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1.0.4 Witch Doctor Preview

Forum Index > Diablo 3 1 2 All
 
 Gearuza   August 17 2012 10:32. Posts 123
Profile Blog # 
http://us.battle.net/d3/en/blog/6923459/

And the last (and most sorely-needing-reworks) class gets previewed!

Highlights:

Big pet buffs


The base Life of a level 60 Zombie Dog is 10,000 Life
With scaling, each Zombie Dog will have 21,200 Life (10,000 [base] + 32,000 * 35% [scaling])
The maximum damage the Zombie Dog can take in a single hit will be 3850 Life (10,000 [base] * 55% [damage not mitigated by armor] * 70% [damage not mitigated by Resistances])
Ignoring passive Life regeneration, this means each Zombie Dog will always be able to take at least 5.5 hits (21,200 [Life] / 3850 [damage])


VQ rework:

The first thing we're doing is increasing the baseline Mana regeneration of all witch doctors from 20 Mana per second to 45 Mana per second. Not only does this help to alleviate the "feast or famine" effect, it also acts as a big buff to witch doctors who choose to skip Vision Quest. As for Vision Quest itself, it will increase Mana regeneration by 30% for 5 seconds after dealing damage with Firebomb, Corpse Spiders, Poison Dart, or Plague of Toads. One of the fun things about this set up is that you can combine it with a Spider Queen (Corpse Spider rune) or a Pyrogeist (Firebomb rune) and they’ll keep Vision Quest active for you the entire time they’re out.


I was hoping they'd reduce pet cooldowns, but it seems like some of the legendaries are going to have significant cooldoown reductions

Datamined stats:


Witch Doctor

Circle of Life - Whenever an enemy dies within 12 yards, there is a 30% chance (up from 5%) that a Zombie Dog will automatically emerge. The range of this effect is increased by items that increase your gold pickup radius.

Spirit Vessel - Reduces the cooldown of your Horrify, Spirit Walk, and Soul Harvest spells by 2 seconds. In addition, the next time you receive fatal damage, you automatically enter the spirit realm for 2 seconds (down from 3) and heal to 15% of your maximum Life (up from 10%). This effect cannot occur more than once every 90 seconds.

Rush of Essence - Spirit spells return 49 Mana over 10 seconds. (Changed from 30% of the spells' Mana cost over 10 seconds) / Spirit spells are: / *Haunt / *Horrify / *Mass Confusion / *Soul Harvest / *Spirit Barrage / *Spirit Walk

Vision Quest - When you deal damage with Corpse Spiders, Firebomb, Plague of Toads or Poison Dart, your Mana regeneration is increased by 30% for 5 seconds (Changed from 300% Mana regeneration when 4 more skills are on cooldown).

Grave Injustice - Whenever an enemy dies within 8 yards, regain 2% of your maximum Life and Mana (up from 1%) and the cooldown on all of your abilities is reduced by 1 second. This range is extended by items that increase your gold pickup radius.

Tribal Rites - The cooldowns of your Fetish Army, Big Bad Voodoo, Hex, Gargantuan, Summon Zombie Dogs and Mass Confusion abilities are reduced by 25% (Previously didn't affect Gargantuan, Summon Zombie Dogs and Mass Confusion).

Summon Zombie Dogs - Cost: 49 Mana / Cooldown: 45 seconds (down from 60 seconds) / Summon 3 Zombie Dogs from the depths to fight by your side. Each dog deals 9% of your weapon damage as Physical per hit.
Burning Dogs - : Your Zombie Dogs burst into flames, burning nearby enemies for 2% of your weapon damage as Fire** *every second (Added "every second"*).

Poison Dart
Flaming Dart - : Ignite the dart so that it deals 180% (up from 160%) weapon damage as Fire at once.
Spined Dart - : Gain 29 Mana (up from 25 Mana) every time a Poison Dart hits an enemy.

