What are you hoping for in 1.04?

Posted by Member thekiezer on 8/1/12 04:29 PM #1
Posts: 1

Witch Doctor's definitely deserve some love and I can't wait to see what Blizzard has in store for them. There are just too many useless runes out there and I wouldn't be surprised if some of them get flat out replaced rather than just buffed.

Anything in particular you guys would like to see with the Witch Doctor? I'm mostly hoping for some mana relief, perhaps in the ways of primaries being free to cast. I'd also like to see WD casting times shortened a bit!

Your thoughts?
Posted by Member Skelik on 8/1/12 04:42 PM #2
Posts: 1

I agree Witch Doctor need a ton of buffs they are the least played class from what I have noticed. I personally wanna see them being more pet orientated as I loved the necro from D2
Posted by Member ElLoco on 8/1/12 04:49 PM #3
Posts: 1

Hope they don't stay pet only. I mean, pets are cool, but I want to be able to do a zombie doctor, fire doctor, bat doctor, poison doctor, cc doctor...
Posted by Member Bojangles on 8/1/12 05:45 PM #4
Posts: 1

I agree with you and would like to see pets and more viable builds to use
Posted by Member LegendReborn on 8/1/12 06:35 PM #5
Posts: 3

I think there are 3 things that would improve the witch doctor by a lot.

1. Mana regeneration issues. Either Vision Quest needs to be revamped so it has some enhanced mana regen for when you have 2/3/4 spells on cooldown so it could be a tiered enhanced mana regeneration. OR they could buff the base mana regeneration for the witch doctor and nerf vision quest. Either one I'd be happy with.

2. Give all pets damage reduction for environmental affixes (molten, arcane, etc.) on top of a decent scaling system for pets to make them semi durable for basic attacks they would eat. With that give them better runes because the runes for pets are pisspoor.

3. A LOT of the primary attacks attacks need to be buffed in terms of their viability, whether that be through straight buffs to their damage or to their utility is up to Blizzard but it sucks that there's only like 2 viable primary attacks and generally we don't even bother touching them.
Posted by Member DoctorDruid on 8/1/12 06:43 PM #6
Posts: 1

Posted by LegendReborn at 08/01/2012 06:35 PM


2. Give all pets damage reduction for environmental affixes (molten, arcane, etc.) on top of a decent scaling system for pets to make them semi durable for basic attacks they would eat. With that give them better runes because the runes for pets are [filtered]poor.


Yeah pretty much that one. I would love to be able to use Bill and zombie dogs again.
Posted by Member justintime on 8/1/12 06:53 PM #7
Posts: 1

I'm also a Necro veteran from D2, and it seems to me that the Pet Doctor requires the most amount of specific gear and skill selection to make it through Inferno. I pray that Blizz is looking at the analytics from Battle.net and the AH's to see that it really is too tricky to get a Pet Doctor through the game.
Posted by Member pawnshop89 on 8/1/12 08:13 PM #8
Posts: 1

Reduction of mana costs on left click skills and spirit walk!
Posted by Member elykdorf on 8/1/12 09:34 PM #9
Posts: 1

I would like a balance to make a more variety of moves viable for Infernal use. I dream of a good use of spamming Frogs.
Posted by Member fizzlesc on 8/1/12 10:16 PM #10
Posts: 1

Mana issues is number one
Posted by Member jhisck84 on 8/1/12 10:49 PM #11
Posts: 1

I have been maining the WD since release. I have had basically i little difficulty while playing whatever I liked from the beginning until act 3 hell. Then i really had to start paying attention to details of what runes and what style was i going to play. The main problem with them as was said above is the mana problem. Without vision quest you are screwed. So there you already have one passive on all the time imo especially on inferno. They also have a real small mana pool, so if youre running zombie bears as your primary attack like i am you need at least four spells with decent long cds since one cast of bears is really 1/8 your mana pool. And if you try and stand and just deliver them like i dto, you it runs out pretty much in an instant. Other than that, and some of the runes being a let down to me, i find the passives are really bad. You might if you have gotten as fars as i have used half of them. That is where I would like Blizz to focus if they are tweaking some skills around.
Posted by Member gullwings13 on 8/2/12 01:43 AM #12
Posts: 1

Pets need buffs and mana costs reduced. That being said I really enjoy the variation of skills and builds the WD has and very enjoyable to play.

