to 60 seconds.

    Languish
    Reduce the movement speed of harvested enemies by 80% and attack speed by 50% for 5 seconds.

    Swallow Your Soul
    Gain mana and increase maximum Mana by 5% for each enemy harvested.

    Vengeful Spirit
    Harvested enemies also take 950% weapon damage as Physical.

    Sacrifice
    Banish your Zombie Dogs and cause them to explode, each dealing 375% of your weapon damage as Physical to all enemies within 20 yards.

    Quick Facts
    • Is usable in Town
    • Can be targeted at enemies
    • Cancels Character Actions

    Provoke the Pack
    Gain 10% increased damage done for 30 seconds for each Zombie Dog you sacrifice.

    For the Master
    Gain 16,514 Life for each Zombie Dog you sacrifice.

    Black Blood
    Ichor erupts from the corpses of the Zombie Dogs and Slows enemies by 60% for 8 seconds.

    Pride
    Gain 60 Mana for each Zombie Dog you sacrifice.

    Next of Kin
    Each Zombie Dog you sacrifice has a 50% chance to resurrect as a new Zombie Dog.

    Mass Confusion
    Cool down: 60 seconds
    Incite paranoia in enemies, confusing them and causing some to fight for you for 20 seconds.

    Quick Facts
    • Is usable in Town
    • Can be targeted at enemies
    • Can ONLY be aimed at the ground
    • Don't move closer if out of range
    • Cancels Character Actions

    Paranoia
    All enemies in the area of Mass Confusion take 25% additional damage for 20 seconds.

    Mass Hysteria
    Up to 10 enemies who are not Confused become Stunned for 5 seconds.

    Mass Hallucination
    Amid the confusion, a giant spirit rampages through enemies, dealing 875% weapon damage per second as Physical to enemies it passes through.

    Unstable Realm
    Reduce the cool down of Mass Confusion to 45 seconds.

    Devolution
    Enemies killed while Confused have a 60% chance to spawn a Zombie Dog.

    Defensive Skills

    Horrify
    Cool down: 16 seconds
    Don a spectral mask that horrifies all enemies within 12 yards, causing them to run in Fear for 6 seconds.
    Quick Facts
    • Cannot assign to LMB
    • Is usable in Town
    • Can be targeted at enemies
    • Can ONLY be aimed at the ground

    Frightening Aspect
    Gain 100% additional Armor for 12 seconds after casting Horrify.

    Face of Death
    Increase the radius of Horrify to 24 yards.

    Phobia
    Increase the duration horrified enemies run in Fear to 6 seconds.

    Ruthless Terror
    Gain 55 Mana for every horrified enemy.

    Stalker
    Increase movement speed by 20% for 5 seconds after casting Horrify

    Spirit Walk
    Cooldown: 15 seconds

    Leave your physical body and enter the spirit realm for 3 seconds. While in the spirit realm, your movement is unhindered. Your link to the spirit realm will end if your physical body sustains 50% of your maximum Life in damage.
    Quick Facts
    • Cannot assign to LMB
    • Is usable in Town
    • Can target allies
    • Can ONLY be aimed at the ground
    • Don't move closer if out of range
    • Breaks Immobilize
    • Can cause a unique death animation
    • Breaks Root
    • Breaks Snare
    • Breaks Stun
    • Breaks Fear

    Severance
    Damage enemies you walk through in spirit form for 375% weapon damage as Physical every second for 3 seconds.

    Jaunt
    Increase the duration of Spirit Walk to 5 seconds.

    Umbral Shock
    When Spirit Walk ends, your physical body erupts for 1275% weapon damage as Fire to all enemies within 20 yards.

    Honored Guest
    Gain 30% of your maximum Mana when you activate Spirit Walk.

    Healing Journey
    Gain 14% of your maximum Life per sec when you activate Spirit Walk.

    Hex
    Cool down: 15 seconds
    summon a Fetish Shaman for 12 seconds that will hex enemies into chickens. Hexed enemies are unable to perform offensive actions and take 10% additional damage.
    Quick Facts
    • Cannot assign to LMB
    • Is usable in Town
    • Can ONLY be aimed at the ground

    Painful Transformation
    Hex causes the enemy to Bleed for 125% weapon damage as Physical.

