>Disarm trap in D1. Sometimes it doesn't even work.
I disagree with this assessment.
* *Disarm Trap* didn't always work. But the chance of failure is only 5% on the hardest traps in the game if you have 80+ Dex.
* More importantly, *Disarm Trap* would always indicate that a trap was present (or absent) with 100% effectiveness. You could take your chances with a disarm, open the container from a safe distance with Telekinesis, or simply ignore the trapped container and move on.
* The vast majority of traps in the game were basically annoyances. Their "attacks" would still miss as often as not and would hardly do any damage anyhow. But a few traps were deadly (because of bugs) and could basically 1-shot the unfortunate character. And in Hellfire, there were a few new traps, including one which drained all your mana and another which shattered the potions on your belt.
The argument could be made that *Disarm Traps* was slightly more useful - as a passive skill - than *Repair Item* and *Recharge Staff* in normal play (since few players would want to gradually but permanently diminish their prized items. It provided the only function you couldn't buy in town.
All three skills are equally useful in ironman games. Because the Rogue can alert other party members about the traps, because nobody in the party would scratch up their precious red globes on stupid traps.
Diablo 3 - Witch Doctor - Pile On.
Love the animation and seems like a fun concept, but just too long of an animation and aiming is weird to be useful.
Sure. Definitely a big design flaw.
Was also issue with the skill tree in D2 though. No one uses ice bolt instead of blast/glacial spike or fire bolt instead of fireball. If it wasn’t a level 24 or 30 skill or had drastically different use cases, no one used the inferior version. Hell, no one even put points into those skills (except as prerequisites) until 1.10
> Sure. Definitely a big design flaw.
sets were like a bandaid for the bad design they inherited. Not sure they deserve to be insulted like this when theyre doing their best :(
but I agree was fucking annoying, but I blame the original d3 devs
Legacy of dreams gem changed that to an extent. That gem gives you the LoN set bonus, but only takes a legendary gem slot instead of 2 rings. So then as long as the skill has legendary item support, it could be viable for endgame
Tbf that’s really only for max level plus.
Not that that’s too hard once you know what you are doing but most players had plenty of access to the lower skills for quite a long time before then, which is still a nice amount of time with a skill.
While 90% current, it's not 100 correct, you could go setless with 2 piece set and legendarys to actually have 1 build that did not depend on certain skills.
Even then most skills are still completely useless as many of them don’t have a legendary that improves it (or is tied to a specific rune) or in the case of some skills/runes even with the specific legendaries and no set set it’s still garbage in the higher difficulties
I agree, I personally played rapid fire rogue with no set 1 season. Worked fine. And yes it only worked fine as it had 2 legendarys as support. Wasn't as fast as vengeance rogue either if we take clear speed into account.
Kinda don't agree. Following set is just easy (especially considering they give one for free with season achievements) and late game GRs (70+) are basically balanced around sets. However you can do tons of fun builds around legendaries and more gimmicky skills, and there is a "conquest" for pushing GR without set items for a reason.
There is also things like special gem that boosts your damage if you don't wear set.
Basically if skill is fun for you to play, you can always build around it. Obviously you might not get into leaderboards, but that's another story.
Speaking of WD, charging zombie seems like wasted potential. Unless you're using the bear rune with the legendary that summons a fkn stampede in front of you, the skill blows. I was expecting it to act like corpse explosion with the blood rune (the corpse targets an enemy, rushes towards them and blows up)
Yep, not only did it force the player to actually use a dagger-type weapon, but the damage added wasn't impressive. And considering how poison damage worked in D2, it was even worse.
He is telling the truth. I don't want to mentione other mod in this official subreddit, but PD2 do all the improvements including skill refine that D2 really needs.
actually theres venom builds that own using assassin with poison dagger charges. the sins venom bugs with the poison dagger and keeps applying over the psn dagger duration. Can kill D clone in like 1 hit
Everyone always craps on the stamina mechanic in D2. And yeah, it sucks. "Annoying when you're low-level, pointless when you're high-level." But the mechanic is actually interesting in one very specific situation: speedruns. The way D2 speedruners manage stamina is neat to see. Turns out gold for stamina pots is really tight when you're going through the game as absolutely fast as possible.
