Firstly, this thread is not the place to ask help for a specific build. Don't ask questions like : "What skills should my bow Templar take?". Make another thread for that. You are more than welcome to discuss about the skills themselves.
This guide explains how each skill works, how much you should invest skill points in them and at what stage of your character's developement. Cooldowns and skill stats at level 1 and max level are also listed.
TQ is a fine game with dozens of possible builds. Half the fun is trying out what works best for you, your build and playing style. You can always buy the skillpoints back, if you don't like a certain skill.
These are my thoughs and views, and do notice that these are all suggestions, based on playing 30 different classes and over 1700 total character levels.
With that said, here are few explanations on some terms:
Passive skill: Works automatically.
Active skill: Has to be activated.
Cooldown: The time required for the skill to be able to activate again.
LMB, RMB: Left/right mouse button.
One point wonder: A skill that should only be put 1 point in, and doesn't really benefit from extra skill points.
All skills are hard capped, meaning you won't be able to go over certain skill level with +skills. The "ultimate" level for skills is 4 over the listed maximum level. Concussive Blow for example has a maximum skill level of 8 without +skills, and you can get it to 12 with +4 skills. +5 skills will still result in skill level 12, but now you'll be able to buy back one skill point and still be at skill level 12.
Note that for pets, their health gets boosted by roughly 4x in epic and 8x in legendary compared to what is lited in this guide.
Use TitanCalc when planning your build.
There's a ZIP file of the guide for downloading at the end of this post.
I. DEFENSE
II. DREAM
III. EARTH
IV. HUNTING
V. NATURE
VI. ROGUE
VII. SPIRIT
VIII. STORM
IX. WARFARE
Version 1.0.0.6
Originally posted: 09/09/2008
Last edited: 13/03/2009
__________________________________________________ ___________
I. DEFENSE
Concussive Blow
Effects
Level 1:
+10% stun damage, 5% chance of 1.0 second stun duration
Level 8:
+45% stun damage, 5% chance of 4.5 second stun duration
Description
Every time you hit a monster, you have a chance to stun the target. Stun damage means stun duration. It causes no damage. Works only with maces. Passive skill.
Skillpoint allocation
1 pt is recommended, but you may not need even that with a good character. The chance to activate is fairly low. Bosses have high stun resistance, so it is quite useless agaisnt them. If you are using/relying skills that have stun effect, you can try maxing this skill. Conqussive Blow increases the stun duration of War Horn and Thunderball for example.
Rating
2/10
Adrenaline, Resilience, Defensive Reaction
Effects
Level 1:
5% chance of activating
12 second duration
+5 HP regeneration/second
-30% recharge
+15% damage
+4% total speed
Level 12/6/8
5% chance of activating
12 second duration
+33 HP regeneration/second
-64% recharge
+50% damage
+20% total speed
Description
Every time you take damage or an enemy tries to hit you, you have a chance to activate Adrenaline. Arrows, spells, even attacks that miss due to some skill or high DA can activate Adrenaline. It increases your base health regeneration by a certain amount for short duration. Adrenaline has a cooldown of 30 seconds, Resilience shortens that time. Resilience used to reduce the cooldown time of all skills, but that was a bug and it was fixed in patch 1.20 of TQ. Defensive Reaction boosts your physical damage and total speed while Adrenaline is active. Passive skill.
Skillpoint allocation
You may throw 1/1/1 in the skill tree as soon as you unlock Defensive Reaction. Eventually 1/6/8 is recommended.
Adrenaline activates quite often with melee characters when Resilience is maxed.
Defensive Reaction boosts your DPS greatly. The health regeneration is too small to make a difference, when you have thousands of helth points. Only dedicated health regeneration builds should max Adrenaline. The HP regeneration is boosted by any +% HP regeneration that you have from items or skills, such as Rally.
Rating
6/10
Rally, Inspiration, Defiance
Effects
Level 1:
51 energy cost
+180 health restored
10 second duration
10 meter radius
+150% HP regeneration
5 armor
1 second duration
2.8 energy regeneration
+10% total speed
8 energy cost
10% elemental resistance
5% damage reflected
Level 12/6/12
75 energy cost
+1720 health restored
10 second duration
10 meter radius
+150% HP regeneration
40 armor
10 second duration
6.8 energy regeneration
+10% total speed
30 energy cost
50% elemental resistance
60% damage reflected
Description
You get some health restored instantly, icreased mana- and health regeneration, increased armor, total speed, damage reflection and elemental resistance. Inspiration increases Rally's duration by the amount listed in skill description, and Defiance increases the mana cost. Active skill with a radius. 45 seconds of cooldown.
Skillpoint allocation
There are a few different ways. When maxed, Rally gives you a nice chunk of your HP bar back. The armor and HP regeneration bonuses are almost neglectable. It requires quite a lot of skill points however. Not a bad skill to max when you don't have good items, and can't rely on potions alone. Once you are wearing good items, you shouldn't need Rally.
Inspiration can free low mana cost classes from picking up mana potions. Like Conqueror (Defence + Warfare), who uses an occasional Batter or Shield Charge. Inspiration can negate the mana drain caused by Colossus form for example.
Defiance can be a good skill, but reuires a lot of skill points. The damage reflection is quite small to make much of a differecnce, but can be good when coupled with Trance of Empathy from Dream mastery. If you are desperate for elemental resistance, then invest in Defiance.
So you can go with 1/6/0 for just mana regeneration. This is only for convenience so you don't have to hassle with mana potions, and not really recommended unless you're high level and got the skill points to spend.
12/0/0 or 12/6/0 are possible too if you need a panic button of some kind.
x/x/12 if you need elemental resistance or you go with damage reflection build.
Rating
4/10
Battle Awareness, Focus, Iron Will
Effects
Level 1
5 meter radius
+10 defensive ability
+75 energy reserved
4 armor
+15 energy reserved
+5% shield block
+10 energy reserved
30% stun-, entrapment-, freeze- and skill disruption resistance
Level 12/6/6
16 meter radius
+72 defensive ability
+75 energy reserved
40 armor
+15 energy reserved
+18% shield block
+10 energy reserved
80% stun-, entrapment-, freeze- and skill disruption resistance
Description
Increases defensive ability, armor, shield block percentage, secondary resistances, reserves mana. Active skill with a radius. 4 seconds of cooldown.
Skillpoint allocation
Battle awareness is worthless at one point, but quite decent when maxed. When maxed, it can reduce the damage you take upto 15%, but usually for only around 3-7%. If you are using a piece or pieces of armor that have low armor rating in legendary, such as Mantle of Sa'Jun (288 AR), I'd definately recommend maxing BA. But if you are using armor with high ratings (>=492) in all slots, then you can leave it at 1 pt. Ofcourse, if you have no trouble with melee monsters, don't max this. BA's armor bonus works against archers too! But with high armor ratings, you are already absorbing all the physical damage you get from arrows, upto 66% of armor rating value, even in legendary.
Focus is an excellent skill, and increases your chances to block melee attacks and projectiles. Every shield user should max this, but not in normal difficulty since your block percenrtage will be low anyway.
Iron Will is highly recommended. Low stun resistance will get you killed every now and then. The other resistances are not needed that often, but are nice to have.
1/6/x, where x is the amount you need to reach lvl 6 to get 80% resistances. All resistances are capped at 80%, so having more does nothing.
12/6/x if you have enough skill points.
Rating
8/10
Quick Recovery
Effects
Level 1:
50 energy cost
18 seconds duration
-32% shield recovery time
+10% armor absorption
+4% shield block
Level 8:
50 energy cost
34 seconds duration
-80% shield recovery time
+10% armor absorption
+18% shield block
Description
Makes your shield block more often, and increases the effectiveness of your armor. Active skill. 60 seconds of cooldown.
Skillpoint allocation
Awesome skill that greatly reduces the damage you take. 8 points here are not wasted, unless you are already tough as a wall of bricks. All shields have 2,5-3,0 seconds of cooldown by default, QR greatly reduces that time. If you can reach -100% shield recovery time, 100% shield block and enough -%recharge to sustain QR all the time, you basically can't die other than against bosses.
Rating
10/10
Shield Charge, Disruption
Effects
Level 1:
30 energy cost
10-15 damage
1 second of stun
+300% movement
12 energy cost
360 arc of attack
2 target maximum
1.5 seconds of skill disruption
Level 12/6:
63 energy cost
150-205 damage
1 second of stun
+300% movement
22 energy cost
360 arc of attack
4 target maximum
4.0 seconds of skill disruption
Description
A fast charging move that hits upto 4 targets (6 with +4 skills). Active skill. 12 seconds of cooldown.
Skillpoint allocation
This is a very fun skill, and efficient too. You can move across the screen very quickly with it. With a good shield, you can 1-shot all basic monsters. Good for RMB, and I prefer this over Batter.
1/6 is the optimal setup for maximum targets. You are most likely one-shotting monsters even with only 1 pt in SC.
12/6 if you got unused skillpoints. Not really recommended.
Rating
9/10
Batter, Rend Armor
Effects
Level 1:
12 energy cost
3 damage
+5% damage
18% slower attack for 8 seconds
15 energy cost
90 arc of attack
3 target maximum
6 reduced armor for 5 seconds
Level 12/12:
23 energy cost
29 damage
+12% damage
50% slower attack for 8 seconds
15 energy cost
145 arc of attack
3 target maximum
75 reduced armor for 5 seconds
Description
A shield attack that hits 3 targets.
Skillpoint allocation
This is a nice skill to have on your RMB. With just 1 point in Batter/Rend armor you can hit 3 targets, and with low energy cost. Low cooldown time too. You may want to trade Batter for Shield Charge. Try both and see which you like better. Or you can have them both.
1/1 is recommended to have as soon as possible.
1/12 if you have extra skill points so you get wider arc, not really recommended until high levels.
12/12 for this skill, if you somehow want to prove that you are mental. Batter doesn't give good returns in damage with more skill points. Maybe, just maybe if you're over lvl 65 and use Batter all the time, and you have all other important skills maxed.
Rating
8/10
Colossus Form
Effects
Level 1:
30% damage absorption
10 enegy cost/second
24 second duration
+50% damage
+30% str
+30 health
-15% total speed
Level 8
50% damage absorption
10 enegy cost/second
24 second duration
+50% damage
+30% str
+30 health
-15% total speed
Description
You gain some damage and become more resistant to all types of damage at the cost of mana drain. Active skill. 360 seconds of cooldown.
Skillpoint allocation
This is an excellent one-point wonder. Being able to reduce all incoming damage by 30% is an excellent trade off for some mana. 1 pt as soon as you unlock it. However, you still get good returns with more skill points. If you do well against bosses even without this skill, you can leave it at 1 pt. Even if the skill reduces your total speed, you still run faster because you grow in size, and your steps are longer. This is great for farming, you can activate colossus as soon as the game load, and you get to the boss quicker. Also 6 pts in Inspiration can negate the mana drain.
1 point for all builds is heavily recommended
8 points for maximum toughness. Ecxellent especially with mods that increase the number of bosses.
Rating
10/10
Armor Handling
Effects
Level 1:
-8% strength requirement for armor
-8% strength requirement for shields
+6% armor absorption
Level 6:
-20% strength requirement for armor
-20% strength requirement for shields
+16% armor absorption
Description
Lowers item requirements and increases the effectiveness of your armor.
