View Full Version : BlizzCon WD Skills
Mad Mantis
22-08-2009, 12:00
The DIII.net team have sent back some word on the new WD skills as uyou can read in this article (http://diablo.incgamers.com/blog/comments/d3-skill-trees-and-character-skill-notes/). I thought that it would be a good idea to collect all specifics about the new WD skills in a single thread.
Corpse Spider
Summons a huge white spider that stalks around the screen leaping onto enemies and poisons them with repeated bites. A maximum amount of 2-3 spiders can be present at a time. The spider is summoned by a humanoid zombie who burrows halfway up the ground and vomits it up. An alternative animation is the spider bursting through the chest of the zombie alien-style.
Summon Fetish
Summons a Flayer. No specifics know at this time.
Summon Gargantuan
Summons a large, mutated, hideous demon type. No specifics known at this time.
Zombie Charger
Summons a small aggressive zombie. No specifics known at this time.
Parasitep
Summons a swarm of insects that infect or infest enemies, turning them into allies who will fight for the Witch Doctor. Whether the affected enemies are permanently under the WD's control or a temporary ally is unknown. Most likely Big Bosses and Special Enemies aren't affected, just like the necromancer's AI Curses.
Last Resort Invulnerability
While the true name of this skill is unknown this name covers the effect pretty well. This tier 5 skill grants the WD 5 seconds of invulnerability if his life drops below 10% of the total. Whether this effect is automatic or if the duration can be increased by spending points in the skill is unknown.
Ghost Mode
Another skill without a proper name. This skill allows the WD to enter a Ghost Mode and become intangible for 3 seconds. Whether this allows him to float over chasms, if the duration can be increased by spending points in the skill or if he takes damage during its use is unknown.
Mad Mantis
22-08-2009, 12:05
I must say that I enjoy the various summons. While I dislike the fact that we can't have huge armies anymore, I like the minion theme that all his skills seem to have. Of course I am thrilled that we seem to be getting the Flayers as minions. Miniature cannibals are very WD related and several of us have expressed in interest in controlling them. hopefully other skills allow us to put this little lunatics to good use.
The focus on the darker side of things is a pleasant surprise. This offsets the goofiness in the character nicely. The erupting zombie as a way to deliver the spider is something I particularly like. Hopefully more of the WD's skills will follow this theme.
Thanks Mantis.
These skills sounds amazing (I can't wait for some visuals) but a bit unoriginal.
Fetish are expectable but very welcome addition (:
My main concern is that it seems that we're getting a rather small army. Not in quantity, but in size.
Mongrels, frogs, Fetish- These are pretty.. tiny.
P.S- Frogs are still easily the ugliest skill in D3. I must say, I really hope the WD's, which was already graphicly handicapped in the last Blizzcon, graphics will improve. But they still look very bad, especially compared to the Barb and Wiz.
Thanks a lot for the info, Mantis.
I just can't wait to see the snake related skill, as Blizzard said before in interviews (I'm not sure if was Jay Wilson or another guy or the staff).
Could be a skill like the druids Firestorm, with better visually of course. Perhaps poison damage.
Thx and sorry for the offtopic. I can't wait to play a WD.
I dislike the fact that we can't have huge armies anymore
I actually think that this is a good thing, as it really helps to differentiate the WD from the Necro, where there are some similarities.
As you pointed out, the 'minion' theme is very cool in that the spells are like creatures, but aren't, really.
These skills were shown the the fansites when they were invited over to Blizz HQ, but what of news of the WD's skills in the BlizzCon build? Or does the BlizzCon build not include the fuller, more 'fleshed-out' version of the WD's skill trees?
Looking forward to hearing what the other skills which my still-favourite D3 class has :].
CursedZero
22-08-2009, 14:36
The DIII.net team have sent back some word on the new WD skills as uyou can read in this article (http://diablo.incgamers.com/blog/comments/d3-skill-trees-and-character-skill-notes/). I thought that it would be a good idea to collect all specifics about the new WD skills in a single thread.
Good idea.
I'm wondering why many people dislike the fact that we can't have huge armies anymore. I think it's a good idea too, not because it differentiate the Witch Doctor from the Necromancer, but because we can have potentially less lag and more useful summons (at least this's what i think when i read the descriptions).
I like my army when i play my Fishymancer, but i think a small efficient army it's more useful and, because of this, more funny than a large one.
