Difference between revisions of "Spirit Skill Tree"

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The '''Spirit skill tree''' is a [[Witch Doctor]] skill tree true to its namesake, manipulating the intangible spirits of enemies, conjure new ones to attack or fight for the Witch Doctor or even manipulate the Witch Doctor's spirit.
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 three skill trees are:
 
The Witch Doctor's three skill trees are:
  
* [[Zombie Skill Tree]]  
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'''Useful skill links:'''
* [[Spirit Skill Tree]]
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* [[Skill]]s - General skill design and mechanics.
* [[Voodoo Skill Tree]]
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* [[Witch Doctor skills]] - Witch Doctor-specific skill design.
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** [[Zombie Skill Tree]] - Zombie skills.
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** [[Spirit Skill Tree]] - Spirit skills.
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** [[Voodoo Skill Tree]] - Voodoo skills.
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* [[Witch Doctor skill archive]] - Removed Witch Doctor skills.
  
  
==Overview==
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==Spirit skills==
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==
 
  
===[[Haunt]]===
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===Tier I===
* 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.
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* '''[[Haunt]]'''
===[[Spirit Vessel]]===
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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.
* Replenishes your mana when consuming a health globe.
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* '''[[Spirit Vessel]]'''
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** Replenishes your [[mana]] when consuming a [[health globe]].
  
  
==Tier II==
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===Tier II===
===[[Soul Harvest]]===
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* '''[[Soul Harvest]]'''
* Draw out the life of enemies to replenish your mana.
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** Draw out the life of enemies to replenish your [[mana]].
===[[Rituals]]===
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* '''[[Rituals]]'''
* Increase your spell power by a percentage (%) of your vitality.
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** Increase your spell power by a percentage (%) of your [[vitality]].
  
  
==Tier III==
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===Tier III===
===[[Spirit Sense]]===
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* '''[[Spirit Sense]]'''
* Increase damage against targets with low health by a percentage (%).
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** Increase damage against targets with low [[health]] by X% percentage.
===[[Horrify]]===
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* '''[[Horrify]]'''
* Don a spectral mask that horrifies enemies, causing them to run away from you.
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** Don a spectral mask that horrifies enemies, causing them to run away from you.
  
  
==Tier IV==
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===Tier IV===
===[[Spirit Barrage ]]===
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* '''[[Spirit Barrage ]]'''
* A multitude of spirit bolts bombard enemies in targeted areas.
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** A multitude of spirit bolts bombard enemies in targeted areas.
===[[Ritual of Blood]]===
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* '''[[Ritual of Blood]]'''
* Whilst active, a percentage (%) of all mana costs are paid for with health.
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** Whilst active, X% of all [[mana]] costs are paid for with [[health]].
  
  
==Tier V==
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===Tier V===
===[[Spirit Walk]]===
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* '''[[Spirit Walk]]'''
* Traverse your physical body into the spirit realm, allowing unhindered movement for a time.
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** Traverse your physical body into the spirit realm, allowing unhindered movement for a time.
===[[Meditation]]===
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* '''[[Meditation]]'''
* Your spirit spells return a percentage (%) of their mana cost over 10 seconds.
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** Your spirit spells return X% of their [[mana]] cost over 10 seconds.
  
  
==Tier VI==
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===Tier VI===
===[[Death Pact]]===
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* '''[[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.
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** 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]]===
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* '''[[Mass Confusion]]'''
* Induce paranoia in enemies, causing some to fight for the [[Witch Doctor]] for a period of time.
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** Induce paranoia in enemies, causing some to fight for the [[Witch Doctor]] for a period of time.
 
 
<!--
 
===Skull of Flame===
 
[[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 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 [[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.
 
 
 
Like several other Witch Doctor spells, the flames from this one will spread to the Mongrels, adding fire damage to their attacks.
 
 
 
[[Image:Skill_witchdoctor_firebomb.jpg|frame|center|Sequence of Witch Doctor casting Skull of Flame.]]
 
