Difference between revisions of "Spirit Walk"
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The following is a very quick list. See the [[Spirit Walk rune effects]] page for a more thorough summary of rune effects, or any of the individual rune pages for numbers, screenshots, blue quotes, and much more. | The following is a very quick list. See the [[Spirit Walk rune effects]] page for a more thorough summary of rune effects, or any of the individual rune pages for numbers, screenshots, blue quotes, and much more. | ||
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Revision as of 09:34, 16 March 2012
Spirit Walk is a Spirit Realm Witch Doctor skill unlocked at level 12. It's a very useful escape/movement skill, one which lets the Witch Doctor move without being seen by other players or monsters for several seconds. This can be used to bypass dangerous monsters, and it's essential in the Battle Arena.
This is the Witch Doctor's movement ability.
Contents
[hide]Background
The Witch Doctor enters the spirit realm through a trance, and can move unseen and untouched, passing through enemies, but still grabbing health orbs while he's there.
Skillrune Effects
The following is a very quick list. See the Spirit Walk rune effects page for a more thorough summary of rune effects, or any of the individual rune pages for numbers, screenshots, blue quotes, and much more.
<skill class="WitchDoctor">Spirit Walk</skill>
Skill Design
The Witch Doctor vanishes from the sight of all, leaving an empty husk of a body behind, floating in the air as a decoy. While in the spirit realm the Witch Doctor can run without being hindered by other characters or monsters, moving to a safe place before the duration wears off and he reenters the corporeal world.
Synergies

- No synergies with any of the passive skills are yet known.
Development
Spirit Walk was first seen as a Witch Doctor skill at BlizzCon 2009, as a Tier V skill in the Spirit Skill Tree. However, it wasn't yet implemented.
This was one of the skills on the pre-made characters in the PvP Arena demo at BlizzCon 2010, and soon proved itself as one of the best skills in the entire demo. It was the best escape skill possessed by any of the characters. Flux wrote about using it in a lengthy hands-on PvP report:[1]
I’ve raved about this one already, but it was really an awesomely useful skill. The Witch Doctor leaves a decoy of himself behind and has several seconds to run free, invisible to everyone. Best of all he can grab health orbs in this mode. He can’t cast other spells though, so no detonating Sacrifices. Almost everyone used this to run to safety, and then recast their three Mongrels in some distant corner before returning to the battle.
Skill tiers were removed for the July 2011 Press Event, and Spirit Walk became a level 12 skill.
Media
You can find pictures in the Diablo III screenshot and picture gallery:
References
- BlizzCon 2009 Full Witch Doctor Skill Trees and Stats
- BlizzCon 2010 PvP Hands-on Report
- Zediono's translation of JudgeHype's pre-beta report -- IncGamers 1st Aug 2011
- Witch Doctor Active Skills -- Diablo III 13th Sep 2011
Classes of the Diablo games |
Skills - Active skills - Skill runes - Passives - Resource - Movement ability [e] Barbarian Demon Hunter Monk Necromancer Witch Doctor Wizard Followers Other Classes Fan-made |
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Witch Doctor skill categories: Primary Secondary Defensive Terror Decay Voodoo |
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