The skills you love and the skills you don't
Posted: Wed May 07, 2014 6:16 am
In a big MMO the server can automatically gather data for the devs as to which skills are popular and which aren't... this isn't even an online game so Jack obviously has no way of knowing. Let's share some input. You don't need to post your opinion on every single skill if you don't want to, but I will 
Druid
Nature's Touch: Obviously this skill will suck in the first season since there's no reason Vaelis and a druid should be in the same row so you'll never have a three-row. I never take it but I sure could see myself doing it later.
Tree of Life: Bread and butter! Usually my second skill on a druid.
Purification: I took this once but I've never actually used it... it's another skill that gets more exciting with a larger party though.
Eagle's Grace: If I keep using the name Jack said he'd change it to maybe he actually will remember to change it. I like this spell, it's usually my third skill. The speed increase is really noticeable and the regen is a nice touch.
Row nukes: I always find myself disappointed to pick them. Delay and SP-wise they are slightly more efficient to kill with than the single nukes - over 3 turns you'll have done 300% weapon damage to three enemies. It's just the sooner I kill an enemy the sooner it stops fighting back.
Single nukes: Usually my first pick, preferring Ice Spike because of the climate. I find these are too powerful compared to row nukes, but not too powerful per se anymore. Mostly it's a bit sad that the druid has so many skill slots used by spells that are similar to each other.
Hunter
Hide in Shadows: An interesting spell given how it buffs other skills, and the tankiness increase is insane. I often pick it.
Critical Hit: Sometimes my first pick. It takes some levels before I combine it with HiS though.
Bandage: A pretty fun pick if you want your hunter to do everything but shoot people (and animals). Mana battery, offtank... it has happened that I've picked it, but since hunter damage became respectable I haven't touched it. Could see it happening down the road though.
Double Attack: Combines so well with Perfect Balance. I've only tried once running those two together but it was fun and powerful as long as healer had the mana to deal with PB.
Take Aim: I took this once and was actually pretty disappointed. Enemies acted so fast I only got like 1-2 attacks out of it. I haven't touched it since. Might have been while hunter damage sucked too and +100% to suck was probably still suck so those few attack didn't impress.
Invigorating Prayer: I think the two pages of discussion in the combat thread are enough
Stagger-exploiting moves: Have used occasionally. Not too bad.
Barrage: I like to use hunters to nuke the back row, but the ratmen for example don't use the middle back slot, so you can't hit both with it. I wish you could target an empty slot and hit the sides (even then it's splitting a normal shot's worth of damage on two targets so not a terrible improvement). Have taken this once and didn't like it.
Perfect Balance: I'm finding more and more use for this. I wish healers could somehow keep up. It's a quite cool ability.
Ranger
Cripple: An okay pick. Doesn't require stagger. Slow is a good debuff.
Invincible: I could see myself picking this later on a tanky ranger, but I am not paying 50SP for a skill this early. Also I find Vaelis more durable than a ranger tank, though the ranger has Taunt and Guard so it's better at attracting hits.
Hawk Eye: Never even considered taking this. Too random.
Strike Through: Sadly this skill hasn't been working as intended but I like it, I can hit the back row with my ranger. Don't remember how it compares to a simple bow shot but bow shot should suck for ranger...
Wide Slash: Took once or twice, wasn't happy. Rather focus one enemy down or throw heals.
Healing Prayer: First or second pick every game.
Taunt: An important tank skill. It's a shame it's a static amount, but the short delay is good.
Guard: My only wish is I could put it up before the first barrage of enemy attacks. But it's a crucial tanking ability.
Cross Cut: The only monster I would use it on it doesn't work on. This is an anti-healing ability, but it works better to just destroy enemies.
Sweeping Strike: A devastating skill but I often skip it since it requires stagger. Haven't tried in recent builds but might be that by the time targets are staggered, this ability is just a lot of overkill damage. Probably not bosses if you can manage to stagger those though!
Ward: A future pick. Not enough elemental damage in season one for me to care.
Bramble Coat: Also a future pick I think. First I need to ensure I can get mobs to target me, and that I can survive that.
Vaelis
Stun: A nice pick no matter your party. Druid likes confuse, the other two like stagger. Still I think it's not so important that I would pick it in season one.
Rally: I loved this skill in Loren. Reducing paralysis duration is big. I'm not feeling quite the same damage increase though. Often I don't find myself wanting to spend 30 mana on it either. Could be a bit cheaper to see earlier use.
Leg Break: Might try on some future playthrough, but I think when I picked it it was too hard to stagger enemies so I didn't like it.
Study Opponent: His targets don't live for 5 rounds. Only bosses would. I might take it for bosses but not in season one.
Leap Attack: Never taken. Should probably try if my hunter can easily stagger the back row.
Final Blow: If a target is below 30% he can kill it with a normal attack. Not sure I want to spend 20 SP to get a guaranteed crit.
Disarm: Same story as with Leg Break.
Stances: I always take Avoidance. It's a first pick. I think Vaelis makes such a good tank with it. On a longer playthrough where a ranger can become a proper tank (or I can take Krimm) I will consider the others.
