Avaran
Baron
I'm actually really glad you brought up the following two points. I think they are very much worth discussing/thinking about.
This is the exact point I have been trying to make over the last month or so. Fighters hit wall on skill purchases - I include Stun Limb in that (and all other) calculations. This skill hit comes at around the 370-380 build mark (depending on preferences). A mark that doesn't take very long to get to these days because of Pay-No-Play and the massive number of Season Passes available for purchase. Given that, this problem is NOT five or 10 years out for current mid-level players, it's 3-4 years out, at most, if they take advantage of even just two or three chapters' season passes.
For the purposes of my response, I am going to conclude that by "base skills" you mean Profs/BS. I do this because I am concluding that you see/accept the existence of a Build Wall, whereby no usable Fighter skills are further available for purchase without putting more build into less-than-average/poor Fighter Skills or more Profs.
As this Wall pertains to the High Level game, I am going to outline the Fighter Skills that I think are not worth buying. This is either because the skill itself is bad for the high level game (monsters immune, not effective enough, "why would you do that?").
These are:
Disarm - most monsters at high level use claws or are immune to this. Plus, up to now, most casters I run with memorize Disarms for lack of anything better at level 1. I'm talking more than 10-12 Disarms on just one caster just from memory. I'm not including magic items because they will be changing.
Shatter - 100% of monsters I've encountered in the high level game are immune to shatter if you target weapons, and none wear armor.
Intercept - Parry/Spell Parry is just flat out better in all ways. Looking back over the years, I can't think of a single situation where this skill would have made a difference except for 1, and my Parry one-shot items got me through. Intercept would have just made me Res in the particular situation I am thinking of.
Hearty - HP matters very little to a PC Fighter at high level. In my experience, 97% of things that I have to worry about are take-out effects (Prison, Paralysis, Web, Confine, etc.). Yes, body is helpful, but it's probably the least important resource a Fighter has at high level when facing casters/magic items/BBGs. I have found that the body that I have just through the process of leveling is more than enough, I don't feel like I need more.
Resolute - Admittedly, probably worth considering, but the moment I (or an Intelligent NPC) hear(s) a "Resolute" being called, I know that target has 1 HP and is basically done anyway. It basically puts a really big target on your head. Can be good if you're running away, I guess? It would be amazing for a Caster/Scholar, but not really Fighters, imho.
These are the skills I DO get:
Prof
Parry
Riposte
Slay
Imp Slay
Eviscerate
Stun Limb
Now, let's take a look at high-level Fighter Prof costs.
Prof 8 costs 36 Build, swing 10, total 204 total build spent in only profs.
Prof 9 costs 39 Build, swing 11, total 243 total build spent in only profs.
Prof 10 costs 42 Build, swing 12, total 285 total build spent in only profs.
Prof 11 costs 45 Build, swing 13, total 330 total build spent in only profs.
Prof 12 costs 45 Build, swing 14, total 375 total build spent in only profs.
Prof 13 costs 45 Build, swing 15, total 420 total build spent in only profs.
There are certain break points for both BackStabs and Weapon Profs. These break points for Fighters are:
3 Profs (to swing 5)
8 Profs (to swing 10)
For Rogues, the break points are:
4 Backstabs (to swing 10)
9 Backstabs (to swing 20)
Why are these "break points"? Because NPC's -- intentionally or not -- always round damage to the nearest multiple of 5 if the damage is 5 or greater, for quicker calculations. It just happens, that's how it is and there's not a whole lot that can be done about it, if anything.
Further, this issue is compounded by the scaling costs of Profs/Backstabs. I very much doubt we will ever see a Fighter that swings for 15 with a one-handed weapon AND who had a full loadout of Fighter Skills (they would have to be level 60+) any time soon (even with pay-no-play and Season Passes).
So, once you purchase the max number of Profs/Backstabs at the high-level break point, it is literally more build efficient to do ANYTHING ELSE except buy more Profs/Backstabs. I get better potential value as a Fighter buying Spells than I do buying Prof #9 (or higher).
