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Thread: Skills

  1. #1
    Community Member gphysalis's Avatar
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    Default Skills

    The changes to the skills is my favorite thing about this update.

    For people who don't know:

    New skill: Spellcraft (+1 spell power to most types (every type that the other skills don't))
    Perform: +1 sonic spell power per rank
    Heal: +1 Healing and Negative spell power per rank
    Repair: +1 Repair and Rust spell power per rank


    I think this is a great change to the heal and repair skills, and it is good that it adds equivalent bonuses to the other spell power types.
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  2. #2
    Community Member Vellrad's Avatar
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    Yeah, its really great to have +23 instead of +100

  3. #3
    Community Member ddobard1's Avatar
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    y adding another skill and making heal and repair useful was a great step!

  4. #4
    Community Member Charononus's Avatar
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    Quote Originally Posted by Vellrad View Post
    Yeah, its really great to have +23 instead of +100
    This and the other problems are that it takes skill points, not a problem on some builds but on others it's painful. It's another horrible decision with the enhancement pass.

  5. #5
    Community Member azrael4h's Avatar
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    Quote Originally Posted by Charononus View Post
    This and the other problems are that it takes skill points, not a problem on some builds but on others it's painful. It's another horrible decision with the enhancement pass.
    Yep. Clerics get 2 skill points per level with a 10 INT. Concentration is a requirement. Now Heal is as well, and you'll still be **** compared to what you were. So you need Spellcraft. Then Balance. Then UMD. So starting with 14-16INT on a non-INT based class?

    And to add to it, Spellcraft is an INT based skill, meaning further nerfage to non Wizards or Artificers.
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  6. #6
    Community Member moops's Avatar
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    My skill points go into Concentration, Balance, Jump and Diplomacy on my cleric. No room for points into Spellcraft.
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  7. #7
    Community Member azrael4h's Avatar
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    Quote Originally Posted by moops View Post
    My skill points go into Concentration, Balance, Jump and Diplomacy on my cleric. No room for points into Spellcraft.
    And now you'll need Heal and Spellcraft to still suck more than you do now, but not near as badly.

    And you're still missing UMD.
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  8. #8
    Community Member Noobian's Avatar
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    I am assuming there will be a corresponding bump to skill points/class to allow for the fact that INT is a dump stat in many builds?

    I use the term "dump" loosely as I don't dump it completely on any of my toons.
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  9. #9
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    Quote Originally Posted by Vellrad View Post
    Yeah, its really great to have +23 instead of +100
    That 100 will still be there in class enhancements. +23 is just a bonus.

  10. #10
    Community Member Vellrad's Avatar
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    Quote Originally Posted by Dilbon View Post
    That 100 will still be there in class enhancements. +23 is just a bonus.
    You didn't noticed class spellpower enhancements dissapeared?

  11. #11
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    Quote Originally Posted by Vellrad View Post
    You didn't noticed class spellpower enhancements dissapeared?
    Well, spend 80 points in a tree and you get 80 spellpower. I guess this might nerf some casters a bit, but the overall level of power should stay about the same.

  12. #12
    Community Member Vellrad's Avatar
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    Quote Originally Posted by Dilbon View Post
    Well, spend 80 points in a tree and you get 80 spellpower. I guess this might nerf some casters a bit, but the overall level of power should stay about the same.
    I prefer to splash 1 level of wizard and spend 1 AP for 40 spell power.

    With 3 tree limit, it essentially kills cleric/fighter/wizard builds.

    Why bother with game about customization, if cool things get nerfed for no reason?

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