Difference between revisions of "Spirit Walk"

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[[File:IconSpiritWalk.png|left]]
 
[[File:IconSpiritWalk.png|left]]
'''Spirit Walk''' is a [[Witch Doctor skill]] enabled at [[clvl|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]].
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[[File:Spirit-walk3.jpg|thumb|350px|Spirit Walk in action. [[Templar]] in pursuit.]]
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'''Spirit Walk''' is a Defensive [[Witch Doctor skill]] unlocked at [[clvl|level]] 16. It's a very useful escape/movement skill, one which lets the Witch Doctor move without being seen or damaged 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]].
 
This is the Witch Doctor's [[movement ability]].
  
<br><br>__TOC__
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A Witch Doctor can use Spirit Walk even without activating it, simply by using the [[Spirit Vessel]] passive skill. That skill's effect kicks in when the Witch Doctor takes fatal damage, shifting him into Spirit Walk form for 3 seconds and providing 10% healing. This effect has a 90 second cooldown, so it's very helpful, but not a panacea for [[hardcore]] characters.
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==Background==
 
==Background==
{{Skillbox D3
 
<!-- |portrait= -->
 
<!-- |portrait-width= -->
 
|name= Spirit Walk
 
|user= Witch Doctor
 
|clvl= 12
 
|description= The Witch Doctor travels unseen and untouched through the spirit realm.
 
|type= [[Buff]]/[[Movement ability|Movement]]
 
|resource= Costs [[Mana]]
 
|alabaster= Unknown
 
|crimson= Unknown
 
|golden= Unknown
 
|indigo= Unknown
 
|obsidian= Unknown
 
}}
 
 
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.
 
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.
  
==Skill 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.  
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==Skill Rune Effects==
 +
Refer to the [[Spirit Walk rune effects]] article for thorough descriptions of all five rune effects in this skill, including screenshots, videos, and strategy tips.
 
   
 
   
{{Active skill header}}
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{{skill description header}}
</noinclude>
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<skill subcat="Spirit spell" class="WitchDoctor">Spirit Walk</skill>
{{Skill effects|Spirit Walk|IconSpiritWalk.png|([[clvl|Level]] 12)|
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<skill class="WitchDoctor" rune="Jaunt">Spirit Walk</skill>
Enter the spirit realm for {{c_lime|3}} seconds. While in the spirit realm, your movement is unhindered.<br>Cost: {{c_lime|176}} Mana.<br>Cooldown: 15 seconds.<br>{{c_grey|Your link to the spirit realm will end if you cast any spell or your physical body sustains {{c_lime|50%}} of your maximum health in damage.}}}}
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<skill class="WitchDoctor" rune="Honored Guest">Spirit Walk</skill>
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<skill class="WitchDoctor" rune="Umbral Shock">Spirit Walk</skill>
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<skill class="WitchDoctor" rune="Severance">Spirit Walk</skill>
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<skill class="WitchDoctor" rune="Healing Journey">Spirit Walk</skill>
  
| width="40px" | [[image:IconCrimson.jpg|40px|link=Crimson]]
 
| width="140px" | [[Severance]]
 
| Enemies you walk through in spirit form take {{c_lime|121 - 135}} physical damage per second.
 
|-
 
| width="40px" | [[image:IconIndigo.jpg|40px|link=Indigo]]
 
| [[Jaunt]]
 
| Increases the duration of Spirit Walk to {{c_lime|10.0}} seconds.
 
|-
 
| width="40px" | [[image:IconObsidian.jpg|40px|link=Obsidian]]
 
| [[Umbral Shock]]
 
| When Spirit Walk ends, your physical form bursts for {{c_lime|135 - 249}} Fire damage to all enemies within {{c_lime|10}} yards.
 
|-
 
| width="40px" | [[image:IconGolden.jpg|40px|link=Golden]]
 
| [[Honored Guest]]
 
| Gain {{c_lime|11%}} of your maximum Mana every second while Spirit Walk is active.
 
|-
 
| width="40px" | [[image:IconAlabaster.jpg|40px|link=Alabaster]]
 
| [[Healing Journey]]
 
| Gain {{c_lime|16%}} of your maximum Life every second while Spirit Walk is active.
 
|-
 
<noinclude>
 
|}
 
<p style="text-align:center">Note: Information is based on a level 60 character and rank 7 runestones.</p>
 
  
 
==Skill Design==
 
==Skill Design==
Line 61: Line 29:
  
 
==Synergies==
 
==Synergies==
[[File:Spirit-walk2.jpg|frame|Spirit Walk decoy left behind in the [[Battle Arena]].]]
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The following [[Witch Doctor passives]] provide a benefit to Spirit Walk, runed or not:
* No [[synergies]] with any of the [[passive skill]]s are yet known.
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{{skill description header}}
 +
<skill class="WitchDoctor">Spirit Vessel</skill>
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<skill class="WitchDoctor">Rush of Essence</skill>
  
  
 +
==Development==
 +
[[File:Spirit-walk2.jpg|frame|Spirit Walk decoy left behind in the [[Battle Arena]].]]
 +
'''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.
  
