Full Witch Doctor Skills


Following up yesterday’s reveal of all the Barbarian skills, here they are for the Witch Doctor. This article contains information for every Witch Doctor skill in the Blizzcon 2009 demo build, sorted by tier and skill tree. There are 35 of them, and each skill has its full hover text, with info about function and mana cost. We’ve also added some commentary to all of the skills, many of which we were able to test out in the Blizzcon demo.

While it was fun to read the concepts of the WD skills, it was disappointing to see how many of them were NYI (Not Yet Implemented). All of the cool summoning skills and attack spells we’d never seen before were either NYI or too high level to use in the Blizzcon build, which made for a somewhat disappointing WD play experience. Not that the character wasn’t fun, but it was impossible not to think how much more fun it would have been with summoned Fetish, Acid Clouds, and more.

Click through to see more info about how the D3 skill trees are laid out, and to read about every Witch Doctor skill in the game.

D3 Skill Trees

There are now 35 Witch Doctor skills, up from the mere 11 listed at last year’s Blizzcon. Unlike the Barbarian and Wizard, we never got a look at the WD’s skill trees, all populated before the big change where the 3 trees were merged into one tree with 3 branches.

There are no screenshots of the new skill tree layout (for any character), and we’re not permitted to post any images of the game as seen at Blizzcon, so you’ll have to make due with the old Barbarian tree and use your imagination.  The new skill trees look much like they do in that image; they’re just all side by side in the same window.  Each tree is now 3 columns wide (not 5 as they were when the game was introduced, or 4, like in the shot you see here). This gives each character 9 columns of skills across their three trees, and most columns have 1 or 2 skills in each Tier. There were 6 tiers shown in the Blizzcon build, one each five levels (1, 5, 10, 15, 20, 25, with Tier IV, at level 15, the lowest that could be used.)

Skill points can be spent in any skill, and the prerequisites count up across all skills. A character must spend 10 points (in any skills in Tier I and II) to start using Tier III skills, 15 points (in any skills in Tiers I-III) to start using Tier IV skills, and so on. These points count across the entire tree. In fact, don’t think of it as 3 skill trees anymore. It’s just one big skill tree with the skills sorted into 3 semi-thematic sections, from which you may mix and match freely. The only reason to use multiple skills from any one tree is because they are prereqs, or work together with the same build. There are a few skills which have another skills as a dependency; but none are found in the current Witch Doctor skill tree(s).

Zombie Skill Tree

Tier I

DiabloWikiSummon Zombie Dog
Rank: 1/5
Description: The Witch Doctor summons 1 level 12 zombie dog to aid him. Can have up to 1 zombie dogs at a time.
Health Cost: 10

Next Level: 2
Increases number of zombie dogs that can be controlled to 2.

Next Level: 3
Increases number of zombie dogs that can be controlled to 3.

Next Level: 4
Increases number of zombie dogs that can be controlled to 4. (Presumed.)

Next Level: 5
Increases number of zombie dogs that can be controlled to 5. (Presumed.)

Summon Zombie Dog, formerly known as Mongrel, is the basic Witch Doctor summoning skill. There were two points in this one to start with in the Blizzcon build, and I never failed to have both dogs out, running interference. They were fairly durable, and since they were healed when I drank from Health Globes, I only had to resummon when one of them died in combat. The skill hover lists “health” as the cost to cast more, but I think that’s a typo, or something they’d recently changed. I don’t remember if they actually cost health, but they definitely cost mana, since several times I didn’t have enough to recast one during a fierce battle.

The dogs were only useful as tanks; their killing power was almost irrelevant, and it could be annoying; many times I moved half a screen and found myself facing a new pack of monsters without tanks, since my Zombie Dogs were still back at the previous battle, endlessly and uselessly clawing at some puny monster I hadn’t even cared enough to chase down and kill.

One of their previously planned features was the ability to take on the elemental attacks of the Witch Doctor. If some sort of fire or poison passed over them, they would gain that property, adding it to their attacks. This feature was recently removed, for reasons Bashiok explained in detail in a post-Blizzcon forum post.

