I thought it would be fun to brainstorm and share ideas of rune effects for various skills. I will start the Witch Doctor off with Sacrifice:
Causes a Zombie Dog to explode, dealing damage to all nearby enemies.
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Causes a Zombie Kanye West to appear, interrupting both melee and ranged damage from enemies and friends alike for 10 seconds before letting combat finish by exploding, dealing damage to all nearby enemies.
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I make sure people go to jail. The only thing more fun is Diablo 3.
Some of the most adept Witch Doctors have discovered new ways to utilize their powerful summoned minions. Whilst some Witch Doctors believe sacrificing their Zombie Dogs into exploding undead flesh and bone marrow is a good offensive attack, others have found that it is simply a waste of precious mortified flesh. It has been witnessed and documented that skilled Witch Doctors have transformed their Zombie Dogs into twisted, living totems, unleashing plague upon their foes.
Sacrifice can be modified to cause your Zombie Dog(s) to become static totems, that randomly dispense 5 charges of either Locust Swarm, Fire Bats, Plague of Toads, or Carrion Spiders, equivalent to the Witch Doctors skill level of those skills. And of course, after the 5 charges are spent, the totem explodes.
• Exploding zombie dog with bonesplitter across the screen causing small damage to enemies out of the range of the explosion.
• Make the Zombie Dog go underground some fast seconds to dig around and attack enemies with greater damage due to the fact that enemies do not see the attack once its made from the ground.
Sacraficing a pet gives X ammount of health back to the Witch Doctor.
The explosion causes the zombie dog to burst, spewing X ammount of maggots/bugs/whatever to attack the enemy for a short period of time(maybe poison or disease dmg?)
Sacrifice can be modified to cause your Zombie Dog(s) to become static totems, that randomly dispense 5 charges of either Locust Swarm, Fire Bats, Plague of Toads, or Carrion Spiders, equivalent to the Witch Doctors skill level of those skills. And of course, after the 5 charges are spent, the totem explodes.
These are cool! For the totems, the level of the rune would have to have some kind of effect on the power of the spells it casts...It would either have to be independent of the WD's skill level, or maybe it could just add to the WD's skill level (i.e. Rune1 would be WD's Slvl+1, Rune2 WD+2, etc.)? Or it could increase the number of charges. I like the idea though. :thumbsup:
Ive always seen sacrifice as a gamblign spell so how about...
Gamble - when Zombie dog is sacrificed, there is 50% chance that it will be resurected as an enemy zombie dog with higher buffs. there is also 50% chance that it will split into two higher buffed zombie dogs which will be yours. You are able to keep sacrificing these dogs and keep multiplying them, each time with higher buffs. Higher runes allow to you multiply more?
Alabaster: The explosion either stuns or blinds enemies, not sure which it should be.
Crimson: Damage and radius of the explosion is increased.
Golden: Provides a temporary damage shield to the caster in addition to the explosion. Higher rune ranks increase the amount shielded and duration.
Indigo: The sacrifice no longer causes an explosion, instead, the party gains a damage and speed buff for a short time.
Obsidian: Monsters slain by the sacrifice also explode, and monsters slain by those explode. Higher rune ranks allow for this to happen more with a single initial sacrifice.
mini-sabouteers:
when sacrificed, the dog will split into 4-5 smaller dogs will follow enemies around and blow up when they come in contact with them..
back to nature:
when sacrificed, a healing tree\damaging volcano will pop for a few seconds up at the spot that it was sacrificed.
acid trip:
when sacrificed the dogs will release a special acid that will send allies that it comes in contact with into an acid trip.. acid trip will cause players too move faster, attack faster, deal more damage
Indigo: Sacrifices 1/5 of the Mongrel's HP and the Mongrel becomes Frenzied, bleeding for 100% of it's maximum HP over 20 seconds but also gaining 250% increased attack speed and 400%% attack damage until killed.
