The Witch Doctor should have a different mana system I read that Blizzard intends to give every character its own form of mana system. The Barbarian already has his own special fury system. According to one Blizzard rep, the Witch Doctor is the only character who is going to have a typical "mana" system (where his spells cost mana to cast, and his mana supply grows back over time). I think this is the wrong way to go about it. The Wizard, being the archetypical mage character, should keep the standard mana system. The Witch Doctor is a dark and vicious. He needs a mana generation system that reflects his character. There's already speculation that certain WD skills (like summoning skills) will require health, rather than mana to cast. Why not take this a little further? How about having a mana pool that gradually depletes itself over time, and in order to recharge it, the Witch Doctor must either: a. Sacrifice of a certain amount of his own health, or: b. Kill monsters This would keep the game fast-paced, racing from fight to fight to keep your mana up (like the Barbarian). Requiring the Witch Doctor to kill enemies to gain mana (rather than simply damage them or take damage yourself, like Fury) would lend a "vampiric" feel to the character. You're constantly deteriorating under the weight of your own power, and must be constantly on the move to sustain yourself. Plus, you could supplement your mana recharge rates by simply giving up health when it is safe to do so. This would be an innate skill, like "Unsummon" was in D2. Passive skills could increase its efficiency (more mana for less health). Having the option to instantly recharge your mana with your own hitpoints would make casting against difficult enemies much more convenient, but only by putting yourself in danger. Dark power comes with a horrible price. Battles would feel much more urgent: you would be much more focused on cleaning up monsters in order to keep your mana up, and for those precious health globes to keep your auxiliary power source (your health) up as well. Naturally, this kind of system would require scrapping a lot of the mana-related passives the Witch Doctor has. These could be replaced by passives that reduce the mana depletion rate, make the life sacrifice skill more efficient, and changing one of the Witch Doctor's active spells to give him a life leech ability: Haunt is a good candidate, since it's low-damage and in need of a relevant use. So in sum, my proposed Witch Doctor energy system would look like this: 1. Mana is constantly diminishing 2. Witch Doctor can gain mana by killing monsters 3. Witch Doctor can also gain mana by sacrificing some of his health 4. Witch Doctor can gain health from enemies by casting Haunt on them Your thoughts?