I'm not saying this justifies the existence of the Increased Stamina skill, only that the mechanic itself is not 100% bad.
I thought this one but being a passive saves it. It doesn’t compete with anything, is fine with one point, and at the time you get it it makes stamina a little less annoying. There’s gotta be more useless stuff out there.
Far too many in D2.
Arctic Blast - stand still and die.
D2R.... why didn't they do something with these useless skills, and they still left some of the bloated dumb synergies.
Could've, should've.
They did make balance patches though, so it was obviously part of the intent. I think the main problem is that Blizzard pulled the plug on that project early.
Are we talking D1, D2, D3 or D4. Because all of them have some pretty useless skills. I've played Diablo since original release. And yes I'm 69(f) young
Anything assassin skill related. I wanted that class to work so hard, but fuck it all if kunai and cestus's just dropped shit stats. Settled for the monk in d3 but that was also a half ass gimme feel
Hated every monk damaging skill except for cyclone strike. I wish that was in d2 somehow. Same with dashing strike, would be a fun teleport alternative.
Martial arts focused assassins actually worked pretty well before 1.10 dropped.
They fucked up all the synergies for anything that wasn't trap related, and the martial skills got left in the dust.
I hear ya.
My deadliest dueler was a lightning claw assassin back in 1.09. no one ran light res because cold/fire damage was meta.
I remember the day I first jumped into a duel game on 1.10, got decimated by hammerdins and nearly rage deleted the character that I dumped all my wealth into building.
Bro, paladins were always and are always op in blizzard code
D3 crusaderdin? Mf had a mount when no other class could.
Thank god I had a leapquake build (for pure mobility)
Assassin skills are great. Well inferno trap is a crapper but most of them are entirely usable. Compare to necro where the entire class revolves around like 8 skills.
Diablo 4, Sorcerer, Summoned Ice Blades.
I've tried multiple times to find the correct way to use it because I refuse to believe Blizzard would create a totally useless skill. But compared to the other two conjurations which are really powerful (Hydra and Lighting Spear), it's like fighting with a butter knife which is not even fast enough to catch up with the monsters.
You basically need to slot up the enchant and the global CD talent and spam CDs to get tons of blades that all lower CD so you spawn even more blades etc.
That's the theory. In practice it just doesn't work, the build never builds enough momentum to be self-sustaining and the damage isn't even that crazy, so nobody bothers.
That worked in the open beta weekend and then they gutted it into uselessness. Instead of just dialing it back slightly to reign it in, they obliterated its effect entirely.
Like hydras and lightning skills until ball lightning was a thing.
I will never understand them gutting skills on beta feedback for things that 'looked' OP at low levels, but not even look at entire classes that were underperforming at low level.
Yeah it feels like Barb has a couple of filler skills that exist just to increased the pool. I can totally understand that some skills simply don't appeal to me while being good, but those just suck ass
Variety? Both seem to be a weaker version of Rend (Overpower and Revenge). They would probably be cooler if they had fury cost rather than cooldown, perhaps with some cool effects and runes too
They're just there to add build variety
And overpower can 1 hit opponents when the cooldown is removed
Rend just bleeds them out.
The point of overpower is to build up strength and overpower the opponent.
Revenge is based on taking a hit and retaliating.
Revenge was a critical skill on vanilla release. It was one of a few required skills to keep you alive.
Most of the situational skills the classes had, had actual use cases before loot 2.0.