Corpse Spiders - Cost: 5 Mana / Throw a jar with 4 spiders that attack nearby enemies for a total of 120% (up from 16%) weapon damage as Physical before dying.
Blazing Spiders - : Summon fire spiders that deal a total of 156% (up from 21%) weapon damage as Fire.
Spider Queen - : Summon a spider queen that births spiderlings, dealing 630% (up from 16%) weapon damage as Poison over 15 seconds. (Previously stated "to enemies in the area") / You may only have one spider queen summoned at a time.
Leaping Spiders - : Summon jumping spiders that leap up to 25 yards to reach their target and attack for a total of 144% (up from 19%) weapon damage as Physical.

Grasp of the Dead - Cost: 123 Mana / Cooldown: 8 seconds / Ghoulish hands reach out from the ground, slowing enemy movement by 60% and dealing 320% (up from 20%) weapon damage as Physical over 8 seconds (Previously stated "for 8 seconds").
Groping Eels - : Increases the damage done to 416% (up from 26%) weapon damage as Physical.
Death Is Life - : Enemies who die while in the area of Grasp of the Dead have a 10% chance (up from 5%) to produce a health globe** *or summon a Zombie Dog (Previously did not have a chance to summon a Zombie Dog*).

Soul Harvest
Languish - : Reduces the movement speed of harvested enemies by 80% (up from 60%) for 3 seconds.
Vengeful Spirit - : Harvested enemies also take 230% (up from 70%) weapon damage as Physical.

Locust Swarm
Diseased Swarm - : Enemies killed by Locust Swarm leave behind a cloud of locusts that deal 75% (up from 25%) weapon damage as Poison over 3 seconds** *to enemies who stand in the area (Changed wording from "This cloud of locusts lingers for 3 seconds"*).

Spirit Barrage - Cost: 108 Mana / Bombard a target with a spirit blast that deals 230% (up from 190%) weapon damage as Physical.