Summon fetish, though not much info...
I can tell I'm already going to like it :)
PS, I Knew there would be some kind of mind control!!
Mad Mantis
22-08-2009, 19:21
Or does the BlizzCon build not include the fuller, more 'fleshed-out' version of the WD's skill trees?
No idea. From what I have seen in the trailers for the monk they are still using the old skills. I'm hoping that the BlizzCon Team will give us some more information.
I'm wondering why many people dislike the fact that we can't have huge armies anymore. I think it's a good idea too, not because it differentiate the Witch Doctor from the Necromancer, but because we can have potentially less lag and more useful summons (at least this's what i think when i read the descriptions).
Can't speak for everybody, but I liked the fishymancer build. There was something cool about being a general and the playstyle that came with it. This seems to have been lost. More useful summons is nice, but a small army plays very differently than a large army.
Hi!
If there aren't more skills would be nice to see the talent trees as there are bound to be some passives also. Would be nice to know what crits do for WD for example.
I've just seen the full panel, and I must ask-
Why the HELL are the Corpse Spider's spiders so small? This looks like the coolest skills ever but I don't want some puny spiders coming out of the Zombie- I want a big *** Fallen size that will jump and suck enemies' faces!
Why is everything about the WD has to be so small?
Don't Blizz know that small= not impressive?
ancalagon
22-08-2009, 23:18
I've just seen the full panel, and I must ask-
Why the HELL are the Corpse Spider's spiders so small? This looks like the coolest skills ever but I don't want some puny spiders coming out of the Zombie- I want a big *** Fallen size that will jump and suck enemies' faces!
Why is everything about the WD has to be so small?
Don't Blizz know that small= not impressive?
Tell that to my penis :)
Mad Mantis
23-08-2009, 11:00
Updated the first post with two new skills. Honestly, they both sounds a bit rubbish to me. Sure temp invulnerability is pretty handy, but you are as good as dead before it kicks in. It is only handy to drink a quick potion or finish the last two hitpoints of a boss. Most likely you'll be killed afterwards. If you got into a situation where you are below 10% of your health chances are that you are in deep ****.
Three seconds of being intangible is nothing. Barely enough to cover half a screen distance. We don't even know if you are invulnerable or if you take reduced damage. I can't really see a need for this skill.
redrobot
23-08-2009, 14:17
I got a feeling that the intangible thing will let the witch doctor walk through walls.
Updated the first post with two new skills. Honestly, they both sounds a bit rubbish to me. Sure temp invulnerability is pretty handy, but you are as good as dead before it kicks in. It is only handy to drink a quick potion or finish the last two hitpoints of a boss. Most likely you'll be killed afterwards. If you got into a situation where you are below 10% of your health chances are that you are in deep ****.
Three seconds of being intangible is nothing. Barely enough to cover half a screen distance. We don't even know if you are invulnerable or if you take reduced damage. I can't really see a need for this skill.
Thx again Mantis for the info.
I agree entirely for the 1st skill.
In the second one, I see a cool use for this skill. 3 seconds is nothing but imagine a fight against a tough boss, right? Something like the Diablo attack in d2. If you can turn intangible for just 3 seconds (more than the amount of time a boss attack could remain), you must survive him and the skill could be really awesome and useful.
If you can recognize when the smecial move is going on, of course.
Again, a tactical skill, a tactical gameplay.
If it won't work this way, it could be as redrobot said, walls or things like that.
The usefulness of the invulnerability skill will vary on implementation, but it's probably not that bad. If D3 will have something like Undead Stygians, it can give you a cushion of time to cast a crowd control spell instead of horribly dying. Like, imagine, you are getting your *** kicked, but there is a heath orb on the other side of the monster wall, you can't get to it in time. This gives you that opportunity (Wizard has stuff like Nova/Slow Time/Teleport, Barbarian has stuff like Stomp, Dash, Leap), this is the WD version to safely traverse the battle field.
Also, the benefit of ghost form could be this. I imagine Blizzard won't just let WD spam stuff like Confusion and Horrify to effectively permanently shut down mobs of monsters. Ghost Form, on the other hand, looks like something that can be spammable. Main benefit - take monster attention of you and onto the summons.