==Skill Rune Effects==
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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:[http://diablo.incgamers.com/blog/comments/hands-on-from-blizzcon-mega-pvp-arena-report/]
The known [[rune]] effects for Spirit Walk are:
 
* Unknown rune: Applies [[DoT]] to monsters the Witch Doctor walks through.<ref>[http://diablo.incgamers.com/blog/comments/new-skill-rune-effects-revealed/ New Skill Rune Effects Revealed] -- Incgamers 2nd Feb 2011</ref>
 
  
 +
<blockquote>''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 [[Sacrifice]]s. Almost everyone used this to run to safety, and then recast their three Mongrels in some distant corner before returning to the battle.</blockquote>
  
  
==Development==
+
===Beta===
'''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.
+
Skill tiers were removed shortly before the [[beta]] started in September 2011, and Spirit Walk became a level 12 skill. [[Flux]] was able to try it out again, but didn't think it had much utility outside of the [[Arena]]:[http://diablo.incgamers.com/blog/comments/witch-doctor-beta-skills-mega-report-part-two]
  
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:[http://diablo.incgamers.com/blog/comments/hands-on-from-blizzcon-mega-pvp-arena-report/]
+
<blockquote>''Another skill that no one has used on purpose in the Diablo 3 Beta, Spirit Walk is the Witch Doctor’s escape movement skill. When cast, the Witch Doctor takes on a transparent, skeletal, ghostly appearance that is invisible to enemies. Like the base effect of [[Horrify]], this is a very quick reflexes skill, with just 3 seconds of invisibility granted. The skill description doesn’t make it clear, but you get a substantial speed boost in this form, and you can put quite a bit of distance between yourself and the spot you cast the spell at.</blockquote>
  
<blockquote>''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 [[Sacrifice]]s. Almost everyone used this to run to safety, and then recast their three Mongrels in some distant corner before returning to the battle.</blockquote>
+
Fortunately, Spirit Walk was one of the skills available to Witch Doctors in the [[BlizzCon 2011]] PvP [[Arena]] demo, and Adivirgi swore by it:[http://diablo.incgamers.com/blog/comments/blizzcon-arena-demo-witch-doctor-report]
  
Skill tiers were removed for the [[July 2011 Press Event]], and Spirit Walk became a level 12 skill.
+
<blockquote>''This skill is so amazing, by far my favorite Witch Doctor ability, and I can’t see any PVP build without this skill and rune combination. Anytime I ran into trouble I would pop this ability and run with increased speed away from my enemy towards a health globe... I found that by using this ability I was able to keep myself alive much longer than most of my teammates.</blockquote>
  
 +
The skill system was once again overhauled for the [[Beta Patch 13]] in February 2012, and Spirit Walk was classified as a Defensive skill and moved to level 16, out of the reach of beta players.
  
  
 
==Media==
 
==Media==
 +
Spirit Walk can be seen in action on video here:
 +
* No videos yet.
 +
 
You can find pictures in the Diablo III screenshot and picture gallery:
 
You can find pictures in the Diablo III screenshot and picture gallery:
 
* [http://diablo.incgamers.com/gallery/ Diablo III screenshots and pictures]
 
* [http://diablo.incgamers.com/gallery/ Diablo III screenshots and pictures]
Line 89: Line 65:
  
  
<!--
 
 
<gallery>
 
<gallery>
Image:Diablo_III_Logo.jpg|Skill use 1
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Image:Spirit-walk3.jpg|Close-up of Spirit Walking Witch Doctor.
 