There are lots of bad skills in Diablo 2, but many of them are at least synergies to good skills, or the opportunity cost to using them is low (ie. they are buff-type skills). However, there are a number that aren't even synergies to good skills, making them truly terrible to invest into:
- Howl and Grim Ward
- Sanctuary and Conversion
- Terror and Dim Vision
- Raven
- Psychic Hammer
- Blaze
- Impale, Fend, and Decoy
Grim Ward got a buff in D2R where it reduces physical resistance, up to pretty high, so could be a big damage mod, but it still fears so it was like 2 steps forward and 1 step back and I still never wanted to use points to even try it.
At a high enough level (even just 5 or so hard points, honestly) the slow on the howl effect is high enough that it's not too annoying to play around with, esp on a throw barb.
The synergy is find potion, which is also a synergy for find item. Many build guides seem to prefer 20 into find potion anyway, and if you're following a guide like that, 1 pt grim ward could be enough to let you play around with it and see if you like it.
I've been meaning to make a throw barb ever since 2.4 so if I do I'll keep that in mind for that! My other barbs are basically "done" in the 90s and may not benefit as much. Do agree FP and FI are pretty much staples of Barb so 1 more point isn't that big of a deal.
I've found that Grim Ward is fairly good if you're playing a character that isn't using berserk.
Its main drawback is that it doesn't seem to affect uniques. At a high enough level, and with 20 points into find item, you basically have a Lacerator that also slows enemies.
I read somewhere once that you should think of Ravens mostly as something to indicate to your other companions which monster you want them to attack lol. Which, fair
I think both impale and fend were just straight up broken, right? Like the damage % wasn't being applied for impale, and fend just didn't hit anything.
They were broken on release and never got looked at.
Phasing actually does have a niche in D1 as for some reason you can cancel it in a particular way to allow you to throw homing fireballs, and it's cheaper (mana wise) and faster. Therefore, it had some use in PvP.
D2 barb's Bash. Not only this is nothing more than a normal, single-target melee attack, but it also knocks the enemy back, so you need to approach it again before the next attack.
Definitely not useless, but since the question is "the most useless to invest in", that can be answered with Mana Shield from Diablo 1 Hellfire.
Don't get me wrong, that spell is absolutely amazing, but due to a coding error, investing points in it actually reduces its efficiency. This does not apply to the vanilla game.
Does work, but is bugged, and so isn't worth making work. It does full damage if you're casting from the right direction.
[https://www.realmsbeyond.net/diablo/stratcdteleflash.html](https://www.realmsbeyond.net/diablo/stratcdteleflash.html)
It’s been a while since I played D3 but I’m pretty sure both are a must take for any serious wizard build. Summon Familiar - Sparkflint increases all your damage by 10%. Magic Weapon - Force Weapon increases all your damage by 20%
Familiar sparkflint also does fire damage. With Tal-Rasha meteor build, it will automatically keep your elemental rotation in order and give you a free fire meteor.
True, but even the buff skills require *some* input, aside from wizard's/sorcerer's shields. Even shouts need to be re-applied fairly often. Same goes for all the debuffs. But I guess that's nothing compared to D2 auras which pretty much leave you with only one button instead two and if you switch, the aura goes away
Fair. Your flair led me to believe that you have played a solid amount of D3. Still, you should probably hold off on judging abilities harshly before you unlock all the runes :)
I've beaten the game's story 18 times at least..(one time for every character)
On PC during launch days, then on ps3 with ROS and finally on PS4 via eternal.
I dont remember every single rune. Nor do I remember every single ability or story moment.
(In fact earlier I didn't even know about some runes because I always used powers + runes I liked)
Its one of my all time favorite games, if not my favorite ARPG and while I can write a guide I can't do endgame tips or builds. (Like cube stuff or recipes)
I just play it and have fun and learn along the way.
I'm always learning new things about the game.
we use both with the tal rasha meteor build, it's a must to gain shield from magic weapon - deflection and to deal fire damage to proc the set meteor blast
Disarm trap in D1. Sometimes it doesn't even work.