    Angry Chicken
    Transform into an angry chicken for up to 3 seconds that can explode for 1650% weapon damage as Physical to all enemies within 12 yards.

    Unstable Form
    Hexed enemies explode when killed, dealing 1650% weapon damage as Poison to all enemies within 20 yards.

    Hedge Magic
    The Fetish Shaman will periodically heal allies for 4954.452 Life.

    Jinx
    Hexed enemies take 20% additional damage. Fetish Shaman can hex up to 3 enemies.

    Gargantuan (note attack speed and aggressiveness needs to be address)
    Cool down: 60 seconds
    Summon a Gargantuan zombie to fight for you. The Gargantuan attacks for 875% of your weapon damage as Physical.
    Quick Facts
    • Is usable in Town
    • Can be targeted at enemies
    • Can ONLY be aimed at the ground
    • Cancels Character Actions

    Restless Giant
    When the Gargantuan encounters an elite enemy or is near 5 enemies, it enrages for 45 seconds gaining:
    20% movement speed
    50% attack speed
    additional 200% Physical damage
    This effect cannot occur more than once every 120 seconds

    Humongoid
    The Gargantuan gains the Cleave ability, allowing its attacks to hit multiple enemies for 575% of your weapon damage as Physical.

    Big Stinker
    The Gargantuan is surrounded by a poison cloud that deals 375% weapon damage as Poison per second to nearby enemies.

    Wrathful Protector
    Summon a more powerful Gargantuan to fight for you. The Gargantuan's fists burn with fire, dealing 375% of your weapon damage as Fire and knocking enemies back.

    Bruiser
    The Gargantuan gains the ability to periodically slam enemies, dealing 1275% of your weapon damage as Physical and stunning them for 4 seconds.

    Big Bad Voodoo
    Cool down: 120 seconds
    conjure a Fetish that begins a ritual dance that increases the attack speed and movement speed of all nearby allies by 20% for 20 seconds.
    Quick Facts
    • Can be aimed at the ground
    • Is usable in Town
    • Can be targeted at enemies
    • Don't move closer if out of range
    • Cancels Character Actions

    Slam Dance
    The Fetish increases the damage of all nearby allies by 30%.

    Jungle Drums
    Increase the duration of the ritual to 30 seconds.

    Ghost Trance
    The ritual heals all nearby allies for 10% of their maximum Life per second.

    Rain Dance
    The ritual restores 250 Mana per second while standing in the ritual area.

    Boogie Man
    Enemies who die in the ritual area have a 60% chance to resurrect as a Zombie Dog.

    Voodoo Skills

    Fetish Army
    Cool down 90
    Summon an army of 8 knife-wielding Fetishes to fight by your side for 60 seconds. Each Fetishes attacks for 875% of your weapon damage as Physical.
    Quick Facts
    • Is usable in Town
    • Can be targeted at enemies
    • Can ONLY be aimed at the ground
    • Immune To Knockback
    • Cancels Character Actions
    • Cannot be Interrupted

    Fetish Ambush
    When the Fetishes encounter an elite enemy or is near 5 enemies, they enrage for 45 seconds gaining:
    20% movement speed
    50% attack speed
    additional 20% damage

    Legion of Daggers
    Increase number of dagger-wielding Fetishes summoned by 4.

    Tiki Torchers
    Summon an additional 2 Fetish casters who breathe fire in a cone in front of them and deal 875% of your weapon damage as Fire.

    Devoted Following
    Decrease the cool down of Fetish Army to 90 seconds.

    Head Hunters
    Summon an additional 4 Hunter Fetishes that shoot blow darts at enemies, dealing 1275% of your weapon damage as poison

    Primary Skills

    Poison Dart
    This is a Signature spell…FREE to cast

    Shoot 3 magically imbued Darts that seeks out enemies for 175% weapon damage (each dart) and has a 50% chance to pierce through them.
    Quick Facts
    • Is usable in Town
    • Can be targeted at enemies
    • Is a Ranged Attack
    • Is a Melee Attack

    Snake to the Face
    Transform your Poison Darts into a snake that has a 40% chance to Stun the enemy for 4 seconds.

    Spined Dart
    Gain 45 Mana every time a Poison Dart hits an enemy.

    Numbing Dart
    Toxins in the Poison Dart Slow the enemy by 60% for 3 seconds.

