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Spirit Walk

313 bytes added, 19:50, 6 June 2012
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[[File:IconSpiritWalk.png|left]]
[[File:Spirit-walk3.jpg|thumb|350px|Spirit Walk in action. [[Templar]] in pursuit.]]
'''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]].
<br><br>__TOC__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==
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==
The following is a very quick summary. See Refer to the [[Spirit Walk rune effects]] page article for a more thorough description descriptions of all five rune effectsin this skill, or any of the individual rune pages for numbers, including screenshots, blue quotesvideos, and much morestrategy tips.
{{skill description header}}
<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>
 
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