And if it does make you invulnerable, hell, it's going to be an incredible skill. If you ever played DotA, remember the hero Puck? He had this specific skill that allowed him to phase out, becoming immune to damage for a few seconds but unable to attack. It turned out to be one of the best survivability skills in the game.
I'm starting to think more uses for this skill. Imagine a situation (hardcore mode for adding problems) with a WD with less than 25% life.
You have no potions, you can't scape. But there are a couple of life orbs there.
Also, there are 3 or 4 dagerous monsters (inmune to horrorify or terror) between them and you, and you need to pick them to remain alive.
I think tactically those skills could do a heck of a job in this kind of situations, couldn't they?
Mad Mantis
25-08-2009, 07:39
Ghost Form, on the other hand, looks like something that can be spammable. Main benefit - take monster attention of you and onto the summons.
If it is spammable haven't they just given the WD an "I Win" button? If you are invulnerable, or close to, for the duration all he would need to do is cast his minions, spam Ghost Form and wait until they are dead. Rinse and repeat.
Actually I think my main problem with Ghost Form at this point in time is the duration and the lack of definition of tangible. If we had more info we could make more accurate guesses as to its use.
AIf you ever played DotA, remember the hero Puck? He had this specific skill that allowed him to phase out, becoming immune to damage for a few seconds but unable to attack.
How similar is DotA to D3? Do the same situations that arise there arise in Diablo?
I think tactically those skills could do a heck of a job in this kind of situations, couldn't they?
Now comes the question, would you put points in a skill that is so situational, or would you prefer to spend them somewhere else that is useful in almost the entire game?
ancalagon
25-08-2009, 10:34
Updated the first post with two new skills. Honestly, they both sounds a bit rubbish to me. Sure temp invulnerability is pretty handy, but you are as good as dead before it kicks in. It is only handy to drink a quick potion or finish the last two hitpoints of a boss. Most likely you'll be killed afterwards. If you got into a situation where you are below 10% of your health chances are that you are in deep ****.
Three seconds of being intangible is nothing. Barely enough to cover half a screen distance. We don't even know if you are invulnerable or if you take reduced damage. I can't really see a need for this skill.
Yes, I agree, they sound rubbish, I hope they play in better. Also I am not seeing any 'BAM' skills for the witch doctor if you know what I mean. I waited till this year's Blizzcon to open my trap, and now, unless Flux's upcoming skills list proves anything different, the Witch Doctor looks unimpressive. Not necessarily weak skills, but unimpressive skills. A single fireball, a few skinny toads, 3 puny spiders, small zombie dogs (they even nerfed their setting on fire / poison), locusts .... Maybe the skill runes will turn his skills into proper visual feasts and screen shakers and make you go 'YEAH', we will see.
I want some really bad curses where corpses just boil and rot over time, or causes them to explode. Flaming hands spurting from the ground, and an army of zombies running all over the place! Also some gigantic snake spawning myriads of other small snakes, and a visually improved poison nova! Or a barrage of poison 'fireballs' or some curse which causes demons' body fluids to fester and spread poisonous fumes. And better minions, the zombie dogs dont look that evil, they need to up the look, and BIGGER minions!!! Lets see what this Gargantuan is all about...
Now comes the question, would you put points in a skill that is so situational, or would you prefer to spend them somewhere else that is useful in almost the entire game?
Good point, Mantis. I assume each one got his own playstyle.
I'm hardcore player, usually untwinked and I took care of all those forgotten skills (dim vision, attract, terror, and so on).
I think those skills are necessary. Not for all, but vital in a game if they like to make it good for all. If you don't like a skill because it doesn't fit well with your playstyle, you always can ignore it. As I do with blessing hammer or blizzard, others could do with these useful skills for a situation.
Just my opinion.
slex lord of hatred
25-08-2009, 11:43
i have a feeling that you cant walk through walls with the ghost skill. everyone said to me that the wiz can teleport through walls to the other side. but she cant. she had to break down a door to go through. the barb has leap so he can travel . i think the WD gets ghost but he wont go through walls. and the monk will have some form of traveling move and so will the last class.
If it is spammable haven't they just given the WD an "I Win" button? If you are invulnerable, or close to, for the duration all he would need to do is cast his minions, spam Ghost Form and wait until they are dead. Rinse and repeat.
Actually I think my main problem with Ghost Form at this point in time is the duration and the lack of definition of tangible. If we had more info we could make more accurate guesses as to its use.
