Makes sense, just doesnt feel right, it feels boring. As for all skills in general I just miss the fact that If I wanted to have a 30 arrow multi shot, I could do that, if I wanted to I could have 30+ skeletons, all though useless but if I wanted to I could have a wave of 40 teeth on a necro just to do it, seems like d3 lacks the freedom and coolness d2 had, yea every skill has runes that change some slightly and some more then others, but everyone has access to everything at all times, vs d2 you might see another person with the same class, they might have a skeleton army while you have poison nova, and he cant just say "hey I wanna be exactly like him" and with a couple clicks and turn into your character, it takes away from the uniqueness between players, only thing that there will be is, "I do 476.89 dps" "well I do 494.28 dps"... How exciting....
D3 = Each class has about 30 spells. 30 x 5 runes each = 150 spells. And since you can have only 6 active at a time, the combinations are huge. And no, runes do not change spells "slightly", they change them quite significantly, sometimes they change them completely (such as Frost Ray becoming a swirling melee aoe skill). I don't see how this "lacks freedom" compared to 2, 3 spells builds focus on in D2.
Regarding being "unique" , there was nothing stopping you on d2 (before respecs) from rerolling and levelling up again - which was quick and easy , and even more if you had someone to help - and "copying" someone else. Even at this point in the beta with so few spells i am not seeing people going cookie cutter. You can still be a "unique snowflake" if you really want to. Also, you don't have to care about DPS if you don't want to... as you did not mind DPS when being able to summon 40 useless skeletons in D2.
40 skeletons might not have been very useful, but I'd rather have fun in a game vs spending all my time min/maxing
I wasn't referring to it being like wow that it feels or looks like wow, just that it is basic and simple like wow, with players needing not to learn anything on their own. As for the weapon and stats, all you look for is high dps and one stat, everything else is extras, my main concern with the game is the lack of uniqueness between players is their dps and the small visuals of their gear, if they never made it so everyone has every rune, the game would of been so much better, but people whine about inventory space and they are forced to remove the one thing that gave characters a difference between each other.
I dont understand why you think D3 is somehow simpler than D2, and that people will not need to learn anything. And how D2 was "harder".
I disagree about DPS being the only thing you look for. There might be a weapon with lower dps but, say, a lot of int, and in the end you get more dmg. Or, it might have a lot of magic find that you want... or mana regen... or a crazy proc. DPS is important but it is not the only thing.
In D2 people had access to every spell, there was no restriction. For some reason, you want there to be restrictions to which spells people get in D3. Which leads to the game being a alot more AH-driven, to get the runes you need. No, thanks. As i said, uniqueness does not come from restricting access to spells. Nothing stops you from being unique (if there's ever cookie cutter builds for classes, which i doubt at the moment).
The problem with D2 was that for players, in order to enjoy those new builds, they had to start over and level the character all over again. For most people this becomes a chore and dissuades them from rebuilding. But if they can't rebuild and feel they have the 'wrong build', they eventually quit.
The age of MMOG's punishing their player base is over. No more losing XP and de-leveling like in EQ1, no more forcing a complete character re-roll to do Skills/talents like in D2.
WoW had talent respecs, EQ2 had respecs, and now D3 allows you to respec on the fly.
It's the industry progression to draw in more casual gaming players, because that is where the most $$ resides.
No, I wasn't assuming they hit just once, I was pointing out that, regardless of how many times they hit in that 20 seconds they exist, if they're all hitting at the same time they're only doing your weapon damage per hit. And that's assuming enemies don't block, avoid, or negate any of that damage. I wouldn't want a skill that just does 100% damage a few times... on a 120 second cool down.
I am, however, going to go out on a very short limb and say that it looks like these will be way less useful than call of the Ancients, which do significantly more damage, and seem to have skills to go alongside that, and the CD's are identical. I was really expecting at least 10 fetishes, unruned, so this is pretty disappointing.
No, I wasn't assuming they hit just once, I was pointing out that, regardless of how many times they hit in that 20 seconds they exist, if they're all hitting at the same time they're only doing your weapon damage per hit. And that's assuming enemies don't block, avoid, or negate any of that damage. I wouldn't want a skill that just does 100% damage a few times... on a 120 second cool down.
I am, however, going to go out on a very short limb and say that it looks like these will be way less useful than call of the Ancients, which do significantly more damage, and seem to have skills to go alongside that, and the CD's are identical. I was really expecting at least 10 fetishes, unruned, so this is pretty disappointing.
