05-31-2012, 02:58 AM
(05-30-2012, 03:22 PM)Magicbag Wrote: I agree it's a must have in non-trivial difficulty. Using it correctly in later difficulties can be tricky though as it basically creates a dummy you that your spirit travels from. If the dummy takes 50% damage, it breaks the walk. This happens a lot if you are traveling out of a really hot situation. It's ideal for dodging one shot attacks or things that would normally trap you. As well as setting up positioning by running through a pack.
I had a pretty fun time with a Vampiric/Vortex/Plagued boss pack composed of those Succubi things in Act 4 Hell(the ones that fly away when you get into melee range AKA Zombie Bear range) tonight. The fight literally took more than 10 minutes, with me using Spirit Walk/Soul Harvest on every cooldown. It was absolute madness, with them having me below 25% health for most of the entire fight. I couldn't stand still long enough to launch a Splinters barrage for more than a cast of two, lest I be Vortexed into green stuff or having them focus-fire me with red balls of death. My Templar and Gargantuan didn't help much, because they just fueled their Vampiric and caused them to fly away and not group up for any sort of Bear attack. So I had to Splinters them down, and I'm pretty sure Plagued means they take substantially less Poison Damage. It was a really long battle.
Anyways - long story short - I won; they lost. It was the Spirit Walk/Soul Harvest/Spirit Vessel triumvirate that eventually won it for me.
The reason I am saying this is because not once during the entire fight did I ever feel like Spirit Walk failed me because my spirit dummy took damage and popped me out of Spirit Walk. The first half-second or so of Spirit Walk is the most important.