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.
That's the point, this actually make the Janut rune is totally useless in an inferno fighting.
Does it take you back to your body? Or does your body travel to your spirit?
Depends. Usually your body travels to your spirit, unless your body takes 50% damage while you are spirit walking, then you go back to your ravaged body.
That doesn't make sense to me. When you spirit walk you end up wherever your spirit body is when the skill is over. If your physical body takes 50% of max life and thus ends the spirit walk if you ended up back in your body you'd now be SCREWED which would make this skill stupid.
I am far more inclined to believe that if your physical body takes 50% damage that spirit walk ends and you are wherever your spirit body was when it ended.
The rune umbral shock would lead me to believe this is correct. The tooltip says that when spirit walk ends your physical body "erupts" for 85% weapon damage to all enemies within 10yds. Well that's kinda dumb if your physical body takes 50%, you end up right back where you started and hit everyone for 85% in melee range as a squishy character. That's just stupid game design.
I seriously hope you are incorrect in how the skill works. The only exception I can make is that a build focus'd on this skill would probably stack +max life so that it might be rare that your physical body would actually take 50% of max hp damage in 2 seconds.
So, I think we can officially debunk the idea that spirit walk is useless.. far the opposite! I hadn't even thought about the ability to still cast spells in spirit walk, that alone gives it some great options.
My favorite combo so far is initiating a fight with spirit walk and running straight in to a group, popping soul harvest and getting out with the buff and proceed to lay waste to the entire group (likely with dire bats )
It also gets you out of nasty situations like from jailers and wallers and lets you get into better positioning. The speed boost that it gives you is pretty friggin sweet as well, I'm excited to get some of the runes for it now!
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?
It's 2 seconds. You're meant to use it to throw yourself into the mobs. That's what people don't get. Secrety, the WD wants to be a "tanky" caster. I'm stacking vit/dex on mine. Once you start getting the armor bonus abilities and the health drain runes, you can become very, very difficult to kill.
I mean one of it's options just doubles your armor rating for 8 seconds. So maybe you just cast it and don't even enter the group. You just cast it to give you a huge armor boon before you take a big hit.