    Splinters
    Shoot 6 Poison Darts that each deal 375% weapon damage as Poison and an additional 100% weapon damage as Poison over 2 seconds.

    Flaming Dart
    Ignite the darts, dealing 240% weapon damage as Fire..

    Corpse Spiders
    This is a Signature spell..FREE to cast
    Throw a jar with 6 spiders that attack nearby enemies for a total of 375% weapon damage as Physical before dying.
    Quick Facts
    • Can be aimed at the ground
    • Is usable in Town
    • Can be targeted at enemies
    • Don't move closer if out of range

    Blazing Spiders
    Throw a jar with fire spiders that deal a total of 375% weapon damage as Fire.

    Spider Queen
    Throw a jar with a spider queen that births spiderlings, dealing 1875% weapon damage as Poison over 8 seconds.
    You may have one spider queen summoned at a time.

    Leaping Spiders
    Increases number of spiders to 12. Throw a jar with jumping spiders that leap up to 25 yards to reach their enemy and attack for a total of 375% weapon damage as Physical.

    Widowmakers
    Throw a jar with widow maker spiders that return 6 Mana to you per hit.

    Medusa Spiders
    Throw a jar with paralyzing spiders that have a 100% chance to Slow enemies by 60% with every attack

    Plague of Toads
    This is a Signature spell..FREE to cast.
    Release a handful of toads that deal 375% weapon damage as Poison to enemies they come in contact with.
    Quick Facts
    • Can be aimed at the ground
    • Is usable in Town
    • Can be targeted at enemies
    • Don't move closer if out of range

    Explosive Toads
    Mutate to fire bullfrogs that seek out enemies and explode for 245% weapon damage as Fire. This skill is affected by your characters.
    Attacks per second

    Rain of Toads
    Cause toads to rain from the sky that deal 375% weapon damage as Poison to enemies in a 12 yrd radius.. This skill is affected by your characters.
    Attacks per second

    Toad of Hugeness
    Summon a giant toad that swallows enemies whole for up to 5 seconds, digesting for 875% of your weapon damage per second as Physical.

    Adds a 5 second cool down to Plague of Toads.
    This skill is affected by your characters: Attacks per second

    Toad Affinity
    Gain 9 Mana every time a toad hits an enemy.

    Addling Toads
    Mutate to yellow toads that deal 175% weapon damage as Poison and have a 15% chance to Confuse affected enemies

    Firebomb
    This is a Signature spell..Free to Cast
    Lob an explosive skull that deals 575% weapon damage as Fire to all enemies within 12 yards.
    Quick Facts
    • Is usable in Town
    • Can be targeted at enemies
    • Don't move closer if out of range
    • Is a Ranged Attack
    • Is a Melee Attack

    Ghost Bomb
    In addition to the base explosion, the skull creates a larger blast that deals an additional 100% weapon damage as Fire to all enemies within 28 yards.

    Roll the Bones
    The skull can bounce up to 4 times. Each bounce increases damage by 15%

    Fire Pit
    The explosion creates a pool of fire 14yrds wide that deals 1275% weapon damage as Fire over 3 seconds.

    Pyrogeist
    Create a column of flame that spews fire at all enemies with 12yrds for 975% weapon damage as Fire over 3 seconds.
    You may have up to 6 Pyrogeists active at a time.

    Flash Fire
    Rather than exploding for area damage, each Firebomb can bounce to up to 8 additional enemies. Damage is increased by 10% per bounce.

    Secondary Skills

    Grasp of the Dead
    Cost: 150 Mana
    Cool down: 8 seconds
    Ghoulish hands reach out from the ground, slowing enemy movement by 60% and dealing 1000% weapon damage as Physical over 8 seconds.
    Quick Facts
    • Can be aimed at the ground
    • Is usable in Town
    • Can be targeted at enemies
    • Don't move closer if out of range
    • Is a Ranged Attack
    • Is a Melee Attack
    • Cancels Character Actions

    Groping Eels
    Increase the damage done to 1600% weapon damage as Physical.

    Rain of Corpses
    3 Corpses also fall from the sky, dealing 525% weapon damage each as Physical over 8 seconds and will target nearby enemies.

    Unbreakable Grasp
    Increase the Slow amount to 80%.

    Desperate Grasp
    Reduce the cool down of Grasp of the Dead to 6 seconds.