Well... you aren't thinking of the whole picture
1.) This isn't a primary damage dealing spell. You won't be using it to do crazy damage. It's a defensive spell that does damage as well. 5 targets (that appear to be able to take a few hits from the movie) is pretty good by itself. It's even better when you can up it to 8!
2.) You can't compare the damage to something you have to fire every second. Sure, you could say, it only does 100% damage per second but that's not the point of the skill. It's a fire and forget spell. You can cast it and then any damage it does is added to your skills since you are free to cast other spells IN ADDITION to the army that you cast x seconds ago. The point of this spell is to be used in addition to the spells you cast that do instant damage.
The problem with D2 was that for players, in order to enjoy those new builds, they had to start over and level the character all over again. For most people this becomes a chore and dissuades them from rebuilding. But if they can't rebuild and feel they have the 'wrong build', they eventually quit.
The age of MMOG's punishing their player base is over. No more losing XP and de-leveling like in EQ1, no more forcing a complete character re-roll to do Skills/talents like in D2.
WoW had talent respecs, EQ2 had respecs, and now D3 allows you to respec on the fly.
It's the industry progression to draw in more casual gaming players, because that is where the most $$ resides.
The problem with D2 was that the skill / stat points was "a trap". There are "right" ways to do it, and most are "wrong" ways to do it. When i first started playing D2 i tended to pick a lot of skills, therefore spreading my points a lot, and in the end i just sucked. So the game was "punishing" me because i could not forsee the fact that my build was going to suck, even while i was making valid choices.
No amount of hardcoreness makes this fair in any way. Yes, i am not causal so I rerolled (many times too, i enjoy it), but that is not the point. Players who want hardcore, can play permadeath hardcore.
No one has yet to mention one thing that makes ur char unique in this game... Because there is nothing, even the small visuals of armor will become cookie cutter when everyone has everything because of the horrible idea of this AH. (horrible about gear being too easy to get, smart in making Blizzard money)
Makes sense, just doesnt feel right, it feels boring. As for all skills in general I just miss the fact that If I wanted to have a 30 arrow multi shot, I could do that, if I wanted to I could have 30+ skeletons, all though useless but if I wanted to I could have a wave of 40 teeth on a necro just to do it, seems like d3 lacks the freedom and coolness d2 had, yea every skill has runes that change some slightly and some more then others, but everyone has access to everything at all times, vs d2 you might see another person with the same class, they might have a skeleton army while you have poison nova, and he cant just say "hey I wanna be exactly like him" and with a couple clicks and turn into your character, it takes away from the uniqueness between players, only thing that there will be is, "I do 476.89 dps" "well I do 494.28 dps"... How exciting....
D3 = Each class has about 30 spells. 30 x 5 runes each = 150 spells. And since you can have only 6 active at a time, the combinations are huge. And no, runes do not change spells "slightly", they change them quite significantly, sometimes they change them completely (such as Frost Ray becoming a swirling melee aoe skill). I don't see how this "lacks freedom" compared to 2, 3 spells builds focus on in D2.
Regarding being "unique" , there was nothing stopping you on d2 (before respecs) from rerolling and levelling up again - which was quick and easy , and even more if you had someone to help - and "copying" someone else. Even at this point in the beta with so few spells i am not seeing people going cookie cutter. You can still be a "unique snowflake" if you really want to. Also, you don't have to care about DPS if you don't want to... as you did not mind DPS when being able to summon 40 useless skeletons in D2.
Another point is that players will experiment with a lot of spells, but eventually they'll find the spells they individually prefer, which, to me, enables a much deeper sense of individuality to happen.
For example: Player A is a Wizard playing in a public game. Player B joins the game, who just happens to be a wizard, too.
After a while of killing crap and advancing, A starts to realize that B is killing stuff much faster than A. Player A has stuck with skills that have been available since the beginning of the game because A has grown to liking them. Now, A want's to copy B's skill selection.
Player B just happens to be that kind of player that doesn't mind sharing his/her skill setup, and A copies it completely. As jabronii has feared, A has become a perfect copy of Player B. But wait...