Golden: Sacrifices a Mongrel for the good of the pack, the Mongrels HP when sacrificed is evenly split between the Witch Doctor and all of his minions as a heal. Does not overheal/waste healing e.g. A WD only missing 7hp would receive 7hp out of a 100hp pool and the full remaining 93hp would be redistributed.
Rather than exploding his sacrificed zombie dogs the witch doctor now simply freezes/ makes them immobile luring monsters the witch doctor can continue to cast locust swarm ect. on the dogs which jump to nearby monsters lasts x seconds
Causes a Zombie Dog to explode, dealing damage to all nearby enemies.
Find any Diablo news? Contact me or anyone else on the News team
Causes a Zombie Kanye West to appear, interrupting both melee and ranged damage from enemies and friends alike for 10 seconds before letting combat finish by exploding, dealing damage to all nearby enemies.
First roll: Barbarian!
* After the explosison, your pet will remain in the fight as a spirit for a few second.
* Sacrificed summons will drop a health globe (PvE). In PvP this will heal you and your party if it damages a enemy.
* Explodes all pets you have at once instead of one by one.
Sacrifice can be modified to cause your Zombie Dog(s) to become static totems, that randomly dispense 5 charges of either Locust Swarm, Fire Bats, Plague of Toads, or Carrion Spiders, equivalent to the Witch Doctors skill level of those skills. And of course, after the 5 charges are spent, the totem explodes.
• Make the Zombie Dog go underground some fast seconds to dig around and attack enemies with greater damage due to the fact that enemies do not see the attack once its made from the ground.
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The explosion causes the zombie dog to burst, spewing X ammount of maggots/bugs/whatever to attack the enemy for a short period of time(maybe poison or disease dmg?)
I like the totem idea
These are cool! For the totems, the level of the rune would have to have some kind of effect on the power of the spells it casts...It would either have to be independent of the WD's skill level, or maybe it could just add to the WD's skill level (i.e. Rune1 would be WD's Slvl+1, Rune2 WD+2, etc.)? Or it could increase the number of charges. I like the idea though. :thumbsup:
Gamble - when Zombie dog is sacrificed, there is 50% chance that it will be resurected as an enemy zombie dog with higher buffs. there is also 50% chance that it will split into two higher buffed zombie dogs which will be yours. You are able to keep sacrificing these dogs and keep multiplying them, each time with higher buffs. Higher runes allow to you multiply more?
Crimson: Damage and radius of the explosion is increased.
Golden: Provides a temporary damage shield to the caster in addition to the explosion. Higher rune ranks increase the amount shielded and duration.
Indigo: The sacrifice no longer causes an explosion, instead, the party gains a damage and speed buff for a short time.
Obsidian: Monsters slain by the sacrifice also explode, and monsters slain by those explode. Higher rune ranks allow for this to happen more with a single initial sacrifice.
when sacrificed, the dog will split into 4-5 smaller dogs will follow enemies around and blow up when they come in contact with them..
back to nature:
when sacrificed, a healing tree\damaging volcano will pop for a few seconds up at the spot that it was sacrificed.
acid trip:
when sacrificed the dogs will release a special acid that will send allies that it comes in contact with into an acid trip.. acid trip will cause players too move faster, attack faster, deal more damage
Golden: Sacrifices a Mongrel for the good of the pack, the Mongrels HP when sacrificed is evenly split between the Witch Doctor and all of his minions as a heal. Does not overheal/waste healing e.g. A WD only missing 7hp would receive 7hp out of a 100hp pool and the full remaining 93hp would be redistributed.
has a visible timer but way bigger damage (hey why not)
Gooey explosion that slows enemies movements in a certain area
explosion shoots enemies in all directions
leaves an Aoe of poison dot effect
Indigo: Add stun for X sec and also release Y little whirlwinds
Alabaster: ZD explodes with a blinding flash, blinding enemies and reducing damage and defense by X%
Obsidian: ZD explodes releasing a Poisonous cloud and slowing enemies.
Golden: ZD implodes draining life force from nearby enemies and transferiing it to the WD