    Death Is Life
    Enemies who die while in the area of Grasp of the Dead have a 30% chance to drop a health globe or summon a Zombie Dog.

    Firebats
    Cost: 225 Mana initially, and an additional 75 Mana while channeling
    Call forth a swarm of fiery bats to burn enemies in front of you for 425% weapon damage as Fire.
    Quick Facts
    • Is usable in Town
    • Can be targeted at enemies
    • Can last forever
    • Is a Ranged Attack
    • Is a Melee Attack
    • Is a Channelling ability

    Dire Bats
    Summon fewer but larger bats that travel up to 40 yards seeking enemies and dealing 875% weapon damage as Fire.
    (IDK what “fewer” means this has always seemed strange to me)

    Hungry Bats
    Rapidly summon bats that seek out nearby enemies for 638% weapon damage as Fire.

    Plague Bats
    Diseased bats fly towards the enemy and infect them. Damage is slow at first, but can increase over time to a maximum of 638% weapon damage as Poison.

    Vampire Bats
    Fire bats no longer has a channeling cost.

    Cloud of Bats
    Call forth a swirl of bats that damage nearby enemies for 553% weapon damage as Fire. The damage of the bats increases by 20% every second, up to a maximum of 100%.

    Haunt
    Cost: 150 Mana
    Haunt an enemy with a spirit, dealing 1665% weapon damage as Arcane over 3 seconds. If the enemy dies, the spirit will haunt another nearby enemy.
    An enemy can only be affected by one Haunt at a time.
    Quick Facts
    • Is usable in Town
    • Can be targeted at enemies
    • Don't move closer if out of range
    • Is a Ranged Attack
    • Is a Melee Attack
    • Can cause a unique death animation

    Consuming Spirit
    The spirit returns 1000 Life per second.

    Lingering Spirit
    If there are no enemies left, the spirit will linger for up to 20 seconds looking for new enemies.

    Grasping Spirit
    Slow the movement of haunted enemies by 60%.

    Draining Spirit
    The spirit returns 48 Mana per second.

    Resentful Spirits
    Release 4 spirits with every cast.

    Locust
    Cost: 150 Mana
    Unleash a plague of locusts that swarms an enemy, dealing 1120% weapon damage as Poison over 8 seconds.
    70% chance The locusts will jump to additional nearby enemies within 64 yrds.
    Quick Facts
    • Can be aimed at the ground
    • Is usable in Town
    • Can be targeted at enemies
    • Can ONLY be aimed at the ground
    • Don't move closer if out of range
    • Is a Ranged Attack
    • Is a Melee Attack
    • Can cause a unique death animation
    • Ignores Range On Shift Click

    Searing Locusts
    Engulf the enemy with burning locusts that deal 1560% weapon damage as Fire over 8 seconds.

    Pestilence
    Locust Swarm has a 100% chance to jump to 4 additional enemies instead of one.

    Cloud of Insects
    Increase the duration of the swarm to deal 2240% weapon damage over 16 seconds.

    Devouring Swarm
    Gain 48 Mana for every enemy affected by the swarm.

    Diseased Swarm
    Enemies killed by Locust Swarm leave behind a cloud of locusts that deal 200% weapon damage as Poison over 3 seconds to enemies who stand in the area
  • I wont comment on Paranhas and Carrion swarm yet...jurys still out on those

    I didn't comment on Passives, they will be a personal thing to you and your theory crafting and build types.
    Edited by REAPER666#1553 on 12/20/2013 6:36 AM PST
    Reply Quote
    Some of the changes you made (such as the homing dart) are copies of other skills already used by other classes. You might want to change some. Other than that, looks good!
    Edited by Brock#1747 on 12/19/2013 11:52 AM PST
    Reply Quote
    Some of the changes you made (such as the homing dart) are copies of other skills already used by other classes. You might want to change some. Other than that, looks good!


    Yep totally intentional, I wanted the Darts to behave the same way as Hungering Arrow for DH

    TBH, I would resign that whole section and get rid of poison darts all together.

    Give us more skill choices in its place.
    Reply Quote
    IMO:
    Provoke the pack should be 5% per dog and limited to a max of 5 dogs.

    Duration of Haunt is way too low. Should be more like 15s (same DPS, 555% WD per second)

    Hungry bats sucks still. Should have splash damage and maybe summon 4 bats at a time. I dunno. Overall the skill sucks compared to the other four.