DiabloWikiMind and Body
Passive
Rank: 1/5
Description:  Regenerates 0.5 health and 0.5 mana per second.

Rank: 2/5
Description: Regenerates 1.0 health and 1.0 mana per second.

The WD possesses quite a few mana restoration spells. This is his only special health gain skill, though.  It’s impossible to predict how this skill will shape up during development. If mana and/or life regen items become common, then this skill will probably be changed or removed. If regen items are very rare or unavailable, then this skill is a valuable way to get a useful stat that’s not otherwise available in D3.

Tier II
(Requires 5 points in skills)

DiabloWikiZombie Charger
Rank: 0/5
Description:  Summon a reckless, engaged zombie from the ground to assault your enemies.
Mana Cost: 12

***Not Yet Implemented***

This one wasn’t working, and we know nothing more than what the caption says. Since the Zombie Dogs seem to be more about tanking than dealing damage, perhaps this summoning is more of a suicidal attacker; incapable of taking damage and tanking, but fairly adept at dealing it out?

Get used to that “NYI” text. It’s attached to most of the coolest sounding WD skills.

DiabloWikiSacrifice
Rank: 1/5
Description:  A nearby zombie dog explodes, dealing 20%(?) of the zombie dog’s health to monsters nearby.
Mana Cost: 5

Sadly, our image of this one is very blurry, and the exact % of the dog’s health dealt to the monster can’t be read. We’re fairly certain it’s 20%, though.  We also didn’t put a skill point into this one, so we didn’t see what the next level of the skill did. Presumably the % of the zombie dog’s health dealt to the monster would increase. Also note that there are other skills that boost the life of summoned minions.

Tier III
(Requires 10 points in skills)

DiabloWikiGrasp of the Dead
Rank: 0/5
Description:  Hands reach out from the ground attacking all enemies within 8 yards of the targeted location.
Mana Cost: 12
***Not Yet Implemented***

No damage is listed, so it’s hard to judge much about this very weirdly-themed AoE attack. I can say that it has a really cool, rotting green zombie hand icon.

DiabloWikiUnrelenting Assault
Passive
Rank: 0/5
Description:  Whenever one of your Zombie dogs dies there is a 19% chance it immediately resurrects at full health.

***Not Yet Implemented***

As mana cheap as Summon Zombie Dog is, this seems like a skill few players would bother to invest in. Expect changes, either to the skill, or to our opinion of it, as we learn more about other mitigating game factors/features.

Tier IV
(Requires 15 points in skills)

DiabloWikiGargantuan
Rank: 0/5
Description:  Summons a large zombie follower to fight for you.
Mana Cost:  13

***Not Yet Implemented***

Again, the NYI. This sounds like a golem, or perhaps like the Grizzly Bear that compliments the smaller Dire Wolves/Zombie Dogs. Like so many other WD skills, we’ll have to wait to learn more.

DiabloWikiLeader of the Pack
Passive
Rank: 0/5
Description:  Increases spell damage by 1% for every Zombie Dog under your command.

***Not Yet Implemented***

There are several other WD skills that boost his spell damage slightly. Just 1% doesn’t sound like much, and as far as I know, it’s not. I’ve seen numerous items while playing in the demo builds at Blizzcon that added % spell damage, and it’s not uncommon to find staves and other weapons that add upwards of 15 or 20%. Why you’d spend skill points to add just a few %, when so much more is readily available on items, is a mystery. Clearly some balancing needs to be done, either on this spell or on the values found on items.

Tier V
(Requires 20 points in skills)

DiabloWikiParasite
Rank: 0/5
Description:  Launch a parasite at an enemy dealing 3 damage per second. If the target dies while under the effects of the Parasite a Zombie Dog emerges from the slain body.

***Not Yet Implemented***

This one makes Leader of the Pack a bit more intriguing. Can you exceed your maximum allowed Zombie Dogs through this spell? If it’s possible to get up to a dozen or more of the dogs, then adding 1% spell damage from each would be substantial. If you’re still stuck at a maximum of 2 or 3, then not so much.

