- Sep 12, 2013
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[HIGHLIGHT]SKILL GRANTING ITEMS:[/highlight] Staffmods/Oskills/Charges/Auras/CtC
I am planning a project similar to @T72on1 Oskill sept. So, I'm wondering what are the [highlight]best[/highlight] skill granting options out there? These would be skills belonging to their native class, but certainly low-ish level (maxing around 10-15 through +skills), and mostly without synergies. So, they would be akin to "one point wonders". For example, getting Zeal on a Paladin by using 'Passion', or Vengeance by using 'Kingslayer'. Imagine a tournament where you werent allowed to assign skillpoints, and were only allowed to use skills (through items) that are native to your class. What would still be viable/useful? Here are my analyses, please let me know what you guys think?
[HIGHLIGHT]Amazon:[/HIGHLIGHT]
There aren't many Amazon skills out there to be had, being that there are no +staffmod options. What's up with that?
[HIGHLIGHT]Assassin:[/HIGHLIGHT]
Assassins are the other class I feel got slighted in the skill granting dept. Basically, Venom/Fade and charges of CoS are the only S/U + RW options. Are there any restrictions on +staffmod skills available?
[HIGHLIGHT]Barbarian:[/HIGHLIGHT]
Barbarians have many skills that fit the bill. But, he is going to be a bit tricky, as all except 1 of his "attack" skills come from the same tree..
[HIGHLIGHT]Druid:[/HIGHLIGHT]
I think Druids have some of the most interesting options out there. Cool Uniques, charges of Spirits, and in case you're unfamiliar..
Werebear, Lycanthropy, and a decent Grizzly all on one item which doesn't even occupy the class-specific item slot. By the way, here's some free Fanaticism as well..
[HIGHLIGHT]Paladin:[/HIGHLIGHT]
A whopping 13x Auras when equipped are available to Paladins. But, many of those are granted by high lvl RWs, and there isn't a lot available through charges/CtC gear. So, I'm focusing more on skills that would be granted through +staffmods.
[HIGHLIGHT]Necromancer:[/HIGHLIGHT]
Basically, Necros get 2x "class-specific" items. As they can get +3 to three skills on a Wand, and +3 to three skills on a Head. Combine that with some charges items or CtC curses, and that is quite the arsenal you have at your fingertips! Also, happen to have some insane S/U options: 'White', Maelstorm, Ume's Lament, AOKL
[HIGHLIGHT]Sorceress:[/HIGHLIGHT]
She is probably the class most reliant upon synergies. Going without could be a bit underpowered. However, she does have some nice S/U/RW options. Unfortunately many of them are on Staves instead of Orbs..
I am planning a project similar to @T72on1 Oskill sept. So, I'm wondering what are the [highlight]best[/highlight] skill granting options out there? These would be skills belonging to their native class, but certainly low-ish level (maxing around 10-15 through +skills), and mostly without synergies. So, they would be akin to "one point wonders". For example, getting Zeal on a Paladin by using 'Passion', or Vengeance by using 'Kingslayer'. Imagine a tournament where you werent allowed to assign skillpoints, and were only allowed to use skills (through items) that are native to your class. What would still be viable/useful? Here are my analyses, please let me know what you guys think?
[HIGHLIGHT]Amazon:[/HIGHLIGHT]
There aren't many Amazon skills out there to be had, being that there are no +staffmod options. What's up with that?
I guess when you put it that way...Every class specific item has individual skills as automods (ex. +3 to Frozen Orb), EXCEPT Amazons who get +1-3 to an entire tree. Blizzard just loves Amazons or what... Not that I'm complaining, lol.
Jav & Spear:
- Impale - Would rather have Jab/Fend, however I think they are not available from any item?
- Lightning Bolt - converts physical dmg, without synergies this may be the best option?
- Plague Javelin - combined with Venom it's not too bad
- Inner Sight/Slow Missle
- Valkyrie
- Critical Strike - I will check, but is crit granted from 'Insight' or 'Peace' the actual Amazon skill? and could be boosted further?
- Freezing Arrow
- Guided Arrow - low dmg skill anyway, not aiming is nice though
- Immolation Arrow - gonna be weak w/o synergy..
- Strafe - maybe to proc CtC effects, just remembered you can get charges of MS on gloves/bows but Strafe is probably still better
[HIGHLIGHT]Assassin:[/HIGHLIGHT]
Assassins are the other class I feel got slighted in the skill granting dept. Basically, Venom/Fade and charges of CoS are the only S/U + RW options. Are there any restrictions on +staffmod skills available?