    Dire Bats: Reduces initial cast cost to 75 mana. Channeling cost remains the same. This allows it to be a maneuver and fire attack.
    Edited by MCP#1477 on 12/19/2013 12:15 PM PST
    Reply Quote
    I spent a great deal of time thinking about Fetish Army...I would love to see some major changes to this. For those like me that ran Necro in D2, it would be very nostalgic to say the least to have this viable and usable.

    Do you guys have any ideas how we can improve on this more?

    I'm not sold on the cool down...IDK. I would like to see this as a primary or secondary skill option.
    Reply Quote
    Fetish Army
    Cool down 90

    Summon an army of 8 knife-wielding Fetishes to fight by your side for 60 seconds. Each Fetishes attacks for 875% of your weapon damage as Physical.

    If Fetish Army is cast again within 90 sec the Fetishes combine together to create a huge Fetish ball that rolls around targeting the enemy with the highest health left for 1750% weapon damage as Physical. Can only occur once every 90 sec.

    Or something to that effect. Would work well with GI and -CD gear. I don't know how long the ball would last to not make it totally OP.

    Just like the old Critters movie: http://moviedeaths.blogspot.com/2010/04/critters-2-main-course-critter-ball.html

    The critters devour his flesh in an instant as all that's left behind is a twitching bloody skeleton.
    Edited by rockon87#1616 on 12/19/2013 1:32 PM PST
    Reply Quote
    12/19/2013 11:00 AMPosted by REAPER666
    Zombie Winter Bears
    Zombie winter bears crawl out of the ground and run in all directions, each bear dealing 575% weapon damage as cold to enemies in a 20yrd radius.


    I agree that Winter Bears needs a buff, but I think this is too much. This pretty much makes it better than Cloud of Bats in every way. Maybe tone the damage down to 425%, keep the cold damage, and leave the range as it currently is.
    Reply Quote
    12/19/2013 11:00 AMPosted by REAPER666
    Corpse Spiders
    This is a Signature spell..FREE to cast
    Throw a jar with 6 spiders that attack nearby enemies for a total of 375% weapon damage as Physical before dying.


    12/19/2013 11:00 AMPosted by REAPER666
    Firebomb
    This is a Signature spell..Free to Cast
    Lob an explosive skull that deals 575% weapon damage as Fire to all enemies within 12 yards.


    2 things about these skills. 1) I think those numbers are too high for Primary skills, especially Firebomb. To deal 575% damage in an area without every running out of mana would be crazy. 2) Firebomb is clearly the better choice of these Primaries.

    I agree that the primary skills seem weak, but maybe make their totals around 200-250% damage.
    Reply Quote
    If Fetish Army is cast again within 90 sec the Fetishes combine together to create a huge Fetish ball that rolls around targeting the enemy with the highest health left for 1750% weapon damage as Physical. Can only occur once every 90 sec.


    Now that some thinking outside the box right there :P

    Thanks for the feedback
    Reply Quote
    12/19/2013 01:28 PMPosted by quesadilla
    I agree that Winter Bears needs a buff, but I think this is too much. This pretty much makes it better than Cloud of Bats in every way. Maybe tone the damage down to 425%, keep the cold damage, and leave the range as it currently is.


    At the very minimum Winter Bears needs to be in par with Zombie bears, I think this skill damage was overlooked TBH by DEVs.

    Also, The reason why I increased damage on Winter bears, is because that skill plays very much like COB in regards to a radius attack. It is not directional attack like Zombie bears, so all bears are not hitting the primary target.

    I have found great synergy with Winter bears and Piranhas

    and TBH...I'm tired of running COB...its time for something new right?
    Edited by REAPER666#1553 on 12/19/2013 2:57 PM PST
    Reply Quote
    12/19/2013 01:35 PMPosted by quesadilla
    2 things about these skills. 1) I think those numbers are too high for Primary skills, especially Firebomb. To deal 575% damage in an area without every running out of mana would be crazy. 2) Firebomb is clearly the better choice of these Primaries.

    I agree that the primary skills seem weak, but maybe make their totals around 200-250% damage.


    Yeah I agree, I went overboard a bit on the % of damage, it was more to illustrate a point that most are our primary high damage dealers are melee at current state, It just goes back to my point of giving the WD more options to be a ranged attacker, and feel like we are actually making a difference with our damage.