</gallery>
 
</gallery>
-->
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==References==
 
==References==
<span style="font-size: 10px;"><references/></span>
 
 
* [http://diablo.incgamers.com/blog/comments/full-witch-doctor-skills/ BlizzCon 2009 Full Witch Doctor Skill Trees and Stats]
 
* [http://diablo.incgamers.com/blog/comments/full-witch-doctor-skills/ BlizzCon 2009 Full Witch Doctor Skill Trees and Stats]
 
* [http://diablo.incgamers.com/blog/comments/hands-on-from-blizzcon-mega-pvp-arena-report/ BlizzCon 2010 PvP Hands-on Report]
 
* [http://diablo.incgamers.com/blog/comments/hands-on-from-blizzcon-mega-pvp-arena-report/ BlizzCon 2010 PvP Hands-on Report]
* [http://diablo.incgamers.com/forums/showthread.php?p=7960229#post7960229 Zediono's translation of JudgeHype's pre-beta report] -- IncGamers 1st Aug 2011
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* [http://diablo.incgamers.com/forums/showthread.php?p=7960229#post7960229 Zediono's translation of JudgeHype's pre-beta report] — IncGamers 1st Aug 2011
 +
* [http://diablo.incgamers.com/blog/comments/witch-doctor-beta-skills-mega-report-part-two Witch Doctor Beta Skills Mega-report: Part Two] — IncGamers 1st Oct 2011
 +
* [http://diablo.incgamers.com/blog/comments/blizzcon-arena-demo-witch-doctor-report BlizzCon 2011 PvP Demo: The Witch Doctor] — IncGamers 27th Oct 2011
 +
* [http://us.battle.net/d3/en/class/witch-doctor/active/ Witch Doctor Active Skills] — Blizzard's Official Diablo III Site
 +
 
  
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{{Skill navbox Diablo III|WD|defensive}}
  
{{Skill navbox Diablo III|WD}}
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[[category:Active skills]]
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[[category:Witch Doctor skills]]
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[[category:Witch Doctor active skills]]

Latest revision as of 19:50, 6 June 2012

IconSpiritWalk.png
Spirit Walk in action. Templar in pursuit.

Spirit Walk is a Defensive Witch Doctor skill unlocked at level 16. It's a very useful escape/movement skill, one which lets the Witch Doctor move without being seen or damaged 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.

A Witch Doctor can use Spirit Walk even without activating it, simply by using the Spirit Vessel passive skill. That skill's effect kicks in when the Witch Doctor takes fatal damage, shifting him into Spirit Walk form for 3 seconds and providing 10% healing. This effect has a 90 second cooldown, so it's very helpful, but not a panacea for hardcore characters.


Background[edit | edit source]

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.


Skill Rune Effects[edit | edit source]

Refer to the Spirit Walk rune effects article for thorough descriptions of all five rune effects in this skill, including screenshots, videos, and strategy tips.

Name Level Description

<skill subcat="Spirit spell" class="WitchDoctor">Spirit Walk</skill> <skill class="WitchDoctor" rune="Jaunt">Spirit Walk</skill> <skill class="WitchDoctor" rune="Honored Guest">Spirit Walk</skill> <skill class="WitchDoctor" rune="Umbral Shock">Spirit Walk</skill> <skill class="WitchDoctor" rune="Severance">Spirit Walk</skill> <skill class="WitchDoctor" rune="Healing Journey">Spirit Walk</skill>


Skill Design[edit | edit source]

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[edit | edit source]

The following Witch Doctor passives provide a benefit to Spirit Walk, runed or not:

Name Level Description

<skill class="WitchDoctor">Spirit Vessel</skill> <skill class="WitchDoctor">Rush of Essence</skill>


Development[edit | edit source]

Spirit Walk decoy left behind in the Battle Arena.

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.


Beta[edit | edit source]

Skill tiers were removed shortly before the beta started in September 2011, and Spirit Walk became a level 12 skill. Flux was able to try it out again, but didn't think it had much utility outside of the Arena:[2]

Another skill that no one has used on purpose in the Diablo 3 Beta, Spirit Walk is the Witch Doctor’s escape movement skill. When cast, the Witch Doctor takes on a transparent, skeletal, ghostly appearance that is invisible to enemies. Like the base effect of Horrify, this is a very quick reflexes skill, with just 3 seconds of invisibility granted. The skill description doesn’t make it clear, but you get a substantial speed boost in this form, and you can put quite a bit of distance between yourself and the spot you cast the spell at.

Fortunately, Spirit Walk was one of the skills available to Witch Doctors in the BlizzCon 2011 PvP Arena demo, and Adivirgi swore by it:[3]

This skill is so amazing, by far my favorite Witch Doctor ability, and I can’t see any PVP build without this skill and rune combination. Anytime I ran into trouble I would pop this ability and run with increased speed away from my enemy towards a health globe... I found that by using this ability I was able to keep myself alive much longer than most of my teammates.

The skill system was once again overhauled for the Beta Patch 13 in February 2012, and Spirit Walk was classified as a Defensive skill and moved to level 16, out of the reach of beta players.


Media[edit | edit source]

Spirit Walk can be seen in action on video here:

  • No videos yet.

You can find pictures in the Diablo III screenshot and picture gallery:



References[edit | edit source]