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Now that my introductory post is out of the way, I'd like to move on to my first point of interest.
I love versatility (so important in SP), and as a result I enjoy any opportunity to stray from the hackneyed system of "gain level, put skill point in such-and-such". Perhaps it's my ADD kicking in, but sometimes I just want to check out something new without inhibiting my character's pride and joy skills.
So I'd like to see a list of the viable skills that don't need big-time investments. Combat skills preferred, of course (won't get far with warmth and a smile).
Also, skills requiring more than 1pt are okay, but try to keep it to single-digits. And to earn such exception, they better be good :wink3:
I'll start with my well-used faves:
AMAZON - Penetrate (not +35 AR...+35%!)
ASSASSIN - Blade Fury (providing a home for all those very slow bludgeoners)
NECROMANCER - Decrepify (more points just for duration? cheap enough to recast)
BARBARIAN - Leap (wouldn't play HC without it)
PALADIN - Smite (can't believe this hasn't been "nerfed")
SORCERESS - Static Field (tele-static-tele; can do it in my sleep :-P)
DRUID - Carrion Vine (dies alot, but especially nice for high-life Druids)
What are everyone else's favorites?
Necromancer: Amp damage (da essence of necromancer)
Barb: Berserk (backup skill for every barb against PI, Iron Maiden)
Sorc: Tele!!???!!! (no flames pls)
Assasin: Ability to open chests without keys :grin:
I only play Barbarians (Note to self: Must branch out a bit this year), so my favourite one point investments are Howl, Taunt and Battlecry. Who said Barbarians don't have crowd control? Taunting Imps in Act V has become a favourite pastime (Second note to self: Must try to get out more).
Let's see...favorite one point wonders.
Assassin: Burst of Speed
Amazon: Penetrate
Necromancer: Decrepify
Barbarian: Taunt
Paladin: Redemption
Sorceress: Teleport
Druid: Hunger
Well.....I'm like atil, I've pretty much played Amazons only...
I'd say freezing arrows, with enough cold damage.....they freeze for enough time, and radius isn't affected by skill points...it can hold MANY enemies at bay, or save your merc/valk....
I'd also say decoy, and slow missiles! This last one is vastly underrated...
Some of these need 2 or 3 points, but most are okay with 1:
Necromancer:
Bone Armor (use only 1 point--then put several in Bone Wall and/or Bone Prison--this helps Bone Armor more than points in it!)
Corpse Explosion
Amplify Damage
Decrepify
Amazon:
Dodge
Avoid
Slow Missiles
Paladin:
Cleansing
Resist (ALL)
Sorceress:
Static Field
Barbarian:
Find Potion
Double Swing
Double Throw
Assassin:
Weapon Block
Druid:
Carrion Vine
Raven
Just my opinions.
Jude
Here's some of my favs:
-Static Field
-Teleport
-Frozen Armor
-Decrepify
-Amplify Damage
-Carrion Vine
-Berserk
-Vengance
-Battle Command
-All Resist Auras
-Vigor
D3 General & D2 Newcomer Moderator
- slow missles
- decoy
- clay golum
- Noodle
Decoy...definitely. But I'm too forgetful (and then suddenly too busy) to cast Slow Missiles when it's needed most.Originally Posted by Hamburger
Noodle? Which character uses that skill? :scratch:Originally Posted by Noodle
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Jude
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