Suggestions for a Witch Doctor rework

Shadow Priest, Grunt, Shaman, Warlock, Headhunter, Witchdoctor, Spirit Walker, Warrior.
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Mec
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Suggestions for a Witch Doctor rework

Post by Mec » March 31st, 2018, 6:52 pm

Here is a concept for a Witch Doctor rework that would turn him into more of a dedicated healer:

Non-ult ability 1: Pain Killer

Target ally takes no damage for 5 seconds. After the 5 seconds is over, the target is healed for 100% of the damage prevented by this spell. Costs 50 mana. 15 second cooldown.

Non-ult ability 2: Witchdoctor's Concoction

Toss a cask at target unit. Heals allies or damages enemies for (52/84/120/160/204) over 7 seconds. 7 second cooldown. Costs (20/30/40/50/60) mana.

Non-ult ability 3: Troll Regeneration

No change from current version.

Ult ability 1: Big Bad Voodoo

The witchdoctor channels for up to (6/8/10) seconds. All allies in the vicinity gain (50%/75%/100%) lifesteal for the duration of the channel. Costs 100 mana. 3 minute cooldown.

Ult ability 2: Potion Brewing

The witchdoctor creates a random potion of (Lessser/Medium/Greater) quality. These potions cannot be saved and disappear after 5 minutes. 1 min cooldown. No mana cost.

Potion Ideas (stealing Aluwa's idea to have witchdoctor be able to create unique potions unavailable from shops or quests):

Potion of Spellpower: Grants unit 5% spellpower for 20 seconds.

Potion of Savagry: Grants unit 10 damage for 20 seconds.

Potion of Berserking: Grants unit 15% attack speed for 20 seconds.

Potion of Toughness: Grants unit 5 armor and 100 extra map hp for 20 seconds.

Potion of Healing: (Just like healing potion in the game currently)

Potion of Mana: (Just like mana potion in the game currently)

Potion of Anti-Magic: (Just like anti-magic in the game currently)

Aluwa
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Re: Suggestions for a Witch Doctor rework

Post by Aluwa » April 1st, 2018, 3:35 pm

Here is another suggestion for minor changes to the Witch Doctor:

Add two new WD only potions to Brewing:
Healing Spray
Drunken Haze

Gate Big pots behind a harder to obtain ingredient so WD isn't just a potion bot:

New ingredient: Hydra Blood, drops from all hydras used to produce Greater Potions
New Item: Hydra Heart, Trinket, Produces Hydra Blood every X Minutes, Epic Drop from 11 and 15 Hydras

New Spellbook Skill that WD gets for free that allows for easy use of his potions from the backpack.

Change to Healing Ward to make it stronger for in combat healing:
Lower Duration but Higher Hp/s, total Healing unchanged.

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Fledermaus
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Re: Suggestions for a Witch Doctor rework

Post by Fledermaus » April 6th, 2018, 6:04 am

Potion Brewing (and potions in general) may go away at some point - or at least change significantly (possibly as Mec has suggested - no herbs required).
Not 100% sure on that but I do feel that potions can be a bit of a problem in terms of balance. Extra healing without any specific class required ingame is quite strong.
Possibly other options to keep them on WD (such as Mec's suggestion of non-saveable, limited duration potions).

Pain Killer is pretty cool. I had been thinking of something similar to this (without healing, basically single target Big Bad Voodoo without aggro loss). The additional healing aspect is kinda cool but might be too strong with 100% damage reduction as well. A 100% damage reduction spell would already need to have a low duration. Adding healing on top of that would lower the duration further. Something can probably be done with numbers to tweak it just right.

Your version of Big Bad Voodoo is interesting. It sounds alright on paper but I'm not sure how good it would actually be - could be worth trying though.

I would kind of like to keep both Ward spells on him. They're both pretty good, simple and reflect the melee Witch Doctor.

Mec
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Re: Suggestions for a Witch Doctor rework

Post by Mec » April 6th, 2018, 9:58 pm

Okay, well in that case I would recommended the following revised version. Basically, this revised version (1) removes healing aspect from Pain Killer (2) replaces troll regen with stun ward and (3) replaces big bad voodoo with a new version of Healing Ward inspired by Aluwa's suggestion.

Non-ult ability 1: Pain Killer

Target ally takes (30%/40%/50%/60%/70%) reduced damage for 5 seconds. Costs 50 mana. 15 second cooldown. (Big Bad Voodoo purple animation on the target like you mentioned would be sweet)

Non-ult ability 2: Witchdoctor's Concoction

Toss a cask at target unit. Heals allies or damages enemies for (52/84/120/160/204) over 7 seconds. 7 second cooldown. Costs (20/30/40/50/60) mana. (Goblin Alchemist hero's ability Acid Bomb would be the perfect animation for this if that's possible)

Non-ult ability 3: Stun Ward

No change from current version. I feel like people would only take 1 point in this at most though given the strength of the other spells in the kit.

Ult ability 1: Healing Ward

(Using Aluwa's suggestion of lower duration, but stronger healing): Heals all allies in an area for 5% of their HP every second. Lasts (3/5/7) seconds. 1 min cooldown.

Ult ability 2: Potion Brewing

The witchdoctor creates a random potion of (Lessser/Medium/Greater) quality. These potions cannot be saved and disappear after 5 minutes. 1 min cooldown. No mana cost.

Potion Ideas (stealing Aluwa's idea to have witchdoctor be able to create unique potions unavailable from shops or quests):

Potion of Spellpower: Grants unit 5% spellpower for 20 seconds.

Potion of Savagry: Grants unit 10 damage for 20 seconds.

Potion of Berserking: Grants unit 15% attack speed for 20 seconds.

Potion of Toughness: Grants unit 5 armor and 100 extra map hp for 20 seconds.

Potion of Healing: (Just like healing potion in the game currently)

Potion of Mana: (Just like mana potion in the game currently)

Potion of Anti-Magic: (Just like anti-magic in the game currently)
Last edited by Mec on April 6th, 2018, 10:00 pm, edited 3 times in total.

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