Useless, might be a hyperbole...but I am questioning the value of Spirit Walk in Inferno. The reason? Your physical body gets left behind & fully exposed for the duration of the spell. While your "ghost" is running away, your physical body is going to get pummeled. Transforming into a stationary pinata is hardly a "defensive" spell. This leaves Grasp of the Dead as the only defensive spell without fatal side effects. Your thoughts?
I agree, was thinking about it too as I will play WD, and seems to be totally useless, it is beyond my reasoning what that skill does that is for your benefit ;]]
It's a get out of jail card, but you don't get out for free. Since player/monster collisions exist in this game, if you get cornered by accident, this enables you to get out of that corner. The duration is only for a few seconds, so if those few seconds do cost you your life, then most likely would may have been dead regardless.
Also remember that some of the biggest part of spirit walk is the runes that it has to go in conjunction with it. Mana or health regen, one does damage to the enemies you walk through, others increase the duration of ability.
I'd also like to note, that while it hasn't been confirmed or mentioned since the spell's initial introduction, the spell was suppose to allow you to walk THROUGH walls. So if you wanted to take a quick short cut, then you could. We won't know if that functionality is still present until release though.
Ok I'm just assuming here but I am quite sure that when Spirit Walk ends you retain the health of your spirit body, Your physical body while in spirit form acts as a clone only. IMO, Spirit Walk and Spirit Vessel will be invaluable escape skills in hell and inferno. I dont see myself play without both.
Ok I'm just assuming here but I am quite sure that when Spirit Walk ends you retain the health of your spirit body, Your physical body while in spirit form acts as a clone only. IMO, Spirit Walk and Spirit Vessel will be invaluable escape skills in hell and inferno. I dont see myself play without both.
This! I exactly think alike. CC will be less efficient in inferno, spirit walk won't. You are not taking damage while in the spirit body. If your decoy suffers more then 50% of your max hp, you exit the spirit world.
By itself with a 15 sec cooldown, spirit walk is quite a drag because you don't get to abuse it much. But, when you have Grave injustice, you reduce the cooldown to make it spammable as much as you can. If you use thorn with it, you can escape into the spirit realm, leave behind the decoy which can return damage whilst you don't. Add to this some DOT and you got all you need for success. Gem all you can with life increase to furthermore increase the effectiveness of your decoy.
This is how i trully see me playing inferno. This decoy will act as one of my "pets" most of the time.
Ok I'm just assuming here but I am quite sure that when Spirit Walk ends you retain the health of your spirit body, Your physical body while in spirit form acts as a clone only. IMO, Spirit Walk and Spirit Vessel will be invaluable escape skills in hell and inferno. I dont see myself play without both.
This! I exactly think alike. CC will be less efficient in inferno, spirit walk won't. You are not taking damage while in the spirit body. If your decoy suffers more then 50% of your max hp, you exit the spirit world.
By itself with a 15 sec cooldown, spirit walk is quite a drag because you don't get to abuse it much. But, when you have Grave injustice, you reduce the cooldown to make it spammable as much as you can. If you use thorn with it, you can escape into the spirit realm, leave behind the decoy which can return damage whilst you don't. Add to this some DOT and you got all you need for success. Gem all you can with life increase to furthermore increase the effectiveness of your decoy.
This is how i trully see me playing inferno. This decoy will act as one of my "pets" most of the time.
That's quite a nice strat. The only concern about this is that the 8 yard range of Grave Injustice is very short. Cant wait to see how much gold pickup radius you can stack on top tier gear to lower that Spirit Walk cooldown safely.
EDIT: I went on D3Inferno to see wich gear can have the gold_pickup affix. Was very pleased to see that all 8 defensive gears can have it at a min/max of 2-7. So maximum Gold_pickup is 56 yards!! This makes Grave Injustice and Circle of Life a 64 and 68 possible range respectively!!!