Skillpoint allocation
Lowered requirements is nice, but str is quite important for melee characters, so you'll have high str anyway. Lowered requirements can be really nice for special builds though.
The real power of this skill is in armor absorption. Armor absorbs 66% of damage upto armor rating. Wiht lvl 6 AH, it goes upto 77%. With 492 armor rating (a basic value in legendary) the difference can be upto 55 dmg per hit. Quite nice. With low armor ratings, it's not worth it, so don't max this in normal.
6 pts recommended for all Defence characters.
Rating
8/10
Shield Smash
Effects
Level 1:
6% chance of activating
33 reduced defensive ability for 3 seconds
Level 8:
16% chance of activating
123 reduced defensive ability for 3 seconds
Description
A shield attack that lowers target's defensive ability. With this skill, you do damage with both your weapon, and your shield. Passive skill.
Skillpoint allocation
6 points for all shield users. Great skill, to be maxed in normal difficulty preferably. Max Pulverize before this skill. 1 point in this as soon as you unlock it. The reductions are actually percentage, not flat as the skill description says. So it this is very nice skill to increase DPS. At level 5 you get 105% reduction to the target's DA when this skill activates, so he's left with 0 defensive ability, making you do much more physical damage.
Rating
8/10
Disable
Effects
Level 1:
6% chance to be used
12 physical damage
50% slower attack for 5 seconds
Level 6:
16% chance to be used
31 physical damage
50% slower attack for 5 seconds
Description
A shield attack that lowers target's attack speed. With this skill, you do damage with both your weapon, and your shield. Passive skill.
Skillpoint allocation
6 points for all shield users. Great skill, to be maxed in normal difficulty preferably. Max Pulverize before this skill. 1 point in this as soon as you unlock it.
Rating
8/10
Pulverize
Effects
Level 1:
6% chance to be used
120 arc of attack
3 target maximum
9-16 physical damage
50 reduced offensive ability for 3 seconds
3 seconds of skill disruption
Level 6:
16% chance to be used
120 arc of attack
3 target maximum
42-70 physical damage
50 reduced offensive ability for 3 seconds
3 seconds of skill disruption
Description
A shield attack that lowers target's offensive ability. With this skill, you do damage with both your weapon, and your shield. Hits three targets. Passive skill.
Skillpoint allocation
6 points for all shield users. An awesome skill. 1 point in this as soon as you unlock it. I'd max it as soon as possible, in act 1. Does tons of damage. The offensive ability reduction is actually percentage based, so it is very effective making monsters have hard time hitting you.
Rating
10/10
_______________________________________________
II. DREAM
Trance of Empathy
Effects
Level 1:
1 active energy cost per second
12.0 meter radius
3-10% of attack damage converted to health
15% damage reflected
Level 12:
1 active energy cost per second
12.0 meter radius
3-10% of attack damage converted to health
60% damage reflected
Description
An aura that works on you, allies and pets. Allows damage done be converted to health, reflects a portion of damage taken back to the attacker. Does not reduce the damage you take.
Skillpoint allocation
1 pt as soon as possible. It will boost your killing speed by tiny amount. The amount of damage returned to health is not that much, and doesn't increase with more skill points invested. I'd rather get damage to health from somewhere else. For pet a build, you can consider maxing this. Your pets get this effect too, and damage done to them gets reflected. 60% damage reflected on you isn't that much. It stacks with Defiance form Defence mastery.
Rating
5/10
Trance of Convalescence
Effects
Level 1:
12.0 meter radius
3% damage absorption
+1.0 health regeneration per second
+1.0 mana regeneration per second
+100 energy reserved
Level 12:
12.0 meter radius
15% damage absorption
+12.0 health regeneration per second
+3.2 mana regeneration per second
+100 energy reserved
Description
An aura that boosts your mana- and health regeneration, reduces all types of damage taken, and reserves mana. Works on allies and pets too.
Skillpoint allocation
1 pt as soon as possible. I'd slowly work on maxing this with most Dream builds. The HP regeneration is nothing to write home about. It stacks with any +x HP regeneration and is boosted by any +%HP regeneration you may have. The mana regeneration can free you from drinking potions with characters that only use one or two spells every now and then. 15% damage absorption (every damage type will cause less damage to you; physical, piercing, fire, vitality etc. Don't confuse it with damage resistance, which reduces physical damage only) is just too awesome to pass up.
Rating
10/10
Trance of Wrath
Effects
Level 1:
1 active energy cost per second
2.8 meter radiuds
26 electrical burn damage over 4.0 seconds
10% reduced resistance for 4.0 seconds
1.0 seconds of skill disruption
Level 12:
1 active energy cost per second
5.0 meter radiuds
182 electrical burn damage over 4.0 seconds
32% reduced resistance for 4.0 seconds
1.0 seconds of skill disruption
Description
A trance that causes damage to monsters close to you, reduces their resistances and does skill disruption. Has synergy with Lucid Dream. Electrical burn is boosted by intelligence and +% total damage, but not by +% elemental damage or +% lightning damage.
Skillpoint allocation
This is a skill you could rush for. You can max it by level 16 if you skip all other skills. The amount of electrical burn damage is huge, and most monsters in acts 1-2 just melt away in seconds, making your progress quite fast. The damage component gets fairly small in late epic and onwards.
Skill disruption can help you brake off Onslaught against those nasty melinoes in act 4 for example, so you can put 1 pt in this skill for such encounters and use some other trance for most of the time.
Resistance reduction is decent, but won't boost your damage that much. Helps you to leech a bit more life. Can be useful against Nate in Secret Passage.
Good for auramancers, Evoker and Diviner.
Rating
6/10
Lucid Dream, Premonition and Temporal Flux
Effects
Level 1:
+10% damage
+15% electrical burn damage
+15% vitality damage
+5% offensive ability
+5% defensive ability
+2% total speed
+3% chance to avoid projectiles
8% slow resistance
Level 8/6/6
+28% damage
+45% electrical burn damage
+45% vitality damage
+18% offensive ability
+18% defensive ability
+12% total speed
+15% chance to avoid projectiles
28% slow resistance
Description
Passive skill tree that buffs you in may ways.
Skillpoint allocation
I strogly recommend maxing this skill tree for all melee Dream characters. Caster can max Temporal Flux, possibly Premonition for little more DA and leave LD at one point. You can slowly build up this skill tree, percentage effects are not that useful early on. If you are going auramancer route, max ToW first and then Lucid Dream. +% chance to avoid projectiles stacks with all other sources of that effect.
Lucid Dream increases all physical, vitality and electrical burn damage that you do, no matter where it comes from. For example, the +% damage increases the physical damage of Ring of Flame and Distort Reality.
8/6/6 for melee classes.
1/1/6 for casters not using Temporal Rift or Psionic Immolation
6/1/6 for casters that use TR or PI.
Rating
10/10
Sands of Sleep
Effects
Level 1:
25 energy cost
2.5-4.0 seconds of sleep
Level 8:
60 energy cost
5.3-9.6 seconds of sleep
Description
Puts the target to sleep for a short duration. If the target takes damage (other than damage over time) while it is sleeping, he awakes. 4 seconds of cooldown.
Skillpoint allocation
I'd put only 1 pt here. Can be handy at disabling some nasty ranged monsters. The effect jumps from target to another, so with one cast of this skill you can put 4-5 monsters to sleep. It scales decently with more skillpoints, so you can try if you like it. I haven't found much use for it, but you may.
Rating
2/10
Nightmare, Confusion, Mastermind
Level 1:
150 energy cost
Nightmare attributes:
105 health, 930 energy
Nightmare abilities:
Psionic Beam: 8 damage, 8 vitality damage
Dodge attack: +34% chance to dodge attacks and avoid projectiles
72 energy cost
3.0 seconds of confusion
50 energy cost
15.0 meter rasius
Bonus to all pets:
+5% total damage
+30% health regeneration
+30% energy regeneration
Level 16/8/8
166 energy cost
Nightmare attributes:
466 health, 1380 energy
Nightmare abilities:
Psionic Beam: 58 damage, 58 vitality damage
Dodge attack: +49% chance to dodge attacks and avoid projectiles
Dream Surge: 10 projectiles, 100% chance to pass through,
69 damage, 69 vitality damage, 30% damage to health
83 energy cost
6.5 seconds of confusion
50 energy cost
15.0 meter rasius
Bonus to all pets:
+40% total damage
+135% health regeneration
+135% energy regeneration
Description
You get a pet that can boost other pets. 60 seconds of cooldown.
Skillpoint allocation
Nightmare is a tough little bugger. If you don't have any other pets, you may not need him. He gains a new skill at level 5, but it isn't that good. He doesn't do much damage, no matter what. Great distraction against mosnters and some bosses. You can send Nightmare in, and the boss will focus on him.
Nightmare casts Confuse on monsters that get too close to you, that is habdy sometimes.
If you rely on pets alot, then max mastermind.
1/1/1 or 0/0/0
5 (with +skills)/1/8 for builds with pets
Rating
5/10
Psionic Touch, Psionic Burn
Effects
Level 1:
3 charge levels
+30% total damage
15 vitality damage
3.5 meter radius
36 electrical burn damage over 4 seconds
+8% damage to demons
Level 12/8:
3 charge levels
+96% total damage
87 vitality damage
3.5 meter radius
150 electrical burn damage over 4 seconds
+36% damage to demons
Description
A decent LMB skill that boosts your damage on every 4th hit. So you get the boost in the skill description with every 4th hit. Psionic Burn adds an area of effect to every fourth hit.
Skillpoint allocation
1 pt as soon as possible, you can ignore Psionic Burn. If you max PT early, you do good damage even on bosses in acts 1-2 when the skill triggers, and you can send monsters flying. There are better places to throw skill points in however. When you run out of places to throw skill points in, you can max PT. Maybe at levels 60+. The skill works with all weapons, including staves. Onslaught is way better, if you are a Harbinger. I'd take Calculated Strike over PT, if you're a Dreamkiller.
Rating
3/10
Distortion Field
Effects
Level 1:
5% chance of activating
15.0 second of duration
18 damage absorption
3 damage retaliation
Level 8:
5% chance of activating
15.0 second of duration
39 damage absorption
45 damage retaliation
Description
A passive skill that has a chance to activate when someone attempts to do damage on you. Yes, this skill can activate even if the monster misses the attack. 30 seconds of cooldown.
Skillpoint allocation
1 pt for all classes is a minimum. Good place to put extra skill points into. If you max it in normal, you take next to no damage from normal mosnters when it is active. But with 5% chance to activate, 12 seconds of duration and 30 seconds of cooldown, it isn't active often enough to warrant maxing in normal. The skill reduces damage of all types.
If you get hit by a weapon such as a mace, and the damage that you recieve is more than your armor can absorb, then this skill reduces twice the damage that is listed in the skill description.
If you get hit by a spear, sword or bow, it's possible to get triple reduction, since physical damage can get reduced twice as stated above, and pierce damage gets it's own reduction too.
If you get hit by a spear that also does also for example lightning damage, you get 4x the reduction. 2x physical, 1x pierce, 1x lightning.