By spammable I meant low cooldown, but not capable of keeping it up permanently. Conceptually, a low cooldown short duration invulnerability skill is very, very powerful in ARPGs. It simply has massive utility, ranging from being useful for cycling cooldowns, dodging powerful attacks, taking attention of you to your summons and allies. But more info would be useful, you are right.
As for the DotA/Diablo comparison, hm. Well, DotA is basically a team based ARPG PvP game type. Being able to go immune to avoid massively powerful spells and attacks is incredibly useful there. Even though Diablo is not exactly a PvP game, Phase Shift's use in DotA demonstrates precisely why such skills are mechanically very powerful.
Mad Mantis
25-08-2009, 14:25
I'm hardcore player, usually untwinked and I took care of all those forgotten skills (dim vision, attract, terror, and so on).
I think those skills are necessary. Not for all, but vital in a game if they like to make it good for all. If you don't like a skill because it doesn't fit well with your playstyle, you always can ignore it. As I do with blessing hammer or blizzard, others could do with these useful skills for a situation.
See, for DV, Attract or Terror there are more useful scenarios. Horrify is similar to these skills. At this point in time I think a more accurate comparison for Ghost Form would be Weaken. Its use is so immensely situational that no one really uses it. It might turn out to be massively useful, but with the information we have now I find that hard to believe. Maybe after Flux posts his list we will be able to make more accurate guesses about the usefulness of this skill.
By spammable I meant low cooldown, but not capable of keeping it up permanently. Conceptually, a low cooldown short duration invulnerability skill is very, very powerful in ARPGs. It simply has massive utility, ranging from being useful for cycling cooldowns, dodging powerful attacks, taking attention of you to your summons and allies. But more info would be useful, you are right.
Hadn't thought about using it in combination with waiting for other cooldowns. There might be some use for the skill after all.
As for the DotA/Diablo comparison, hm. Well, DotA is basically a team based ARPG PvP game type. Being able to go immune to avoid massively powerful spells and attacks is incredibly useful there. Even though Diablo is not exactly a PvP game, Phase Shift's use in DotA demonstrates precisely why such skills are mechanically very powerful.
Am I correct in assuming that the team you are fighting has several spells with high damage and long cooldowns? I can see the use in avoiding those spells. My guess is that the boss monsters in D3 aren't bound by such long cooldowns. That would reduce the use of the Ghost Form. If they do have these cooldown I can see another use for the skill.
Yes. It's even used to avoid spells of the spammable variety even though the damage of that spell could be fairly low in comparison to the uber spells. It's also used to avoid stuns and silences - while I doubt D3 monsters will get a lot of stuns, I don't doubt that silence will be a major problem for casters.
Remember, attrition will be a 2 way street in D3, unlike D2 (infinite pots + TP). Even if it's a 5 second cooldown, hard to avoid, blast that takes down 20% of your HP, Ghost Form could save you that HP (assuming it's invulnerability).
Conserving your health when the amount of HP you gain back is dozed via Health Orbs will probably be a vital component of balanced D3 gameplay. Being at tip-top shape will be an important advantage in every fight.
Another component to phase out of the battlefield is DoT spells. I am fairly certain the WD will have a lot of his damage spread over time as opposed to front-loaded (summons, curses, poisons, walls of zombies, spiders), so getting a few seconds of leeway to let these things do their job (and in a high lethality game like Diablo, 3 seconds is a lot of time to be owned by over time damage).
GetCatTonight
27-08-2009, 15:01
The summons sound nice. I'm a little wary on how they may actually make some variation between summons though, as to me it just sounds like you'd summon a spider as if it were a vine, gargantuan like a golem, and then use flayers and zombies as front line fodder. Hopefully the buffs you can put on them will actually change their function.
And I don't really like the idea of parasitep. As we all know, it's just annoying to have the enemy you were trying to kill suddenly turn ally. I'd like it more if it were like the paladins ressurrection, or if it still allowed for teammates to kill your mind-controlled buddies. But otherwise it just sounds annoying to be playing alongside.
And I don't quite see the point of having both invuln and ghost mode. Why not just combine both and have ghost mode last longer the less health you have? Plus it basically sounds like the casters death proof. I really like the idea of ghost mode, but invuln doesn't sound right. Combining the 2 would be awesome though. Honestly I don't see the point of having both.
Eagerly awaiting the full skill list, though.
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