Witch Doctors already have "Spirit Vessel" as death denying skill. I think they are just clearing redudances and avoiding unbalances (too much of the same effect is allways dangerous).
I dont think "Spirit Vessel" is that good, I mean I think there are better passives around that will help you staying alive. Death Trance did look nice though.
I think it was replaced with something useful, and I agree that it was a bit redundant (and possibly very broken from a PvP standpoint) to have not one, but two death-defying skills on the same character.
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"I'm just getting started. I'm gonna pull the whole thing down. I gonna bring the whole fuckin' diseased, corrupt temple down on your heads. It's gonna be Biblical."
I think it was replaced with something useful, and I agree that it was a bit redundant (and possibly very broken from a PvP standpoint) to have not one, but two death-defying skills on the same character.
Useful? It was replaced because it was insanely OP.
20% Dmg reduction via Armor
20% Dmg reduction via Jungle Fortitude
60% while below 25% health via Death Trance.
Total %Dmg taken while below 25% health
0.8 * 0.8 * 0.4 = 25.6%
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One is never hurt by being given additional choices, only by taking them away. A QUADRILLION MAGIC FIND is worthless if you can't kill shit!
- Clay Shelton
20% Dmg reduction via Armor
20% Dmg reduction via Jungle Fortitude
60% while below 25% health via Death Trance.
Total %Dmg taken while below 25% health
0.8 * 0.8 * 0.4 = 25.6%
A QUADRILLION MAGIC FIND is worthless if you can't kill shit!