[:1]Hey all, I was recently looking over the list of passive skills for all the classes. Zediono posted a marvellous translation of all of the skills released so far, including passives. What I instantly noticed reading through this post is that Barbs had some cool passives: Cruelty, Slaughter. The Demon Hunter has some that really changed how she would play: Back to Basics, Years of Training, Killing Spree. Wizards have some very unique ones as well: Glass Cannon, Temporal Flux, and Unstable Energy. Monk had some very awesome ones that combine to really change how that class plays: Untouchable/Counter Attack, Flawless Technique/Strength of Spirit.
The Doctor had one skill that really changed the way he played: Blood Ritual. That's it...It is pretty game-changing, but it's only ONE different style of play.
I think we can do better than that! So c'mon everyone! List some ideas for WD Passives and who knows, maybe we'll see Blizzard agree with us.
I'll start it off. I already posted these as a comment to a post, but here are two of my ideas:
Cannibalism: Zombie abilities steal X% of damage as health returned to the Witch Doctor
Grave Digger: Increases the strength of Zombie abilities by X% when within Y yards of a corpse.
Alpha Dog: Increases the number of possible Zombie Dogs currently active by 1.
What are your ideas?
Edit: Changed the name of "Pack Leader" to "Alpha Dog"...that already was one :P|||Envenom: All damage dealt by the WD is poison damage. +X% poison damage.
This could play along with the poison damage theme he kinda has going and could definitely change the approach you take on the WD. Some variation could be applied to the WD's summons and such.|||"Rituals" also seems like something that could affect your playstyle, but other than that I have to agree. That list is mind-numbingly predictable and boring. Then again, there is a huge amount of overlap between the passives for the different classes and most of those are incredibly boring.|||Yeah, agreed Mantis, but it really seems like the only abilities the WD has is around resource management, pet health, and mainly pet damage...and I know that we aren't just gonna be starting at our mana and health globes the whole time. I point again to "game changers" that passives are supposed to be and we are left with naught but one, maybe two.|||Demolition: When you score a critical hit with a spell (ie, Skull of Flame), the next sacrifice costs no mana.
Soul Link: x% of damage taken goes to your Mongrels.
Survival: The lower the mana pool is, the faster the regeneration.
?: Pet critical strikes increase your critical strike chance by 15% for 10 seconds.
?: Pets get a life steal for each attack that they do.
Parasite: Pets give you mana based on a % of damage that they do.
?: Pet critical strikes increase your run speed by 10% for 5 seconds.
?: Pet attacks increases your damage by 2%. Stacks 10 times.
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