You are not taking damage while in the spirit body. If your decoy suffers more then 50% of your max hp, you exit the spirit world. . This decoy will act as one of my "pets" most of the time.
I respectfully think you're wrong. Nowhere does it say your physical body is a decoy. What it does say is that your physical body gets left behind during your "journey" can take damage. Now, I have a tough time seeing your body getting pummeled to 50% health and magically healing. Spirit Walk is a take off from "Astral Projection", which every nerd knows leaves your physical body exposed during your travels.
For the sake of full disclosure, I am going to use spirit walk for my Blood Ritual Doctor, because with the Honored Guest rune, it will refill my mana by 30%. That's NICE! But for defense, it has a MAJOR downside.
@Kendro - Really good points. During Beta, I got stuck in several mobs after Siphoning their souls and when I tried escaping, I accidentally attacked. Spirit Walk would have helped.
Ok I'm just assuming here but I am quite sure that when Spirit Walk ends you retain the health of your spirit body, Your physical body while in spirit form acts as a clone only. IMO, Spirit Walk and Spirit Vessel will be invaluable escape skills in hell and inferno. I dont see myself play without both.
This! I exactly think alike. CC will be less efficient in inferno, spirit walk won't. You are not taking damage while in the spirit body. If your decoy suffers more then 50% of your max hp, you exit the spirit world.
By itself with a 15 sec cooldown, spirit walk is quite a drag because you don't get to abuse it much. But, when you have Grave injustice, you reduce the cooldown to make it spammable as much as you can. If you use thorn with it, you can escape into the spirit realm, leave behind the decoy which can return damage whilst you don't. Add to this some DOT and you got all you need for success. Gem all you can with life increase to furthermore increase the effectiveness of your decoy.
This is how i trully see me playing inferno. This decoy will act as one of my "pets" most of the time.
That's quite a nice strat. The only concern about this is that the 8 yard range of Grave Injustice is very short. Cant wait to see how much gold pickup radius you can stack on top tier gear to lower that Spirit Walk cooldown safely.
EDIT: I went on D3Inferno to see wich gear can have the gold_pickup affix. Was very pleased to see that all 8 defensive gears can have it at a min/max of 2-7. So maximum Gold_pickup is 56 yards!! This makes Grave Injustice and Circle of Life a 64 and 68 possible range respectively!!!
You are not taking damage while in the spirit body. If your decoy suffers more then 50% of your max hp, you exit the spirit world. . This decoy will act as one of my "pets" most of the time.
I respectfully think you're wrong. Nowhere does it say your physical body is a decoy. What it does say is that your physical body gets left behind during your "journey" can take damage. Now, I have a tough time seeing your body getting pummeled to 50% health and magically healing. Spirit Walk is a take off from "Astral Projection", which every nerd knows leaves your physical body exposed during your travels.
For the sake of full disclosure, I am going to use spirit walk for my Blood Ritual Doctor, because with the Honored Guest rune, it will refill my mana by 30%. That's NICE! But for defense, it has a MAJOR downside.
@Kendro - Really good points. During Beta, I got stuck in several mobs after Siphoning their souls and when I tried escaping, I accidentally attacked. Spirit Walk would have helped.
tested spirit walk in the beta in the last patch. the dmg your phsyical body sustains does NOT transfer over to you in the spirit realm. so you come out with the same health you went into it(unruned)
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"once the pretty hardcore gamers we had testing inferno found it fairly difficult, we then we doubled it" -trolololol jay wilson
You are not taking damage while in the spirit body. If your decoy suffers more then 50% of your max hp, you exit the spirit world. . This decoy will act as one of my "pets" most of the time.
I respectfully think you're wrong. Nowhere does it say your physical body is a decoy. What it does say is that your physical body gets left behind during your "journey" can take damage. Now, I have a tough time seeing your body getting pummeled to 50% health and magically healing. Spirit Walk is a take off from "Astral Projection", which every nerd knows leaves your physical body exposed during your travels.