DiabloWikiWall of Zombies
Rank: 0/1
Description:  Zombies emerge from the early and attack nearby monsters for 7 damage per second.
Mana Cost: 13

I didn’t get to try this one out this year, but it was great fun to use last year, and we’ve all seen this one tearing apart a pack of goatmen in the WWI movie. As a result I hardly felt any need to use it, since I’d seen it so often already.

Tier VI
(Requires 25 points in skills)

DiabloWikiFerocity
Passive
Rank: 0/5
Description: Increases the health and damage of your Zombie Dogs and Gargantuan by 8%.

***Not Yet Implemented***

Yet another of the dreaded “NYI” skills that so afflict the Witch Doctor. As is the case with some of the other skills, our record is blurry and we can’t read exactly what the # is. It’s definitely a single digit though, and looks like 8 or 9%. That’s entirely subject to change during further testing anyway.

 

Spirit Skill Tree

Tier I

DiabloWikiHaunt
Rank: 0/5
Description:  A Spirit invades the bodies of yoru enemies dealing 1.0 damage per seocd. The spirit lasts up to 6 seconds. The spirit lasts longer when inhabitatng a host than when roaming free.
Mana Cost: 12

I was able to use this one, which is handy since the description is kind of confusing. When he casts Haunt, the Witch Doctor bends over and breathes out a sort of very long smoky tendril. It flies in a straight line, smoking all the way, and hits the first target it encounters, sinking into them and wreathing them with gray puffs of vapor. Once afflicted a monster suffered a steady, poison-like health drain. At least they did on the rare occasions when I didn’t blow them to bits with a Flaming Skull long before this slow acting, underpowered skill could begin to make a noticeable difference.

Honestly, this skill was worthless in the Blizzcon build. Other attack skills did far more damage, far more quickly, and for less mana. This skill is it’s apparently meant to be used primarily to stop monster regeneration, and it will probably work against monsters that have immunities to fire or poison, the Witch Doctor’s main attack types. But it’s very odd that it’s placed in the first Tier, since it seems more like a support/specialty skill to use in the late game. Perhaps if more than one Haunt came out at a time, or it spread between multiple monsters, Swarm of Locusts style?

DiabloWikiSpirit Vessel
Passive
Rank: 1/5
Description:  Gain 10 mana whenever you harvest a health globe.

Rank: 2/5
Description:  Gain 20 mana whenever you harvest a health globe.

Rank: 3/5
Description:  Gain 30 mana whenever you harvest a health globe. (Presumed.)

Rank: 4/5
Description:  Gain 40 mana whenever you harvest a health globe. (Presumed.)

Rank: 5/5
Description:  Gain 50 mana whenever you harvest a health globe. (Presumed.)

Until I took the time to read over all of the skills afterwards, I just thought the game had been changed so that the WD gained mana from health globes. Given that there are no mana potions (at this point) to be had in D3, this is pretty much a mandatory skill.  Mana does regenerate, and there are passives to increase the speed at which it does, but unless you’re an extremely patient player, you won’t want to wait.

My WD didn’t always need to grab the health orbs for mana, but he usually did, and I wasn’t even going that heavy on spell casting, nor needing to replace my Zombie Dogs that frequently.

Tier II
(Requires 5 points in skills.)

DiabloWikiSoul Harvest
Rank: 0/5
Description:  The Witch Doctor Draws out the life force of nearby enemies causing 1-2 black magic damage and restoring 3 mana per energy drained.
Mana Cost:

Another one that’s been seen in numerous gameplay movies and screenshots. To the point that I saw no reason to test it out, since I already knew what it did and what it looked like.  Check the current description in the wiki if you need more details of this low damage, leeching, nova-like attack spell.

 

DiabloWikiRituals
Passive
Rank: 1/5
Description:  Increases your spell powers by 10% of your Vitality.

Rank: 2/5
Description:  Increases your spell powers by 20% of your Vitality.

Rank: 3/5
Description:  Increases your spell powers by 30% of your Vitality. (Presumed.)

Rank: 4/5
Description:  Increases your spell powers by 40% of your Vitality. (Presumed.)

Rank: 5/5
Description:  Increases your spell powers by 50% of your Vitality. (Presumed.)

