skill progression
skill progression
always when i play i max all the skills through he game that i took at the beginning, and i play only with them, no other or cross class. but i hear people that say: tumble at 15 is just enough and no1 can make an OA at you anymore. what about all skills? which are even worth putting points into, which are not? at what level should i stop at certain skills?
parry --> is this really useful? i mean, ok for a fighter maybe yes (+the improving feat), but for others i dont see the point in this.
listen and spot --> how much useful is this? i mean, ok i know that i will see hidden opponents, but is it enough if only 1 of my party members has this skills high?
parry --> is this really useful? i mean, ok for a fighter maybe yes (+the improving feat), but for others i dont see the point in this.
listen and spot --> how much useful is this? i mean, ok i know that i will see hidden opponents, but is it enough if only 1 of my party members has this skills high?
Bard with passion!
You'd only need one character with these skills if there was anything to spot or listen to, but I don't think there is. Search is useful, though.v1k1ng wrote:listen and spot --> how much useful is this? i mean, ok i know that i will see hidden opponents, but is it enough if only 1 of my party members has this skills high?
Sleight of hand is another skill you can skip. There's barely anything to steal in the OC and absolutely nothing in MOTB.
SWC
Sir Edmund: "Should you obey the lord who asks you to put a village of innocents to the torch? Is that chivalrous? Is it noble?"
Me: "It's a great way to get promoted, I know that much."
Me: "It's a great way to get promoted, I know that much."
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thnx for the quick answers. but looking overall at skills i need, how much should i raise them? should i raise the skills i need the whole game long, or just to a certain point? tumble e.g., a guy told me that with tumble 15 no1 can make an OA at me, so i dont see a point then to increase this after 15. i think its better then to skip to some other skill. and dont focus only on tumble in this example. what about persuade, or lore, discipline, heal? are 15 skill points enough for such skills or should they be raised to maximum possible.
Bard with passion!
There are a lot of diplomacy checks in both campaigns, and the more points you have there, the better. Ditto (but to a lesser extent) for lore. Heal is another one of those skills that you don't really need.
SWC
SWC
Sir Edmund: "Should you obey the lord who asks you to put a village of innocents to the torch? Is that chivalrous? Is it noble?"
Me: "It's a great way to get promoted, I know that much."
Me: "It's a great way to get promoted, I know that much."
Appraise - lowers prices...good but not essential.
Bluff, Diplomacy, Intimidate - important skills you want some but not all
Concentration - Casters a must
Disable Device, Open Lock, Search - Rogues who don't like Neeshka in party
Heal - Pretty useless but not totally
Hide - sneakers and HIPS
Move Silently - ditto
Listen - detect sneaking rogues...when does this happen?
Spot - ditto and ALSO stops feint attempts against you important for PVP
Parry - pretty passive fighting style maybe for duelists?
Perform - needed for bard songs and curses
Crafting - have companions do this
Set trap - pretty decent if you get off on this. Especially good to paralyze.
Sleight of Hand - earn a few gp but pretty useless.
Spellcraft - VERY good. Every 5 ranks give +1 save vs. spells.
Survival - Used with Track feat (ranger)
Taunt - Good. Drop opponents AC in area of effect.
Tumble - Good. Avoid attacks of opportunity. Plus Every 10 ranks earns 1 dodge AC.
Use Magic Device - Very good. Use items without restrictions. Including other class/alignment items. Doesn't allow non-proficient weapon use.
Bluff, Diplomacy, Intimidate - important skills you want some but not all
Concentration - Casters a must
Disable Device, Open Lock, Search - Rogues who don't like Neeshka in party
Heal - Pretty useless but not totally
Hide - sneakers and HIPS
Move Silently - ditto
Listen - detect sneaking rogues...when does this happen?
Spot - ditto and ALSO stops feint attempts against you important for PVP
Parry - pretty passive fighting style maybe for duelists?
Perform - needed for bard songs and curses
Crafting - have companions do this
Set trap - pretty decent if you get off on this. Especially good to paralyze.
Sleight of Hand - earn a few gp but pretty useless.
Spellcraft - VERY good. Every 5 ranks give +1 save vs. spells.
Survival - Used with Track feat (ranger)
Taunt - Good. Drop opponents AC in area of effect.
Tumble - Good. Avoid attacks of opportunity. Plus Every 10 ranks earns 1 dodge AC.
Use Magic Device - Very good. Use items without restrictions. Including other class/alignment items. Doesn't allow non-proficient weapon use.
Right Speech has four aspects: 1. Not lying, but speaking the truth, 2. Avoiding rude and coarse words, but using gentle speech beneficial to the listener, 3. Not slandering, but promoting friendliness and unity, 4. Avoiding frivolous speech, but saying only what is appropriate and beneficial.
- Loki[D.d.G]
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In my opinion, your PC should have at least decent Speechcraft skills. This is because he can potentially get out of most sticky situations with a high enough level of diplomacy or wahtnot. As for lore, identifying items shouldn't be a problem with Identify. There are a couple of Lore related conversation options, but they are pretty insignificant when compared to the rest of both campaigns.
Love is just a chemical. We give it meaning by choice ~ Eleanor Lamb, Bioshock 2: Sea of Dreams
I think there are 5-10 lore dialogue checks in MOTB and at least twice that in the OC. Lore shows up in dialogue way more often than any other non-speech skill. So if you want to see as many dialogue options as possible, then you should bump it up. If you just want to identify equipment, then you don't need it at all. One of your caster companions can do the identifying for you.Loki[D.d.G] wrote:There are a couple of Lore related conversation options, but they are pretty insignificant when compared to the rest of both campaigns.
SWC
Sir Edmund: "Should you obey the lord who asks you to put a village of innocents to the torch? Is that chivalrous? Is it noble?"
Me: "It's a great way to get promoted, I know that much."
Me: "It's a great way to get promoted, I know that much."
- Loki[D.d.G]
- Posts: 2515
- Joined: Sun Jun 24, 2007 8:50 pm
- Location: The initial frontier
- Contact:
Eh, my bad. I'm currently immersed in Hellgate and can't remember much of the conversations in MotB, much less the OC. I guess I overlooked most of the lore conversation options. Mind you, I once played as a perfect character with maxed out stats, just to see all the conversation options.swcarter wrote:I think there are 5-10 lore dialogue checks in MOTB and at least twice that in the OC. Lore shows up in dialogue way more often than any other non-speech skill. So if you want to see as many dialogue options as possible, then you should bump it up. If you just want to identify equipment, then you don't need it at all. One of your caster companions can do the identifying for you.
Love is just a chemical. We give it meaning by choice ~ Eleanor Lamb, Bioshock 2: Sea of Dreams