 
 
During the [[WWI_2008:_Denizens_of_Diablo_Panel#Witch_Doctor:_Firebomb|Denizens of Diablo]] panel at the 2008 WWI event, the D3 team spoke at length about the development of the Firebomb skill and how it's one of the skills that best describes what makes the Witch Doctor tick. A partial quote:
 
 
 
:Originally it was a sort of fireball spell; when cast it traveled in a direct line from the WD to the target and would hit anything in the path. It exploded nicely. Explosions are cool. Everyone likes them.
 
 
 
:Problem was, not really problem, but we've all seen that kind of Fireball spell before. The artists came back said we didn't imagine him that way. We saw Firebomb as more of a physical magic. Like concocting some alchemical recipe in a skull and hurling that, and it explodes.
 
 
 
:Once it was a physical projectile designers liked that. It became a physical thing to throw, could go over walls. Become different tactics and use. Great example of how art and design can work together to iterate to make cool skill.
 
 
 
 
 
===Mass Confusion===
 
[[Image:Skill_witchdoctor_massconfusion.png|frame|right|Mass Confusion being cast on [[Goatman|Goatmen]].]]
 
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.
 
<div style="clear:both;"></div>
 
 
 
===Soul Harvest===
 
[[Image:Icon-soul-harvest.jpg|left]][[Image:Wd-soul-harvest3.jpg|right|300px|thumb|Soul Harvest]]
 
This skill creates a nova-like ring of blue smoke around the [[Witch Doctor]]. All targets within the ring are damaged, and if the damage is enough to kill them, their souls (white/blue ghosts) swirl into the air, then down into the Witch Doctor, where they add to his or her [[mana]]. The radius of the skill is not very large, so [[monster]]s need to be nearly in [[melee]] range to be affected.
 
 
 
This is a useful tool to finish off multiple weak enemies, and to replenish the Witch Doctor's mana in the process. It's not a very cost-effective spell to use as a regular attack, since the damage isn't very high, and the WD has other skills that can hit multiple enemies at once for more damage, and at a lower mana cost.
 
 
 
 
 
===Firebats===
 
[[Image:Wd-firebats1.jpg|thumb|300px|Firebats!]]
 
This inferno-like spell shoots forth a spray of flaming bats that scorch any monsters in range. The spell keeps firing for as long as the mouse button is depressed, and it can be aimed in any direction by moving the mouse. The screenshot here shows the range; it goes that far, and no further. Click to see [http://www.diii.net/gallery/showphoto.php?photo=1989 the full screenshot].
 
 
 
The bat animation is very nice, with a sort of swirling tornado of them appearing above the [[Witch Doctor]], then funneling down and out into [[combat]]. The bats are not on fire overhead, and are only ignited as they pass the WD's hands and strike the monsters. The WD in the image to the right has just released the mouse button, since the bats are still flying out and burning, but there aren't any visible flying down from overhead. There's a nice sound effect with this one as well, as the bats screech and chitter, with a burning, crackling sound over the top of their cries.
 
 
 
If you like bats, don't think of them as being incinerated in agony; think of them as eager volunteers to help the Witch Doctor rid Sanctuary of evil.
 
-->
 
 
 
  
  
 
==References==
 
==References==
[http://www.diii.net/blog/comments/full-witch-doctor-skills/ Full Witch Doctor Skill Tree Stats and Discussion]
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* [http://www.diii.net/blog/comments/full-witch-doctor-skills/ Full Witch Doctor Skill Tree Stats and Discussion]
  
  
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[[category:Spirit skills]]
 
[[category:Witch Doctor]]
 
[[category:Witch Doctor]]
 
[[category:Skills]]
 
[[category:Skills]]

Revision as of 12:24, 2 September 2009

The Spirit skill tree is a Witch Doctor skill tree true to its namesake, manipulating the intangible spirits of enemies, conjure new ones to attack or fight for the Witch Doctor or even manipulate the Witch Doctor's spirit.

The Witch Doctor's three skill trees are:

Useful skill links:


Spirit skills

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


Tier II


Tier III

  • Spirit Sense
    • Increase damage against targets with low health by X% percentage.
  • Horrify
    • Don a spectral mask that horrifies enemies, causing them to run away from you.


Tier IV


Tier V

  • Spirit Walk
    • Traverse your physical body into the spirit realm, allowing unhindered movement for a time.
  • Meditation
    • Your spirit spells return X% 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