This seems like a fairly mandatory spell, given how useful spell power increases are. Attributes can not be manually raised in D3, but it will be possible to boost them with equipment. There are some other WD skills that do interesting things with Vitality, as you’ll see as you read further down this page.

Tier III
(Requires 10 points in skills.)

DiabloWikiSpirit Sense
Passive
Rank: 0/5
Description:  Increases damage against targets with less than 25% health by 10%.

Now that’s an interesting sort of skill. For the impatient player? There are a number of player skills that provide defense or evasiveness or other changes when you get very low on health, so perhaps there are such bonuses for some monsters as well? If so, a way too boost spell damage on low hit point enemies could be very useful.

DiabloWikiHorrify
Rank: 1/5
Description: Don a spectral mask for 5 seconds that horrifies all enemies in proximity, causing them to run in fear for 1-2 seconds.
Mana Cost: 20

Rank: 2/5
Description: Increases the duration of the mask to 6 seconds.

Horrify differs from the D2 Necromancer’s Terror in that the area of fright is measured out from the Witch Doctor himself, rather than being fired to some particular portion of the screen. It essentially turns the Witch Doctor into a moving Grim Ward.  As such it’s basically a panic skill; a way to scare monsters away from the Witch Doctor when he really needs the space. It does not frighten away bosses, though.

Tier IV
(Requires 15 points in skills.)

DiabloWikiSpirit Barrage
Rank: 0/5
Description:  A multitude of spirit bolts bombard enemies in the targeted areas. Each bold deals 4-7 arcane damage.
Mana Cost:  12

***Not Yet Implemented***

The NYI curse strikes again, as we move down to the interesting portions of the Spirit skill tree. This one sounds like a lot of fun, like some kind of spirit-based Blizzard, giving the Witch Doctor some powerful AoE, at last. It’s got a cool icon too, with a skull sort of cowering beneath several descending lightning bolts.

DiabloWikiRitual of Blood
Rank: 0/5
Description:  While active, 4% of all mana costs are paid for with health.
Currently: Inactive

***Not Yet Implemented***

The “currently: inactive” is odd, in the way it was written. Apparently this skill can be turned on and off? It’s not listed as a Passive, so that must be the case. It works like an aura or a war cry then, in that the Witch Doctor has to activate it to receive the “benefit.” There’s no duration listed, so apparently it’s on forever, until you turn it off, and vice versa. The optional nature of it makes sense; you obviously wouldn’t want it on if you were about to die, for instance. It also seems a fair indication that Witch Doctors will more often be low on mana than health, if they can choose to exchange one for the other.

Also note that WDs gain more health than mana, from health globes, so every health globe will replenish entirely the losses from the use of this skill. (Though high levels of Spirit Vessel might change that.)

 

Tier V
(Requires 20 points in skills.)

DiabloWikiSpirit Walk
Rank: 0/5
Description:  Enter the spirit realm, allowing unhindered movement for 3 seconds.
Mana Cost: 12

***Not Yet Implemented***

An interesting skill. It’s not clear just how this works; can the Witch Doctor essentially teleport, moving through monsters and walls and over ledges? Or is this just a sort of “pass through enemies” ability, that lets him escape mobs of monsters, but not move anywhere he could not normally walk to in that same amount of time?  Note that nothing is said about minions, so presumably this one works only for the Witch Doctor, and his Zombie Dogs and other servants are on their own.

Since it was another of the NYIs, there was no way to test it, or see what sort of gain more points would yield. It seems like the duration of the time in the spirit realm would be increased. If the time could be increased significantly, it might become useful for item runs, or fast, safe movement through dangerous dungeons.

DiabloWikiMeditation
Passive
Rank: 0/5
Description:  Your spirit spells return 5% of their mana cost over 10 seconds.

***Not Yet Implemented***

There certainly seem to be a lot of spells that do nothing but help the WD gain back mana, eh? I wonder if some of these are left over from before mana globes were removed from the game and health globes were turned into potential mana sources for the Wiz and WD?

Tier VI
(Requires 25 points in skills.)