All three class skills were terrible in D1. Free repair sounds good until you learn it permanently damages items.
The staff recharge is pretty good for those lower levels with charged bolt/firebolt staves and full mana pots are pretty expensive.
>Disarm trap in D1. Sometimes it doesn't even work. I disagree with this assessment. * *Disarm Trap* didn't always work. But the chance of failure is only 5% on the hardest traps in the game if you have 80+ Dex. * More importantly, *Disarm Trap* would always indicate that a trap was present (or absent) with 100% effectiveness. You could take your chances with a disarm, open the container from a safe distance with Telekinesis, or simply ignore the trapped container and move on. * The vast majority of traps in the game were basically annoyances. Their "attacks" would still miss as often as not and would hardly do any damage anyhow. But a few traps were deadly (because of bugs) and could basically 1-shot the unfortunate character. And in Hellfire, there were a few new traps, including one which drained all your mana and another which shattered the potions on your belt. The argument could be made that *Disarm Traps* was slightly more useful - as a passive skill - than *Repair Item* and *Recharge Staff* in normal play (since few players would want to gradually but permanently diminish their prized items. It provided the only function you couldn't buy in town. All three skills are equally useful in ironman games. Because the Rogue can alert other party members about the traps, because nobody in the party would scratch up their precious red globes on stupid traps.
Yeah I never understood how it worked. It would just trigger it as normal
Still better than all the other class skills which are almost completely useless tbh.
Diablo 3 - Witch Doctor - Pile On. Love the animation and seems like a fun concept, but just too long of an animation and aiming is weird to be useful.
The majority of the skills in Diablo 3 are pretty useless, honestly. Anything that doesn't have a set associated with it may as well not exist.
Sure. Definitely a big design flaw. Was also issue with the skill tree in D2 though. No one uses ice bolt instead of blast/glacial spike or fire bolt instead of fireball. If it wasn’t a level 24 or 30 skill or had drastically different use cases, no one used the inferior version. Hell, no one even put points into those skills (except as prerequisites) until 1.10
> Sure. Definitely a big design flaw. sets were like a bandaid for the bad design they inherited. Not sure they deserve to be insulted like this when theyre doing their best :( but I agree was fucking annoying, but I blame the original d3 devs
Legacy of dreams gem changed that to an extent. That gem gives you the LoN set bonus, but only takes a legendary gem slot instead of 2 rings. So then as long as the skill has legendary item support, it could be viable for endgame
Tbf that’s really only for max level plus. Not that that’s too hard once you know what you are doing but most players had plenty of access to the lower skills for quite a long time before then, which is still a nice amount of time with a skill.
While 90% current, it's not 100 correct, you could go setless with 2 piece set and legendarys to actually have 1 build that did not depend on certain skills.
Even then most skills are still completely useless as many of them don’t have a legendary that improves it (or is tied to a specific rune) or in the case of some skills/runes even with the specific legendaries and no set set it’s still garbage in the higher difficulties
I agree, I personally played rapid fire rogue with no set 1 season. Worked fine. And yes it only worked fine as it had 2 legendarys as support. Wasn't as fast as vengeance rogue either if we take clear speed into account.
Kinda don't agree. Following set is just easy (especially considering they give one for free with season achievements) and late game GRs (70+) are basically balanced around sets. However you can do tons of fun builds around legendaries and more gimmicky skills, and there is a "conquest" for pushing GR without set items for a reason. There is also things like special gem that boosts your damage if you don't wear set. Basically if skill is fun for you to play, you can always build around it. Obviously you might not get into leaderboards, but that's another story.
It depends. Some runes are a game changer
Speaking of WD, charging zombie seems like wasted potential. Unless you're using the bear rune with the legendary that summons a fkn stampede in front of you, the skill blows. I was expecting it to act like corpse explosion with the blood rune (the corpse targets an enemy, rushes towards them and blows up)
Repair in D1 was kinda useless.
