Difference between revisions of "User:Leord/Witch Doctor"
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Revision as of 13:11, 10 June 2009
The Witch Doctor, abbreviated WB, is a pure spellcaster, dealing with elemental magic, nature magic, necromancy and alchemy. The class has taken some inspiration from the Necromancer of Diablo II.
Contents
Background
Diablo III Class [e] | |
---|---|
Leord/Witch Doctor | |
Role: | Caster, Summoner |
Primary Attributes: | Willpower Mana |
Skills and Traits | |
Origin: | Sanctuary |
Affiliation: | None known |
Friends: | None Known |
Foes: | None Known |
Background lore text.
Character Design
Character design text.
Attributes and Skills
Attributes
Starting Attributes
Attribute Increase Per Level
Wizard Skills
The wizard skills are arranged into to three distinctive skill tree categories:
All three trees have a combination of active and passive skills. Active skills are used in combat, while the passive skills boost or change the behaviour of the active skills.
Storm Skills
The Storm tree skills this that and more info.
Arcane Skills
The Arcane tree skills this that and more info.
Conjuring Skills
The Conjuring tree skills this that and more info.
Development
When was it unveiled? What ideas did devs have? What has changed?
Media
You can find pictures in the Diablo 3 screenshot and picture gallery:
References
List the sources for this page. Use internal links primarily.
Character Design
The D3 Team has described the Witch Doctor as old and grizzled and fanatical. His magic is not clean and easy, like the fire or lightning a Sorceress can produce with a snap of her fingers. Witch Doctors get dirty. They summon walls of zombies that rip apart attacking enemies, they call forth undead demon hounds called Mongrels that they can detonate to deal heavy damage to their enemies, and they fashion the skulls of the dead into explosive grenades. The D3 team discussed the Witch Doctor's design concepts in the Denizens of Diablo panel at the WWI 2008.
- For the Witch Doctor, we wanted to get a rich, voodoo vibe. We wanted to avoid straight up master-caster feel. He's not just conjuring things out of thin air. WDs don't just channel magic. They take real world objects and infuse them with voodoo magic. Our spell descriptions for the WD were like, "He's going to throw a shrunken head filled with a chemical concoction." Or "He's going to create insect swarms by blowing voodoo dust from his palms." Or "He's going to sprinkle dust in the air and cause illusions and frighten monsters away."
- Of course you're not a real witch doctor unless you're doing zombies. WD and zombies go together naturally. We didn't want normal slow wandering zombies either, so we took the typical zombie concept and smashed them up with other skill ideas. Like firewall, we smashed that with zombies and came up with zombie wall.
Leonard Boyarsky describes the Witch Doctor:
- The Witch Doctor is angry, someone who's been broken by a life that's dealt a few too many hard knocks and not enough joy. This is someone tired of being smacked in the head, so he uses his mystical powers to get into the heads of others (and if that doesn't work, a swarm of locusts will get under their skin).
Necromancer Replacement?
The WD is clearly Necromancer-like, in his mixture of summonings, mind control curses, and sub-mage quality magical attacks, but the D3 team does not view the character as a replacement for the Necromancer.
- Q: Is the witch doctor a replacement or spiritual successor to the Necro? They seem to have rather similar skills.
- A: We don't view the Witch Doctor as a replacement. The Necromancer is a very cool char. We thought about him as a class and tried to see if we could improve on him, which is something we did with every class, and that led us to create the Witch Doctor. If we ever decided to make a Necromancer, the Witch Doctor wouldn't prevent us from doing so.
Jay Wilson commented further on this and detailed what makes the Witch Doctor different than the Necromancer in an interview with 1up.com in December 2008.
- Jay: For the Witch Doctor, we wanted to create a class whose pets were not his primary source of damage output. Sure, you can build a Necromancer that's not reliant on pets, but most Necromancer builds are very pet heavy. The pets do a lot of the damage, and a lot of mechanics are built around debuffing the enemy so your pets can be better against them or taking advantage of the bodies your pets create by blowing them up with corpse explosion.
- The Witch Doctor's pets are more of a distraction -- they're his form of crowd control. They're very transient, they don't matter as much to him, and they aren't really a primary source of damage. We wanted to have this general notion of a character who controlled all things slimy and gross, like zombies, bats, snakes, and spiders, but he didn't rely on them -- he just throws them out there. One of his most permanent pets is his Zombie Dogs, and we have a spell to blow them up because they're just not that important to him. We consider Zombie Wall to almost be a pet as well; it's a short-term pet, but it's a pet nonetheless. Each element is like that, where it's another distraction while the source of primary damage is the Witch Doctor himself. This makes him play very differently than the Necromancer, which was intentional.
Story
The Witch Doctor class comes from the jungles of Torajan, an area just southwest of Kurast, where Act Three took place in Diablo II. You can see it located on the World map close to Kurast. Their society and culture is detailed in the 13th entry of Abd al-Hazir, from which the following excerpt was taken:
- Upon further discussions with my hosts, I discovered that these tribes define themselves by their belief in the Mbwiru Eikura, which roughly translates to "The Unformed Land" (this is an imprecise translation, as this concept is completely foreign to our culture and language). This belief holds that the true, sacred reality is veiled behind the physical one we normally experience. Their vitally important public ceremonies are centered upon sacrifices to the life force that flows from their gods, who inhabit the Unformed Land, into this lesser physical realm.
- The witch doctors are finely attuned to this Unformed Land and are able to train their minds to perceive this reality through a combination of rituals and the use of selected roots and herbs found in the jungles. They call the state in which they interact with this other world the Ghost Trance.
- Alongside the primacy of the belief in the life force and the Unformed Land, the second most sacred belief of the tribes is their philosophy of self-sacrifice and non-individuality, of suppressing one's self-interest for the good of the tribe. This idea, so foreign to our culture, struck me as something I wished to delve into much more deeply.
Resources
- Witch Doctor Entry by Abd al-Hazir. The 13th entry has plenty of plot information, and links to short videos of some skills in action.
- Diablo III Media Coverage Archive for all interviews, previews, pictures and more.
Attributes
Starting Attributes
- Strength: x
- Dexterity: x
- Vitality: x
- Willpower: x
- Life: x
- Mana: x
Attribute raise per level
- Strength: x
- Dexterity: x
- Vitality: x
- Willpower: x
Attribute Point Effect
- +1 point in Strength gives +1% Melee and Ranged Physial Damage Bonus and +1% Armor Bonus and +1% Block Amount
- +1 point in Dexterity gives +x% Critical Strike Chance and +x% Dodge Chance. Higher Dexterity lowers chance you will be interrupted by getting hit.
- +1 point in Vitality gives +2 Life and Mana Regeneration of +x per sec.
- +1 point in Willpower gives +x% Spell Damage Bonus and +x% Health Globe Bonus
Witch Doctor Skills
The Witch Doctor skills are arranged into to three distinctive skill tree categories, Plague, Spirit and Voodoo.
All three trees have a combination of active and passive skills. Active skills are used in combat, while the passive skills boost or change the behaviour of the active skills.
Plague
Short description
Spirit
Short description
Voodoo
Short description