DiabloWikiDeath Pact
Passive
Rank: 0/5
Description:  Whenever you are reduced to 10% of your maximum health you become immune to all damage for 5 seconds. This effect cannot occur more than once every 60 seconds.

***Not Yet Implemented***

Sounds like an improved version of Death Proof, but for the Witch Doctor. Pair this with Horrify and Spirit Walk, and there’s no reason to ever die? That might seem to be the case, but remember that there are not mana potions in D3 (not yet, anyway), and there aren’t easy, instant escape Town Portals either. So a WD could still easily find himelf in a fatal situation, if he got surrounded in a dungeon without any quick way to escape, even with these various life saving emergency skills.

If these skills remain into the final game in anything like their current form, it will be interesting to see how players choose to use them. Softcore WDs would seem much less likely to spend points in the escape skills, since dying is just a minor inconvenience for them. Hardcore WDs would be far more likely to spend some points here, for emergency survival.

DiabloWikiMass Confusion
Rank: 0/5
Description:  Induce paranoia in enemies, causing some to fight for the Witch Doctor for 6 seconds.
Mana Cost: 12

A short term sort of Conversion. The skill description and icon do not give any hints as to how this spell is cast. Is it some kind of thrown projectile? Like a curse that touches everything in some selected radius? A mask effect that emanates out from the Witch Doctor himself?

It’s also unclear what % of enemies are affected, and how the game calculates the hit check.

 

Voodoo Skill Tree

Tier I

DiabloWikiSkull of Flame
Rank: 1/5
Description:  Lob a skull filled with fire dealing 4-5 fire damage to all enemies caught in the explosion.
Mana Cost: 7

Critical hits from fire damage cause targets to burn for an additional 25% over 4 seconds.

Rank: 2/5
Increases damage to 6-9.

Next Level: 3
Increases damage to 8-13.

 

The default attack spell early on, I must have hurled a thousand of these in the hour or so I played the WD. They’re a lot of fun to throw; they move a bit more quickly than I expected, and can be tossed to the furthest corners of the screen. Or even off of it, as I found when I locked onto some moving enemies and kept hurling the skulls even when they were out of sight.

The skulls do a nice job obeying the laws of physics, and are fun to really test out the 3D nature of the geography in D3. I was very fond of tossing these over the edges of cliffs in the surface desert areas, or down into the pits in the outdoor mine levels.  To my surprise, those areas can be interacted with, and the skulls would fall down a considerable distance before bursting on catwalks or rock outcroppings well outside the area of play; places there was no way to walk down to, and upon which no monsters were ever found.  I expected these areas to be null, and that the skulls would just blow up in mid air, or vanish entirely.

Skulls can actually be thrown too far, in some exploitative ways. Several times I saw a pack of Fallen or other monsters on some ledge way of in the distance, in a location I was supposed to have to walk way down around some boulders and along narrow ledges and paths to reach. Yet I could freely hurl my firebombs to those locations, with perfect accuracy, and was able to kill enemies who had no way to fight back. Naturally, I did so whenever possible, if only to watch the Fallen scurry around.

The monsters always reacted to the attack; their AI was good enough for that, but I was so far away by any ground route that they could seldom path find their way to me. They did usually run far enough that I lost the visual on them, and I’d find them spread out along some ramp or pathway a minute later, when I explored down far enough to find the way to whatever corner they’d initially been stationed in.

Also, this skill showed clearly that the spell damage in D3 is magnified (in unknown fashion) by attributes. I used this at level 2, when it listed 6-9 damage. Yet when I wrote down the stats on my character screen, with a brand new Witch Doctor starting out at level 12, the right click listed 19-29 damage for Skull of Flame.

 

DiabloWikiJungle Fortitude
Passive
Rank: 0/5
Description:  Your Vitality is increased by 5% of your Strength, 5% of your Dexterity, and 5% of your Willpower.

This sounds a bit like a novelty, until you remember that the skill Rituals increases your spell damage based on your Vitality.  This one is also a clever way to revalue the various attributes, boosting the value of them in ways unrelated to their actual stat boosting effects.

Tier II
(Requires 5 points in skills.)

