Zombie Handler You can have 1 additional Zombie Dog summoned at one time. The healths of you, your Zombie Dogs and Gargantuan are increased by 20%. (Now also increases player health)
Interesting. I don't think tying a player's health buff into a Pet passive is a good idea. I would love me 20% more health but do I gotta take pets with it?
Fetish Sycophants When you hit enemies with your spells, you have up to a 10% chance to summon a dagger-wielding Fetish to fight by your side for 60 seconds. (No longer requires a physical realm spell, chance up from 5%)
I'm thinking the double chance comes with a cost, a nerf to Firebats proc rate.
Fierce Loyalty You can have 1 additional Zombie Dog summoned at one time. While you have a Zombie Dog, Gargantuan, or Fetish following you and not in combat, your movement speed is increased by 30%. (Previously your pets gained 100% of your Life Regen and Thorns)
This could be cool, maybe. Is that 6 dogs? Also do they now inherently benefit from Life Regen and Thorns?
Summon Zombie Dogs Cooldown: 45 seconds / Summon 3 Zombie Dogs from the depths to fight by your side. Each dog deals 30% of your weapon damage as Physical per hit. (Up from 12%)
Well they do need to be able to hit harder. I am not sure if that's going to be enough.
Leaping Spiders : Throw a jar with jumping spiders that leap up to 25 yards to reach their enemy and attack for a total of 382% weapon damage as Poison. (Damage was Physical)
Bad change!! This reduces our choice of Physical Primaries! Spider Queen is already poison, we don't need any more poison in Corpse Spiders!
Toad of Hugeness : Summon a giant toad that swallows enemies whole for up to 5 seconds, digesting for 580% of your weapon damage per second as Poison. (Up from 20%, damage was Physical)
I don't think that's tackling the core issue with this rune.
Unstable Form : Hexed enemies explode when killed, dealing 135% weapon damage as Fire to all enemies within 8 yards. (Damage was Poison)
Still a crappy rune.
Horrify Cooldown: 12 seconds / Don a spectral mask that horrifies all enemies within 18 yards, causing them to tremor in Fear and be Immobilized for 3 seconds. (Cooldown down from 16 seconds, distance up from 12 yards, now immobilizes, duration down from 4 seconds)
Phobia : Enemies are no longer Immobilized and will instead run in Fear for 5 seconds. (Previously increased Fear to 6 seconds)
Cool! I likey. Fear is a combo-breaker, it should be limited to one rune.
Humongoid : The Gargantuan gains the Cleave ability, allowing its attacks to hit multiple enemies for 130% of your weapon damage as Cold. (Damage was Physical)
Wrathful Protector : Summon a more powerful Gargantuan to fight for you for 15 seconds. The Gargantuan's fists burn with fire, dealing 575% of your weapon damage as Fire and knocking enemies into the air. (Previously knocked back)
Knockback breaks combos, this is better.
Bruiser : The Gargantuan gains the ability to periodically slam enemies, dealing 200% of your weapon damage as Fire and stunning them for 3 seconds. (Damage was Physical)
Firebats Cost: 150 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. (Mana cost down from 225)
Dire Bats : Summon fewer but larger bats that travel a long distance and deal 495% weapon damage as Fire. (Up from 300%)
Alright! Definitely improves Dire Bats!
Hungry Bats : Rapidly summon bats that seek out nearby enemies for 635% weapon damage as Fire. (Up from 350%)
You didn't bring back the no-rune VFx :(
Vampire Bats : Firebats initial cost increased to 225 mana but no longer has a channeling cost. (Previously removed channeling cost)
Needs to be Physical! We also need more Physical Primaries!
Wall of Zombies
Unrelenting Grip : Your Wall of Zombies will Slow the movement of enemies by 60% for 5 seconds. Changes the damage done to Cold. (Damage element now specified)
GotD - Unbreakable Grasp looks more like a cold rune than this.
Bogadile : A giant bogadile emerges from the pool of water and bites a monster dealing 1100% weapon damage as Physical. (Damage up from 840%, damage was Poison)
Doesn't fix the core issue!
Some good feelings, some bad ones. Overall I am surprised there weren't more changes like there were for Crusader. There's a lot that needs to be improved - http://us.battle.net/d3/en/forum/topic/12505891570