Difference between revisions of "Spirit Walk"

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==Skill Effects==
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==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.  
 
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.  
 
   
 
   
{{Active skills header}}
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<skill class="WitchDoctor">Spirit Walk</skill>
{{Witch Doctor Skill Spirit Walk}}
 
{{Witch Doctor Skillrune Healing Journey}}
 
{{Witch Doctor Skillrune Severance}}
 
{{Witch Doctor Skillrune Honored Guest}}
 
{{Witch Doctor Skillrune Jaunt}}
 
{{Witch Doctor Skillrune Umbral Shock}}
 
{{center|Note: Information is based on a level 60 character and rank 7 runestones.}}
 
  
  

Revision as of 09:34, 16 March 2012

IconSpiritWalk.png

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.



Background

Spirit Walk in action. Templar in pursuit.

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

Spirit Walk decoy left behind in the Battle Arena.


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