DiabloWikiHex
Rank: 0/5
Description:  Summon a Fetish Caster to cast hexes on enemies for 6 seconds.
Mana Cost: 12

***Not Yet Implemented***

Cursed NYI! This one I really did want to try, since the concept of summoning Fetish is so cool. (The fact that I first heard of it last year, from an entry to our “design a skill tree” concept, was a bonus.)

All we know about this skill is in the hover, so there’s no telling what “hexes” are, what the Fetish Caster looks like, if it’s a target for monster attacks, etc. In the art panel the D3 team showed some early concepts for the WD to actually carry a Fetish around in a back pack, but said that idea never got much past the drawing board. They did have a funny (very rough) animation though, with a WD asleep (stunned) on his feet, “zzz” rising up from his head, while the Fetish in his backpack knocked on his head, trying to awaken him.

 

DiabloWikiCorpse Spiders
Rank: 1/5
Description:  Summon 3 spiders to attack nearby enemies for 8-13 poison damage per hit.
Mana Cost: 12

Rank: 2/5
Summon 4 spiders who deal 9-14 poison damage per hit.
Mana Cost: 16

Rank: 3/5
Summon 5 spiders who deal 10-16 poison damage per hit.
Mana Cost: 20

Rank: 4/5
Summon 6 spiders who deal 11-18 poison damage per hit. (Projected.)
Mana Cost: 24

Rank: 5/5
Summon 7 spiders who deal 12-20 poison damage per hit. (Projected.)
Mana Cost: 28

This skill was profiled in the Character panel, primarily since the summoning method is so cool. Instead of just the spiders, when the WD casts this a human zombie bursts through the ground, sitting up as though he were buried in shallow earth. He then vomits out the spiders, or sometimes has one or more of them burst straight through his chest. Yes, it’s fun to cast just to watch how they appear.

The spiders are huge, nearly the size of Scavengers, and they move fairly quickly, but they are not true minions. They’re more like roaming spells, since enemies do not engage them or notice their presence. (Monsters do not suffer from arachnophobia?) The Spiders last for about ten seconds, and will travel with you, though their AI is lacking and they tend to fall behind or wander off.

Unfortunately, while their listed damage is pretty substantial, I used this one a lot and soon found that it was almost useless to kill anything with. My zombie dogs appeared to do about as much damage as the spiders, despite their much lower listed damage, and my Skulls of Fire killed much, much more quickly, even though their damage was listed at 6-9, less than the spider damage.  Either the value listed for this skill is wrong, or the damage is over time, though nothing in the description stresses that fact.

Tier III
(Requires 10 points in skills.)

DiabloWikiLocust Swarm
Rank: 0/5
Description:  Assault nearby foes with a plague of locusts that deals 4.0 damage per second over 2.0 seconds. The locusts will jump to additional nearby targets.
Mana Cost: 15

This skill worked just as it did at Blizzcon 2008, and as you’ve seen it in various gameplay movies or on the Blizzard WD page. As a result I didn’t spend much time testing it, since I’d seen it before. The skill isn’t that damaging, but the way the locusts can spread from target to target makes it fairly amusing to use in large crowds.  This one might have long term viability, even if the damage is negligible in the end game, simply as a sort of poisonous AoE attack.

DiabloWikiPlague of Toads
Rank: 0/5
Description:  Release a handful of toads that deal 6-9 poison damage to anybody who steps on them.
Mana Cost: 9
Critical hits from poison damage prevent regeneration and reduce healing effects by 50% for 8 seconds.

This skill was a lot of fun, even though it lacked the “OMG look at that!” element of surprise it hit me with at last year’s Blizzcon.  The toad animation was still great, and their color was improved, as they were now a sort of yellowish orange, rather than the plainer green/gray they were last year. (Though their splatting explosions were still green/gray, which needs to be changed.) It appeared that they were no longer dealing poison damage, since monsters who were hit didn’t suffer any apparent life drain, and the messy splats that the toads wound up as didn’t seem to hurt any enemies who walked over them.