Rating
5/10
Phantom Strike, Dream Stealer
Effects
Level 1;
50 energy cost
+35% total damage
10 energy cost
360 arc of attack
3 target maximum
171 damage
90 energy leech over 3.0 seconds
1.5 seconds of stun
Level 12/8:
50 energy cost
+190% total damage
24 energy cost
360 arc of attack
6 target maximum
382 damage
405 energy leech over 3.0 seconds
4.5 seconds of stun
Description
An attack that makes you invulnerable during the time it takes you to reach the taget. Hits upto 8 targets with a lot of damage. Can leech enegy. Active skill. 16 seconds of cooldown.
Skillpoint allocation
Excellent RMB skill. DS gives you good damage early on and more targets. You can slowly build up DS and leave PS to 1 point. When you find that this attack doesn't do enough damage, increase PS (after maxing DS). You can kill bosses easily with this skill, hit a boss with PS, then run around in circles until PS recharges. Good tactic if you're having troubles otherwise.
1/8 for most characters
12/8 if you have skill points to spare, or you need more damage agaisnt a certain boss
Rating
10/10
Distort Reality, Temporal Rift
Effects
Level 1:
100 energy cost
8.0 meter radius
57 damage
45 vitality damage
1.5 seconds of stun
3 energy cost
216 electrical burn damage over 4.0 seconds
15% energy drained (45% energy drained causes damage)
1.5 seconds of petrify
+27 damage to demons
Level 12:
144 energy cost
8.0 meter radius
225 damage
164 vitality damage
1.5 seconds of stun
12 energy cost
796 electrical burn damage over 4.0 seconds
15% energy drained (210% energy drained causes damage)
7.0 seconds of petrify
+173 damage to demons
Description
Releases an omnidirectional wave that damages and petrifies monsters inside it's radius. Active skill. 12 seconds of cooldown.
Skillpoint allocation
This skill does good damage due to electrical burn and petrifies mosnters for a long duration. Good RMB or hotkey skill for all Dream builds. DR doesn't do that much damage, TR does more.
1/12 recommended.
Rating
9/10
Distortion Wave, Chaotic Resonance, Psionic Immolation
Effects
Level 1:
36 energy cost
12 damage
50% slowed for 4.0 seconds
8 energy cost
+14% damage
25 reduced armor for 5.0 seconds
+18 energy cost
96 electrical burn damage over 4.0 seconds
+50% damage to demons
Level 12/8/12
80 energy cost
165 damage
50% slowed for 4.0 seconds
+19 energy cost
+56% damage
168 reduced armor for 5.0 seconds
+99 energy cost
544 electrical burn damage over 4.0 seconds
+50% damage to demons
Description
A wave that damages and slows targets. Active skill. 5 seconds of cooldown.
Skillpoint allocation
The wave slows monsters by 50%, so it's good at even only 1 point in it. Psionic Immolation can sweep most monsters in normal difficulty with one sweep when maxed. Doesn't scale too well in epic and legendary. If you max Lucid Dream, Psionic Immolation and you have lots of int (several hundred, preferably closer to 1000), then Psionic Immolation might just be worth it. Chaotic resonance is pretty much useless outside normal, only max it if you have Distortion Wave maxed
1/0/0 for slowed effect
1/0/12 for decent damage spell
Rating
7/10
______________________________________________
III. EARTH
Earth Enchantment, Brimstone, Stone Skin
Effects
Level 1:
1 active energy cost
6.0 meter radius
5-8 fire damage
+12% fire damage
+75 energy reserved
+5% physical damage
19 burn damage over 3 seconds
3 armor
+2% fire resistance
Level 12/8/10:
1 active energy cost
6.0 meter radius
5-8 fire damage
+100% fire damage
+75 energy reserved
+21% physical damage
98 burn damage over 3 seconds
45 armor
+25% fire resistance
Description
Earth Enchantment boosts you fire- and physical damage, fire resistance and armor. An aura that works on allies and pets too. Passive skill, though you have to activate it.
Skillpoint allocation
1 point as soon as possible to Earth Enchantment. It is a significant portion of your damage in the early areas. Earth Enchantment boosts all fire damage that you do, including Volcanic Orb and Eruption. Max it preferably in normal difficulty.
Brimstone boosts the physical damage of your melee attacks, and the physical component of skills, such as Volcanic Orb and Eruption.
Stone skin boosts your armor and fire resistance. You can put 1 pt here and let +skills do the rest. If you have enough skill points then max it at levels 55+. Not that good skill if you're a melee class with high armor values. If you have low armor values(=<300 in legendary), or you struggle with low fire resistance this can help you a bit, by potentially 30 reduced physical damage per hit.
12/1/1 for mages without VO/Eruption.
1/8/1 for melee characters without VO or Eruption.
12/8/1 for characters with VO and/or Eruption.
Rating
9/10
Volativity
Effects
Level 1:
33% chance of +75% fire damage
Level 12:
33% chance of +178% fire damage
Description
Every time you do fire damage (no matter what the source is), you get 33% chance of doing increased amount of fire damage.
Skill point allocation
This is great skill for mages, if you're using a staff with fire as base damage, or even if you're only using Volcanic Orb and/or Eruption. A must if you're focusing on Ring of Flame damage. One point as soon as you unlock it. More skillpoints are not wasted, since you get decent increases. If you are skillpoint limited leave it at one point. I wouldn't rush to max this skill. At lvl 70, my Conjurer has maxed it.
For melee characters it's not as important, but again with Volcanic Orb/Eruption/Ring of Flame it is worth of one skill point.
Rating
5/10
Heat Shield
Effects
Level 1:
112 fire damage absorption
45 energy cost
15% physical damage resistance
Level 12:
245 fire damage absorption
70 energy cost
15% physical damage resistance
Description
A shield that absorps fire damage and protects you from physical damage. When you have taken the listed amount of fire damage (after resistances), the shield will disappear. Active skill. 90 seconds of cooldown.
Skillpoint allocation
1 pt quite early for all builds for physical damage resistance. Does not give more physical resistance with more skill points invested. Absorps a bit more fire damage with higher levels, but not significantly. One point wonder.
Rating
8/10
Stone Form, Molten Rock
Effects
Level 1:
100% damage absorption
64 energy cost
6 second duration
+24 health regeneration per second
16 energy cost
2 second duration
6 fire retaliation
Level 12/8:
100% damage absorption
108 energy cost
6 second duration
+66 health regeneration per second
30 energy cost
2 second duration
15 fire retaliation
Description
You become surrounded by stone shield. You will be immortal, immobilised and unable to do anything but drink potions for 6 seconds. Active skill. 24 seconds of cooldown.
Skillpoint allocation
1 pt quite early. Can save your life in tough situations giving you some time to heal. Molten Rock increases the duration of Stone Form to 8 seconds. You may or may not like that. One point wonder. HP regeneration isn't that much, and the fire retaliation is pathetic. 1 skill point only here.
Rating
7/10
Core Dweller, Inner Fire, Wildfire, Metamorphosis
Effects
Level 1:
250 energy cost
Core Dweller attributes:
651 health, 131 energy, 12-21 physical damage
3 fire damage
+15% dexterity
+24% health regeneration
+5% total speed
49 energy cost
5 second duration
4.0 meter radius
16-25 fire damage
+10% health
+10% armor protection
+33% armor absorption
+4% elemental resistance
Level 16/8/12/8
370 energy cost
Core Dweller attributes:
1617 health, 304 energy, 51-90 physical damage
18 fire damage
+50% dexterity
+80% health regeneration
+17% total speed
58 energy cost
5 second duration
4.0 meter radius
68-85 fire damage
+45% health
+45% armor protection
+33% armor absorption
+18% elemental resistance
Description
Summons a tough pet. Active skill. 90 seconds of cooldown.
Skillpoint allocation
If you need or want a pet, Core Dweller is a good investment. He's tough and draws monsters to him keeping them off of you. Wildfire is the only skill not maxim in this skill tree, it is only worth 1 points. It doesn't do much damage, but is a good way to provoke mosnters to Core Dweller. Invest as much in the other skills as you like or need. When maxed, CD is very tough, but doesn't deal much damage.
CD has a skill, Provoke that he casts on himself, but not when he is set to aggressive mode. Make sure you first have CD at normal mode (it's the default mode) so CD casts it on him, and the icon appears. Then you can set him to aggressive, so he will seek out monsters more actively. If CD dies and you respawn him, he remains at the same state you set him before he died. The same goes for all pets.
Rating
9/10
Ring of Flame, Soften Metal
Effects
Level 1:
1 active energy cost per second
1.5 meter radius
3 fire damage
1 active energy cost per second
3 damage
3 reduced physical damage for 3 seconds
18 reduced armor for 3 seconds
Level 12/8:
3 active energy cost per second
3.3 meter radius
38 fire damage
1 active energy cost per second
23 damage
15 reduced physical damage for 3 seconds
65 reduced armor for 3 seconds
Description
An aura that surrounds you damaging monsters that get close to you.
Skillpoint allocation
Good aura for an auramancer, Evoker (Earth + Dream) or Conjurer (Earth + Spirit). The aura does wonderful damage in acts 1-3, after that you really have to invest in intelligence, +% fire damage, +% total damage, +% damage and +% elemental damage to make it useful in epic and legendary. It is possible to get it to well over 500+ per tick, which makesit decent in legendary. +skills will boost the damage greatly. Has quite small radius. So you can max it in the beginning if you like, since it kills monsters quite quickly, but buy the skill points back when it isn't efficient anymore.
12/8 for auramancers
0/0 for most builds
Rating
5/10
Flame Surge, Barrage, Flame Arch
Effects
Level 1:
37 energy cost
3 projectiles
8-15 fire damage
45% chance to pass thorugh enemies
14 burn damage over 3 seconds
-30% recharge
10 energy cost
1 projectile
+4% fire damage
Level 12/8/12:
75 energy cost
3 projectiles
43-59 fire damage
80% chance to pass thorugh enemies
66 burn damage over 3 seconds
-100% recharge
34 energy cost
3 projectile
+55% fire damage
Description
A surge of fire projectiles.
Skillpoint allocation
It's all or nothing, baby. Not very good skill tree because of very short range. I'd recommend this skill tree only if you're going with dedicated Flame Surge build. In that case max it quickly. Ice Shards, a similar skill from Storm mastery is a lot better, because of better range.
Rating
3/10
Volcanic Orb, Conflagration, Fragmentation
Effects
Level 1:
64 energy cost
2.5 meter radius
18 damage
25-54 fire damage
6 energy cost
3.0 meter rasdius
11 burn damage over 3.0 seconds
10 energy cost
3.0 meter radius
3-5 fragments
35 damage
12 fire damage
1.5 seconds of stun
Level 12/8/12:
108 energy cost
2.5 meter radius
55 damage
91-128 fire damage
20 energy cost
3.0 meter rasdius
48 burn damage over 3.0 seconds
26 energy cost
3.0 meter radius
7-13 fragments
126 damage
59 fire damage
1.5 seconds of stun
Description
An orb with unlimited range, which explodes into smaller fragments that stun monsters. Active skill. 5 seconds of cooldown.
