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From my experiences here's my take on some of the skills so far
for the Demonologist,
listed in no particular order! Oh, and off the top of my head I
can't recall the specific names of some of the skills, but I can
always edit those in later.
- Casting Concentration: This is a definite must have. You obtain it
pretty early on (level 5) and without it you'll immediately notice
you'll get interrupted during casting a lot. If there's any
one skill I'd suggest maxing out every level, this is it.
A good bit of the cloth armor I've seen has + CC on it as well, so
that can help once you reach higher levels and a lot more of the
skill options become available.
- Renew Mana: Another must have, which will also have a companion
skill called something like Mana Attractor. With both maxed at early
levels, you should never run into too many situations where mana is
an issue.
We'll also have the first feat on the general Mage tree as a mana
regen boost, as well as one of the later demon pets that buffs us
with + health and mana regen.
- Stamina regen - I can't recall the exact name on this one, but
what it does is add stamina regen to the 'Rest' skill. It's an easy
one to overlook as it's not going to factor in much at low levels,
but looking ahead Spellweaving feeds directly off of Stamina. In PvP
this is going to become extremely important, because A) Spellweaving
drains Stamina over time and B) Our one fail-safe method of escaping
melee range is to sprint away - something that also consumes Stamina
C) Active blocking is yet another stam. drain for us, but it can
save our bacon if it keeps combos for hitting us for max damage.
You won't need to dump points in asap (unless you find yourself
sprinting a lot) but it's something to keep in mind for later levels
for sure. The gear that adds +cc I mentioned above can help shift
some points here if needed.
- Climbing: Not excessively used, but in some places it may
be a necessary evil. The early destiny quests will require at least
1 point spent, and there will be some places later on where you
might need more than that, though again, it's nothing excessive. For
example only having 50 points out of 300 in some places will be
plenty (climbing points should give an on screen message letting you
know if you don't have a high enough skill / how many points you
need in it)
- Hide: This is a tough one for me, as I can see both pros and cons
with it.
First, it doesn't include our familiar. So if you have it summoned
in PvP you'll want to dismiss it before using Hide at all, or else
your location is pretty much given away.
Moving while hidden (which applies to all but rogue archetype
classes) is another Stamina drain. So stealthing into casting range
can mean A) no Spellweaving until our Stamina regens and B) No
sprint if we get into trouble.
Both of those things said, the element of surprise can and will help
us win fights we otherwise might not. For example: Popping out of
hide we can get Fires of Gehenna cast on a target 2 or 3 times
before they ever hit us with a melee weapon, giving us a definite
advantage. By the time they reach us, our absorption shield is
enough to deal with a first combo - from there it's a careful
balance of dodge / cast and knowing when to do which.
So yea, that's a tough one for me.
- Bandaging: Of the characters I made, some I maxed this skill and
on others I didn't. To be honest I preferred putting the points
elsewhere, since we have low HP and "Rest" will regen it extremely
quickly. That's just my take on it though!
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