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it would also be cool if SW could be used to swap the places of the WD with a monster or another player...
I thought about the exact same thing. The problem is that it won't be a Spirit Walk|||Yeah. One can dream, though!|||My 2 cents. When WD enters spirit walk, his entry point becomes something like black hole and starts pulling mobs and/or projectiles towards it. Highier level rune - bigger area of effect. WD then exits spirit mode and rains fire on mob group !!! Or even better, teammate wizz with blizz !!!!!!!|||Idea #10 When the WD suses spirit walk his decoy left behind explodes when hit by a monster.
Higher rune:Surviving mosters run away in fear
Purpose: Your decoy does more than distracts your enemies. It damages and potentially makes 'em run away in fear.|||Quote:
My 2 cents. When WD enters spirit walk, his entry point becomes something like black hole and starts pulling mobs and/or projectiles towards it. Highier level rune - bigger area of effect. WD then exits spirit mode and rains fire on mob group !!! Or even better, teammate wizz with blizz !!!!!!!
That's confusing.
The WD's "Entry Point" is the dummy/ragdoll, which already serves as a "Black Hole", attracting enemies to it.
So this basically changes nothing from the original skill.
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Idea #10 When the WD suses spirit walk his decoy left behind explodes when hit by a monster.
Higher rune:Surviving mosters run away in fear
Purpose: Your decoy does more than distracts your enemies. It damages and potentially makes 'em run away in fear.
That's very similar to my idea, where the Decoy explodes when duration ends.
I don't understand why would you want it to explode on 1st hit instead on duration?|||Quote:
My 2 cents. When WD enters spirit walk, his entry point becomes something like black hole and starts pulling mobs and/or projectiles towards it. Highier level rune - bigger area of effect. WD then exits spirit mode and rains fire on mob group !!! Or even better, teammate wizz with blizz !!!!!!!
That is a very neat idea. But why not combine your idea with LaZeR's idea so it would trap them in the place of the decoy instead of allowing them to get away before a nice BOOM!?! (Odsidian?)
Idea #11:Mirrored Walk
Higher rune:Longer duration (Alabaster?)
Purpose: The decoy will walk in an oppsite manner then the WD. So if you walk right it will walk left and if you walk down it will walk up drawing enemies away from you and getting you farther from the enemy?
It really is not much different than the base skill but it seems more effective.|||12th Idea: Convert touched target(s)
Higher Rune: Longer duration, more targets
Purpose: Damage and Crowd Control
Monsters touched while in Spirit form will be temporarily converted to your side, creating a veil of confusion to help you get away.
In PvP, the conversion effect would not trigger.
13th Idea: Possess touched target
Higher Rune: Longer duration
Purpose: Damage and Crowd Control
Take control of the first monster you touch in Spirit form. You can only use it's base attack. When the duration runs out, you will teleport back to where Spirit Walk was first triggered.
In PvP, the duration would be capped at 5 seconds. The effect can be broken by using certain skills.
14th / 15th Idea: Upon re-appearing, Haunt targets in the immediate area / Haunt targets touched while in Spirit form.
Higher Rune: Longer duration
Purpose: Damage
*Haunt: Launchs a ghostly creature that latches onto enemies, dealing Arcane damage over time. If the target dies while the Haunt is active, it will chain to another nearby enemy.
**Skill runes in Haunt will NOT affect the Haunt triggered by Spirit Walk.|||Quote:
14th / 15th Idea: Upon re-appearing, Haunt targets in the immediate area / Haunt targets touched while in Spirit form.
Higher Rune: Longer duration
Purpose: Damage
*Haunt: Launchs a ghostly creature that latches onto enemies, dealing Arcane damage over time. If the target dies while the Haunt is active, it will chain to another nearby enemy.
**Skill runes in Haunt will NOT affect the Haunt triggered by Spirit Walk.
I really like this/these idea(s). Flavor-wise, I love the mental image of a Witch Doctor emerging from the mysterious nether, dragging an entourage of lost souls along with him. I also like the mechanic of the latter idea quite a bit. You'd be able to summon minions and whatnot as an enemy mob approaches, then Spirit Walk before you take any damage. You could Haunt a ton of enemies (as long as there was no limit on how many "Haunts" this rune effect can make), and the DoT from that combined with your pets' damage should mean they're nice and soft by the time you return to the real world.
16th Idea: Upon entering Spirit Walk, X Zombie Dogs are summoned at that spot. The Zombie Dogs summoned by this rune effect do not count against the limit on the actual Zombie Dog skill. Likewise, Skill runes in the actual Zombie Dog skill won't affect those summoned by Spirit Walk.
Higher Rune: Increase # of Dogs summoned
Purpose: Put up more distractions at the point of escape while also dealing some damage. Follow it up with a Sacrifice or two after Spirit Walk ends.|||16th idea: When the duration ends, the ragdoll will sprint/charge towards your location, dealing damage and knocking enemies away.
17th idea: 20% of the damage taken by the ragdoll will be given to the witch docktor in life when reappearing.|||Quote:
16th idea: When the duration ends, the ragdoll will sprint/charge towards your location, dealing damage and knocking enemies away.
17th idea: 20% of the damage taken by the ragdoll will be given to the witch docktor in life when reappearing.
I really like both of these. Awesome!
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