Skillpoint allocation
This is an awesome skill at early stages. It can do some serious damage. Still viable in legendary. Conflagration is only worth 1 point for increased VO radius. Fragmention does a lot of stunning when maxed over a decent radius, so you'll have more time to deal with the monsters. Cast Volcanic Orb, throw a few staff attacks, drop Eruption at your feet when monsters start coming at you (if the monsters are still alive), and go into Stone Form. Good solid tactic.
12/1/12
1/1/12
0/0/0 for some melee builds
Rating
7/10
Eruption
Effects
Level 1:
95 energy cost
6 second duration
3.0 meter radius
2-3 fragments
31 damage
28-33 fire damage
Level 12:
123 energy cost
6 second duration
3.0 meter radius
5-6 fragments
98 damage
95-112 fire damage
Description
Creates a small volcano. Active skill. 20 seconds of cooldwon.
Skillpoint allocation
I'd max it in normal difficulty for all almost all Earth classes. Does a lot of damage, and can take out most normal monsters if they stand on it for the whole duration, or even a couple of seconds. Good skill to kill bosses that you may otherwise have troubles with, just run around them and constantly cast Eruption at their feet.
Rating
8/10
____________________________________________
IV. HUNTING
Ensnare, Barbed Netting
Effects
Level 1:
15 energy cost
3 second duration
15 piercing damage
-33% defensive ability
135 bleeding damage over 3 seconds
Level 6/8:
24 energy cost
8 second duration
35 piercing damage
-33% defensive ability
135 bleeding damage over 3 seconds
Description
You throw a net that immobilizes the target for a short duration and does minor damage. 3 seconds of cooldown. Active skill.
Skillpoint allocation
1 in Ensnare if you feel like it. Can give you some extra time. Too bad that the more dangerous monsters usually have high resistance to entrapment. Barbed netting does so little damage that it's not even worht one skill point. One of the worst skills in the game.
Rating
1/10
Study Prey, Flush Out
Effects
Level 1:
35 energy cost
8 second duration
6.0 meter radius
-21% damage resistance
-21% pierce resistance
10 energy cost
-14% defensive ability
-14% elemental resistance
Level 8/6:
35 energy cost
8 second duration
6.0 meter radius
-50% damage resistance
-50% pierce resistance
10 energy cost
-36% defensive ability
-36% elemental resistance
Description
Drastically reduces the target's pierce-, elemental- and physical resistance, and defensive ability. 8 seconds of cooldown. Active skill.
Skillpoint allocation
Monsters go down pretty quickly with Study Prey maxed. Every skill point is worth it. Even if you're using weapons that do not have piercing damage, the skill is still worth it. Flush Out is not recommended for ranged fighters, since bows and staves ignore defensive ability. The reductions are absolute values, so you can take resistances to negative values. Study Prey + Flush out goes well with Eruption, boosting it's physical and elemental damage components. Max Study Prey sometime in epic. Great RMB skill.
8/0 for bow users.
8/6 for bow users that do a lot of elemental damage (Sages, Avengers).
1/6 for most stave users.
8/8 for Eruption users
Rating
10/10
Call of the Hunt, Exploit Weakness
Effects
Level 1:
45 energy cost
28 second duration
15.0 meter radius
18 bleeding damage over 3.0 seconds
+15% attack speed
+33% damage to beastmen and animals
10 energy cost
+58% pierce damage
+58% bleeding damage
Level 8/10:
59 energy cost
50 second duration
15.0 meter radius
46 bleeding damage over 3.0 seconds
+31% attack speed
+33% damage to beastmen and animals
10 energy cost
+139% pierce damage
+139% bleeding damage
Description
Buffs your attack speed and pierce damage. 180 seconds of cooldown. Active skill.
Skillpoint allocation
I'd put 1 skill point in both Call of the Hunt and Exploit Weakness quite early, around level 20-30. Decent buff for boss fights and tough mobs for little investment. Maxing these skills is not high in my priority list because of 3 minutes of cooldown. I'd max Study Prey first. You can leave these skills at 1/1 and let +skills do the rest. If you have skill points to spend, these are decent skills for them.
Rating
5/10
Marksmanship, Puncture Shot, Scatter Shot
Effects
Level 1:
2 energy cost
4 piercing damage
+30% increase in projectile speed
1 energy cost
8% chance to pass through enemies
+5% pierce damage
+9% bleeding damage
1 energy cost
3-4 fragments
15 piercing damage
Level 12:
2 energy cost
55 piercing damage
+140% increase in projectile speed
1 energy cost
55% chance to pass through enemies
+33% pierce damage
+50% bleeding damage
1 energy cost
7-9 fragments
162 piercing damage
Description
Skill that increases projectile speed, piercing- and bleeding damage.
Skillpoint allocation
1 point in Marksmanship as soon as you can. Scatter Shot starts owning monsters at skill levels 6+. I'd max it as soon as possible. It's awesome. That skill alone will guarantee you good damage output through normal difficulty. Puncture Shot is almost as good, allowing projctiles to pass through monters, so one arrow will damage more than one monster. A skill to max in normal difficulty. Marksmanship increases your range with increased projectile speed, I would not leave it at one point. Projectiles have certain life time, after which they disappear. The faster they fly, the further they can get before the timer expires.
After you've maxed Puncture Shot, Scatter Shot, Volley and Wood Lore, you can put a few skill point there. Awesome LMB skill.
Scatter Shot does not carry any effects, such as poison damage or stun effects. Scatter Shot's damage is increased only by +% total- and +% pierce damage.
1/12/12 for bow classes with limited skill points.
6+/12/12 recommended
Rating
10/10
Take Down, Eviscerate
Effects
Level 1:
30 energy cost
25 piercing damage
8% reduction to enemy's health
+300% movement
5 energy cost
33 bleeding damage over 3 seconds
Level 12/10:
52 energy cost
88 piercing damage
36% reduction to enemy's health
+300% movement
5 energy cost
150 bleeding damage over 3 seconds
Description
A fast charging attack that reduces target's HP by a percentage value. 8 seconds of cooldown. Active skill.
Skillpoint allocation
Eviscerate is totally worthless with pathetic amount of bleeding damage. Zero points there. Takedown is decent charge skill to cover ground quickly. A lot worse than Shield Charge. I'd only recommend 1 point here if you don't have any similar skill already. The health reduction isn't that effective. Theoretically it would be the most effective against bosses, but they can resist health reductions. 1 skill point in Take Down.
Rating
3/10
Gouge
Effects
Level 1:
6% chance to be used
48 bleeding damage over 3.0 secons
Level 6:
16% chance to be used
198 bleeding damage over 3.0 secons
Description
Your every attack has a chance to trigger this special attack that adds bleeding damage. Passive skill.
Skillpoint allocation
The animation of this skill is slightly longer than for your normal attack, so it slows you down. You gain only minor amount of bleeding damage. By the time you'd have enough skill points to put any here, bleeding damage becomes useless. One of the worst skills in the game.
0 skill points here. No exceptions.
Rating
1/10
Volley
Effects
Level 1:
3 projectiles
6% chance to be used
Level 6:
3 projectiles
16% chance to be used
Description
Your every attack has a chance to trigget this special attack that increases your damage output.
Skillpoint allocation
Great skill to max for all spear- and bow builds. With bows, you fire 3 projectiles instead of one. With spears, you hit three times during the time it would normally take you to make one hit. With spears there's no need to rush for this skill, but with bows you should max it before level 30, preferably as soon as possible after Scatter Shot.
Rating
9/10
Art of the Hunt, Find Cover, Trail Blazing
Effects
Level 1:
15.0 meter radius
+12% pierce damage
+15% bleeding damage
+75 energy reserved
+3 damage to beastmen and animals
+8% chance to avoid projectiles
+10 energy reserved
+50 energy reserved
+5% movement
100% reduced entrapment duration
Level 12/8/6:
15.0 meter radius
+75% pierce damage
+48% bleeding damage
+75 energy reserved
+30 damage to beastmen and animals
+25% chance to avoid projectiles
+10 energy reserved
+50 energy reserved
+18% movement
100% reduced entrapment duration
Description
An aura that boosts you, pets and allies. Increases piercing damage and your chance to avoid projectiles.
Skillpoint allocation
Art of the Hunt is a skill you should max with all bow- and spear users. Good damage boost, but only when your base piercing damage is at significant levels. In acts 1-2 in normal difficulty, Art of the Hunt won't increase your damage by much. I'd consider getting it only in epic, unless you need +% chance to avoid projectiles. You might have to consider throwing a few attribute points into energy, since this skill reserves some. If you have some other mastery or items that add energy, then you should be fine.
+% chance to avoid projectiles makes monsters miss ranged attacks, with arrows, stave projectiles and volcanic orb fragments for example.
12/8/1 for most Hunting builds
12/8/6 if you want more running speed
Rating
9/10
Wood Lore
Effects
Level 1:
+10% defensive ability
+5% attack speed
Level 6:
+32% defensive ability
+24% attack speed
Description
Increases you defensive ability and attack speed. Passive skill.
Skillpoint allocation
All bow and spear classes should max it, in normal difficulty. Defensive ability makes you take less damage from melee hits. With high enough value, monster's attacks have chance to miss.
Works only with bows and spears.
Rating
10/10
Herbal Remedy
Effects
Level 1:
35 energy cost
180 second duration
+3.0 health regeneration per second
30% poison resistance
Level 6:
60 energy cost
480 second duration
+6.0 health regeneration per second
72% poison resistance
Description
A buff that increases your health regeneration and poison resistance. No cooldown. Active skill.
Skillpoint allocation
I'd put 1 skill point in this skill quite early. There are some poison based boss fights in acts 1 and 2, and you get 30% poison resistance for only one skill point. With 6 skill points, you get 72% poison resistance. That's one less resistance to worry about. Good skill to max if your other items lack in poison resistance. The health regeneration is quite small. It stacks with any health regeneration you may have for items or skills, and is boosted by any +% health regeneration you have.
Rating
6/10
Mosnter Lure, Detonate
Effects
Level 1:
34 energy cost
3 summon limit
Monster Lure attributes
Life time 30 seconds, 120 health, 15 energy
Monster Lure ability, Provoke
15 energy cost, 5.0 meter radius
15 energy cost
6 projectiles
3.0 meter radius
36-58 fire damage
Level 6/12
54 energy cost
3 summon limit
Monster Lure attributes
Life time 30 seconds, 270 health, 15 energy
Monster Lure ability, Provoke
15 energy cost, 10.0 meter radius
15 energy cost
6 projectiles
3.0 meter radius
114-158 fire damage
Description
A totem that lures monsters to attack it.
Skillpoint allocation
A good distraction for regular monsters and bosses. Gets a bit fragile in normal difficulty, moderately sturdy in epic and very tough in legendary. Throw it, wait a little so it casts provoke and monsters concentrate on it. Then you can whack the baddies to your heart's content, and they keep on trying to destroy the lure while you remain unharmed. 1-6 points.
Detonate is useless, it does so little damage. Monster Lure has only 15 energy, and casting Provoke requires all of that. Detonate also requires 15 energy so Detonate can't activate if the lure has no time to regenerate it's mana. Zero points there.