A and B progress further, and A starts to get the hang of it. But it doesn't feel comfortable for A like it does Player B. Before, A stuck with four defensive skills and two hard hitting skills (meteor and blizzard, perhaps). Now, A is using completely different skills that require Player A to assume a different play style, one that he/she just doesn't like at all. A kills stuff just fine, but it's a constant struggle and counterintuitive to him/her. Even B notices that A just cannot play as well. it's time for A to reconsider a few things.
Player A didn't dislike all of the skills Player B uses; in fact, A liked a few of them a lot and decides to keep them. A takes back two old skills, too, because they were missed a lot. In keeping some of the skills Player B uses, A decides that some different passives would really boost the two defensive skills and change the others in a way that only Player A likes. Going further, A decides that a few different runes would be much better to use than the ones Player B has stuck to.
Individuality comes back, stronger than ever with a unique skill setup that Player A really clicks with, all by his/her self.
The thing is, yeah, you could totally steal someone else's skill setup and use it, but there's a huge chance that you'll disagree on something, most likely a few things, and will want to change your skill setup until you're happy and comfortable with it.
Also, having all skills available to you is not at all bad; I'm surprised you all haven't broken free from that premature belief yet.
But there is still nothing unique about either of them, in d2 you might run into 100 necros and each one of them will be using different skills and if not the skills look different based on skill points or + to skill gear, they needed to keep it how it was with different lvl runes
But there is still nothing unique about either of them, in d2 you might run into 100 necros and each one of them will be using different skills and if not the skills look different based on skill points or + to skill gear, they needed to keep it how it was with different lvl runes
I disagree with this. Most D2 chars are built the same, they are cookie cutter builds. Because there are very few viable builds per class in the game. If you pick 100 random necros I would say you will find 2, 3 builds in 80% of the characters.
First of all, I think that true build uniqueness does not exist in any game of this kind (MMO or Action RPG), because players can and will copy builds that they (or the community) feels works best.
In D3 the total number of possible builds is much higher than D2 due to the number of skills, and the percentage of viable builds over total builds will be much, much higher than in D2 for sure (because of the "trap" skill system used in D2 that i mentioned in my previous post). So the probability of having a "unique" build will be much higher in D3, IMO.
Regarding Visual uniqueness, again, i don't believe it can truly exist on games of this genre.
In D3, there will be a high number of possible models for each item type - thanks to the 3d engine - in comparison with D2, which had very few different looks for each class. Also, it will be possible to change your armor's color using dyes. So it will offer much more visual variety than D2 characters.
You have to put fetish army in the right context. It has a significant cool down. The intent is to bust it out when you need some extra kick ass. This is also true of other WD abilities. So, if you have a summon/pet/minion build going on, then not only are you going to have 4 dogs and a gargantuan out, but you may have fetish army runed with 2 extra fetishes. You may also have big bad voodoo (runed properly) and hex.
So when you come across a champion or boss, you're suddenly going to have an extra 7-8 helpers with a major dps buff to those helpers plus your normal pets. It's going to give you an enormous dps boost for tough fights.
A WD situational dps is already going to be ridiculous. Fetish army doesn't need to be bigger.
Also, keep in mind that blizzard can add rune boosting affixes to items. You very well may find something that will boost your fetish army size. So that rune that gives you 2 extra fetish hunters could give you 3-5 instead.
I won't use them... With a 90 sec cooldown maybe, with a 120 cooldown, never (and i won't loose a passive to make it 90sec.). The only cool rune imo is the ambush one which as a high burst potential.
I think the majority of you guys are overlooking some valuable concepts. Once again, everyone likes to focus on DAMAGE DAMAGE DAMAGE!?
This game has a lot more important concepts to focus around than that. I for one thought that this skill looked right how I imagined it would be. I mean... that's how the D2 fetish army appeared isn't it? Furthermore, when you add runes you'll receive the other more annoying fire fetish and blow dart boy as well.
But besides the appearance of the skill, remember the enemies are actually targeting them so that makes a HUGE impact on the current battle you will be experiencing. The WD can pretty much sit safely and cast other skills while this skill lasts 20 seconds which is quite a while if you play in game. That equals more survive-ability, mobility, mana regeneration, cooldown resets, and a list of less obvious advantages im sure.
There are a number of passives that will help make a pet-based build really effective.
This skill is one that falls under special tactics, not "omg looks lame no damage! WHAAH!"
I will be using this skill in my blood golem build as planned
I think the majority of you guys are overlooking some valuable concepts. Once again, everyone likes to focus on DAMAGE DAMAGE DAMAGE!?
