- Jun 22, 2003
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How do you avoid running out of hotkeys for certain builds?
I´m sometimes having problems deciding what skills to leave out of the hotkeys for certain builds. This happens when I play Barbarians, Martial Arts Assassins and Necromancers.
For Example, my Melee/Poisonmancer in the Exposure tourney really wants to hotkey 19-20 skills, and he doesn´t even have any summons! For him, I solved it in the following way:
- Took away the keys for Confuse and Iron Maiden. I decided to use Attract instead of Confuse. They are both sort of 'chancy' curses, but I feel Attract is less chancy than Confuse. And Iron Maiden will probably be used only a couple of times in the whole game - against hard hitters with low life. I do not have a golem or any other summon, so the only targets IMed monsters can hit are me, Bone Walls/Prisons and Attracted monsters.
- I can select Poison Dagger on the left button by picking it manually when I hold my dagger. Once that is done, I can still have it ready on the weapon switch if it´s selected there. I can follow the same principle for Attack with my main 'big damage weapon', for Throw with my javelins and for Teleport for the times I hold a staff with TP charges on the switch (although I need to remember to refresh the selection of Teleport if I start a new game). But the latter is not a good thing, since if I screw up and happen to press a hotkey while I hold the staff, I can´t switch back to Teleport quickly (which may be needed in a sticky situation).
What skills do you generally kick out of the '16 buttons' list with builds like these? Which of the 'skills' Attack, Throw, Town Portal and Unsummon do you generally have hotkeyed for the different builds?
I´m sometimes having problems deciding what skills to leave out of the hotkeys for certain builds. This happens when I play Barbarians, Martial Arts Assassins and Necromancers.
For Example, my Melee/Poisonmancer in the Exposure tourney really wants to hotkey 19-20 skills, and he doesn´t even have any summons! For him, I solved it in the following way:
- Took away the keys for Confuse and Iron Maiden. I decided to use Attract instead of Confuse. They are both sort of 'chancy' curses, but I feel Attract is less chancy than Confuse. And Iron Maiden will probably be used only a couple of times in the whole game - against hard hitters with low life. I do not have a golem or any other summon, so the only targets IMed monsters can hit are me, Bone Walls/Prisons and Attracted monsters.
- I can select Poison Dagger on the left button by picking it manually when I hold my dagger. Once that is done, I can still have it ready on the weapon switch if it´s selected there. I can follow the same principle for Attack with my main 'big damage weapon', for Throw with my javelins and for Teleport for the times I hold a staff with TP charges on the switch (although I need to remember to refresh the selection of Teleport if I start a new game). But the latter is not a good thing, since if I screw up and happen to press a hotkey while I hold the staff, I can´t switch back to Teleport quickly (which may be needed in a sticky situation).
What skills do you generally kick out of the '16 buttons' list with builds like these? Which of the 'skills' Attack, Throw, Town Portal and Unsummon do you generally have hotkeyed for the different builds?