Rating
7/10
__________________________________________________
V. NATURE
Heart of Oak, Tranquility of Water, Permanence of Stone
Effects
Level 1:
1 active energy cost per second
18.0 meter radius
+10% health
+10% total speed
+100 energy reserved
8% chance of -50% energy cost
1 active nergy cost per second
5% elemental resistance
Level 12/6/6:
1 active energy cost per second
18.0 meter radius
+65% health
+10% total speed
+100 energy reserved
28% chance of -50% energy cost
1 active nergy cost per second
18% elemental resistance
Description
An aura that increases your, pets and allies' health, total speed and elemental resistance. Lowers mana cost.
Skillpoint allocation
Put one point in there at quite an early stage for speed increase and some health. Ultimately you should max it for every class, +65% health is just an awesome buff. You tend to get enough HP in normal difficulty just by increasing your masteries to higher level, so I'd look at maxing this skill in epic.
Get Tranquility of Water if you're desperate for lower mana cost. Decent with 1 skill point and +skills. Many classes can do without it.
Permanence of Stone is good skill if you need elemental resistance.
Rating:
10/10
Regrowth, Accelerated Growth, Dissemination
Effects
Level 1:
46 energy cost
+240 health restored
-18% recharge
+180 health restored
Level 16/8/12:
136 energy cost
+2360 health restored
-75% recharge
+1400 health restored
Description
A skill that heals you, pets and allies. 8 seconds of cooldown. Active skill.
Skillpoint allocation
A bit controversial skill. If you don't have pets you may not need this skill at all. Can be spammed really quickly if you max Accelerted Growth. If you have -% recharge from your items, you may not need Accelerated Growth. Regrowth heals the primary target, and Dissemination heals you, pets and/or allies.
I don't recommend this skill unless you are playing a supportive role in multiplayer, or you have lots of pets and are relying on them.
Rating
6/10
Refresh
Effects
Level 1:
-8.0 seconds to recharge time
30 energy cost
Level 12:
-52.0 seconds to recharge time
192 energy cost
Description
Reduces the cooldown time of all skills. 20 seconds of coolwown at level 1. The cooldown time increases by 1 second per level, being 31 seconds at level 12. Active skill.
Skillpoint allocation
1 point can be beneficial for almost all builds. If you need/want more then go ahead. Refrsh doesn't reduce it's own recharge time.
Rating
6/10
Briar Ward, Stinging Nettle, Sanctuary
Effects
Level 1:
112 energy cost
Briar Thicket attributes:
life time 30 seconds, 64 health, 0 energy
Briar Thicket Abilities:
Thorns, 1-3 piercing retaliation
15 poison retaliation over 6 seconds
10% damage absorption
18 second duration
3.0 meter radius
+50% health regeneration
+50% energy regeneration
Level 16/8/8:
172 energy cost
Briar Thicket attributes:
life time 30 seconds, 424 health, 0 energy
Briar Thicket Abilities:
Thorns, 5-11 piercing retaliation
78 poison retaliation over 6 seconds
24% damage absorption
18 second duration
3.0 meter radius
+176% health regeneration
+176% energy regeneration
Description
You become surrounded by bushes that prevent monsters getting to you. Provides damage absorption and increased health- and mana regeneration. 120 seconds of cooldown. Active skill.
Skillpoint allocation
The idea of the skill sounds good. But the bushes fall short in health. Monsters can cut through them really quickly, even with just a single swing. The piercing- and poison retaliations are asolutely rediculous, I honestly don't know what the skill's designer was thinking here.
The only good thing in this skill tree is the damage absorption. You still get all the effects from Sanctuary for the whole duration, even if Briar Ward gets completely destroyed.
So either skip the whole skill tree or put 1/1/x in there, x being the amount you can affor. Damage absorption may come in handy, especially with x3 or xmax mods.
Rating
4/10
Call of the Wild, Maul, Survival Instinct, Strength of the Pack
Effects
Level 1:
120 energy cost
Wolf attributes:
165 health
45 energy
15% chance to avoid projectiles and dodge attacks
24 energy cost
17 bleeding damage over 3 seconds
3 piercing damage
6% reduction to enemy health
15% damage absorption
6 second duration
+15% damage
25 energy cost
15 second duration
10.0 meter radius
+15% damage
+1 energy regeneration per second
+15% total speed
4 armor
Level 16/12/16/12:
180 energy cost
Wolf attributes:
612 health
90 energy
30% chance to avoid projectiles and dodge attacks
24 energy cost
125 bleeding damage over 3 seconds
23 piercing damage
13% reduction to enemy health
80% damage absorption
6 second duration
+90% damage
25 energy cost
15 second duration
10.0 meter radius
+68% damage
+1 energy regeneration per second
+15% total speed
26 armor
Description
Summons wolves to your aid. 20 seconds of Cooldown. Active skill.
Skillpoint allocation
You get upto 2 wolves at skill level 7, and 3 at skill level 18. Pets get quite fragile in acts 3-4 in normal difficulty, so you may want to get them in epic. Pets get a huge boost to their health and resistances in epic, and even more in legendary.
Maul increases wolves' damage a bit but not much. I wouldn't put more than one point in there, unless you are a pet build. Survival Instinct activates when wolves' health drops under 33%, and it can greatly increases their survivability. 1 skill point is prerequisite fot Strength of the Pack, any more skill points are up to you.
Strength of the Pack affects the player too, it's a good boost especially for melee classes, so I'd eventually max it for them. +% damage means physical damage only, so it is of no use for mages. You get total speed bonus, it's pretty good for one point. Strength of the Pack is on quite often if you have three wolves on aggressive mode.
Wolves are pretty decent meat shields, and they can take a lot of heat off of you. They deal decent damage especially with pet damage enhancing jewels, and or with Trance of Empathy from Dream mastery.
If you put few points in Refresh, you can summon a wolf, then hit refresh, and instantly cast another wolf.
Rating
7/10
Sylvan Nymph, Overgrowth, Nature's Wrath
Effects
Level 1:
200 energy cost
1.0 meter radius
Nymph's attibutes:
199 health, 130 energy
Ability 1, bow attack:
9-21 piercing damage, 3% reducton to enemy's health
18% chance to dodge attacks and avoid projectiles
78 damage absorption
33% chance of 1-5 piercingretaliation
8 energy cost
1.5 meter radius
33% chance to pass through enemies
33-58 elemental damage
Level 16/12/12:
265 energy cost
1.0 meter radius
Nymph's attibutes:
639 health, 250 energy
Ability 1, bow attack:
54-75 piercing damage, 3% reducton to enemy's health
48% chance to dodge attacks and avoid projectiles
170 damage absorption
33% chance of 18-33 piercingretaliation
13 energy cost
1.5 meter radius
33% chance to pass through enemies
88-160 elemental damage
Description
Summons a Nymph to your aid. 60 seconds of cooldown. Active skill.
Skillpoint allocation
A huge skill point sink for waht it offers. The worst pet in the game. Only get it if you are a pet build. Maybe get it in legendary and put 1/1/1 skill points in for the damage absorption skill that the Nymph casts on you. Nymph does moderate damage in acts 1-2 normal difficulty, but that's about it. Quite fragile also.
Rating
2/10
Plague, Fatigue, Susceptibility
Effects
Level 1:
64 energy cost
3.0 seconds of duration
3-8% redction to enemy's health
-3 damage
5% chance of 50% reduction to enemy's health
15% reduced damage for 3 seconds
-15% total speed
-12% damage resistance
-12% elemental resistance
Level 8/8/8:
75 energy cost
6.0 seconds of duration
10-15% redction to enemy's health
-3...-15 damage
5% chance of 69% reduction to enemy's health
36% reduced damage for 3 seconds
-33% total speed
-39% damage resistance
-39% elemental resistance
Description
Slows monsters and makes the more vulnerable to elemental- and physical damage. Reduces monsters health. 8 seconds of cooldown. Active skill.
Skillpoint allocation
A fine skill with multiple benefits. The effects apply once per second, three times in total. Softens up regular monsters and bosses. Your killing speed increases a lot with Plague maxed. Spreads among monsters automatically. The resistance redutions are absolute, so you can take resistances to negative values with this skill. Recommended for all classes.
If you are having trouble with certain bosses, then set Plague to 8/1/8 skill points. Then repeatedly cast Plague one the boss while running around drinking potions. Most bosses are considerably weakened after 10x Plague.
1/1/1 if you're really skill point limited
8/1/8 for most builds
8/8/8 if you got skill points to spend.
Rating
9/10
______________________________________________
VI. ROGUE
Calculated Strike, Lucky Hit
Effects
Level 1:
3 charge levels
+45% damage
35 piercing damage
33% chance for:
39 physical damage
+50% pierce damage
60 bleedingdamage over 3 seconds
Level 8/6:
3 charge levels
+156% damage
103 piercing damage
33% chance for:
84 physical damage
+95% pierce damage
180 bleedingdamage over 3 seconds
Description
An attack that does a savage hit with every fourth attack.
Skillpoint allocation
This is your suggested main attack, to be assigned to LMB, unless you're an Assassin. In that case you should pick Onslaught. I'd take Calculated Strike over Psionic Touch, if you are a Dreamkiller. The difference is small, so you can pick whichever you like. Max this skill, but leave Lucky Hit to one point. That one only activates every 12th hit on average.
Rating
4/10
Anatomy
Effects
Level 1:
+36% bleeding damage
Level 8:
+120% bleeding damage
Description
Increases the amount of bleeding damage you do. Passive skill.
Skillpoint allocation
Don't get this skill unless your going with dedicated bleeding build. Bleeding damage is quite worthless in TQ, you can't do huge amounts of it.
Rating
3/10
Blade Honing
Effects
Level 1:
16.0 meter radius
+16% piercing
3 piercing damage
+50 energy reserved
Level 6:
16.0 meter radius
+56% piercing
15 piercing damage
+50 energy reserved
Description
Increses the amount of piercing damage you do. Aura, works on allies too. Doesn't affect traps. Works with spears and swords only.
Skillpoint allocation
I'd max this skill. Put one point in there as soon as possible. +15 piercing damage is quite significant at low levels. This skill converts physical damage to piercing damage. Spears and sword list piercing ratio, it's usually 10-15% for swords and 25-30% for spears. If you have level 6 Blade Honing with a spear that has 30% piercing ratio, you'll then do 30%*1,56= 46,8% of your spear's base damage as piercing damage. So you'll do less physical damage and more piercing damage. This is good if you're fighting monsters with low pierce resistance and/or you have high +% pierce damage modifiers. Against monsters that have high pierce resistance, there's a chance you'll be doing less damage with this skill than without it.
Rating
7/10
Open Wound
Effects
Level 1:
33% chance of 27 bleeding damage over 3 seconds.
Level 12:
33% chance of 141 bleeding damage over 3 seconds.
Description
Grants your attacks a chance to do bleeding damage.
Skillpoint allocation
This skill has "worthless" written all over it. Don't get it unless you're doing a dedicated bleeding build.
Rating
1/10
Lethal Strike, Mortal Wound
Effects
Level 1:
52 energy cost
+225% damage
+225% pierce damage
15 energy cost
+60% bleeding damage
+60% poison damage
3 seconds of stun
Level 12/8:
68 energy cost
+500% damage
+390% pierce damage
15 energy cost
+305% bleeding damage
+305% poison damage
3 seconds of stun
Description
A deadly blow that does massive amounts of physical and piercing damage. 12 seconds of cooldown. Active skill.
