I play WD since vanilla, I felt in love with it esthetics's all those zombies, pets and dots. But since Necro came out and showed different take on pets skills with with passive summoning and active command skill. Its feels much better and now WD pets feels outdated. I know commanding dead (pets) is Necro "thing", but if WD was a "buffer" of pets, so it wont be a plain copy of Necro. And WD pet game play would be more enjoyable and not: "summon a pet.... and watch them hopefully die so you can press that button again".
Game some thought how it could be bit bellow, what you think guys? Would it make WD's pets great again?
Zombie Dogs (4)
Cooldown: 45 seconds
Active: Perform a voodoo ritual to increase a summon rate to 2 seconds for 15 seconds.
Passive: Summon a Zombie Dog from the depths to fight by your side every 6 seconds to a max of 5 Zombie Dogs. Each dog deals 120% of your weapon damage as Physical per attack, lasting 10 attacks and on death explodes, dealing 1090% of your weapon damage as Physical to all enemies within 12 yards.
Rabid Dogs (12)
Your Zombie Dogs gain an infectious bite deals 25% of your weapon damage as Poison doubling its damage each bite and lasting 5 attacks.
Chilled to the Bone (19)
Enemies who hit or are hit by your Zombie Dogs are Chilled for 3 seconds and death explosion freezes all enemies for 1 second.
Life Link (28)
Your Zombie Dogs lasts 20 attacks and on death, shields you for 5% of your maximum health for each enemy hit up to 50%.
Burning Dogs (40)
Your Zombie Dogs burst into flames, burning nearby enemies for 80% of your weapon damage as Fire every bite and increases explosion damage to 1500% and radius to 20 yards.
Leeching Beasts (54)
Your Zombie Dogs heal you for 100% of your Life On Hit with every bite and has 50% to trigger an extra bite.
Cooldown: 45 seconds
Active: Enrages Gargantuan for 15 seconds granting Cleave ability, allowing its attacks to hit multiple enemies for 450% of your weapon and gaining:
10% movement speed
20% attack speed
100% Physical damage
Passive: Summon a Gargantuan zombie to fight for you. The Gargantuan attacks for 450% of your weapon damage as Physical.
Cleave ability now chills enemies for 3 seconds and damage is increased to 585% of your weapon damage as Cold.
Restless Giant (29)
Enrage cooldown is reduced to 30 second and bonuses are increased to:
20% movement speed
35% attack speed
200% Physical damage
Wrathful Protector (39)
Active: Summon a more powerful enraged Gargantuan to fight for you for 15 seconds. The Gargantuan's fists burn with fire, dealing 575% of your weapon damage as Fire and knocking enemies into the air.
Big Stinker (48)
The Gargantuan is surrounded by a poison cloud that deals 135% weapon damage as Poison per second to nearby enemies and when enraged clouds damage is increased to 675%.
Cleave ability pulls enemies towards Gargantuan, dealing 585% of your weapon damage as Fire and stunning them for 3 seconds.
Fetish Horde (30)
Cooldown: 120 seconds
Active: Each Fetish Ambushes nearby enemy for 800% weapon damage as Physical.
Passive: Summon a horde of 15 dagger-wielding Fetishes to fight by your side. The Fetishes attack for 100% of your weapon damage as Physical.
Fetish Ambush (34)
Active: Ambush damage is increased to 1000% weapon damage as Cold and freezes targets for 1 second.
Devoted Following (40)
Decrease the cooldown of Fetish Army to 90 seconds.
Legion of Daggers (46)
After ambush all fetishes has their attack speed increased by 35% and movement speed by 20 % for 20 seconds.
Tiki Torchers (52)
Summon an additional 2 Fetish casters who breathe fire in a cone in front of them and deal 85% of your weapon damage as Fire and nearby dagger-wielding Fetishes attacks explodes for 50% weapon damage as Fire.
Head Hunters (60)
Summon an additional 2 Hunter Fetishes that shoot blowdarts at enemies, dealing 130% of your weapon damage as Poison and marking them increasing their damage taken by 50%. Dagger-wielding fetishes only ambushes marked targets and their attacks now deal poison damage.
Im not sure what youre even talking about here, you seem to be acknowledging that WD and Necro are different styles of pet play but then you want them to be the same, even though they have a different design intent.
Theres no issue with the way PetDoc plays right now, in return for tanky pets you lose the use of the ability slots it takes to summon them, and also dont have the ability to control them.
If youre playing PetDoc hoping for the pets to die to resummon them then youre just not pushing enough, the idea is not to wait until their death but to resummon the pets if/when theyre spread out of position and that becomes increasingly important at higher rifts since it takes a lot longer to kill mobs if the pets do get spread.
If anything needs tweaked on PetDoc build atm its the way armour and damage reduction works,
1 The level of armour at low paragon levels, below 800, feels too low and so now Necrosis and Soul Harvest feel clunky. With the last round of buffs, damage output scaled up a lot but survivability doesnt feel any different, It feels too Glass to even be considered GlassCannon.
2 Using Manajumas above T11 for a speed build is a death lottery due to the lack of passive armour.
3 Dieing to a RG that doesnt summon adds when pushing usually means automatic failure of the rfit since you cant get SoulHarvest stacks back up. Other builds and classes go far higher without being punished to this extreme.
Im a great believer in the theory that not every class has to be equal after all alts are not tied to a long levelling process but the last set of buffs to items have indirectly impacted some differences in survivability.