Well of Souls - : An additional 3 spirits seek out other targets and deal 65% (up from 30%) weapon damage as Physical.
Phantasm - : Summon a spectre that deals 225% (up from 45%) weapon damage as Physical** **over 5 seconds to all enemies within 10 yards.
Manitou - : Summon a spectre that hovers over you, unleashing spirit bolts at nearby enemies for 1667% (up from 28%) weapon damage as Physical** **over 20 seconds.
Horrify - Cost: 37 Mana / Cooldown: 16 seconds (down from 20 seconds) / Don a spectral mask that horrifies all enemies within 12 yards, causing them to run in Fear for 4 seconds.
Firebomb - Cost: 10 Mana / Lob an explosive skull that deals 110% (up from 85%) weapon damage as Fire to all enemies within 8 yards.
Ghost Bomb - : In addition to the base explosion, the skull creates a larger blast that deals an additional 30% (up from 20%) weapon damage as Fire to all enemies within 28 yards.
Fire Pit - : The explosion creates a pool of fire that deals 36% (up from 8%) weapon damage as Fire over 3 seconds.
Pyrogeist - : Create a column of flame that spews fire at the closest enemy for 640% (up from 140%) weapon damage as Fire over 6 seconds (up from 3 seconds).** You may only have one Pyrogeist active at a time.**
Acid Cloud - Cost: 172 Mana / Cause acid to rain down, dealing an initial 115% (up from 100%) weapon damage as Poison, followed by 150% (up from 75%) weapon damage as Poison over 3 seconds to enemies who remain in the area.
Corpse Bomb - : Raise a corpse from the ground that explodes for 230% (up from 200%) weapon damage as Poison to enemies in the area.
Lob Blob Bomb - : The acid on the ground forms into a slime that irradiates nearby enemies for 250% (up from 25%) weapon damage as Poison** over** 5 seconds.
Slow Burn - : Increases the duration of the acid pools left behind to *deal 300% weapon damage as Poison over *6 seconds.
Kiss of Death - : Spit a cloud of acid that inflicts 127% (up from 116%) weapon damage as Poison, followed by 165% (up from 83%) weapon damage as Poison over 3 seconds (Previously stated "to enemies who remain in the area").
Gargantuan - Cost: 147 Mana / Cooldown: 60 seconds / Summon a Gargantuan zombie to fight for you. The Gargantuan attacks for 100% (up from 25%) of your weapon damage as Physical.
Humongoid - : The Gargantuan gains the Cleave ability, allowing its attacks to hit multiple targets for 130% (up from 33%) of your weapon damage as Physical.
Wrathful Protector - : Summon a more powerful Gargantuan that only lasts for 15 seconds. The Gargantuan's fists burn with fire, dealing 110% (up from 55%) of your weapon damage as Fire and knocking enemies back.
Bruiser - : The Gargantuan gains the ability to periodically slam enemies, dealing 200% (up from 100%) of your weapon damage as Physical and stunning them for 3 seconds.
Spirit Walk
Severance - : Damage enemies you walk through in spirit form for 225% (up from 100%) weapon damage as Physical** every second for 2 seconds**.
Umbral Shock - : When Spirit Walk ends, your physical body erupts for 310% (up from 85%) weapon damage as Fire to all enemies within 10 yards.
Zombie Charger
Wave of Zombies - : Summon 3 Zombie Chargers that each deal 115% (up from 72%) weapon damage as Poison.
Leperous Zombie - : The Zombie Charger leaves behind a cloud of noxious vapors that deals 240% (up from 25%) weapon damage as Poison *over 3 seconds *to enemies caught in it.
Firebats - Cost: 123 Mana / Call forth a swarm of fiery bats to burn enemies in front of you for 180% (up from 150%) weapon damage as Fire.
Hungry Bats - : Rapidly summon bats that seek out nearby enemies for 350% (up from 280%) 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 270% (up from 225%) weapon damage as Poison.
Cloud of Bats - : Call forth a swirl of bats that damage nearby enemies for 234% (up from 195%) weapon damage as Fire. The damage of the bats increases by 20% (up from 10%) every second, up to a maximum of 100% (up from 50%).
Plague of Toads - Cost: 12 Mana (down from 34 Mana) / Release a handful of toads that deal 130% weapon damage as Poison to enemies they come in contact with.
Wall of Zombies - Cost: 103 Mana / Cooldown: 25 seconds / Raise a line of zombies from the ground that attacks nearby enemies for 800% (up from 80%) weapon damage as Physical for over 5 seconds.
Barricade - : Increases the width of the Wall of Zombies (Previously the zombies attacked for 80% weapon damage as Physical).
Last edit: 2012-08-20 03:57:15
Old Post

 
 Jerubaal   United States. August 17 2012 10:48. Posts 2529
Profile # 
Of all the classes, with the WD I am much more concerned about using the spells that I want to use instead of whatever the 'best' spells are. I'm glad I'll be able to spam haunt now. ;D
I'm not stupid, a marauder just shot my brain.
Old Post

 
 Pwere   Canada. August 17 2012 11:07. Posts 940
Profile # 
We took your mana regen, and then we doubled it.

It's pretty cool that they did most changes that were suggested about 2 weeks after release( except for the 10 weeks later part).
Last edit: 2012-08-17 11:09:04
Old Post

 
 DeCoup   Australia. August 17 2012 11:08. Posts 1928
Profile # 
I have been waiting for this preview and I am very impressed.

- Making vision quest feel less mandatory for a greater variety of builds, but also for those who are using it, stopping it from using cooldowns as a game of wackamole and allowing them to actually use their cooldowns strategically. Wonderful. (And lets be honest. 300% mana regen with a passive was a bad idea. There was no way in the world they could make the class balanced both with and without this passive with such a huge difference in regen. The regen had to be nerfed for the greater good).

