Umm...that depends on what type of charger you are. If you have a range 1 (phase blade,for instance), then if you charge at someone running away from you, you will stop you charge, and by the time you swing, they'll be out of range. Go with the longest range possible for your situation (i.e. 3 with shields, 5 for no shields (unless you are a crazy Martel'd Steeldriver pally charger)).shermo said:You want the shortest range possible. A maul or great maul would be your best bet
Crazy Runner Guy said:Umm...that depends on what type of charger you are. If you have a range 1 (phase blade,for instance), then if you charge at someone running away from you, you will stop you charge, and by the time you swing, they'll be out of range. Go with the longest range possible for your situation (i.e. 3 with shields, 5 for no shields (unless you are a crazy Martel'd Steeldriver pally charger)).
crg
Malachi said:Charge seems more a PvP skill since playing a charger PvM is very, very tedious.
I haven't had too much of an issue with that, i'm currently using a spire of honor lance on a zealot, and charge has done pretty well with knock back (slvl4 with +skills). I find it's a very usefull skill for tracking down and killing annoying things like ranged flayers, imps and spearcats. Big monsters like bigD don't move, but then again, the slvl is pretty low (never made a charger- I don't know if they'd move anyway).shermo said:The problem with a range 5 weapon is that your target often won't be knocked far enough away that you can charge them again.