Difference between revisions of "Spirit Walk"

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'''Spirit Walk''' is a Tier Six [[Witch Doctor skill]]. 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 a [[movement ability]].
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'''Spirit Walk''' is a [[Witch Doctor]] Tier 6 [[Witch Doctor skills|skill]] unlocked at [[clvl|character level]] 20. 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]].<br>
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This is the Witch Doctor's [[movement ability]].
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|ranks= 5
 
|ranks= 5
 
|user= Witch Doctor
 
|user= Witch Doctor
|tree= Spirit
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|tree= Tier 6
 
|description= Your Spirit spells return X% of their mana cost over 10 seconds
 
|description= Your Spirit spells return X% of their mana cost over 10 seconds
 
|type= Buff/Movement
 
|type= Buff/Movement
 
|quantity= Duration
 
|quantity= Duration
 
|effect= Self
 
|effect= Self
|school= Magical
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|school= [[Magical]]
|resource= Mana
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|resource= [[Mana]]
 
|cost= 12 mana
 
|cost= 12 mana
 
|cast-time= Unknown
 
|cast-time= Unknown
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}}
 
}}
 
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.
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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.
 
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.
  
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/]
 
  
::Spirit Walk. 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.  
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==Skill Rank Table==
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* '''Rank 1:''' Enter the spirit realm, allowing unhindered movement for 3 seconds. Cost: 12 mana.
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* '''Rank 2:''' Enter the spirit realm, allowing unhindered movement for 4 seconds. Cost: 12 mana. (A)
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* '''Rank 3:''' Enter the spirit realm, allowing unhindered movement for 5 seconds. Cost: 12 mana. (A)
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* '''Rank 4:''' Enter the spirit realm, allowing unhindered movement for 6 seconds. Cost: 12 mana. (A)
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* '''Rank 5:''' Enter the spirit realm, allowing unhindered movement for 7 seconds. Cost: 12 mana. (A)
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(A) = Assumed
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==Skill Rank Table==
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==[[Synergies]]==
Stats as listed in the Blizzcon 2009 demo. There will likely be changes in the final game.
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[[File:Spirit-walk2.jpg|frame|Spirit Walk decoy left behind in the [[Battle Arena]].]]
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* None known.
  
*Rank: 1/5
 
**Enter the spirit realm, allowing unhindered movement for 3 seconds.
 
**Mana Cost: 12 mana
 
*Rank: 2/5
 
**Enter the spirit realm, allowing unhindered movement for 6 seconds. (A)
 
**Mana Cost: 12 mana
 
*Rank: 3/5
 
**Enter the spirit realm, allowing unhindered movement for 9 seconds. (A)
 
**Mana Cost: 12 mana
 
*Rank: 4/5
 
**Enter the spirit realm, allowing unhindered movement for 12 seconds. (A)
 
**Mana Cost: 12 mana
 
*Rank: 5/5
 
**Enter the spirit realm, allowing unhindered movement for 15 seconds. (A)
 
**Mana Cost: 12 mana
 
(legend (A) = Assumed)
 
  
  
==Synergies==
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==[[Rune|Skill Rune]] Effects==
[[File:Spirit-walk2.jpg|frame|Spirit Walk decoy left behind in a [[Battle Arena]] shot.]]
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* None known.
None of the [[Witch Doctor traits]] have modifiers specially designed to benefit Spirit Walk.
 
  
==Runestone Effects==
 
Nothing is known about [[runestone]] effects on Spirit Walk.
 
  
  
 
==Development==
 
==Development==
 
''Spirit Walk'' was listed as a Witch Doctor skill in previous Blizzcons, but was first used in 2010.
 
''Spirit Walk'' was listed as a Witch Doctor skill in previous Blizzcons, but was first used in 2010.
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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/]
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<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 Sacrifices. Almost everyone used this to run to safety, and then recast their three Mongrels in some distant corner before returning to the battle.</blockquote>
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You can find pictures in the Diablo 3 screenshot and picture gallery.
 
You can find pictures in the Diablo 3 screenshot and picture gallery.
 
* [http://www.diii.net/gallery/ Diablo 3 screenshots and pictures]
 
* [http://www.diii.net/gallery/ Diablo 3 screenshots and pictures]
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==References==
 
==References==
* [http://diablo.incgamers.com/blog/comments/hands-on-from-blizzcon-mega-pvp-arena-report/ Blizzcon 2010 Arena report].
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* [http://www.diii.net/blog/comments/full-witch-doctor-skills/ Full Witch Doctor Skill Trees and Stats]
* [http://www.diii.net/blog/comments/full-witch-doctor-skills/ Full Witch Doctor Skill Trees and Stats].
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* [http://diablo.incgamers.com/blog/comments/hands-on-from-blizzcon-mega-pvp-arena-report/ BlizzCon 2010 PvP Hands-on Report]
 
 
  
 
{{Slave navbox Diablo III|WD}}
 
{{Slave navbox Diablo III|WD}}

Revision as of 01:12, 6 February 2011

Spirit Walk is a Witch Doctor Tier 6 skill unlocked at character level 20. 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

Diablo III Skill [e]
Diablo III Logo.jpg
Meditation

Active, 5 ranks

Used by: Witch Doctor
Skill Description:
Your Spirit spells return X% of their mana cost over 10 seconds
Skill Details:
Type: Buff/Movement
Quantity: Duration
Effect: Self
School: Magical
Mana cost: 12 mana
Cast time: Unknown
Duration: None
Cooldown: Unknown
Synergies: Unknown
Requires: N/A
Prereq of: N/A

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 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.


Skill Rank Table

  • Rank 1: Enter the spirit realm, allowing unhindered movement for 3 seconds. Cost: 12 mana.
  • Rank 2: Enter the spirit realm, allowing unhindered movement for 4 seconds. Cost: 12 mana. (A)
  • Rank 3: Enter the spirit realm, allowing unhindered movement for 5 seconds. Cost: 12 mana. (A)
  • Rank 4: Enter the spirit realm, allowing unhindered movement for 6 seconds. Cost: 12 mana. (A)
  • Rank 5: Enter the spirit realm, allowing unhindered movement for 7 seconds. Cost: 12 mana. (A)

(A) = Assumed


Synergies

Spirit Walk decoy left behind in the Battle Arena.
  • None known.


Skill Rune Effects

  • None known.


Development

Spirit Walk was listed as a Witch Doctor skill in previous Blizzcons, but was first used in 2010.

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.


Media

You can find pictures in the Diablo 3 screenshot and picture gallery.


References