- Pets will be able to tank for you to different degrees depending on your build and gear. I love that they didn't just show us the fixed summons, but they entire trial and error development process to get them to the point where they are now. It helps you to appreciate it a lot more.
I am so impressed by even the small part of the changes they have shown us with these previews.
Last edit: 2012-08-17 11:30:59
"Poor guy. I really did not deserve that win. So this is what it's like to play Protoss..." - IdrA
Old Post

 
 Heh_   Singapore. August 17 2012 11:21. Posts 2245
Profile Blog # 
Pretty cool, although I hope the buffs to non-splinter/bears damage skills are huge, because those 2 skills are sooo much better than the rest by a large margin. I don't care if firebomb is instacast... it deals 85% weapon damage (if there's no buffs) which is fucking pathetic.
Old Post

 
 alQahira   United States. August 17 2012 11:36. Posts 489
Profile # 
I'm a little worried they over-buffed pets. Let's say you have 50% reduction from armor, and 65% reduction from resists, by their calculations the most a dog could take would be 1750 per hit. That's not accounting for any of the skills that buff the dogs, and with some decent lifegain from either regen and the passive or the life leech ability, they seem like they would be nigh unkillable...

edit: here's the math =10000*0.5*0.35
Last edit: 2012-08-17 11:37:25
Old Post

 
 Mysticesper   United States. August 17 2012 11:51. Posts 911
Profile # 
It's probably alright if they over tune pets then tweak the formulas slightly down the road.
Last edit: 2012-08-17 11:52:06
Old Post

 
 Heh_   Singapore. August 17 2012 12:05. Posts 2245
Profile Blog # 

On August 17 2012 11:36 alQahira wrote:
I'm a little worried they over-buffed pets. Let's say you have 50% reduction from armor, and 65% reduction from resists, by their calculations the most a dog could take would be 1750 per hit. That's not accounting for any of the skills that buff the dogs, and with some decent lifegain from either regen and the passive or the life leech ability, they seem like they would be nigh unkillable...

edit: here's the math =10000*0.5*0.35

If they take 20 hits to kill, that probably means your WD isn't running a glass cannon build and thus aren't dishing out a ton of dps behind your pets. Even if they take 20 hits to kill, they don't have the brains to run away so they just literally stand there and die. They don't deal much dps to speak of.. Plus you have to take into account that mobs in a3/4 are lvl63, so DR from armor/resistances are reduced.
Old Post

 
 Proof.   August 17 2012 12:30. Posts 451
Profile # 
I couldn't care less about pets. Pretty much every wd out there is currently geared to do semi or full dps anyways. As for tanking, I know that the tank docta is also viable (given that they don't touch LoH in 1.0.4... are they??). However, I suppose this buff will make wd even more amazing in HC.
Also,

For example, Firebomb, Plague of Toads, and Corpse Spiders all have animation timing issues which are being improved for 1.0.4. In general, all of these skills will cast faster, which will make the class feel snappier and more responsive."
seems alright.

seems useful.
Last edit: 2012-08-17 12:33:38
He who has a why to live can bear almost any how
Old Post

 
 Resistentialism   Canada. August 17 2012 12:35. Posts 684
Profile Blog # 
The mojo they showed with the big Dog cooldown stat was still a level 56 with a terrible possible damage roll.
Old Post

 
 dottycakes   Canada. August 17 2012 12:39. Posts 237
Profile # 
I'm calling it now. On hit effects Tank Doctor is going to end up being Wicked Wind Wizard x10.
Old Post

 
 Meatpuppet   United States. August 17 2012 13:22. Posts 77
Profile # 
Massive change to vision quest, sheesh. Zombie bears and Dire bats look to be in quite a lot of trouble. My zero mana regen splinters build looks to be fine, i might even be able to add in a mana dump skill, holy cow. Really though I see most inferno WD's sticking with splinters. For instance where do I swap a skill here, and why would I. 1. Spirit Walk(Best skill in game?) 2. Soul Harvest (25kdps boost) 3. Zombie Wall(Huge CC/descent dmg) 4. Fetish Army (Elites)
Mouse skill #1. Splinters #2. Locust Swarm.
I am the walrus
Old Post

 
 DeCoup   Australia. August 17 2012 13:49. Posts 1928
Profile # 

On August 17 2012 13:22 Meatpuppet wrote:
1. Spirit Walk(Best skill in game?) 2. Soul Harvest (25kdps boost) 3. Zombie Wall(Huge CC/descent dmg) 4. Fetish Army (Elites)
Mouse skill #1. Splinters #2. Locust Swarm.

