What skill you always wanted to play but never actually did because it’s bad or lacklustre

A stationary skill is something like traps, or more damning, firewall and meteor. Firewall and meteor have a huge amount of their damage wrapped up in the idea that an enemy isn’t going to move out of the fire. Stuff like traps and hydras, turret skills, are held back by being stationary and dealing damage over time, but at least they still fire off instant projectiles towards a target.

A skill like vengeance is a single target melee attack. It’s subject to all the downfalls of a single target melee attack, but with a payoff that isn’t at all worth the downsides. It has no improved chance to hit. It has no AoE or cleaving to it. It’s just garbage.

Maybe use the proper terms next time, it will avoid the unnecessary confusion

They are called Constructs/totems

Most melee skills are stationary

I didn’t call them stationary skills, you lumped them in with that term. I addressed them separately from things like firewall, and just now called them turrets.

Melee skills are melee skills. Calling a melee skill a stationary skill, which is how you would describe firewall or bone prison or something similar makes no sense at all. That’s your head canon that melee skills were ever called “stationary skills” instead of just “melee skills”.

Tell me, does your defence goes to zero when you use a melee skill? (Berserk aside)

Stationary SKILL, not stationary PLAYER, which is what affects defense. It’s a moot point either way given that casting ANY skill requires that you’re stationary in this game. You can try to turn this into some trivial and idiotic argument of semantics, but it doesn’t matter, and only you care.

A stationary skill is as literal as you can imagine. The skill itself does not move. It’s not a projectile. It’s not a melee swing. It’s a skill that stays put right where you cast it, like Firewall. I’m sure you disagree, but nobody cares.

Vengeance for me but the major thing that turns me off from doing it is two things. 1) Synergy investment. Like if they removed the Resist Auras and just did Salvation for it would be a massive boon to the skill since it’d drop from a whopping 100 down to 40. 2) Lack of AoE. Considering its an Elemental melee skill, it would make Vengeance so much stronger if it behaved like the Amazon’s Charged Strike or Assassin’s MA skills by dealing some AoE damage. Combine that with a level 25 Conviction and Bosses would melt in no time.

I also wanted to comment on those who think certain skills suck and what not. Holy Bolt has limitations, but it doesn’t suck. Being able to pierce along with harming Demons made it a viable skill to use as it can not only heal your Mercenary but can then damage enemies they’re attacking if they’re Demon/Undead. Duriel fight has never been easier because of it. I mean sure it can’t harm Animal/Beast but given it ignores Enemy Magic Resistance(which cannot be broken or pierced at all) is a trade-off I’d be willing to take since it makes Act 2 Greater Mummies and Wave 2 on Baal a breeze. It also works in tight corridors like Maggot Lair(even if everything in there cannot be harmed by it), something that Blessed Hammer struggles with. Furthermore, you don’t NEED Teleport to deal damage with FoH/Holy Bolt. Charging with Vigor is all you need since Holy Bolt doesn’t need X Aura to deal damage like Blessed Hammer does.

I also want to mention that Holy Freeze doesn’t suck. I mean sure it can’t stack the auras like Holy Fire or Holy Shock can but the purpose of the Aura isn’t the raw damage but moreso the SLOW it can yield. 50% or greater Slow when combined with additional sources of Slow(say from Decrepify) basically makes anything it attacks pretty much move in slow motion. Does it clear things in a blink of an eye? Obviously not but it’s not the intention of the skill. I suppose if there is one negative though is that there really isn’t any gear in the game that grants gobs of -Enemy Cold Resistance like you can with Holy Fire or Holy Shock.

I read it as in you meant a skill where your character is forced to hold still aka every skill :stuck_out_tongue:

you’re trollin, right?

Did you want to be more specific or are you saying that your personal opinion is the exact opposite of everything I posted?

we can start with
Trapsin being mediocre? LS is literally one of the best pvm builds in the game and got a huge fix for mf’ing. not sure what you’re thinking here. maybe just forgot how good it is because why play it when there’s mosaic one-shotting /players 99? other traps could use some work though.

then maybe dip into
Meteor being “useless” when it halves the speed of boss kills for fireball builds and unless you’re unable to aim well it flattens cow packs and baal minions. it’s kinda odd to me when i see fireball sorcs never dropping meteors. Fireballs dont have a big aoe splash.

or
Holy Bolt being a throwaway skill? no reason to exist in d2? FotH is literally one of the most loved changes since synergies were added. I dont know any people who would agree with you on this, one of my favorite additions recently. Along with Hydra which does need a buff and change to synergies.

