In Depth Discussion: Skill by Skill

Ax2Grind

Diabloii.Net Member
In Depth Discussion: Skill by Skill

I'd like to start with Barbarians because I used to know a lot about them. Obviously, things have changed, so in getting caught up I'd also like to put together all information from every source. Start with masteries, since they're the easiest:

Sword Mastery
Axe Mastery
Mace Mastery
Polearm Mastery
Throwing Mastery
Spear Mastery
Increased Stamina
Iron Skin
Increased Speed
Natural Resistance

I think the secondary masteries are easy. They give the appropriate benefit listed without any tricks. Where item-based Faster Run/Walk suffers from a diminishing return formula, skill-based is a diminishing return in that it's a curve in itself. Other than that I think they're pretty straight forward, so correct me if I'm wrong.

The primary masteries need more explanation, such as what weapons they affect and when. Clearly Spear Mastery benefits javelin-class weapons only when used in melee combat, but are daggers treated as swords (blades) like scepters/staves/wands are with Mace Mastery (along with clubs, maces, and hammers)?

As much detail that can be afforded would be nice, especially changes from version to version and any bugs hatched/squashed along the way. Be as verbose as possible, I'll do the editing.
 

Nimbostratus

Diabloii.Net Member
Re: In Depth Discussion: Skill by Skill

The weapon masteries enhance the physical damage of the appropriate weapons. Increased Stamina and Iron Skin have linear gains, while Increased Speed and Natural Resistance give diminishing returns.

Sword Mastery- Only the item type actually called swords. Doesn't work on daggers. I wish it did D:

Axe Mastery- Axes and throwing axes, but only in melee

Mace Mastery- All blunt weapons, including staves. Not sure about wands, but it would be simple to test.

Polearm Mastery- Only the things in the polearm class of weapons.

Throwing Mastery- All thrown weapons, only when thrown. Doesn't work for bows/crossbows, only the stuff you throw.

Spear Mastery- Spears and javelins, when used in melee.
 

stephan

Diabloii.Net Member
Re: In Depth Discussion: Skill by Skill

A blunt weapon is everything with "50% ED to undead" as standard mod.
 

Ax2Grind

Diabloii.Net Member
Re: In Depth Discussion: Skill by Skill

Throwing potions are an area-of-effect attack, meaning they're thrown to whatever clicked location and detonate. Anything within the flak zone gets hit with fire or poison damage, so attack rating and damage modifiers do not apply. What about critical hit, and does the mastery apply? I know there's one for drinking health/mana potions based on vitality/energy attributes, though not for thawing/antidote/stamina or either rejuvenation potions.
 

stephan

Diabloii.Net Member
Re: In Depth Discussion: Skill by Skill

Critical strike are the Barbarians Masteries only affect physical damage.
 

Ax2Grind

Diabloii.Net Member
Re: In Depth Discussion: Skill by Skill

Does mastery damage and attack rating act like/add to skill damage and attack rating, all calculated at once? I assume Iron Skin is added to Shout and Defiance and calculated at once, as well. Critical Strike is checked, then Deadly Strike if that fails, and doubles the end damage if either succeed, which is then calculated against penalties depending on the target.
 

Ax2Grind

Diabloii.Net Member
Re: In Depth Discussion: Skill by Skill

I've been going through the possible combinations of skills in a list of hybrids I'm fine tuning and want to ask about Combat Skills. Remember, this is merely trying to pick your brains about things.

Double Swing and Stun have little damage, but do have other benefits. Stun first, since its main ability is to virtually immobilize monsters and trigger hit recovery animation regardless of the damage done. Without much physical damage it seems perfect for elemental damage, since you can't leech and stopping the target from hitting you would be key. Though other auras can be dual-wielded for Double Swing, Dream would appear to be perfect for a Crescent Moon-using Stun Barbarian: fast, accurate attacks that, if successful, cause a monster to stop attacking and can trigger hit recovery from any damage source on any target as long as it lasts. I'd guess it ideal for high War Cry, just for stun length.

Are there better or cheaper Stun alternatives, or is the skill wholly unusable pure or blended? Am I correct in assuming if a target stunned the aura pulse alone is capable of triggering hit recovery?
 
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