While the looks were upgraded, their function had been lessened a bit. The toads are stupider, more like the amphibian Charged Bolts they sort of resemble. They no longer home in on targets, and very seldom do you hit a normal target with more than one toad from the same cast. That might be less true at higher levels (or with the multi-strike rune socketed), as you gain more toads. I only used it at level 1 though, so there were always just 3 toads, and even when I had the ground fairly coated in them, enemies would run at me and usually just get hit by 3 or 4 out of maybe 15 toads in the area.

There’s not some hard-coded limit of one per cast though, ala Multishot or Teeth in D2. Against larger targets, the Toads are very robust. I found them exceptionally useful against the huge, whirlwind attacking Dune Dervishes. Those monsters were tough for the Wizard to deal with, since they had a lot of hit points and they could reflect projectile attacks while spinning. They were easy meat for the Witch Doctor though, since the Threshers moved around semi-randomly, and since they were so large that 2 or 3 toads from every cast would hit them, even when they were in mid-WW.

Tier VI
(Requires 15 points in skills.)

DiabloWikiPit of Fire
Rank: 0/5
Description:  Call up to 4 fetishes to bathe a region in fire. Each fetish deals 4 fire dmage pe second to enemies in front of them.
Mana Cost: 12

***Not Yet Implemented***

Another damned NYI, leaving us nothing but the caption to guess from. One presumes the fetish are like the Shamans in D2, who used an Inferno attack. So they’ll be “bathing” the region with Infernos? Do they just shoot straight forward, towards where you click? Do they follow you around, like portable turrets? So many questions; I’m dying to see some of these Fetish spells in action.

DiabloWikiFirebats
Rank: 0/5
Description:  A swarm of fiery bats burn enemies in front of you for 10 fire damage per second.
Mana Cost: 120 per second

Critical hits from fire damage cause targets to burn for an additional 25% over 4 seconds.

I was bummed that Firebats wasn’t usable this year, since it was one of my favorite WD skills in 2008. I did get my Monk to level 15, by clearing out every area in the entire demo, but level 16 was required to put a point into this skill, and I don’t think that was possible in the area provided by the demo.

This spell was radically overpowered last year, working like a short range Inferno that cooked any enemy in seconds. It had a much lower mana cost though, and I’m frankly amazed by the value listed here. I don’t think a level 12 Witch Doctor even has 120 mana, and it took much more than 10 points of damage to kill any of the monsters in the Borderlands area, which means this skill would be virtually unusable until a considerably higher level.

Tier V
(Requires 20 points in skills.)

DiabloWikiAcid Cloud
Rank: 0/5
Description:  Detonate an acidic bottle in the air. Deals an initial 1-5 poison damage, followed by 5-10 poison damage per second to enemies who remain in the area.
Mana Cost: 12

This was listed as a Wizard skill at last year’s Blizzcon; a fact that excited some criticism from players who found the Wizard’s use of a poison spell out of character. Bashiok replied to one such post with a comment alluding that the skill had changed ownership, and now we see that he wasn’t kidding.

It’s an interesting description, and a pity we couldn’t see this one in action, to see just how the thrown bottle, explosion, and acid cloud was handled. So how long is the delay between the initial explosion and then start of the acid rain? Would a fast monster take only the 1-5 damage, and move out of the area before the more painful DoT Aoe begain?

DiabloWikiBlood Rites
Passive
Rank: 0/5
Description:  Picking up health globes increases your spell damage 5% for 12 seconds.
***Not Yet Implemented***

Another interesting spell, boosting spell damage for a short time after a health globe. Health globes can be avoided and saved for later, but they’re not portable, so the bonus damage utility of this one is fairly limited. A wise WD could spread out and time his health globe consumption though. If one drops during a skirmish, and you don’t need it to finish, save it, kill the rest of the monsters, pick up loot, then hit the health globe and run to the next fight, saving as many of your 12 seconds as possible?

Tier VI
(Requires 25 points in skills.)

DiabloWikiFetish Army
Rank: 0/5
Description:  Summon an army of level 15 fetishes to fight by your side.
Mana Cost: 12

***Not Yet Implemented***

Want! As with so many other NYI Witch Doctor spells, there’s no telling what this one will actually do. It does sound like a lot of fun to summon up those little cleaver-packing devils to help you out, though.

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