“It’d be nice if there wasn’t any cast delay so that Forb could be a stand alone build.”
It’d be nice if they removed the cast delay they added to the original version of Forb, so that Forb could be a stand alone build again like it used to be.

and
Multishot is just bugged. it needs a bug fix… Fix the bug and it’s amazing again.

then
fire side of druid elemental skills are not garbage. they suffer from a redundancy of synergies that should be reduced, likely because the devs wanted it to be an assorted playstyle with all the cooldowns, which is is great as, but suffers from being a glass canon, but it’s not garbage, it’s decent. Fissure damage is top tier and it’s all aoe. Generally avoids areas with fire immunes like CS, but clears /p7 elsewhere fast if you can manage your positioning and run hurricane for the slow. it’s not hammerdin, but it’s viable. Aldurs set change could would be welcoming if it was elemental based and helped druid defense a lot.

finally
I really think mosaic ruined the game for a lot of people. it’s gameshark godmode… i think a quick re-balancing of the top and bottom would be a great think for the future of d2r.

nerf mosaic A LOT. From /p99 damage down to about /p7 damage please.
buff skelly mages.
cut some of the overload of synergies from some few skills.
rework Vengeance similar to how FotH was reworked.
add a unique/mastery that allows all Golems at once and buffs them.
ect…

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Wake of Fire Assassin is pretty good. She can obliterate anything, and doesn’t fear immunes due to her dealing 3 damage types (fire, light, physical). And having a full screen of fire waves looks amazing.

Light Trapsin is even stronger…

Both are able to do hell without gg gear.

Multishot Strafezon isn’t bad either. But she needs very good and expensive equip to shine.

Magezon is bad, yes. She can do P1, but don’t go to full online games.

Oh, you just don’t know what you’re talking about.

Trapsins: you’re still moving turrets screen by screen. It’s going to be slower than anything that can move and clear. You’re hung up on the damage a trap can deal, not how it functions.

FoHdin: a PvP build at best, even then the Holy Bolt synergy only increases the Holy Bolt damage of FoH, which only affects undead. Still garbage and a weird thing to defend.

Forb: so you agree.

Multishot: was changed to be a synergy for guided arrow and strafe. Bowzon originally only put a few points into multishot because the only thing that scales with ranks is arrow count, and that count caps at 24. Now it’s a maxed out skill, and the only thing it gains past rank 23 is a higher mana cost.

Fire Druids: so you agree, they’re clunky skills with bad synergies.

Mosaic: yes, remove it outright.

The only real disagreement you posted was about trapsins.

.

Vengeance is a pretty easy fix to be honest

Here is a demo of the changes that can make it viable

  1. extra element dmg % while swinging
    Which buffs holy auras, proc and the flat damage from gear
  2. freeing right click so you can just hold it and automatically attack the monsters you encounter(health qol)
  3. mechanic synergy with holy auras. You can make it trigger tick on hit, but I opted for extra auras instead allowing mix n match

This pretty much covers all its flaws

Sure there could be other ways to make it interesting

If u fully max a Wake of Fire trapsin with gg gear (phoenix, 6 fire facet phaseblade,flickering flame, infy merc etc.) and a sunder it becomes a lot better than a light trapsin for open areas like cows in my opinion. U will waste mobs before death sentry can pop CE and cow lvl becomes a complete joke + with the phoenix shields redemption aura u will never run out of life and mana and with the changes to -res working for traps the -28% to enemy fire res on phoenix is huge, way better than +2 skills from spirit

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Never played the live garbage version since sunder charms got in but from what I remember doesn’t sunder effect not apply to minions? Therefor not apply to traps?

Pally conversion.

Just can’t figure out how to make it viable.

Sunders does work for traps, been playing both fire and light trapsin since they were introduced and with the changes to -res affecting traps + the next hit deay changes they are actually doing pretty well. Especially the fire trapsin got a huge buff with the next hit delay changes. Fire trapsin with good gear is my absolute favorit for farming cows now, 1 button build all the way and you never run out of keys for opening chests on assa

I would agree about Poison Creeper (Druid summon). There is something about the animation for this thing that consistently inflicts HUGE lag on all the PCs that I play D2 with, to the point where the game eventually hangs.

Oddly, though, so far at least, Carrion Vine doesn’t seem to do this. Not sure what’s going on, but Poison Creeper is a skill that cannot be safely used in D2R currently.

.

Pretty easy to be honest

Just remove the broken conversion mechanic

Replace with reanimate and spawn Zealots that also use conversion skill

Having a fixed type of monsters allows you to build your character around it

Give bosses a close guard of a dozen of monsters

  • Andy succubus
  • Duriel maggots
  • Mephisto wraiths
  • Diablo pit lord
  • Baal enslavedb
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You seem unaware that fist of the heavens was updated 2 years ago or so and now does damage to demons and undead. Eg. Every single mob in chaos sanctuary.

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