Didn't it lower the max durability everytime you used it?
yep. And that item was GONE if you ever got to 0/x dur
Yeah, I remeber making sure I could tp anytime to repair once I noticed.
The old trick of setting a TP before a boss, dying because obviously? And then coming right back after repair? Man they nerfed that shit hard
Poison Dagger in D2
Yep, not only did it force the player to actually use a dagger-type weapon, but the damage added wasn't impressive. And considering how poison damage worked in D2, it was even worse.
you’ll love poison strike from pd2 mod
You can say this about every single D2 skill that might get mentioned here, basically.
He is telling the truth. I don't want to mentione other mod in this official subreddit, but PD2 do all the improvements including skill refine that D2 really needs.
actually theres venom builds that own using assassin with poison dagger charges. the sins venom bugs with the poison dagger and keeps applying over the psn dagger duration. Can kill D clone in like 1 hit
D2 - Increased Stamina
Cackling as I pour 3 vials of milk into my mouth
This is the answer
Everyone always craps on the stamina mechanic in D2. And yeah, it sucks. "Annoying when you're low-level, pointless when you're high-level." But the mechanic is actually interesting in one very specific situation: speedruns. The way D2 speedruners manage stamina is neat to see. Turns out gold for stamina pots is really tight when you're going through the game as absolutely fast as possible. I'm not saying this justifies the existence of the Increased Stamina skill, only that the mechanic itself is not 100% bad.
I thought this one but being a passive saves it. It doesn’t compete with anything, is fine with one point, and at the time you get it it makes stamina a little less annoying. There’s gotta be more useless stuff out there.
50% from each
Far too many in D2. Arctic Blast - stand still and die. D2R.... why didn't they do something with these useless skills, and they still left some of the bloated dumb synergies. Could've, should've.
Because it’s a remaster not a remake. That was sort of their desired intent
They did make balance patches though, so it was obviously part of the intent. I think the main problem is that Blizzard pulled the plug on that project early.
So... Why redo some and not others?
They actually fixed arctic blast and inferno bug.
They have limited time, it makes sense to address things people actually care about first.
Indeed, i can easily foresee people complaining (probably me too) if they did promote it as a remaster BUT changed core stuff, like skills.
Arctic blast is legit now. Inferno is still poor compared to the other fire skills though.
you’ll love artic blast in pd2 mod
Are we talking D1, D2, D3 or D4. Because all of them have some pretty useless skills. I've played Diablo since original release. And yes I'm 69(f) young
nice
RIP thy inbox(in a perfect world)
Anything assassin skill related. I wanted that class to work so hard, but fuck it all if kunai and cestus's just dropped shit stats. Settled for the monk in d3 but that was also a half ass gimme feel
Hated every monk damaging skill except for cyclone strike. I wish that was in d2 somehow. Same with dashing strike, would be a fun teleport alternative.
Martial arts focused assassins actually worked pretty well before 1.10 dropped. They fucked up all the synergies for anything that wasn't trap related, and the martial skills got left in the dust.
Aware, and still dealing with the emotional fallout years and generational shit later.... Currently main'ing a rogue on D4.
I hear ya. My deadliest dueler was a lightning claw assassin back in 1.09. no one ran light res because cold/fire damage was meta. I remember the day I first jumped into a duel game on 1.10, got decimated by hammerdins and nearly rage deleted the character that I dumped all my wealth into building.
Bro, paladins were always and are always op in blizzard code D3 crusaderdin? Mf had a mount when no other class could. Thank god I had a leapquake build (for pure mobility)
Assassin skills are great. Well inferno trap is a crapper but most of them are entirely usable. Compare to necro where the entire class revolves around like 8 skills.
Monk in d3 is a make it or break it Its either REALLY overpowered or a wet piece of paper.
