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.
Contents
Background
Diablo III Skill [e] | |
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Meditation Active, 5 ranks | |
Used by: | Witch Doctor |
Your Spirit spells return X% of their mana cost over 10 seconds | |
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.
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]
- 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.
Skill Rank Table
Stats as listed in the Blizzcon 2009 demo. There will likely be changes in the final game.
- 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
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
Spirit Walk was listed as a Witch Doctor skill in previous Blizzcons, but was first used in 2010.
Media
You can find pictures in the Diablo 3 screenshot and picture gallery.
References
The Witch Doctor - Witch Doctor skills - Witch Doctor traits - Mana - Witch Doctor skill archive [e] | ||||||
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Tier One/Clvl 2 | Tier Two/Clvl 3 | Tier Three/Clvl 6 | Tier Four/Clvl 10 | Tier Five/Clvl 14 | Tier Six/Clvl 20 | Tier Seven/Clvl 26 |
• Summon Zombie Dog |
• Zombie Charger • Corpse Spiders |
• Poison Dart • Grasp of the Dead |
• Firebats |
• Acid Cloud • Firebomb |
• Gargantuan |
• Fetish Army |