    Most of my recommendations are toward that end. More ranged, more fetishes, more pet damage for WD

    Thanks for your feedback

    BTW...sorry about how the list formated I tried to clean it up the best I could...remember Reaps is not good at computer stuff :P
    Edited by REAPER666#1553 on 12/19/2013 2:48 PM PST
    Reply Quote
    Splinters
    Shoot 6 Poison Darts that each deal 375% weapon damage as Poison and an additional 100% weapon damage as Poison over 2 seconds.


    I like how you made this skill shoot 3 darts without a rune (similar to how they adjusted Spirit Barrage). Instead of adding more darts, perhaps this rune could be guaranteed to do 100% splash damage. This would allow this skill to be useful against multiple enemies.

    *Do note Reaper, I'm not trying to be nit picky, I just really want to see some improvements for the WD too! :)
    Edited by quesadilla#1781 on 12/19/2013 2:57 PM PST
    Reply Quote
    12/19/2013 02:56 PMPosted by quesadilla
    Splinters
    Shoot 6 Poison Darts that each deal 375% weapon damage as Poison and an additional 100% weapon damage as Poison over 2 seconds.


    How about proximity darts? They blow up after .5 sec of being near an enemy.
    Reply Quote
    *Do note Reaper, I'm not trying to be nick-picky, I just really want to see some improvements for the WD too! :)


    No bud, I welcome your comments, thank you so much for your feedback, Please continue to provide your comments its always welcome. I'm not that guy who gets offened like that, we are having a open discussion.
    Reply Quote
    12/19/2013 02:57 PMPosted by rockon87
    How about proximity darts? They blow up after .5 sec of being near an enemy.


    Great idea, what kind of damage and AOE would you like to see here?
    Reply Quote
    12/19/2013 03:32 PMPosted by REAPER666
    How about proximity darts? They blow up after .5 sec of being near an enemy.


    Great idea, what kind of damage and AOE would you like to see here?


    something similar to how spike traps work for a demon hunter. they arm after x amount and blow up for x radius.

    shoot 1 arrow that arms .5 seconds after impact, enemy proximity triggers explosion for 355% weapon damage to anything in 8 yards.
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    something similar to how spike traps work for a demon hunter. they arm after x amount and blow up for x radius.

    shoot 1 arrow that arms .5 seconds after impact, enemy proximity triggers explosion for 355% weapon damage to anything in 8 yards.


    Ok nice idea...I would like to see the AOE more like 20yrds here similar to Bola volitile explosives
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    12/19/2013 03:37 PMPosted by EvoIution


    Great idea, what kind of damage and AOE would you like to see here?


    something similar to how spike traps work for a demon hunter. they arm after x amount and blow up for x radius.

    shoot 1 arrow that arms .5 seconds after impact, enemy proximity triggers explosion for 355% weapon damage to anything in 8 yards.


    Lets expand on this further. Proximity dart could work like a sticky grenade.

    When an enemy gets hit by the dart they run around trying to get it off and forces other enemies to attack the enemy that is stuck for 3 sec. After 3 sec the dart blows up dealing 355% weapon damage multiplied by the number of enemies within 8 yards. Radius is increased by 1/4 of your pick up radius. Adds a 3 sec CD to Poison Dart and cost 30 mana.

    That may be too complicated but could be paird with Hex, Mass Confusion, and Horrify with the new helm that makes horrify root enemies. Would be a hell of a control WD.

    Or I was thinking this also:

    Proximity dart explodes dealing X damage causing enemies within 8 yards to be poisoned. Poisoned enemies take 10% more damage for 6 sec. Adds a 10 sec CD to Poison Dart. Radius is increased by 1/4 of your Pick up Radius.

    Numbers can be w/e seems fair but the effects would be cool.
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    I wanted to propose a change to Corpse Bomb.

    I believe that Corpse Bomb should behave like Echoing Blast
    Damage modifier adjusted to 475% weapon damage as poison per explosion (3) total
    AOE would be 16yrds.

    OR.....Change the amount of Corpse Bombs to (3) at a time like Scattter with and AOE of 8yrds each. Scatter Corpse bombs would explode once.
    Edited by REAPER666#1553 on 12/20/2013 6:32 AM PST
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