For the sake of full disclosure, I am going to use spirit walk for my Blood Ritual Doctor, because with the Honored Guest rune, it will refill my mana by 30%. That's NICE! But for defense, it has a MAJOR downside.
@Kendro - Really good points. During Beta, I got stuck in several mobs after Siphoning their souls and when I tried escaping, I accidentally attacked. Spirit Walk would have helped.
tested spirit walk in the beta in the last patch. the dmg your phsyical body sustains does NOT transfer over to you in the spirit realm. so you come out with the same health you went into it(unruned)
That is cool, a lot better than I thought it would do.
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"Is God willing to prevent evil, but not able? Then he is not omnipotent. Is he able, but not willing? Then he is malevolent. Is he both able and willing? Then whence cometh evil? Is he neither able nor willing? Then why call him God?"
tested spirit walk in the beta in the last patch. the dmg your phsyical body sustains does NOT transfer over to you in the spirit realm. so you come out with the same health you went into it(unruned)
That is cool, a lot better than I thought it would do.
id think it would be useless otherwise. which is why this guy thought it was lolol
Rollback Post to RevisionRollBack
"once the pretty hardcore gamers we had testing inferno found it fairly difficult, we then we doubled it" -trolololol jay wilson
tested spirit walk in the beta in the last patch. the dmg your phsyical body sustains does NOT transfer over to you in the spirit realm. so you come out with the same health you went into it(unruned)
That is great news. Thanks for the info. Spirit walk was taken out of the Beta when I started playing the WD.
I got in the beta just after it was moved to later level.
Is it true that it also provides a movement speed buff while it's active? I've heard numerous people mention it before but the tooltip doesn't mention anything about a speed increase. If so, how much is the increase?
Also, could you cast physical realm (or spirit realm spells) while you were in the spirit world?
No way, I'm going to stack run speed and go with a Spirit Walk - Severance build. I'll be walking all over those demons!
agreed. im using spirit walk + severence (most likely) for a couple of my builds. If i can walk through walls with it then its definitely a keeper ability. its a good escape tool on a 15 second CD (shorter than horrify). Not to mention is looks badass graphically imo.
Combined with abilities like grasp of the dead its a great kiting combo:
1) cast GotD in front of you whilst pummeling mobs with DPS
2) mobs walk over GotD trying to get to you
3) spirit walk (with severence) through the mobs stuck on GotD and come out the other side.
4) mobs turn around (still snared) and start chasing you in the opposite direction.
5) repeat the kiting sequence 1-5 until nonranged mobs are dead. .
since the CD is only 15 seconds its like a never ending kiting sequence vs nonranged mobs.
I got in the beta just after it was moved to later level.
Is it true that it also provides a movement speed buff while it's active? I've heard numerous people mention it before but the tooltip doesn't mention anything about a speed increase. If so, how much is the increase?
Also, could you cast physical realm (or spirit realm spells) while you were in the spirit world?
yes. it does in fact grant you extra speed. sometimes i would use it just to move a little faster through hallways and such that had no mobs. although how much speed is beyond me, it doesnt seem like a lot. maybe like a ~40% boost or something for 2 seconds isnt much but it helps get out of those sticky situations even faster to make those 2 seconds really count
Rollback Post to RevisionRollBack
"once the pretty hardcore gamers we had testing inferno found it fairly difficult, we then we doubled it" -trolololol jay wilson
There is a downside, if your physical body takes more than 50% of it's maximum health as damage, you will be yanked back to the physical realm. In Inferno that might mean 1-3 hits. If you are low on health, start the spirit walk, you might not get .5 seconds before you are dragged back. In lower difficulties it might work, but I am a bit doubtful on its effectiveness.
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I want to travel to exotic places, meet interesting people. And then throw spider-filled jars of pottery at them.
Also remember that some of the biggest part of spirit walk is the runes that it has to go in conjunction with it. Mana or health regen, one does damage to the enemies you walk through, others increase the duration of ability.