Diablo 4, Sorcerer, Summoned Ice Blades. I've tried multiple times to find the correct way to use it because I refuse to believe Blizzard would create a totally useless skill. But compared to the other two conjurations which are really powerful (Hydra and Lighting Spear), it's like fighting with a butter knife which is not even fast enough to catch up with the monsters.
You basically need to slot up the enchant and the global CD talent and spam CDs to get tons of blades that all lower CD so you spawn even more blades etc. That's the theory. In practice it just doesn't work, the build never builds enough momentum to be self-sustaining and the damage isn't even that crazy, so nobody bothers.
That worked in the open beta weekend and then they gutted it into uselessness. Instead of just dialing it back slightly to reign it in, they obliterated its effect entirely.
Like hydras and lightning skills until ball lightning was a thing. I will never understand them gutting skills on beta feedback for things that 'looked' OP at low levels, but not even look at entire classes that were underperforming at low level.
Caltrops in D4 are about as useless as they come
They could be good if the moronic backleap didn't exist but as it is, they're completely unusable
In Diablo 1, did anyone ever actually use Heal Other for anything other than hacking it to be "instant kill" or "town kill" on other players?
Teeth Would have potential if it shotgunned up close, but every monster can only ever get hit by one tooth.
Barb skill Revenge in D3.
Yeah it feels like Barb has a couple of filler skills that exist just to increased the pool. I can totally understand that some skills simply don't appeal to me while being good, but those just suck ass
They're just for variety's sake
Variety? Both seem to be a weaker version of Rend (Overpower and Revenge). They would probably be cooler if they had fury cost rather than cooldown, perhaps with some cool effects and runes too
They're just there to add build variety And overpower can 1 hit opponents when the cooldown is removed Rend just bleeds them out. The point of overpower is to build up strength and overpower the opponent. Revenge is based on taking a hit and retaliating.
Revenge was a critical skill on vanilla release. It was one of a few required skills to keep you alive. Most of the situational skills the classes had, had actual use cases before loot 2.0.
That’s probably why I never got past Nightmare
Overpower > revenge
There are lots of bad skills in Diablo 2, but many of them are at least synergies to good skills, or the opportunity cost to using them is low (ie. they are buff-type skills). However, there are a number that aren't even synergies to good skills, making them truly terrible to invest into: - Howl and Grim Ward - Sanctuary and Conversion - Terror and Dim Vision - Raven - Psychic Hammer - Blaze - Impale, Fend, and Decoy
I think decoy and dim vision for example are incredible usefull,
Exactly. Dim Vision makes souls harmless. Cloak of Shadows does the same.
Dim vision sure is fun tho I miss when Necro had all those fancy curses
I remember a patch where conversion was great. The monster kept full health and damage instead of whatever lower percentage ended up being later
Some of them are used in PvP. Some of them are really usefull in PvE too, e.g. Bowazone without Decoy?
Grim Ward got a buff in D2R where it reduces physical resistance, up to pretty high, so could be a big damage mod, but it still fears so it was like 2 steps forward and 1 step back and I still never wanted to use points to even try it.
At a high enough level (even just 5 or so hard points, honestly) the slow on the howl effect is high enough that it's not too annoying to play around with, esp on a throw barb. The synergy is find potion, which is also a synergy for find item. Many build guides seem to prefer 20 into find potion anyway, and if you're following a guide like that, 1 pt grim ward could be enough to let you play around with it and see if you like it.
I've been meaning to make a throw barb ever since 2.4 so if I do I'll keep that in mind for that! My other barbs are basically "done" in the 90s and may not benefit as much. Do agree FP and FI are pretty much staples of Barb so 1 more point isn't that big of a deal.
I've found that Grim Ward is fairly good if you're playing a character that isn't using berserk. Its main drawback is that it doesn't seem to affect uniques. At a high enough level, and with 20 points into find item, you basically have a Lacerator that also slows enemies.