Look at it this way: I'm not spending 50 build so that I can swing 11 only to have an NPC mentally pare that down to 10. But for the sake of discussion, let's say I do that. Now I can buy 1 or two more of each Fighter skill (one Parry, one Slay, one Imp Slay, one Eviscerate, one Stun Limb). Yes, it lets me do MORE of what I was already doing, but what it doesn't do is it doesn't help me deal with what I need to be able to deal with in the high-level game, namely Spells/Takeout Effects, and Deliveries that aren't using the Weapon Qualifier. That is a lot of things I cannot deal with as a high level Fighter so that I am not an utter resource drain on my friends. I need to be able to deal with things that aren't weapons on my own for at least an attack or four. Even now, I do a lot of standing behind Scholars in a lot of fights/encounters because I can't deal with whatever is being thrown; I have to wait for an opening and strike (enter rant about Flurry 3 here).
So let's look at Skill Dodge. Skill Dodge requires 30 Rogue XP plus 8 Build for a Fighter to buy the skill, so 38 total build for a Fighter. That's almost 4 levels.
With 270 build spent in Fighter skills, you can buy SIX Stun Limbs (45 Fighter/Rogue XP each), with that, you will only have 18 Rogue Points built up. So you would need 12 additional Rogue XP in addition to the 8 XP it would cost you to get a Skill Dodge. That is twenty additional build you would need to spend to get a Skill Dodge. It is possible to get useful Rogue skills (Waylay, maybe Counteract) to get that first Skill Dodge, but at that point Waylay will likely not see use due to Immune NPC's, and Counteract is HIGHLY situational. For that twenty Build, I could have two Racial Dodges and be able to defend myself against twice as many take-out effects than if I had gone for the Skill Dodge.
Dodge - whether Skill Dodge or Racial Dodge - gives Fighters the tool they need to deal with Packet attacks and take-out effects. And the simple fact that we're sitting here having the discussion about why Fighters would take Racial Dodge over other skills that we are supposed to want should be concerning.
Unless you've hit a wall on skill purchases, there's no reason to buy racial dodge over skill dodge.
This is the exact point I have been trying to make over the last month or so. Fighters hit wall on skill purchases - I include Stun Limb in that (and all other) calculations. This skill hit comes at around the 370-380 build mark (depending on preferences). A mark that doesn't take very long to get to these days because of Pay-No-Play and the massive number of Season Passes available for purchase. Given that, this problem is NOT five or 10 years out for current mid-level players, it's 3-4 years out, at most, if they take advantage of even just two or three chapters' season passes.
you could instead be either purchasing your base skills, or branching out for greater benefit or access.
For the purposes of my response, I am going to conclude that by "base skills" you mean Profs/BS. I do this because I am concluding that you see/accept the existence of a Build Wall, whereby no usable Fighter skills are further available for purchase without putting more build into less-than-average/poor Fighter Skills or more Profs.
As this Wall pertains to the High Level game, I am going to outline the Fighter Skills that I think are not worth buying. This is either because the skill itself is bad for the high level game (monsters immune, not effective enough, "why would you do that?").
These are:
Disarm - most monsters at high level use claws or are immune to this. Plus, up to now, most casters I run with memorize Disarms for lack of anything better at level 1. I'm talking more than 10-12 Disarms on just one caster just from memory. I'm not including magic items because they will be changing.
Shatter - 100% of monsters I've encountered in the high level game are immune to shatter if you target weapons, and none wear armor.
Intercept - Parry/Spell Parry is just flat out better in all ways. Looking back over the years, I can't think of a single situation where this skill would have made a difference except for 1, and my Parry one-shot items got me through. Intercept would have just made me Res in the particular situation I am thinking of.
Hearty - HP matters very little to a PC Fighter at high level. In my experience, 97% of things that I have to worry about are take-out effects (Prison, Paralysis, Web, Confine, etc.). Yes, body is helpful, but it's probably the least important resource a Fighter has at high level when facing casters/magic items/BBGs. I have found that the body that I have just through the process of leveling is more than enough, I don't feel like I need more.