Skillpoint allocation
You can max Lethal Strike if you like, not a bad skill at all. Can one-shot most monsters. I don't recommend investing in Mortal Wound, you won't be doing significant amounts of poison or bleeding damage. Imagine Lethal Strike with -100% recharge
Rating
5/10
Throwing Knife, Flurry of Knives
Effects
Level 1:
18 enegy cost
1 projectile
100% chance to pass through enemies
48 bleeding damage over 3 seconds
15 piercing damage
5 energy cost
1 projectile
+51% pierce damage
Level 12/6:
29 enegy cost
1 projectile
100% chance to pass through enemies
204 bleeding damage over 3 seconds
58 piercing damage
5 energy cost
4 projectiles
+96% pierce damage
Description
You throw kinves all over the place. 6 secondsof cooldown. Active skill.
Skillpoint allocation
Up to you. I don't find this skill to be that good. Throwing Knives carry over effects, such as any poison damage you do.
1/6 if you are skillpoint limited
12/6 if you really like throwing knives around
0/0 if you find that they don't do enough damage to your liking
Rating
3/10
Disarm Traps
Effects
Level 1:
+50% damage to devices
+10% less damage from devices
Level 6:
+200% damage to devices
+60% less damage from devices
Description
You can fight more efficiently against traps and devices. Passive skill.
Skill point allocation
Useless skill. You don't encounter enough traps and devices for this skill to be woth any skill points, unless you have totally run out of places to inves them in.
Rating
1/10
Lay Trap, Rapid Construction, Improved Firing Mechanism
Effects
Level 1:
25 energy cost
1.0 meter radius
3 summon limit
Trap attributes:
Life time 30 seconds, 52 HP, 1 projectile, 8-15 piercing damage
-18% recharge
-5% energy cost
3 projectiles
10% chance to pass through enemies
+15% pierce damage
+30 health
Level 16/8/8:
55 energy cost
1.0 meter radius
3 summon limit
Trap attributes:
Life time 30 seconds, 262 HP, 1 projectile, 83-113 piercing damage
-72% recharge
-40% energy cost
6 projectiles
45% chance to pass through enemies
+50% pierce damage
+65 health
Description
You can throw bolt hurling traps. 12 seconds of cooldown. Active skill.
Skill point allocation
Either max all three or don't get it at all. Playing a trapper can be lots of fun, and focusng on them can take you all the way through normal difficulty easily. They still do decent damage in epic, but you may have to get rid of them at some point depending on your class and items. If you decide to go with traps, increase the level of these three skills evenly. You can have a maximum of 3 traps simultaneously. If you try to create a fourth one, the one that was first created will get destroyed.
Rating
9/10 in normal difficulty
6/10 in epic and legendary
Envenom Weapon, Nightshade, Toxin Distillation, Mandrake
Effects
Level 1:
1 active energy cost per second
22 poison damage over 6 seconds
+50 energy reserved
+15% poison damage
10% slowed for 5 seconds
+12% poison damage with +10% improved duration
1 active energy cost per second
15% chance to fumble attacks for 3 seconds
12% chance of 8-2,4 seconds of confusion
Level 12/8/12/8:
1 active energy cost per second
152 poison damage over 6 seconds
+50 energy reserved
+50% poison damage
39% slowed for 5 seconds
+144% poison damage with +76% improved duration
1 active energy cost per second
50% chance to fumble attacks for 3 seconds
40% chance of 8-2,4 seconds of confusion
Description
Add poison damage, slow effect, chance to fumble and confuse on your attacks.
Skill point allocation
Max all for poison builds. For others 1/8/0/8 is good choice to get confuse, slow and fuble effects on your attacks.
Rating
6/10
Flash Powder
Effects
Level 1:
53 energy cost
3.8 meter radius
30% chance to fumble attacks for 8 seconds
30% chance of 3-8 seconds of confusion
Level 8:
74 energy cost
8.0 meter radius
65% chance to fumble attacks for 8 seconds
65% chance of 3-8 seconds of confusion
Description
A bomb that has a chance to confuse and fumble monsters. 15 seconds of cooldown. Active skill.
Skill point allocation
A decent skill for tough situations. There are better skills however. Try it, and if you find it useful, keep it.
Rating
4/10
Poison gas bomb, Shrapnel
Effects
Level 1:
45 energy cost
3.2 meter raduis
98 poison damage over 6 seconds
33% slowed for 6 seconds
5 energy cost
1.5 meter radius
9-11 projectiles
55 bleeding damage over 5 seconds
24 piercing damage
Level 12/12
67 energy cost
5.4 meter raduis
292 poison damage over 6 seconds
33% slowed for 6 seconds
16 energy cost
1.5 meter radius
9-11 projectiles
165 bleeding damage over 5 seconds
145 piercing damage
Description
A bomb that slows, does piercing, posion and bleeding damage. 10 seconds of cooldown. Active skill.
Skill point allocation
1/1 for the slow effect, Max if you're going with some bomber build. Doesn't do that much damage in legendary, unless you have lots of -% recharge.
Rating
3/10
____________________________________________
VII. SPIRIT
Ternion Attack, Arcane Lore
Effects
Level 1:
3 projectiles
30 energy cost
-75% elemental damage
4 energy cost
1 meter radius
+10% increase in projectile speed
Level 12/6:
3 projectiles
36 energy cost
-20% elemental damage
4 energy cost
1.9 meter radius
+50% increase in projectile speed
Description
Launches three projectiles from your stave instead of one. The projectiles will explode on impact, and do area damage.
Skill point allocation
This is a must LMB for almost all stave users. Increases you killing ability considerably. You fire two extra projectiles, that launch in a small angle. The closer you aim, the wider the angle will be. It costs quite a bit of energy, and that may be a problem at low levels, when your mana pool is small. Just drink potions. Max Arcane Lore first, then Ternion. Max them during acts 1-2.
Ternion was toned down in patch 1.20 of TQ, before IT.
Rating
9/10
Death Ward
Effects
Level 1:
Activates when health drops under 15%
+330 health
3 second duration
Level 8:
Activates when health drops under 15%
+540 health
3 second duration
Description
A skill that activates when your helth drops under 15% giving you a small health boost. 300 seconds of cooldown. Passive skill.
Skill point allocation
This skill is only worth one point in my opinion. It can save your life every now and then. The health boost isn't that much, and the cooldown is 5 minutes. Also, if you go straight from let's say 20% HP to 0% HP, the skill never activates.
Rating
4/10
Deathchill Aura, Ravages of Time, Necrosis
Effects
Level 1:
1 active energy cost per second
1 second duration
2.5 meter radiud
1-3% reduction to enemy's health
-13% total speed
1 active energy cost per second
-11% damage
-11% pierce damage
-11% armor absorption
1 active energy cost per second
-23% bleeding resistance
-23% vitality damage resistance
-23% life leech resistance
Level 6/8/8:
1 active energy cost per second
1 second duration
3.7 meter radiud
3-9% reduction to enemy's health
-25% total speed
1 active energy cost per second
-36% damage
-36% pierce damage
-36% armor absorption
1 active energy cost per second
-81% bleeding resistance
-81% vitality damage resistance
-81% life leech resistance
Description
An aura that cripples monsters in many ways.
Skill point allocation
This is a nice skill tree. Deathchill slows monsters and reduces their health, damage and resistances. It works in pulses, the effects are applied once per second.
I'd get Deathchill with every Spirit charcter, but if you think it draws too much aggro to you, don't use it. Necrosis allows you to convert damage to health more efficiently. So if you're using items with damage to health effects, then max Necrosis. Ravages of Time is bugged in IT version 1.1, so don't put any points in there. The skill was fixed in unofficial patch, and is now worth maxing.
Combine Deathchill with Ring of Flame (Earth mastery) or Trance of Wrath (Dream mastery), and you'll do good aura damage.
Rating
9/10
Life Drain, Cascade
Effects
Level 1:
54 energy cost
49 vitality damage
150% attack damage converted to health
35 vitality damage
150% attack damage converted to health
Level 12/10:
106 energy cost
99 vitality damage
260% attack damage converted to health
88 vitality damage
240% attack damage converted to health
Description
Alife leeching skill that does some damage too. 6 seconds of cooldown. Active skill.
Skill point allocation
This is decent skill in the beginning, but the damage becomes too small later on. Requires a lot of skill points, which is a minus. The time it takes you to cast it is better spent on killing the monsters with your staff or other spells. You can try this skill and see if you like it.
Rating
2/10
Enslave Spirit
Effects
Level 1:
90 energy cost
36-48 seconds of mind control
Level 12:
110 energy cost
76-108 seconds of mind control
Description
The target becomes your ally for set duration. 180 seconds of cooldown. Active skill.
Skill point allocation
Decent one point skill. Only works on monsters up to 5 levels above you.
Rating
5/10
Summon Outsider
Effects
Level 1:
286 energy cost
Ether Lord attributes:
Life time 30 seconds
1065 health
518 energy
Ether Lord abilities:
Ether Strike:
27 energy cost, 200 arc of attac, 3 target maximum
75-115 elemental damage
33% reduction to enemy's health
Level 16:
376 energy cost
Ether Lord attributes:
Life time 30 seconds
2040 health
788 energy
Ether Lord abilities:
Ether Strike:
55 energy cost, 200 arc of attac, 3 target maximum
219-280 elemental damage
33% reduction to enemy's health
Description
Summons Ether Lord to fight with you. 360 secondsof cooldown. Active skill.
Skill point allocation
Put one point in this skill as soon as you unlock it. More points are a bit of a waste, since Ether Lord only gains HP and a bit of damage with more skill points. The real power is the 33% reduction to enemy's health. If you can lower bosses resistances somehow, then they go down quite quickly with this pet.
Rating
4/10
Vision of Death
Effects
Level 1:
55 energy cost
3.0 meter radius
3 reduced damage for 3 seconds
66% chance to fumble attacks for 11 seconds
3.0 seconds of fear
Level 6:
80 energy cost
3.0 meter radius
13 reduced damage for 3 seconds
66% chance to fumble attacks for 11 seconds
5.9 seconds of fear
Description
Makes monsters fumble attacks and casts fear on them. 14 seconds of cooldown. Active skill.
Skill point allocation
I'd put one point here, if that. Doesn't get much better with more skill points. 66% chance to fumble attacks is what we want here.
Rating
4/10
Dark Covenant, Unearthly Power
Effects
Level 1:
18 active healt cost per second
10 second duration
15.0 meter radius
+5 energy regeneration per second
+10% run speed
10 active health cost per second
+8% damage
+8% elemental damage
+8% vitality damage
Level 6/8:
18 active healt cost per second
21 second duration
15.0 meter radius
+15 energy regeneration per second
+10% run speed
13 active health cost per second
+50% damage
+34% elemental damage
+50% vitality damage
Description
Boosts your mana regeneration, run speed, elemental-, vitality- and physical damage. Drains health. 80 seconds of cooldown. Active skill.
Skill point allocation
This skill is a good way to regenerate lots of mana. Max Dark Covenant if you like. This skill benefits a lot from +% mana regeneration items. Don't worry about the health drain, it's not too much.