I'd also like to note, that while it hasn't been confirmed or mentioned since the spell's initial introduction, the spell was suppose to allow you to walk THROUGH walls. So if you wanted to take a quick short cut, then you could. We won't know if that functionality is still present until release though.
This! I exactly think alike. CC will be less efficient in inferno, spirit walk won't. You are not taking damage while in the spirit body. If your decoy suffers more then 50% of your max hp, you exit the spirit world.
Spirit walk
By itself with a 15 sec cooldown, spirit walk is quite a drag because you don't get to abuse it much. But, when you have Grave injustice, you reduce the cooldown to make it spammable as much as you can. If you use thorn with it, you can escape into the spirit realm, leave behind the decoy which can return damage whilst you don't. Add to this some DOT and you got all you need for success. Gem all you can with life increase to furthermore increase the effectiveness of your decoy.
This is how i trully see me playing inferno. This decoy will act as one of my "pets" most of the time.
That's quite a nice strat. The only concern about this is that the 8 yard range of Grave Injustice is very short. Cant wait to see how much gold pickup radius you can stack on top tier gear to lower that Spirit Walk cooldown safely.
EDIT: I went on D3Inferno to see wich gear can have the gold_pickup affix. Was very pleased to see that all 8 defensive gears can have it at a min/max of 2-7. So maximum Gold_pickup is 56 yards!! This makes Grave Injustice and Circle of Life a 64 and 68 possible range respectively!!!
http://d3inferno.com/
http://diablo.incgam...istance_Map.jpg
I respectfully think you're wrong. Nowhere does it say your physical body is a decoy. What it does say is that your physical body gets left behind during your "journey" can take damage. Now, I have a tough time seeing your body getting pummeled to 50% health and magically healing. Spirit Walk is a take off from "Astral Projection", which every nerd knows leaves your physical body exposed during your travels.
For the sake of full disclosure, I am going to use spirit walk for my Blood Ritual Doctor, because with the Honored Guest rune, it will refill my mana by 30%. That's NICE! But for defense, it has a MAJOR downside.
@Kendro - Really good points. During Beta, I got stuck in several mobs after Siphoning their souls and when I tried escaping, I accidentally attacked. Spirit Walk would have helped.
I would equip gold pickup radius first and swap for more damage oriented gear after cd is decreased
tested spirit walk in the beta in the last patch. the dmg your phsyical body sustains does NOT transfer over to you in the spirit realm. so you come out with the same health you went into it(unruned)
Epicurus
id think it would be useless otherwise. which is why this guy thought it was lolol
That is great news. Thanks for the info. Spirit walk was taken out of the Beta when I started playing the WD.
Is it true that it also provides a movement speed buff while it's active? I've heard numerous people mention it before but the tooltip doesn't mention anything about a speed increase. If so, how much is the increase?
Also, could you cast physical realm (or spirit realm spells) while you were in the spirit world?
agreed. im using spirit walk + severence (most likely) for a couple of my builds. If i can walk through walls with it then its definitely a keeper ability. its a good escape tool on a 15 second CD (shorter than horrify). Not to mention is looks badass graphically imo.
Combined with abilities like grasp of the dead its a great kiting combo:
1) cast GotD in front of you whilst pummeling mobs with DPS
2) mobs walk over GotD trying to get to you
3) spirit walk (with severence) through the mobs stuck on GotD and come out the other side.
4) mobs turn around (still snared) and start chasing you in the opposite direction.
5) repeat the kiting sequence 1-5 until nonranged mobs are dead. .
since the CD is only 15 seconds its like a never ending kiting sequence vs nonranged mobs.
yes. it does in fact grant you extra speed. sometimes i would use it just to move a little faster through hallways and such that had no mobs. although how much speed is beyond me, it doesnt seem like a lot. maybe like a ~40% boost or something for 2 seconds isnt much but it helps get out of those sticky situations even faster to make those 2 seconds really count