I read somewhere once that you should think of Ravens mostly as something to indicate to your other companions which monster you want them to attack lol. Which, fair
I think both impale and fend were just straight up broken, right? Like the damage % wasn't being applied for impale, and fend just didn't hit anything. They were broken on release and never got looked at.
Was the fend bug fixed?
Phasing, Repair, Recharge, Telekinesis.
Oh yeah I forgot about Phasing. Tele is a must havefor picking up items from a distance.
Phasing actually does have a niche in D1 as for some reason you can cancel it in a particular way to allow you to throw homing fireballs, and it's cheaper (mana wise) and faster. Therefore, it had some use in PvP.
Telekinesis for popping chests and opening portals is incredibly clutch. LK runs without TK would take twice as long.
D2 barb's Bash. Not only this is nothing more than a normal, single-target melee attack, but it also knocks the enemy back, so you need to approach it again before the next attack.
Nah it's not useless, it's really great if you want to kill Corpsefire 1 second quicker
Definitely not useless, but since the question is "the most useless to invest in", that can be answered with Mana Shield from Diablo 1 Hellfire. Don't get me wrong, that spell is absolutely amazing, but due to a coding error, investing points in it actually reduces its efficiency. This does not apply to the vanilla game.
Hellfire monk's search skill can be learnt so it's not really that great
[удалено]
Does work, but is bugged, and so isn't worth making work. It does full damage if you're casting from the right direction. [https://www.realmsbeyond.net/diablo/stratcdteleflash.html](https://www.realmsbeyond.net/diablo/stratcdteleflash.html)
Diablo 2 Barbarian: Increase Stamina Paladin: Any Defense Aura NEcromancer: Poison Dagger
Defensive auras are situational, but most are far from useless.
Redemption for example is amazing
I think you forgot that Vigor is a defensive aura.
The login button
Wizard - imbue weapon/Familiar D3 I still have no clue how either is beneficial
It’s been a while since I played D3 but I’m pretty sure both are a must take for any serious wizard build. Summon Familiar - Sparkflint increases all your damage by 10%. Magic Weapon - Force Weapon increases all your damage by 20%
Familiar sparkflint also does fire damage. With Tal-Rasha meteor build, it will automatically keep your elemental rotation in order and give you a free fire meteor.
So basically passives that fill up your hotbar lol
There’s 6 slots on your hotbar. It’s logical that 2-3 spots are dedicated to passives. Diablo and other ARPGs were never about complex rotations.
True, but even the buff skills require *some* input, aside from wizard's/sorcerer's shields. Even shouts need to be re-applied fairly often. Same goes for all the debuffs. But I guess that's nothing compared to D2 auras which pretty much leave you with only one button instead two and if you switch, the aura goes away
Ah I didn't know that.
It states so in plain text when you hover over the rune
Rolling a new character. Haven't unlocked all the runes for wiz yet
Fair. Your flair led me to believe that you have played a solid amount of D3. Still, you should probably hold off on judging abilities harshly before you unlock all the runes :)
I've beaten the game's story 18 times at least..(one time for every character) On PC during launch days, then on ps3 with ROS and finally on PS4 via eternal. I dont remember every single rune. Nor do I remember every single ability or story moment. (In fact earlier I didn't even know about some runes because I always used powers + runes I liked) Its one of my all time favorite games, if not my favorite ARPG and while I can write a guide I can't do endgame tips or builds. (Like cube stuff or recipes) I just play it and have fun and learn along the way. I'm always learning new things about the game.
That’s an interesting playstyle. I’ve played thousands of hours of D3 and only played the story once :D
I dont play the story anymore But before I bought the ps4 version, its all I did. I didn't know or they didn't have rifts.
Both were mandatory in d3 vainilla
Interesting
we use both with the tal rasha meteor build, it's a must to gain shield from magic weapon - deflection and to deal fire damage to proc the set meteor blast
Interesting.
Familiar has been used in a bunch of end game builds for pushing grifts over the life span of d3 dunno what you’re talking about with that one.
Did not know what.