This game has a lot more important concepts to focus around than that. I for one thought that this skill looked right how I imagined it would be. I mean... that's how the D2 fetish army appeared isn't it? Furthermore, when you add runes you'll receive the other more annoying fire fetish and blow dart boy as well.
But besides the appearance of the skill, remember the enemies are actually targeting them so that makes a HUGE impact on the current battle you will be experiencing. The WD can pretty much sit safely and cast other skills while this skill lasts 20 seconds which is quite a while if you play in game. That equals more survive-ability, mobility, mana regeneration, cooldown resets, and a list of less obvious advantages im sure.
There are a number of passives that will help make a pet-based build really effective.
This skill is one that falls under special tactics, not "omg looks lame no damage! WHAAH!"
I will be using this skill in my blood golem build as planned
I am happy for you. On the other hand, i don't like it because it his a hard investment for what it provides. Could be effective if you encounter elites once every 120 seconds...
I think the majority of you guys are overlooking some valuable concepts. Once again, everyone likes to focus on DAMAGE DAMAGE DAMAGE!?
This game has a lot more important concepts to focus around than that. I for one thought that this skill looked right how I imagined it would be. I mean... that's how the D2 fetish army appeared isn't it? Furthermore, when you add runes you'll receive the other more annoying fire fetish and blow dart boy as well.
But besides the appearance of the skill, remember the enemies are actually targeting them so that makes a HUGE impact on the current battle you will be experiencing. The WD can pretty much sit safely and cast other skills while this skill lasts 20 seconds which is quite a while if you play in game. That equals more survive-ability, mobility, mana regeneration, cooldown resets, and a list of less obvious advantages im sure.
There are a number of passives that will help make a pet-based build really effective.
This skill is one that falls under special tactics, not "omg looks lame no damage! WHAAH!"
I will be using this skill in my blood golem build as planned
I am happy for you. On the other hand, i don't like it because it his a hard investment for what it provides. Could be effective if you encounter elites once every 120 seconds...
So zombie dogs isn't a hard investment? That seems like it will be "casted" a lot less than every 120 seconds if you ask me. Even if you're correct about that, think about it: There are 6 skills you can have at one time! Not all your skills should be or will be, spammable high dps type skills. If they are than your build won't survive long or have many variables for different circumstances..
Like I said, im totally comfortable with this skill. Its something im looking forward to using
I think the majority of you guys are overlooking some valuable concepts. Once again, everyone likes to focus on DAMAGE DAMAGE DAMAGE!?
This game has a lot more important concepts to focus around than that. I for one thought that this skill looked right how I imagined it would be. I mean... that's how the D2 fetish army appeared isn't it? Furthermore, when you add runes you'll receive the other more annoying fire fetish and blow dart boy as well.
But besides the appearance of the skill, remember the enemies are actually targeting them so that makes a HUGE impact on the current battle you will be experiencing. The WD can pretty much sit safely and cast other skills while this skill lasts 20 seconds which is quite a while if you play in game. That equals more survive-ability, mobility, mana regeneration, cooldown resets, and a list of less obvious advantages im sure.
There are a number of passives that will help make a pet-based build really effective.
This skill is one that falls under special tactics, not "omg looks lame no damage! WHAAH!"
I will be using this skill in my blood golem build as planned
I am happy for you. On the other hand, i don't like it because it his a hard investment for what it provides. Could be effective if you encounter elites once every 120 seconds...
Ypu can lower that CD with rune or even passive skill if you like
Between you and me, before trying to lower this skill, i will start by lowering another skill with a lower cooldown. I think that grave injustice will definitely reset every time you die. Also, to diminish cd, you will have to get close to the mobs which means that you will put yourself in a dangerous situation. Good luck to you and congrats if you successfully diminish the cd down below 90 sec.
I think the majority of you guys are overlooking some valuable concepts. Once again, everyone likes to focus on DAMAGE DAMAGE DAMAGE!?
This game has a lot more important concepts to focus around than that. I for one thought that this skill looked right how I imagined it would be. I mean... that's how the D2 fetish army appeared isn't it? Furthermore, when you add runes you'll receive the other more annoying fire fetish and blow dart boy as well.