Throwing Axes: The other first pick. Deals devastating damage, usually oneshots whatever it hits if not boss. Should cause bleed to bosses 'cause it's not gonna cause it to anything else when they just drop to the impact damage.
Druid
Nature's Touch: Obviously this skill will suck in the first season since there's no reason Vaelis and a druid should be in the same row so you'll never have a three-row. I never take it but I sure could see myself doing it later.
Tree of Life: Bread and butter! Usually my second skill on a druid.
Purification: I took this once but I've never actually used it... it's another skill that gets more exciting with a larger party though.
Eagle's Grace: If I keep using the name Jack said he'd change it to maybe he actually will remember to change it. I like this spell, it's usually my third skill. The speed increase is really noticeable and the regen is a nice touch.
Row nukes: I always find myself disappointed to pick them. Delay and SP-wise they are slightly more efficient to kill with than the single nukes - over 3 turns you'll have done 300% weapon damage to three enemies. It's just the sooner I kill an enemy the sooner it stops fighting back.
Single nukes: Usually my first pick, preferring Ice Spike because of the climate. I find these are too powerful compared to row nukes, but not too powerful per se anymore. Mostly it's a bit sad that the druid has so many skill slots used by spells that are similar to each other.
Hunter
Hide in Shadows: An interesting spell given how it buffs other skills, and the tankiness increase is insane. I often pick it.
Critical Hit: Sometimes my first pick. It takes some levels before I combine it with HiS though.
Bandage: A pretty fun pick if you want your hunter to do everything but shoot people (and animals). Mana battery, offtank... it has happened that I've picked it, but since hunter damage became respectable I haven't touched it. Could see it happening down the road though.
Double Attack: Combines so well with Perfect Balance. I've only tried once running those two together but it was fun and powerful as long as healer had the mana to deal with PB.
Take Aim: I took this once and was actually pretty disappointed. Enemies acted so fast I only got like 1-2 attacks out of it. I haven't touched it since. Might have been while hunter damage sucked too and +100% to suck was probably still suck so those few attack didn't impress.
Invigorating Prayer: I think the two pages of discussion in the combat thread are enough
Stagger-exploiting moves: Have used occasionally. Not too bad.
Barrage: I like to use hunters to nuke the back row, but the ratmen for example don't use the middle back slot, so you can't hit both with it. I wish you could target an empty slot and hit the sides (even then it's splitting a normal shot's worth of damage on two targets so not a terrible improvement). Have taken this once and didn't like it.
Perfect Balance: I'm finding more and more use for this. I wish healers could somehow keep up. It's a quite cool ability.
Ranger
Cripple: An okay pick. Doesn't require stagger. Slow is a good debuff.
Invincible: I could see myself picking this later on a tanky ranger, but I am not paying 50SP for a skill this early. Also I find Vaelis more durable than a ranger tank, though the ranger has Taunt and Guard so it's better at attracting hits.
Hawk Eye: Never even considered taking this. Too random.
Strike Through: Sadly this skill hasn't been working as intended but I like it, I can hit the back row with my ranger. Don't remember how it compares to a simple bow shot but bow shot should suck for ranger...
Wide Slash: Took once or twice, wasn't happy. Rather focus one enemy down or throw heals.
Healing Prayer: First or second pick every game.
Taunt: An important tank skill. It's a shame it's a static amount, but the short delay is good.
Guard: My only wish is I could put it up before the first barrage of enemy attacks. But it's a crucial tanking ability.
Cross Cut: The only monster I would use it on it doesn't work on. This is an anti-healing ability, but it works better to just destroy enemies.
Sweeping Strike: A devastating skill but I often skip it since it requires stagger. Haven't tried in recent builds but might be that by the time targets are staggered, this ability is just a lot of overkill damage. Probably not bosses if you can manage to stagger those though!
Ward: A future pick. Not enough elemental damage in season one for me to care.
Bramble Coat: Also a future pick I think. First I need to ensure I can get mobs to target me, and that I can survive that.
Vaelis
Stun: A nice pick no matter your party. Druid likes confuse, the other two like stagger. Still I think it's not so important that I would pick it in season one.
Rally: I loved this skill in Loren. Reducing paralysis duration is big. I'm not feeling quite the same damage increase though. Often I don't find myself wanting to spend 30 mana on it either. Could be a bit cheaper to see earlier use.
Leg Break: Might try on some future playthrough, but I think when I picked it it was too hard to stagger enemies so I didn't like it.
Study Opponent: His targets don't live for 5 rounds. Only bosses would. I might take it for bosses but not in season one.
Leap Attack: Never taken. Should probably try if my hunter can easily stagger the back row.
Final Blow: If a target is below 30% he can kill it with a normal attack. Not sure I want to spend 20 SP to get a guaranteed crit.
Disarm: Same story as with Leg Break.
Stances: I always take Avoidance. It's a first pick. I think Vaelis makes such a good tank with it. On a longer playthrough where a ranger can become a proper tank (or I can take Krimm) I will consider the others.
Throwing Axes: The other first pick. Deals devastating damage, usually oneshots whatever it hits if not boss. Should cause bleed to bosses 'cause it's not gonna cause it to anything else when they just drop to the impact damage.