Martial Arts:
- DTalon - still applies CB, CtC etc
- Cobra Strike - do you need 300% LL/ML? or can you live with 100-150%?
- Blades of Ice - just for the freeze effect
- DFlight
- BoS/Fade/Venom
- Cloak of Shadows/MB
- Shadow Warrior/Master
- Weapon Block - diminishing returns anyway
- Death Sentry - CE still works
- Blade Sentry/Fury
[HIGHLIGHT]Barbarian:[/HIGHLIGHT]
Barbarians have many skills that fit the bill. But, he is going to be a bit tricky, as all except 1 of his "attack" skills come from the same tree..
Combat Skills:
- Leap/Leap Attack
- Bash/Stun - w/o synergy they will be weak, but usable on normal
- WW - No synergy, and can get a quick +6 WW at lvl 30 with Bloodletter
- Berserk - PIs
- Double Throw - perhaps you want to proc amp with Lacerators
- Natural Resist
- Increased Speed
- War Cry - this is the only one really handicapped w/o it's synergy, but it would still be useful as some crowd control
[HIGHLIGHT]Druid:[/HIGHLIGHT]
I think Druids have some of the most interesting options out there. Cool Uniques, charges of Spirits, and in case you're unfamiliar..
Code:
Beast
5 Socket Axes/Scepters/Hammers
Ber + Tir + Um + Mal + Lum
Level 9 Fanaticism Aura When Equipped
+40% Increased Attack Speed
+240-270% Enhanced Damage (varies)
20% Chance of Crushing Blow
25% Chance of Open Wounds
+3 To Werebear
+3 To Lycanthropy
Prevent Monster Heal
+25-40 To Strength (varies)
+10 To Energy
+2 To Mana After Each Kill
Level 13 Summon Grizzly (5 Charges)
Elemental: these will all be hampered by a lack of synergies, but a lot of the fire skills are nice to have as CtC effects
- Arctic Blast/Hurricane - no damage, but still has cold
- Cyclone Armor
- Fissure/Armageddon - will be low damage, but it's something
- Werewolf/Bear - HP
- Feral Rage/Hunger - LL + FRW
- Shockwave - stun length
[HIGHLIGHT]Paladin:[/HIGHLIGHT]
A whopping 13x Auras when equipped are available to Paladins. But, many of those are granted by high lvl RWs, and there isn't a lot available through charges/CtC gear. So, I'm focusing more on skills that would be granted through +staffmods.
Combat Skills:
- Zeal/Smite - even at low level would be useful to apply CB/CtC effects
- Vengeance - PIs
- Holy Shield - diminishing returns on blocking anyway
- Cleansing - diminishing returns on duration reduction
- Defiance - "obtainable" with 'Exile'
- Vigor - nice to have, available from Tearhaunch
- Meditation - from 'Insight', perhaps on switch
- Salvation - would need 'Phoenix', or a Scepter on switch
- Redemption - very steep diminishing returns
- Holy Freeze/Sanctuary - Cold/Knockback effect
- Conviction - to break immunities
[HIGHLIGHT]Necromancer:[/HIGHLIGHT]
Basically, Necros get 2x "class-specific" items. As they can get +3 to three skills on a Wand, and +3 to three skills on a Head. Combine that with some charges items or CtC curses, and that is quite the arsenal you have at your fingertips! Also, happen to have some insane S/U options: 'White', Maelstorm, Ume's Lament, AOKL
Summoning: the skellie skills are going to be difficult to get to a decent enough level..
- Any Golem + Golem Mastery - I've used Clay/Iron Golem through items before and it's managable
- Revives + Skeleton Mastery - only # of monsters increases through levels, so should be effective
- Summon Resist - diminishing returns anyway
- Bone Armor/Wall/Prison
- Corpse Explosion
- PNova - at least it would provide AoE prevent monster heal
[HIGHLIGHT]Sorceress:[/HIGHLIGHT]
She is probably the class most reliant upon synergies. Going without could be a bit underpowered. However, she does have some nice S/U/RW options. Unfortunately many of them are on Staves instead of Orbs..
Fire Skills:
- Warmth/Enchant - nice to have
- Fireball - even w/o synergy it's viable early on, 'Leaf' anyone?
- Firewall/Hydra - not too synergy dependent
- Meteor - won't be huge damage, but can be respectable if you go Trang-oul's route
- Mastery
- Frost Nova - for the AoE chill effect
- Glacial Spike - fixed radius, that's all we need
- Orb/Blizzard - these would be my 2 pics for viable 'attack' skills
- Mastery
- Telekinesis
- Static Field
- Teleport
- Energy Shield
- Nova or Tstorm + Mastery? - not sure how potent this would be..
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