But besides the appearance of the skill, remember the enemies are actually targeting them so that makes a HUGE impact on the current battle you will be experiencing. The WD can pretty much sit safely and cast other skills while this skill lasts 20 seconds which is quite a while if you play in game. That equals more survive-ability, mobility, mana regeneration, cooldown resets, and a list of less obvious advantages im sure.
There are a number of passives that will help make a pet-based build really effective.
This skill is one that falls under special tactics, not "omg looks lame no damage! WHAAH!"
I will be using this skill in my blood golem build as planned
I am happy for you. On the other hand, i don't like it because it his a hard investment for what it provides. Could be effective if you encounter elites once every 120 seconds...
So zombie dogs isn't a hard investment? That seems like it will be "casted" a lot less than every 120 seconds if you ask me. Even if you're correct about that, think about it: There are 6 skills you can have at one time! Not all your skills should be or will be, spammable high dps type skills. If they are than your build won't survive long or have many variables for different circumstances..
Like I said, im totally comfortable with this skill. Its something im looking forward to using
I am not gonna use dogs and i won't use fetish either. The only summon i am seriously considering is garg.
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40 skeletons might not have been very useful, but I'd rather have fun in a game vs spending all my time min/maxing
I dont understand why you think D3 is somehow simpler than D2, and that people will not need to learn anything. And how D2 was "harder".
I disagree about DPS being the only thing you look for. There might be a weapon with lower dps but, say, a lot of int, and in the end you get more dmg. Or, it might have a lot of magic find that you want... or mana regen... or a crazy proc. DPS is important but it is not the only thing.
In D2 people had access to every spell, there was no restriction. For some reason, you want there to be restrictions to which spells people get in D3. Which leads to the game being a alot more AH-driven, to get the runes you need. No, thanks. As i said, uniqueness does not come from restricting access to spells. Nothing stops you from being unique (if there's ever cookie cutter builds for classes, which i doubt at the moment).
Nothing stops you from using the spells / runes you consider to be the most fun for you, and more so if you dont care about min maxing. Go for it...
The age of MMOG's punishing their player base is over. No more losing XP and de-leveling like in EQ1, no more forcing a complete character re-roll to do Skills/talents like in D2.
WoW had talent respecs, EQ2 had respecs, and now D3 allows you to respec on the fly.
It's the industry progression to draw in more casual gaming players, because that is where the most $$ resides.
I am, however, going to go out on a very short limb and say that it looks like these will be way less useful than call of the Ancients, which do significantly more damage, and seem to have skills to go alongside that, and the CD's are identical. I was really expecting at least 10 fetishes, unruned, so this is pretty disappointing.
Well... you aren't thinking of the whole picture
1.) This isn't a primary damage dealing spell. You won't be using it to do crazy damage. It's a defensive spell that does damage as well. 5 targets (that appear to be able to take a few hits from the movie) is pretty good by itself. It's even better when you can up it to 8!
2.) You can't compare the damage to something you have to fire every second. Sure, you could say, it only does 100% damage per second but that's not the point of the skill. It's a fire and forget spell. You can cast it and then any damage it does is added to your skills since you are free to cast other spells IN ADDITION to the army that you cast x seconds ago. The point of this spell is to be used in addition to the spells you cast that do instant damage.
The problem with D2 was that the skill / stat points was "a trap". There are "right" ways to do it, and most are "wrong" ways to do it. When i first started playing D2 i tended to pick a lot of skills, therefore spreading my points a lot, and in the end i just sucked. So the game was "punishing" me because i could not forsee the fact that my build was going to suck, even while i was making valid choices.
No amount of hardcoreness makes this fair in any way. Yes, i am not causal so I rerolled (many times too, i enjoy it), but that is not the point. Players who want hardcore, can play permadeath hardcore.
Vision Quest
Any time you have 4 or more skills on cooldown, your Mana regeneration is increased by 300%
Another point is that players will experiment with a lot of spells, but eventually they'll find the spells they individually prefer, which, to me, enables a much deeper sense of individuality to happen.
For example: Player A is a Wizard playing in a public game. Player B joins the game, who just happens to be a wizard, too.
After a while of killing crap and advancing, A starts to realize that B is killing stuff much faster than A. Player A has stuck with skills that have been available since the beginning of the game because A has grown to liking them. Now, A want's to copy B's skill selection.
Player B just happens to be that kind of player that doesn't mind sharing his/her skill setup, and A copies it completely. As jabronii has feared, A has become a perfect copy of Player B. But wait...