Unearthly Power increases Dark Covenant's duration. It also boost three damage types moderately. Worth maxing, but can be left at one skill point, and let +skills do the rest. Or don't get it at all.
Rating
5/10
Summon Liche King, Death Nova, Wraith Shell, Arcane Blast
Effects
Level 1:
250 energy cost
Liche King Attributes:
370 health, 307 energy
LicheKing ability: Spectral Bolt
13 elemetal damage
3% reduction to enemy's health
19 vitality damage
15% of attack damage converted to health
LicheKing ability: Soul Blight * gained at skill level 5
32 energy cost
6.0 meter radius
33% reduction to enemy's health
33% of attack damage converted to health
15 reduced resistance for 8 seconds
60 energy cost
6.0 meter radius
11% reduction to enemy's health
33 vitality damage
50% of attack damage converted to health
50 energy cost
2 active energy cost per second
19% damage aborption
33% damage resistance
32 energy cost
2 projectiles
51 elemental damage
15 vitality damage
1 second of stun
15% slowed for 1.5 seconds
Level 16/12/12/16:
362 energy cost
Liche King Attributes:
670 health, 562 energy
Liche King ability: Spectral Bolt
70 elemetal damage
12% reduction to enemy's health
71 vitality damage
15% of attack damage converted to health
LicheKing ability: Soul Blight * gained at skill level 5
48 energy cost
6.0 meter radius
33% reduction to enemy's health
33% of attack damage converted to health
58 reduced resistance for 8 seconds
80 energy cost
6.0 meter radius
33% reduction to enemy's health
158 vitality damage
50% of attack damage converted to health
50 energy cost
2 active energy cost per second
70% damage aborption
33% damage resistance
57 energy cost
5 projectiles
133 elemental damage
72 vitality damage
1 second of stun
15% slowed for 1.5 seconds
Description
Summons a powerful pet. 60 seconds of cooldown. Active skill.
Skill point allocation
You may not need Liche, but he is a great additon to any build. He's a huge skill point sink, so Arcane Blast will get cut off. It doesn't do enough damage in epic, and especially in legendary. The stun- and slow duration effects last too short time.
Wraith Shell is great even at one point, it boosts Liches ability to survive in the heat of the battle by a great deal. Put enough points there so that you are pleased with Liche's survivability. At 6+ skill points in Wraith Shell, Liche is almost indestructible by all normal monsters in legendary, and even bosses have hard time trying to take him down.
Death Nova can be left at one point, but every single skill point is worth it if you can afford it.
For base Liche skill, I recommend you to max it. Liche's resistance reduction becomes greater with every skill point, so his health reduction attacks become more efficient.
Rating
9/10
Spirit Ward, Spirit Bane
Effects
Level 1:
1 active energy cost per second
6.0 meter radius
+3 damage to undead
+15% less damage from undead
1 active energy cost per second
33% damage to undead
+9 damage to undead
Level 8/6:
2 active energy cost per second
6.0 meter radius
+17 damage to undead
+39% less damage from undead
1 active energy cost per second
55% damage to undead
+29 damage to undead
Description
Makes you do more damage against undead, while reducing the damage they do to you. Active skill, aura.
Skill point allocation
1/1 skill points are a decent investment, you face quite a lot of undeads during your campaign. Scales decently with more skill points, but there are better places to put them in. Maxing Spirit Ward (but not Spirit Bane) is very helpful against Toxeus the Murderer.
Rating
5/10
Circle of Power
Effects
Level 1:
64 energy cost
12 second duration
6.0 meter radius
+17 damage to undead
Level 12:
108 energy cost
12 second duration
6.0 meter radius
+75 damage to undead
Description
Are of effect skill that does extra damage to undeads. 18 seconds of cooldown. Active skill.
Skill point allocation
One point, if that. I'd rather use Spirit Ward/Spirit Bane when fighting undeads, and leave this skill untouched.
Rating
1/10
____________________________________________
VIII. STORM
Spell Breaker, Spell Shock
Effects
Level 1:
32 energy cost
6.0 meter radius
24% energy drained
+50% damage to magical
+15 damage to magical
14 energy cost
30% energy drained causes damage
3.0 seconds of skill disruption
Level 6/8:
42 energy cost
6.0 meter radius
66% energy drained
+50% damage to magical
+90 damage to magical
28 energy cost
135% energy drained causes damage
7.2 seconds of skill disruption
Description
Skill disrupts and drains mana from targets, drained mana does damage. 6 seconds of cooldown. Active skill.
Skill point allocation
I'd go with all or nothing. The skill does good damage to mages. If you have some -resitances, this can be a good Telkine killer, as they happen to be magical, so the skill does extra damage to them.
the target need to have mana, otherwise this skill only skill disrupts. Many melee monsters have low mana reserve in relation to their health, or no mana at all.
I'd perhaps skip this skill until all other important skills are maxed.
Rating
3/10
Lightning Bolt, Chain Lightning
Effects
Level 1:
80 energy cost
0.5 meter radius
51-109 lightning damage
1 second stun
31-52 lightning damage
0.5 seconds of stun
Level 12/12:
168 energy cost
1.6 meter radius
178-363 lightning damage
1 second stun
150-226 lightning damage
0.5 seconds of stun
Description
A lightning bolt from the sky hits the taget, Chain Lightning does additional damage to monsters to nearby.
Skill point allocation
This is a great skill to max early or slowly throughout normal difficulty. It can one-shot almost all monsters at early stages. It requires a lot of skillpoints though. It's not worth it to keep this at low skill levels, either max it or don't get it at all. Great skill to use with lots of recharge. gets boosted by +% elemental, +% lightning, +% total damage, and intelligence.
Rating
7/10
Ice Shard, Velocity, Torrent
Effects
Level 1:
21 energy cost
1 projectile
16-25 cold damage
15% slowed for 1.5 seconds
2 energy cost
18% chance to pass through monsters
+10% cold damage
+15% increase in projectile speed
14 energy cost
1 projectile
21 frostburn damage
Level 12/8/8:
43 energy cost
1 projectile
60-83 cold damage
15% slowed for 1.5 seconds
4 energy cost
60% chance to pass through monsters
+52% cold damage
+50% increase in projectile speed
38 energy cost
4 projectile
78 frostburn damage
Description
Several ice shards are cast towards the target, slowng and damaging them. Active skill.
Skill point allocation
This is an awesome skill tree. It just owns with insane damage. I recommend you max it as soon as possible, if you decide Ice Shard is a skill of your liking. It's probably the fastest way to kill bosses in normal difficulty. Increase all these three skills equally. Once you get a few points in each skill, you'll be unstoppable. This skill has no cooldown, and is affected by casting speed. The damage is increased by +% elemental, +% cold, +% total damage, and intelligence. Has synergy from Heart of Frost.
In later half of epicand legendary you start needing some decent/good items, but up until that this skill just owns. It's still good in legendary.
Rating
9/10
Thunderball, Concussive Blast
Effects
Level 1:
50 energy cost
1.8 meter radius
7-31 lightning damage
1.5 seconds of stun
14 energy cost
1.5 meter radius
2-3 fragments
3-11 lightning damage
1.0 seconds of stun
Level 12/8:
83 energy cost
1.8 meter radius
60-84 lightning damage
5.1 seconds of stun
23 energy cost
1.5 meter radius
5-6 fragments
24-48 lightning damage
2.8 seconds of stun
Description
A lightning ball that damages and stuns all monsters in a small radius. 10 seconds of cooldown. Active skill.
Skill point allocation
You'll want this skill for the stun effect. It disables monsters for quite a long duration. Too bad that many tough monsters in legendary have high stun resistance. The skill doesn't do much damage outside normal difficulty. Potentially decent with 1/1 skill points with +skills. Or you can max both if you got the skill points or you're going with a stun build.
Rating
4/10
Summon Wisp, Eye of the Storm
Effects
Level 1:
200 energy cost
Storm Wisp attributes:
153 health, 186 energy
Storm Wisp ability 1: Plasma Burn, 6-25 lightning damage
Storm Wisp ability 2: 99% chance to dodge attacks and avoid projectiles.
30 energy cost
30 second duration
14.0 meter radius
+30% elemental damage
+12% cold- and lightning resistance
Level 16/8:
200 energy cost
Storm Wisp attributes:
333 health, 321 energy
Storm Wisp ability 1: Plasma Burn, 66-78 lightning damage
Storm Wisp ability 2: 99% chance to dodge attacks and avoid projectiles.
Storm Wisp ability 3 (gained at skill level 5):
Thunderclap, 42 energy cost, 3.0 meter radius
107-159 lightning damage, 1.0-2,1 seconds of stun
30 energy cost
46 second duration
14.0 meter radius
+100% elemental damage
+33% cold- and lightning resistance
Description
Summons a pet that does little damage, boosts your damage and resistances.
Skill point allocation
The Wisp is atough little bugger with 99% chance to dodge and avoid all attacks, except area of effect damage. So it is a good distraction for bosses and other monsters, doesn't die that often. It doesn't get much better with more skill points
Eye of the Storm is a aura type skill that the Wisp casts. It is not on all the time, but enough to justify spending skill points there. The skill increases any elemental damage that you do.
1 point in Wisp and 8 in Eye of the Storm is recommended if you are concentrating on elemental damage.
1/0 if you are more geared towards physical/piercing damage.
5/8 if you want to see the Wisp use his Thunderclap ability. It's nothing special.
Rating
7/10
Storm Nimbus, Heart of Frost, Static Charge
Effects
Level 1:
1 active energy cost per second
+75 energy reserved
Chance for one of the following:
3 cold damage
1-21 lightning damage
+10% cold damage
+25 energy reserved
10% slowed attack retaliation for 3 seconds
10% slowed movement retaliation for 3 seconds
+10% lightning damage
+25 energy reserved
15% chance of 54 lightning retaliation
Level 10/8/12:
1 active energy cost per second
+75 energy reserved
Chance for one of the following:
23 cold damage
19-75 lightning damage
+52% cold damage
+25 energy reserved
38% slowed attack retaliation for 3 seconds
38% slowed movement retaliation for 3 seconds
+76% lightning damage
+25 energy reserved
15% chance of 186 lightning retaliation
Description
A buff that increases your cold- and lightning damage and slows down monsters that attack you.
Skillpoint allocation
Put one point in Storm Nimbus as soon as you unlock it. It gives good increase to your base damage at low levels. You can leave it at one point for good, but I recommend you max it if you are dealing damage with your staff and you can afford the skill points. Don't rush to max it though, unless your build requires it for some reason, or you're struggling with DPS.
Heart of frost increases all cold damage you do, no matter where it comes from. If you're not using Ice Shards or staves with cold base damage, you can leave this skill at zero skillpoint. However I'm a fan of slowing down monsters that hit you (works against melee attacks only), so I'd put at least one point in there, and preferably max it if you're hit in melee often.
Static Charge increases all lightning damage you do. So max it if you're trying to do lots of it.
Rating
8/10
Squall, Obscured Visibility
Effects
Level 1:
54 energy cost
6 second duration
4.0 meter radius
30% chance of 3-21 lightning damage
50% chance of impaired aim for 1 seconds
6 energy cost
10% reduced damage for 6 seconds
10% reduced resistance for 6 seconds
Level 12/6
90 energy cost
6 second duration
10.2 meter radius
85% chance of 44-62 lightning damage
100% chance of impaired aim for 1 seconds
11 energy cost
30% reduced damage for 6 seconds
30% reduced resistance for 6 seconds
Description
A wind storm that damages and reduces monster's resistances. 5 seconds of cooldown. Active skill.
