Can someone explain the use for it? Because right now the only use seems to be as a decent mana or health regen tool. What combat/tactical use is there?
Seems like you can't be slowed or anything, and there is probably no enemy collision. So if you are blocked in, switch to spirit walk and you can just walk through everybody to get out of harms way.
So your body comes to you when you're done spirit walking? From the description (the "or if your physical body takes 50% damage" part) it seems like you leave your body behind when you walk out. I understand the use if you get to move unhindered completely. I guess it's just the wording that threw me.
Spirit walk is like invisibility for anyone who has played WoW. If you haven't it's a spell that will completely remove you from combat and you'll be able to run freely away for 3 seconds unless you cast a spell or something.
Spirit walk is like invisibility for anyone who has played WoW. If you haven't it's a spell that will completely remove you from combat and you'll be able to run freely away for 3 seconds unless you cast a spell or something.
I wouldn't say "completely" removes you; the tooltip makes it sound like you can still take damage.
Yeah, that's where the confusion is coming from. Not only does it explicitly state you can take damage, it differentiates between a physical and spiritual body. So my question is where is the physical body? Do you leave it right there and then run off for 3 seconds without casting a spell? Does your body warp to the spot you're standing after the duration expires?
Yeah, that's where the confusion is coming from. Not only does it explicitly state you can take damage, it differentiates between a physical and spiritual body. So my question is where is the physical body? Do you leave it right there and then run off for 3 seconds without casting a spell? Does your body warp to the spot you're standing after the duration expires?
The way I understand it is your physical body turns into a spiritual body, you walk away, the time limit ends and you turn back into a physical body. I don't think there will be 2 different bodies out at once.
Edit: Just reread the tooltip, and noticed it does specifically say "if your physical body" takes too much damage, while you should clearly be in spiritual form. Yeah I see your confusion now... Hmm...
Seems to be nothing more than an ability to regenerate Health/Mana (runestones) or check out what mobs are around the corner. It's pretty clear your physical form stays where you cast the spell, so it can't be something that gets you out of trouble.
If you use the ability you leave your "physical" body behind and start running around with your "spirit" body. Your physical Body just stays where you used the Ability and seemingly can take damage while you are outside of it. Your spirit body has no colision and is invisible. My guess is that you can cancle the ability and your Physical Body is than transfered to the location of your spirit body.
I'm thinking this is the way it's going to have to be if it's to be very useful aside from rune effects giving regen of some kind and, frankly, WD has plenty of other, better ways to regen health and mana.
Spirit Walk sounds like a way to get IN to trouble, rather than out of it.
Think about it, witch doctors have several very powerful short-ranged abilities like firebats and the runed acid spit. However, you don't have the ability to close distance rapidly without getting hit by ranged attacks (ie Barbarian Charge, Monk Dash). Spirit Walk gives you that ability to close distance without being hit.
Also, the damage runes for Spirit Walk are VERY powerful. 121-135 damage per second for 3 seconds is a maximum of 363-405 damage. That is 2/3 as much damage as a Runed Meteor (469-641), which is the largest spell hit in the game according to the calculator. Spirit Walk could easily be used as a poor man's melee attack.
I was just on another thread that was talking about this, there was a video and it looks like your physical body stays where you cast and then will tele to your spirit after the time is up, maybe it doesn't tele if your physical body takes too much damage?
1) you become invisible and untouchable for x seconds
2) Your enemies see the body you left behind and it looks like you
3) You can't do much (unless you're rune-ed) but you can move to escape safely, and pick up health globes.
The body you leave behind can, the "husk"... the husk getting hit doesn't hurt you directly, although if it takes enough damage your spirit walk ends prematurely.
You move faster than normal, and immediately remove all slow/snare effects.
1) you become invisible and untouchable for x seconds
2) Your enemies see the body you left behind and it looks like you
3) You can't do much (unless you're rune-ed) but you can move to escape safely, and pick up health globes.
The body you leave behind can, the "husk"... the husk getting hit doesn't hurt you directly, although if it takes enough damage your spirit walk ends prematurely.
You move faster than normal, and immediately remove all slow/snare effects.
makes sense. it's like a decoy + invis for the life of the decoy
Overall I don't like the concept of spirit walk unless the duration could be doubled.
Then I suggest the indigo rune which more than triples the duration (to 10 sec, from 3)
I think that its utility can be either to get into or out of trouble depending on how its runed and what you want to do with it. you can safely close or escape, and deal damage when in it or draw beasts to you and then explode, charge health/mana before/during/after a big battle or rush to the next encounter. One of my favorite skills with many possibilities in how you can use it.
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If that made sense to you, Bravo! I think I even confused myself...
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I wouldn't say "completely" removes you; the tooltip makes it sound like you can still take damage.
The way I understand it is your physical body turns into a spiritual body, you walk away, the time limit ends and you turn back into a physical body. I don't think there will be 2 different bodies out at once.
Edit: Just reread the tooltip, and noticed it does specifically say "if your physical body" takes too much damage, while you should clearly be in spiritual form. Yeah I see your confusion now... Hmm...
http://www.youtube.com/watch?v=83_llgVRvak
I'm thinking this is the way it's going to have to be if it's to be very useful aside from rune effects giving regen of some kind and, frankly, WD has plenty of other, better ways to regen health and mana.
Think about it, witch doctors have several very powerful short-ranged abilities like firebats and the runed acid spit. However, you don't have the ability to close distance rapidly without getting hit by ranged attacks (ie Barbarian Charge, Monk Dash). Spirit Walk gives you that ability to close distance without being hit.
Also, the damage runes for Spirit Walk are VERY powerful. 121-135 damage per second for 3 seconds is a maximum of 363-405 damage. That is 2/3 as much damage as a Runed Meteor (469-641), which is the largest spell hit in the game according to the calculator. Spirit Walk could easily be used as a poor man's melee attack.
http://us.battle.net/d3/en/calculator/witch-doctor#XkehPf!bea!YcbYcZ
"Can't wait to run around with a bad ass voodoo doll, big scary mask and crazy sacrificial dagger!"
2) Your enemies see the body you left behind and it looks like you
3) You can't do much (unless you're rune-ed) but you can move to escape safely, and pick up health globes.
The body you leave behind can, the "husk"... the husk getting hit doesn't hurt you directly, although if it takes enough damage your spirit walk ends prematurely.
You move faster than normal, and immediately remove all slow/snare effects.
from D3 official WD forum
thanks for clarification!
Overall I don't like the concept of spirit walk unless the duration could be doubled.
Then why not make it a teleport then? I think a low duration is reasonable enough to get out of a pinch.
Then I suggest the indigo rune which more than triples the duration (to 10 sec, from 3)
I think that its utility can be either to get into or out of trouble depending on how its runed and what you want to do with it. you can safely close or escape, and deal damage when in it or draw beasts to you and then explode, charge health/mana before/during/after a big battle or rush to the next encounter. One of my favorite skills with many possibilities in how you can use it.