I was running a RoT sort tankdoc kinda build. Between pet survivability increase, mana regen buff, and RoT mana reduction, pretty sure i can throw bears on my right click for on demand burst and do amazingly well (as well as change From Honored Gues to Healing Journey on spirit walk).
So far i'm very impressed with pet changes. they're more useful and capable, but not D2 summonmancer where you'd kick back and let them do all the work.
Pierce the Veil affects pets (as does Gruesome Feast).
Gargantuan gets similar "force armor" as dogs. Gargantuan will scale with players life and on top of that, at lv60 he gets additional +50% from the players life (according to blue-post by lyrilla). It seems that they will make the Gargantuan to be both Damage Dealer and Tank (while the dogs are distractions and meatshields).
The kill-speed increase by using pets won't be significant compared to now, but at least it will be noticeable.
awesome, and also a good reason not to go crazy over datamined notes. I'm perfectly content now.
PtV affecting pets would be awesome. overall i really am happy pets are being changed (although all talk is about dogs, does the gargantuan not get the same "force armor" or anything?), i don't want D2 necro where i summoned skeletons then kicked back with a sandwhich and a cold one, but it'd be nice is they did do a bit more than now with a total tank gear set.
WD is nerfed. Yes, the increase damage is good, but over all, the class is the weakness class. If you going to nerfed VQ, at the very least, decrease the resource requirement.
Wiz take 10 seconds with no passive to recharge all resource. WD requires 13 seconds with VQ active. So how is this a bluff?
From a design perspective, I'm pretty sure mana was not mean to build, or be spent, as quick as Arcane Power
better pet scaling/survivability, reworking of VQ and base mana regen, faster cast animations for abilities i want to use, but didn't because they felt awkwardly slow...yeah that's pretty much my checklist down to the letter.
I'm kinda surprised how mana friendly this is, with just spiritual attunement and even with PtV I'm getting off plenty of casts with SPirit walk and Darts still waiting in the wings, but i've not gotten in a prolonged battle yet (and i'm only on Hell). the first thing that occured to me though, and maybe it's just that i suck at kiting or something, but i switched in Grasp for Big Bad Voodoo. otherwise yeah, i really like it.
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However my mana bar never even moved, so i'm going to try http://us.battle.net/d3/en/calculator/witch-doctor#WfUdYT!dWg!bcZZYa
Basically switch out Grasping Dead for Bears for a little on demand burst, and switch to healing Journey on Spirit Walk to top myself or my pets off.
So far i'm very impressed with pet changes. they're more useful and capable, but not D2 summonmancer where you'd kick back and let them do all the work.
awesome, and also a good reason not to go crazy over datamined notes. I'm perfectly content now.
From a design perspective, I'm pretty sure mana was not mean to build, or be spent, as quick as Arcane Power
If i had to make a totally backhanded gut check, i'd say more dps, easier on the mana, but a much smaller damage radius.