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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.
Bad change!! This reduces our choice of Physical Primaries! Spider Queen is already poison, we don't need any more poison in Corpse Spiders!
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)
Cool! I likey. Fear is a combo-breaker, it should be limited to one rune.
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)
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
GotD - Unbreakable Grasp looks more like a cold rune than this.
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
I think if we get a lot of dmg spells that are physical the pet build get too powerful.
Basicly if you want pets you go full phys and you can't do much dmg with other spells.
I do wonder if our starmetal is still as good with these changes as resummoning fetish army means now destroying even more passive fetishes.
So if I were to use a Physical build, I can't use Darts, Firebomb and Toads. I am limited to Spiders... leaping was our best, now its Widows and Medusas? Such an odd change... We needed more cold/physical spells in our primaries, not more fire/poison.
Like the Firebats change... will for sure test out Dire Bats (my old favorite spell) and Hungry bats. Was hoping for an "initial cost" removal all together for the Dire Bats rune, but with a damage increase and lower initial cost - its still intriguing.
This can be easily be fixed by making one simple change.
The Fetish Sycophant Element changes to the Skill that summoned it.
So if I use Zombie Bears to summon Fetishes, they will all do Poison damage. If I use Cloud of Bats, they all deal Fire Damage. If I use Spirit Spells, they all deal Cold damage.
Thanks for bringing this up! I am going to add this suggestion to my thread. It's been suggested countless times.
I don't think you'll be getting more Fetishes though. I think they are nerfing Firebats' proc chance.
That's a very bad idea. The spells with good proc rate are Acid Cloud and RoT atm. That means if I want Fetish Syno to be effective, I need to stack +poison, while LoD is still the best rune for Fetish Army.
Is the increased Vampire Bats initial cost gonna make a VB-Sycophants build like mine unviable in your opinion? http://eu.battle.net/d3/en/calculator/witch-doctor#clUdPQ!RTWV!Zbccbb
It's *up to* 10% chance. I assume it'll be based on proc rates of skills. So a skill with 100% proc coefficient will equal 10% chance to summon fetish. A skill like firebats has a very tiny coefficient, so each enemy hit will have a very small chance to summon fetish.
I'm tenatively excited about this change. On the one hand, I have way more freedom with primary damage dealers which should give more build diversity.
On the other hand, I hope I can still get close to as many fetishes as I had before with most of the skills (I usually had between 6-14 fetishes around me for most of my runs).
Toad of Hugeness & Bogadile core issues are not that the enemy is untargetable. Get off the bandwagon and think for yourself.
Anyway, love the change to ToH's damage, i'll be using him plenty HOWEVER, he should be moved back to TOADS not left in HEX because he combo's really well with HEX CHICKEN.
I'm a little confused about the Bogadile note. What's the problem with this rune? It's the one I primarily use because I don't like the Piranado (I'm probably one of the few people who don't like it...).
As for the change on Fierce Loyalty, if the LR and Thorns are not changed to be built in, this effectively shelves my WD. I've never cared much for the whole burst damage approach that WD got pigeonholed into. I wanted a pet class and this is closest thing we got for D3.
Vampire Bats wasn't changed dear.
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