Resolute - Admittedly, probably worth considering, but the moment I (or an Intelligent NPC) hear(s) a "Resolute" being called, I know that target has 1 HP and is basically done anyway. It basically puts a really big target on your head. Can be good if you're running away, I guess? It would be amazing for a Caster/Scholar, but not really Fighters, imho.
These are the skills I DO get:
Prof
Parry
Riposte
Slay
Imp Slay
Eviscerate
Stun Limb
Now, let's take a look at high-level Fighter Prof costs.
Prof 8 costs 36 Build, swing 10, total 204 total build spent in only profs.
Prof 9 costs 39 Build, swing 11, total 243 total build spent in only profs.
Prof 10 costs 42 Build, swing 12, total 285 total build spent in only profs.
Prof 11 costs 45 Build, swing 13, total 330 total build spent in only profs.
Prof 12 costs 45 Build, swing 14, total 375 total build spent in only profs.
Prof 13 costs 45 Build, swing 15, total 420 total build spent in only profs.
There are certain break points for both BackStabs and Weapon Profs. These break points for Fighters are:
3 Profs (to swing 5)
8 Profs (to swing 10)
For Rogues, the break points are:
4 Backstabs (to swing 10)
9 Backstabs (to swing 20)
Why are these "break points"? Because NPC's -- intentionally or not -- always round damage to the nearest multiple of 5 if the damage is 5 or greater, for quicker calculations. It just happens, that's how it is and there's not a whole lot that can be done about it, if anything.
Further, this issue is compounded by the scaling costs of Profs/Backstabs. I very much doubt we will ever see a Fighter that swings for 15 with a one-handed weapon AND who had a full loadout of Fighter Skills (they would have to be level 60+) any time soon (even with pay-no-play and Season Passes).
So, once you purchase the max number of Profs/Backstabs at the high-level break point, it is literally more build efficient to do ANYTHING ELSE except buy more Profs/Backstabs. I get better potential value as a Fighter buying Spells than I do buying Prof #9 (or higher).
Look at it this way: I'm not spending 50 build so that I can swing 11 only to have an NPC mentally pare that down to 10. But for the sake of discussion, let's say I do that. Now I can buy 1 or two more of each Fighter skill (one Parry, one Slay, one Imp Slay, one Eviscerate, one Stun Limb). Yes, it lets me do MORE of what I was already doing, but what it doesn't do is it doesn't help me deal with what I need to be able to deal with in the high-level game, namely Spells/Takeout Effects, and Deliveries that aren't using the Weapon Qualifier. That is a lot of things I cannot deal with as a high level Fighter so that I am not an utter resource drain on my friends. I need to be able to deal with things that aren't weapons on my own for at least an attack or four. Even now, I do a lot of standing behind Scholars in a lot of fights/encounters because I can't deal with whatever is being thrown; I have to wait for an opening and strike (enter rant about Flurry 3 here).
So let's look at Skill Dodge. Skill Dodge requires 30 Rogue XP plus 8 Build for a Fighter to buy the skill, so 38 total build for a Fighter. That's almost 4 levels.
With 270 build spent in Fighter skills, you can buy SIX Stun Limbs (45 Fighter/Rogue XP each), with that, you will only have 18 Rogue Points built up. So you would need 12 additional Rogue XP in addition to the 8 XP it would cost you to get a Skill Dodge. That is twenty additional build you would need to spend to get a Skill Dodge. It is possible to get useful Rogue skills (Waylay, maybe Counteract) to get that first Skill Dodge, but at that point Waylay will likely not see use due to Immune NPC's, and Counteract is HIGHLY situational. For that twenty Build, I could have two Racial Dodges and be able to defend myself against twice as many take-out effects than if I had gone for the Skill Dodge.
Dodge - whether Skill Dodge or Racial Dodge - gives Fighters the tool they need to deal with Packet attacks and take-out effects. And the simple fact that we're sitting here having the discussion about why Fighters would take Racial Dodge over other skills that we are supposed to want should be concerning.
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