Skill point allocation
This is a wonderful skill. Does good damage in normal difficulty, can wipe out packs of monsters quickly. You can get through normal difficulty with only this skill.
The effects are applied once per second, so a total of 6 seconds during the Squall's duration. Archers and mages can not hit you while they re under Squall. That's what makes Squall so good.
The reduced resistances effect is a percentage one.
Squall damage is increased by +% elemental, +% lightning, +% total damage, and intelligence. You might want to max Static Charge if you're looking to do damage with Squall.
Max Squall early, then Obscured Visibility in epic.
Awesome skill to use with some -recharge. If you hold shift, you can cast this skill as far as you like.
Rating
9/10
Storm Surge
Effects
Level 1:
15% chance of activating
5.0 meter radius
25 cold damage
3-43 lightning damage
1.5 seconds of stun
+150 energy reserve
Level 12:
15% chance of activating
5.0 meter radius
97 cold damage
77-134 lightning damage
1.5 seconds of stun
+150 energy reserve
Description
A charge that damages and stus monsters that hit you. 6 seconds of cooldown. Passive skill.
Skill point allocation
When monsters hit you, they have a chance to activate this skill. It can save your life every now and then, good to have something to slow down the monsters that get too close to you.
I'd put 1 skill point in this skill for almost all Storm builds. It does not get much better with more skill points, though it can kill many monsters with one hit in normal difficulty.
Rating
4/10
Freezing Blast
Effects
Level 1:
85% damage absorption
63 energy cost
3.0 second duration
1.8 meter radius
3 cold damage
Level 8:
85% damage absorption
84 energy cost
5.8 second duration
3.9 meter radius
24 cold damage
Description
Encases enemies in ice immobilizing them but also making them more difficult to damage.
Skill point allocation
Potential one skill point investment. Can take out a few monsters out of the battle for a short duration wile you deal with the rest. The targeted mosnters get 85% damage absorption, so you can only do minor damage to them while they're under the effects of Freezing Blast. Test it out and see how it works out for you.
Rating
2/10
Energy Shield, Reflection
Effects
Level 1:
125 damage absorption against lightning and cold
60 energy cost
30 energy cost
5% chance of 25% damage reflected
Level 12/8:
394 damage absorption against lightning and cold
104 energy cost
30 energy cost
11% chance of 81% damage reflected
Description
A shield that protects you from lightning and cold damage, and reflects damage.
Skillpoint allocation
I'd only put one point in Energy Shield because it looks cool. It only protects against lightning and cold damage, and the amount of damage reflected isn't too much. 1/1 is all you need.
Rating
1/10
______________________________________________
IX. WARFARE
Weapon Training
Effects
Level 1:
+10% offensive ability
+5% attack speed
Level 6:
+32% offensive ability
+16% attack speed
Description
Increases you attack speed and offencive ability. Works with swords, axes and clubs (=maces, hammers etc.) only. Passive skill.
Skillpoint allocation
MAX, MAX MAXMAXMAXMAXMAXMAX!!!! Helps you to do those juicy criticals, and adds large bonus to your attack speed. Work only with maces, swords and axes.
Rating
10/10
Dual Wield, Hew, Cross Cut, Tumult
Effects
Level 1:
12% chance to be used
3% chance to be used
+50% damage
3% chance to be used
90 arc of attack
2 target maximum
15 bleeding damage over 5 seconds
3% chance to be used
360 arc of attack
3 target maximum
18 bleeding damage over 5 seconds
1 second of stun
Level 6/6/6/6:
22% chance to be used
10% chance to be used
+50% damage
10% chance to be used
90 arc of attack
2 target maximum
80 bleeding damage over 5 seconds
10% chance to be used
360 arc of attack
3 target maximum
97 bleeding damage over 5 seconds
1 second of stun
Description
Allows you to dual wield. Passive skills.
Skillpoint allocation
If you're going with dual wielding, then obviously you should max this tree, and better to do it early. Max Tumult first, then Dual Wield and Cross Cut. Save Hew for later. You get good crowd control with this skill tree. Greatly benefits from +skills.
Rating
9/10
Battle Rage, Crushing Blow, Counter Attack
Effects
Level 1:
8% chance of activating
10 second duration
8 physical damage
+50% offensive ability
25% chance of 25-51 physical damage
15% chance of 18-31 physical damage retaliation
Level 12/12/12:
8% chance of activating
10 second duration
62 physical damage
+50% offensive ability
25% chance of 179-217 physical damage
15% chance of 50-108 physical damage retaliation
Description
Every time you take damage or an enemy tries to hit you, you have a chance to activate Battle Rage. Arrows, spells, even attacks that miss due to some skill or high DA can activate this skill. 12 seconds of cooldown. Passive skill.
Skillpoint allocation
I'd put 1 point in Battle Rage as soon as you unlock it. Huge boost to offensive ability allows you to do more damage.
Crushing Blow and Counter Attack aren't that good, because they have a chance to activate while Battle Rage is active, so they don't trigger often enough.
1/0/0 or 1/1/1 is recommended, but if you ge to levels 60+ you may want to put points in Battle Rage and Crushing Blow so you'll make huge hits every now and then.
Battle Rage can activate from any source and type of damage.
Rating
4/10
Dodge Attack
Effects
Level 1:
3% chance to dodge attacks.
Level 8:
21% chance to dodge attacks.
Description
Grants you a chance to dodge melee attacks.
Skillpoint allocation
I'd max this (slowly), but if you have high defensive ability, you may not need it. Stacks with any other source of dodge attack.
Rating
8/10
Battle Standard, Triumph
Effects
Level 1:
50 energy cost
Attributes: 18 seconds duration, 180 health
Abilities:
12% damage absorption
+1 to all skills
12.0 meter radius
+16 offensive ability
+24 physical damage
-50% energy cost
12.0 meter radius
-15% physical damage
-15% damage resistance
-50% stun resistance
Level 10/6:
50 energy cost
Attributes: 36 seconds duration, 450 health
Abilities:
36% damage absorption
+1 to all skills
12.0 meter radius
+88 offensive ability
+166 physical damage
-50% energy cost
12.0 meter radius
-40% physical damage
-40% damage resistance
-50% stun resistance
Description
A Battle Standard is cast, buffing you in many ways and debuffing monsters. 60 seconds of cooldown. Active skill.
Skillpoint allocation
Battle Standard is worth maxing, it gives you a huge damage boost making bosses easier and a lot faster to kill. Extremely effective when battling normal monsters too. Damage absorption is an excellent buff to have, and maxed Battle Standard gives you 36% reduction to any damage you take. I'd get Battle Standard to level 5+ in act 1, and max it in acts 2-3. If you can't afford it, then 1 point is good too.
Triumph is bugged is TQ v 1.30 and IT 1.10, but is fxed in the unofficial patch. So don't get it if you don't have the patch, put at least one point in there if you have the patch.
Rating
10/10
Onslaught, Ignore Pain, Hamstring, Ardor
Effects
Level 1:
1 charge levels
1 energy cost
+10% damage
3% pierce- and damage resistance
8% reduced defensive ability for 6 seconds
8 reduced armor for 6 seconds
10% lower movement for 5 seconds
+16% movement
+16% attack speed
Level 6:
8 charge levels
1 energy cost
+50% damage
15% pierce- and damage resistance
28% reduced defensive ability for 6 seconds
28 reduced armor for 6 seconds
35% lower movement for 5 seconds
+16% movement
+16% attack speed
Description
A skill tree that boost you in many ways.
Skillpoint allocation
This skill tree makes me drool just by looking at it. Onslaught increases you physical damage considerably, Ignore Pain reduced all physical- and piercing damage you take, Hamstring annihilates monster's defensive ability, so you'll do massive critical hits all the time, and Ardor increases you attack-and moving speed.
I'd get one point in Onslaught as soon as possible, and assign it to your LMB. Max Onslaught and Ardor first, then Ignore pain in act 4, and Hamstring in early epic.
Onslaught is miles better skill for LMB than Psionic Touch or Calculated Strike. It actually gives you twice the buff that is listed, for example you get +100% damage at level 8, when it says +50% in the description.
Rating
10/10
War Wind, Lacerate
Effects
Level 1:
65 energy cost
360 arc of attack
4 target maximum
-25% physical damage
+300% movement
20 energy cost
1 target maximum
19 bleeding damage over 3 seconds
Level 8/8:
86 energy cost
360 arc of attack
4 target maximum
+10% physical damage
+300% movement
20 energy cost
2 target maximum
75 bleeding damage over 3 seconds
Description
A spinning attack that damages several monsters. 8 seconds of cooldown. Active skill.
Skillpoint allocation
War Wind is decent RMB skill, but worse than Phantom Strike. You can close the distance between you and the taget very quickly.
War Wind hits monsters with both weapons if you're dual wielding. If you're using a single weapon, then it hits twice with that weapon.
Lacerate only works with Swords or Axes.
Adding points to War Wind is worth it, because your damage increases. Adding points to Lacerate is questionable, but you get one possible extra target with only one skill point.
1/0 if you just want a skill that you can move quickly with.
8/1 or 8/5 are possible scenarios, you get a second extra target with 5 skill points in Lacerate. You can get 3rd one, but you need +skills for that.
If you have good weapons, then War Wind is THE skill to make monsters fly all over the place.
Rating
6/10
War Horn, Doom Horn
Effects
Level 1:
52 energy cost
8 meter radius
1.5-3.0 seconds of stun
20 energy cost
9% reduction to enemy's health
12 reduced armor for 10 seconds
Level 10/6:
70 energy cost
11.6 meter radius
1.5-6.5 seconds of stun
20 energy cost
25% reduction to enemy's health
33 reduced armor for 10 seconds
Description
A horn is blown stunning and reducing monster's health.
Skillpoint allocation
This skill can help you a lot if you have hard time trying to find good items. The stun duration is quite long, so you have some time to mow down stunned monsters. The radius is very nice.
With good items there's no much need for this skill.
Rating
6/10
Ancestral Horn
Effects
Level 1:
225 energy cost
3 summon limit
Attributes: life time 24 seconds, 250 health, 300 energy
47-53 physical damage
Level 16:
225 energy cost
5 summon limit
Attributes: life time 24 seconds, 1000 health, 300 energy
130-174 physical damage
Description
Ancestral Heroes are summoned to help you in the heat of the battle for a short duration. 300 seconds of cooldown. Active skill.
Skillpoint allocation
This is one of the skills you really have to try out yourself. They do decent damage on their own, but get a bit fragile in late normal, bosses can wipe them out with single attack. It get better in epic and legendary, since they ge tautomatic health boost. With maxed Battle Standard and maxed Acestral Horn, these guys do quite a bit of damage and can take a bit of punishment. Ancestral Horn requires a lot of skill points, and it's not the best investment. Maybe max it in higher levels when you got the skillpoints to spend. Maxed Battle Standard and one point in Ancestral Horn with some +skills is a decent combo. 5 minutes of cooldown is quite long.
Rating
4/10