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.
You know I had a brain fart when I wrote that original post and I forgot you could rune things. 10 seconds does make it good for getting out of danger.
That speed boost amazes me, same goes with the mana regeneration-to-cost ratio. I do wish they did a better job with the effects. It seems you turn into a ghostly skeleton and your body becomes a floating white ghost version of the witch doctor. Doesn't really sell the skill's description to me.
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You know I had a brain fart when I wrote that original post and I forgot you could rune things. 10 seconds does make it good for getting out of danger.
I'm not sure if it would be of any use in the conversation, but I have found two video examples of Spirit Walk from the beta:
(http://www.youtube.com/watch?v=M-l0o0eE85w) - A falsely reported bug, no damage.
(http://www.youtube.com/watch?v=7-Rw39Gty70) - @3:06 - Monsters, but no damage.
That speed boost amazes me, same goes with the mana regeneration-to-cost ratio. I do wish they did a better job with the effects. It seems you turn into a ghostly skeleton and your body becomes a floating white ghost version of the witch doctor. Doesn't really sell the skill's description to me.