1/2/3) Spirit Walk and Soul Harvest I agree will still feel very must have for you (and most others probably). I also cant imagine loosing the CC that zombie wall gives, as for its damage that may have some good competition.
4) Fetish Army I am not so sure about. Yes it does sick damage and distracts elites pretty well, but they are using bears as the benchmark. So who knows how powerful some of the other skills could become.
Left) I cant imagine replacing my splinters, but if they do sucessfully buff the other generators to similar DPS there may be another generator worth replacing it with. We really can't difinitively call that one right now.
Right) I could see many skills becomming as desireable as Locust Swarm if they are buffed well.
All in all, I say that you will have 2-3 slots which may have a high chance of being changed depending on all the stuff we don't know about the buffs we know are coming.
"Poor guy. I really did not deserve that win. So this is what it's like to play Protoss..." - IdrA
Old Post

 
 Meatpuppet   United States. August 17 2012 14:02. Posts 77
Profile # 
I would wager VQ with Fire Bomb(pyrogeist), or Corpse Spiders(Spider Queen) + Direbats (Zombie bears is gonna be terrible with its short range and expensive cast cost) might be the only way to run it. But here we are going to have 2 skills needed for a VQ build. But I don't think Direbats will be nearly as spammable as before, so do we add in another attacking skill or just scratch pyrogeist and spider queen idea and use splinters(or a new buffed primary) and cast dire bats when you need that aoe. Lets face it, those running direbats or zombie bears before might have to go back to the drawing board while splinters users can fiddle with running vision quest now. I am lucky I was splinters, I feel sorry for the others. I am also very lucky I was outbid on that endgame mojo(for zombie bears) I was bidding on.
Last edit: 2012-08-17 14:03:06
I am the walrus
Old Post

  Klogon   MURICA. August 17 2012 14:33. Posts 15806Profile Blog # 
Pretty sure if I had these buffs I wouldn't have died with my HC WD. It was doing Act 2 Inferno fairly well even without the pet buffs, but with them I think it would have been cake.
Old Post

 
 Lokian   United States. August 17 2012 14:47. Posts 564
Profile # 
Wow, I actually forgot witch doctors existed all this time. I haven't seen a single WD in act 2 and 3 eversince I got into inferno. This will make public games more fun I guess, not just for WD users.
Last edit: 2012-08-17 14:48:34
Old Post

 
 Jerubaal   United States. August 17 2012 15:46. Posts 2529
Profile # 
Is the Gargantuan getting the same sort of scaling or just zombie dogs?
I'm not stupid, a marauder just shot my brain.
Old Post

 
 WolfintheSheep   Canada. August 17 2012 15:49. Posts 1761
Profile # 
Most of these class blogs ignore the real issues that people actually care about.

No word on Witch Doctor's attack animation speed. Nothing about having half your skills with 60 second cooldowns.

Hopefully those are getting fixed, and they just didn't write about them.
Average means I'm better than half of you.
Old Post

 
 Meatpuppet   United States. August 17 2012 16:01. Posts 77
Profile # 
They did speak of attack animation speed, saying it will be increased for a lot of skills(firebomb was specifically mentioned)
I am the walrus
Old Post

 
 WolfintheSheep   Canada. August 17 2012 16:08. Posts 1761
Profile # 
So they did. Missed that in the footnote.
Average means I'm better than half of you.
Old Post

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