Difference between revisions of "Spirit Skill Tree"

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True to it's namesake, the Spirit Skill Tree for [[Witch Doctors|Witch Doctor]] enables them to manipulate the intangible spirits of enemies, conjure new ones to attack or fight for them, and even manipulate their own spirits.  
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True to it's namesake, the Spirit Skill Tree for the [[Witch Doctors|Witch Doctor]] enables them to manipulate the intangible spirits of enemies, conjure new ones to attack or fight for them, and even manipulate their own spirits.  
  
The Witch Doctor's tree skill trees are:
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The Witch Doctor's three skill trees are:
  
 
* [[Zombie Skill Tree]]  
 
* [[Zombie Skill Tree]]  
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==Overview==
 
==Overview==
There are very few purely offensive skills here, several skills in this tree focus on enabling mana-regeneration abilities  for the [[Witch Doctor]].
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There are very few purely offensive skills here. Several skills in this tree focus on enabling mana-regeneration abilities  for the [[Witch Doctor]].
  
 
==Tier I==
 
==Tier I==
  
 
===[[Haunt]]===
 
===[[Haunt]]===
* Launch a Spirit to invade the bodies of your enemies, causing sustained damage over time; the spirit lasts longer when inhabitatng a host than when roaming looking for one.
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* Launch a Spirit to invade the bodies of your enemies, causing sustained damage over time; the spirit lasts longer when inhabiting a host than when searching for one.
 
===[[Spirit Vessel]]===
 
===[[Spirit Vessel]]===
 
* Replenishes your mana when consuming a health globe.
 
* Replenishes your mana when consuming a health globe.
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==Tier III==
 
==Tier III==
 
===[[Spirit Sense]]===
 
===[[Spirit Sense]]===
* Increase damage against targets with low-health by a percentage (%).
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* Increase damage against targets with low health by a percentage (%).
 
===[[Horrify]]===
 
===[[Horrify]]===
 
* Don a spectral mask that horrifies enemies, causing them to run away from you.
 
* Don a spectral mask that horrifies enemies, causing them to run away from you.
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[[Image:Skill_witchdoctor_firebomb_icon.gif|left|Firebomb Skill Icon]]The [[Skull of Flame]] (formerly known as Firebomb) allows the [[Witch Doctor]] to lob a sort of fire grenade projectile, like a molotov cocktail, to any spot on the screen. The burning skull tumbles end over end in mid-air, and explodes with a burst of flame when it lands, dealing fire damage to anything in the immediate vicinity. It also sets targets aflame, and they take continued damage from the fire for several seconds. There are fires left burning on the ground after a firebomb detonates, but these do not seem to deal damage to, or set fire to, targets that walk through them.
 
[[Image:Skill_witchdoctor_firebomb_icon.gif|left|Firebomb Skill Icon]]The [[Skull of Flame]] (formerly known as Firebomb) allows the [[Witch Doctor]] to lob a sort of fire grenade projectile, like a molotov cocktail, to any spot on the screen. The burning skull tumbles end over end in mid-air, and explodes with a burst of flame when it lands, dealing fire damage to anything in the immediate vicinity. It also sets targets aflame, and they take continued damage from the fire for several seconds. There are fires left burning on the ground after a firebomb detonates, but these do not seem to deal damage to, or set fire to, targets that walk through them.
  
During BlizzCon 2008's Diablo 3 Class Design Panel where shown some ways to improve firebomb through the use of [[skill rune]]s.
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During BlizzCon 2008's Diablo 3 Class Design Panel there were shown some ways to improve a firebomb through the use of [[skill rune]]s.
 
* A [[Hydra Rune]] (named multi-strike before) causes the flaming skull to bounce on the ground like a rock on a pond, bounding and creating multiple explosions as it skips.
 
* A [[Hydra Rune]] (named multi-strike before) causes the flaming skull to bounce on the ground like a rock on a pond, bounding and creating multiple explosions as it skips.
 
* A [[Force Rune]] (named power before) boosts the damage, and creates a firewall-like effect where patches of flame are left on the ground, scorching all monsters in the vicinity.
 
* A [[Force Rune]] (named power before) boosts the damage, and creates a firewall-like effect where patches of flame are left on the ground, scorching all monsters in the vicinity.
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===Mass Confusion===
 
===Mass Confusion===
 
[[Image:Skill_witchdoctor_massconfusion.png|frame|right|Mass Confusion being cast on [[Goatman|Goatmen]].]]
 
[[Image:Skill_witchdoctor_massconfusion.png|frame|right|Mass Confusion being cast on [[Goatman|Goatmen]].]]
This curse-like mind control attack summons a blue spirit wherever the [[Witch Doctor]] targets it. The spirit confuses some of the [[monster]]s in range, causing an aqua colored orb to appear over their heads. Confused monsters seem to lose their AI, and they mill around more than usual. They may also attack, or be attacked by, other monsters. They are not the WD's minions though, and are not under his control, so he can kill confused monsters just like any other monster.
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This curse-like mind control attack summons a blue spirit where ever the [[Witch Doctor]] places it. The spirit confuses some of the [[monster]]s from a range, causing an aqua-colored orb to appear over their heads. Confused monsters seem to lose their AI, and they mill run around more than usual. They may also attack, or be attacked by other monsters. They are not the WD's minions though, and are not under his control, so he can kill confused monsters just like any other monster.
 
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==References==
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[http://www.diii.net/blog/comments/full-witch-doctor-skills/ Full Witch Doctor Skill Tree Stats and Discussion]
  
  

Revision as of 19:40, 1 September 2009

Template:Class navbox True to it's namesake, the Spirit Skill Tree for the Witch Doctor enables them to manipulate the intangible spirits of enemies, conjure new ones to attack or fight for them, and even manipulate their own spirits.

The Witch Doctor's three skill trees are:


Overview

There are very few purely offensive skills here. Several skills in this tree focus on enabling mana-regeneration abilities for the Witch Doctor.

Tier I

Haunt

  • Launch a Spirit to invade the bodies of your enemies, causing sustained damage over time; the spirit lasts longer when inhabiting a host than when searching for one.

Spirit Vessel

  • Replenishes your mana when consuming a health globe.


Tier II

Soul Harvest

  • Draw out the life of enemies to replenish your mana.

Rituals

  • Increase your spell power by a percentage (%) of your vitality.


Tier III

Spirit Sense

  • Increase damage against targets with low health by a percentage (%).

Horrify

  • Don a spectral mask that horrifies enemies, causing them to run away from you.


Tier IV

Spirit Barrage

  • A multitude of spirit bolts bombard enemies in targeted areas.

Ritual of Blood

  • Whilst active, a percentage (%) of all mana costs are paid for with health.


Tier V

Spirit Walk

  • Traverse your physical body into the spirit realm, allowing unhindered movement for a time.

Meditation

  • Your spirit spells return a percentage (%) of their mana cost over 10 seconds.


Tier VI

Death Pact

  • Induce momentary invulnerability whenever you are reduced to 10% of your maximum health. This effect cannot occur more than once every 60 seconds.

Mass Confusion

  • Induce paranoia in enemies, causing some to fight for the Witch Doctor for a period of time.



References

Full Witch Doctor Skill Tree Stats and Discussion