I think searching for high damage mojo's on the AH would be good, although you can find cheap/high damage ones now since non WD classes don't know how to price them well, since you can't search on damage.
Posted by Member Cato on 8/2/12 08:28 AM #13
Posts: 1

Agreed on the damage search for mojo's on the AH. Same probably goes for Wizard Orbs.
Posted by Member Cripple13 on 8/2/12 09:08 AM #14
Posts: 1

I'm hoping they fix mana (or at least regen), buff pets a lot, but also change most of our skills to be viable for inferno. I feel they just tuned them for norm-hell and didn't do much inferno testing with a variety of builds.
Posted by Member rbx3me on 8/2/12 09:22 AM #15
Posts: 10

how about a slight buff on the cast range of locust swarm? :O
Posted by Member Tautology on 8/2/12 01:41 PM #16
Posts: 13

They need to give pets the player's stats. The first time I saw a monk's mystic ally I was stunned at how much better it was than all of my WD pets combined. That needs to be the baseline and buff with passives from there.
Posted by Member craiz on 8/3/12 05:55 AM #17
Posts: 1

I'm definitely of the opinion that passives need to be rethought. Most of them are utterly useless, and some of the best ones are the ones you get at the earliest levels, with nothing to look forward to as you level.
Posted by Member mtcade on 8/3/12 05:05 PM #18
Posts: 2

I like a lot of the crowd control options available, but a lot are quite unreliable. For example, 60 second cool down on Mass confusion is not good. Especially since I was excited to try the "Petless Pet Build" espoused in one of the previews. It didn't seem to work very well.

It would be very nice if some of the aoe spells were targettable rather than in a radius around the doctor--I'm thinking mass confusion, soul harvest, terror (maybe a few others...).

Finally, I think a good fix to mana not being very fun would be an increase in damage on the lower cost spells, and a decrease in damage on the higher cost spells.
Posted by Member strobon on 8/9/12 06:01 AM #19
Posts: 2

some WD skill may have a 120 or 60 second cooldown because of VQ. of course u dont want to keep focus on 4 cooldown while playing.here is my current skill :
1. Spirit Walk - Healing Journey
2. Soul Harvest - Soul to Waste
3. Big Bad Voodoo - Rain Dance
4. Gargantuan - Big Stinker

with this i only need to focus on spirit walk & soul harvest to maintain 4 cooldown.
oh,keeping rain dance is good especially when you about to face elites. really help

--sorry bad english
Posted by Member greentea on 8/9/12 09:10 PM #20
Posts: 1

i dont like using pets, zombie bears w/ vision quest works for me for now, apart from that, maybe a skill that raises resistances or vitality.

In my opinion the best fix would be to allow WD to dual wield 1handed weapons...
Posted by Member menvert on 8/13/12 05:57 AM #21
Posts: 5

What can I say, once I made it to hell Pets became vastly underpowered and useless..... so rebalancing them would be useful

zombie bears w/ vision quest is where I am at now, however I find I am just a glass cannon, with 3 items of mana regen I am okay for Mana, but I still cant stream bears fully.

I think something that can buff armour/all resists (currently I have about 700 resists 3k armour and that aint cutting it for Inferno) would be great or make Soul harvest siphon a % based heal, cmon 2k health per? I need 10k at least for this to really let me keep alive, as so many skills I need to be too close to the action....


If they change the Move + attack are the same button! that would rock. I die mostly because I cant move outta the way of lava/lasers etc. rather It makes me attack...

hmm greentea dual weild, I like that Idea
Posted by Member AQPRakion on 8/13/12 05:01 PM #22
Posts: 6

now the WD is very versatile.

I think the WD right now do not spend your mana if you have the correct items.

but there is a problem with the WD As long as you a barbarian or a dh make a clear run in 30 minutes is in Act 3 where the best drop.

WD does in 1 hour and 30 minutes, another problem is that the mojo is not benefit you in anything and a shield is better.

what you should do is that the WD bliz aga als also runs in 30 minutes, lower the skill respaw about such wall of zombies is a great power.
Posted by Member MelodicSoul on 8/14/12 07:16 PM #23
Posts: 1

there's nothing in particular that I want to see. Just that there are more build diversity, because it seems that everything is bears, because bears is obviously the most damage skill out there right now.
Posted by Member b3spoke on 8/15/12 09:55 AM #24
Posts: 2

I'd like to see the WD receive some love with regards to general quality of life stuff. So many attacks have slow cast times and feel sluggish or unresponsive to use. Trying to kite with Splinters is a nightmare because Splinters itself has a horrible cast and reaction time, and animation cancelling doesn't work on it.

I found Spiders and Toads to be really lacklustre as main offensive attacks, which I assume they were designed to be as they're a primary skill.

Loads of skills just don't have a high enough percentage damage modifier to be viable at all in Inferno.

I'd also like another escape or something. Everyone takes Spirit Walk, it's basically core to all builds as far as I know. There's no diversity there. Even with Spirit Walk, the WD feels far less mobile than the rest of the classes.

Overall, I'm hoping for some serious love.
Posted by Member mykah9 on 8/15/12 10:26 AM #25
Posts: 1

3. A LOT of the primary attacks attacks need to be buffed in terms of their viability, whether that be through straight buffs to their damage or to their utility is up to Blizzard but it sucks that there's only like 2 viable primary attacks and generally we don't even bother touching them.[/quote]

I think that there are a lot more then 2 viable attacks. I think that everyone is just floating around 2 attacks because some people saw that everyone else is using it. Runes on the other hand I would agree with on each skill slot there are only a few runes that feel useful and most of the others fall short of being decent in a way.

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