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Trial and Error - A Guide for Melee Users' Activateable Skills

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Waelen Profile

Author: Waelen
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My name is Waelen of Stormreach, I'm one of the Founding Officers of the guild Ignis Nox on the Khyber Server. This guide is to basically a rundown of skills you might find useful or useless. I'm not saying any skill is completely useless, every tactician finds a use for anything around him, look at McGuyver for instance. But this is my point of view of these skills for a Melee user from someone who has done Trial and Error testing with them.

Slicing Blow - This skill is on the list of Skills to Avoid because it simply takes too long to take effect, if the creature isn't Immune to it completely. By the time the bleeding sets in, the enemy is already dead by six people pounding on him.

Two Handed Fighting/Improved Two Handed Fighting - Not entirely useless but chances are you're not gonna kill the creature next to the one you're hitting by 'glancing' him for less than 10 damage. Improved Two Handed Fighting does 'improve' the skill enough, better off getting Cleave or Great Cleave which do NOT share the same cooldown timer.

Hamstring - Yes it's good for kiting, but so is every Crippling weapon in the game. And once again, six people pounding on one creature? He's not moving very far anyways now is he. Either way, melee weapon users weren't really meant to kite and I don't believe this skill is usable by Ranged Weapons.

Stunning Blow/Trip/Improved Trip - A melee's Single Target Crowd Control, good skill to use, it saves you HP, you can keep pounding on the creature, and in turn, that makes your Cleric's Spell Points last longer. All three cooldown timers are complete different and are NOT shared.

Sunder/Improved Sunder - What makes a creature die easier than stripping him of his Armor Class and improving your chances of landing a hit and making it a Critical? Nothing actually. Use these skills whenever you find the opportunity.

Bluff/Improved Feint - Nothing wrong with being a Rogue who wants in on some of the action, but when you're the one taking the beating, it's time to bring that creature down fast. These skills allow you to continue getting that Sneak Attack bonus even when you're the center of attention.

Sap - A lot of people call it worthless but when a Rogue, or anyone capable of moving silently, sneaks into a camp first and Saps an additional creature, it saves you the pain of an additional source of damage toward you. Basically a melee's sleep spell. Tap him and he's awake again.

Precision - Great Skill for Dual Wielders who want to land hits with their elemental damage. The downside is that the damage from your weapon is reduced. However the full damage of your effects (Elemental, Alignment, Bane, etc.) are going through one-hundred percent.

Power Attack - Miss more, but slap harder! This is the way to think when you have a high Attack and you have a few to spare. Turn this skill on and start knocking them dead. The important part is self-control and knowing when to turn it off.

Resilience - You lose some attack, you lose some damage, but at least the next spell or trap has less chances of effecting you. I prefer a good ole Immunity spell from a caster that knows what to pack on a mission but if you're someone who believes in the saying "If you want something done right, do it yourself" then by all means, take the skill.

Combat Expertise/Defensive Fighting - You're a tank. Plain and simple. You suffer less of an Attack loss with Defensive Fighting but you don't gain as much Armor Class. Stack it with Fighter's Combat Expertise Enhancements and you got yourself a guaranteed Meat Shield build. Not something I'd recommend for Barbarians unless going for Whirlwind.

Cleave/Great Cleave/Whirlwind - Your best friend as a melee player. Area of Effect skills that not only gather aggro but make that next target a bit easier to kill when you get around to him. These skills do NOT share the same cooldown timer and can all be used by the same Fighter.

Manyshot - Three shots from a Bow only weapon into a monster, not really something melee's would use, but if you're a Dexterity Fighter I would recommend it more than wasting your time on Crossbows. But please. For the love of your Strength going to waste, get 1 Ranger for Bow Strength.

 
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User Comments
Nice guide  slobberinbear on 06/16/06 09:24
 
Very helpful to know up front whether feats are worth the bother -- especially if you're a paladin or barbarian and don't have much room for error on feat selection.

I like two-handed fighting for several reasons. First, it's always working every time you attack -- nothing extra to do. Second, it works while cleave is reloading. Until level 6 and great cleave, the cleave recharge lets you get in 2-3 swings between cleaves.

Power attack is great at low level but starts to become painful as you level up. You'd better have a way to crank up your to-hit (high strength, weapon focus, magic/masterwork weapons, buffs) to compensate. It is most useful against spellcasting monsters, who often have a bad AC.

Thanks again for taking your time!

Well done  azntorian on 08/01/06 06:13
 
The guide is well done and very complete. It shows excellent forsight.

My level 10 experience is 2 handed fighting is a mana drain. There is no way to get your ac above 40 and after a while you are more of a liability than a damage dealer.

Power attack is a great feat if used in the right situations. Use it on slimes which have no ac, use it when you know you are about to use an action boost, and use it when you are not doing an elite mission, it'll help you tear up the things on normal a lot faster.

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