A and B progress further, and A starts to get the hang of it. But it doesn't feel comfortable for A like it does Player B. Before, A stuck with four defensive skills and two hard hitting skills (meteor and blizzard, perhaps). Now, A is using completely different skills that require Player A to assume a different play style, one that he/she just doesn't like at all. A kills stuff just fine, but it's a constant struggle and counterintuitive to him/her. Even B notices that A just cannot play as well. it's time for A to reconsider a few things.
Player A didn't dislike all of the skills Player B uses; in fact, A liked a few of them a lot and decides to keep them. A takes back two old skills, too, because they were missed a lot. In keeping some of the skills Player B uses, A decides that some different passives would really boost the two defensive skills and change the others in a way that only Player A likes. Going further, A decides that a few different runes would be much better to use than the ones Player B has stuck to.
Individuality comes back, stronger than ever with a unique skill setup that Player A really clicks with, all by his/her self.
The thing is, yeah, you could totally steal someone else's skill setup and use it, but there's a huge chance that you'll disagree on something, most likely a few things, and will want to change your skill setup until you're happy and comfortable with it.
Also, having all skills available to you is not at all bad; I'm surprised you all haven't broken free from that premature belief yet.
I disagree with this. Most D2 chars are built the same, they are cookie cutter builds. Because there are very few viable builds per class in the game. If you pick 100 random necros I would say you will find 2, 3 builds in 80% of the characters.
First of all, I think that true build uniqueness does not exist in any game of this kind (MMO or Action RPG), because players can and will copy builds that they (or the community) feels works best.
In D3 the total number of possible builds is much higher than D2 due to the number of skills, and the percentage of viable builds over total builds will be much, much higher than in D2 for sure (because of the "trap" skill system used in D2 that i mentioned in my previous post). So the probability of having a "unique" build will be much higher in D3, IMO.
Regarding Visual uniqueness, again, i don't believe it can truly exist on games of this genre.
In D3, there will be a high number of possible models for each item type - thanks to the 3d engine - in comparison with D2, which had very few different looks for each class. Also, it will be possible to change your armor's color using dyes. So it will offer much more visual variety than D2 characters.
So when you come across a champion or boss, you're suddenly going to have an extra 7-8 helpers with a major dps buff to those helpers plus your normal pets. It's going to give you an enormous dps boost for tough fights.
A WD situational dps is already going to be ridiculous. Fetish army doesn't need to be bigger.
Also, keep in mind that blizzard can add rune boosting affixes to items. You very well may find something that will boost your fetish army size. So that rune that gives you 2 extra fetish hunters could give you 3-5 instead.
This game has a lot more important concepts to focus around than that. I for one thought that this skill looked right how I imagined it would be. I mean... that's how the D2 fetish army appeared isn't it? Furthermore, when you add runes you'll receive the other more annoying fire fetish and blow dart boy as well.
But besides the appearance of the skill, remember the enemies are actually targeting them so that makes a HUGE impact on the current battle you will be experiencing. The WD can pretty much sit safely and cast other skills while this skill lasts 20 seconds which is quite a while if you play in game. That equals more survive-ability, mobility, mana regeneration, cooldown resets, and a list of less obvious advantages im sure.
There are a number of passives that will help make a pet-based build really effective.
This skill is one that falls under special tactics, not "omg looks lame no damage! WHAAH!"
I will be using this skill in my blood golem build as planned
I am happy for you. On the other hand, i don't like it because it his a hard investment for what it provides. Could be effective if you encounter elites once every 120 seconds...
So zombie dogs isn't a hard investment? That seems like it will be "casted" a lot less than every 120 seconds if you ask me. Even if you're correct about that, think about it: There are 6 skills you can have at one time! Not all your skills should be or will be, spammable high dps type skills. If they are than your build won't survive long or have many variables for different circumstances..
Like I said, im totally comfortable with this skill. Its something im looking forward to using
Between you and me, before trying to lower this skill, i will start by lowering another skill with a lower cooldown. I think that grave injustice will definitely reset every time you die. Also, to diminish cd, you will have to get close to the mobs which means that you will put yourself in a dangerous situation. Good luck to you and congrats if you successfully diminish the cd down below 90 sec.
I am not gonna use dogs and i won't use fetish either. The only summon i am seriously considering is garg.