Posted September 16, 2015
So I'm pretty inexperienced. Anyone have some thoughts about how to build things? AFAIK, VH2 extends existing classes to higher levels, so it's probably best to treat this as a combined discussion and to take the two different campaigns into account somewhat.
It seems like active skills have a pretty strong all-or-nothing bent to them. Overall, that's the main thing I see about the skill trees at first look.
The Hunter class seems pretty starkly split in two incompatible directions - the incentive to mix melee with ranged seems really poor at first look, unless I'm missing something. There is a passive subtree starting with Fury bonuses under "ranged", but the rest has no crossover. I'm also disappointed that Lifesteal shows up over and over again, but tied to individual skills. You basically get Lifesteal for free any time you major in a skill, rather than having to major in Lifesteal itself and reap benefits across the board. A more passive-heavy skill set would've enabled more hybrid guns-and-swordplay builds. Also, Bash looks pretty redundant with your starting melee basic attack. The biggest issue is probably whether %health or resistance bypass is more important., which is hard to know in advance. I'm also highly skeptical that anything scaling with Spellpower is going to have a snowball's chance in hell of scaling up to anything worthwhile, but I'd love to be wrong. My spider senses definitely scream that Spellpower Hunter builds are 100% hard mode. I mostly don't want to bother with ranged attacks or spellpower, because both of these have their own dedicated classes already. I could go back and see how well Gunner actually plays out some other time, I guess.
Thaumaturge seems fun, maybe my favorite so far. But you still have to decide carefully what's just a pre-req one-point, what skills do you max, and what skills do you pick up one or two Rage enhancers as a CC one-point wonder. Your starter skill actually seems pretty good as a point sink this time around, unlike Hunter which almost immediately picks up another left-click replacement. I also like how mana costs are real and significant, but feels nice and impactful as you use it.
Arcane Mechanic, I'm sort of at a loss. I Flame thrower is fun, but some other skills seem to play a similar role.
Katarina is pretty handy for solo play. Sometimes you need a tank, sometimes you need DPS. And Ghost mode looks pretty handy too, especially if you just want to stack passives and Luck, but it seems to me like you need to commit to whatever your choice is.
It seems like active skills have a pretty strong all-or-nothing bent to them. Overall, that's the main thing I see about the skill trees at first look.
The Hunter class seems pretty starkly split in two incompatible directions - the incentive to mix melee with ranged seems really poor at first look, unless I'm missing something. There is a passive subtree starting with Fury bonuses under "ranged", but the rest has no crossover. I'm also disappointed that Lifesteal shows up over and over again, but tied to individual skills. You basically get Lifesteal for free any time you major in a skill, rather than having to major in Lifesteal itself and reap benefits across the board. A more passive-heavy skill set would've enabled more hybrid guns-and-swordplay builds. Also, Bash looks pretty redundant with your starting melee basic attack. The biggest issue is probably whether %health or resistance bypass is more important., which is hard to know in advance. I'm also highly skeptical that anything scaling with Spellpower is going to have a snowball's chance in hell of scaling up to anything worthwhile, but I'd love to be wrong. My spider senses definitely scream that Spellpower Hunter builds are 100% hard mode. I mostly don't want to bother with ranged attacks or spellpower, because both of these have their own dedicated classes already. I could go back and see how well Gunner actually plays out some other time, I guess.
Thaumaturge seems fun, maybe my favorite so far. But you still have to decide carefully what's just a pre-req one-point, what skills do you max, and what skills do you pick up one or two Rage enhancers as a CC one-point wonder. Your starter skill actually seems pretty good as a point sink this time around, unlike Hunter which almost immediately picks up another left-click replacement. I also like how mana costs are real and significant, but feels nice and impactful as you use it.
Arcane Mechanic, I'm sort of at a loss. I Flame thrower is fun, but some other skills seem to play a similar role.
Katarina is pretty handy for solo play. Sometimes you need a tank, sometimes you need DPS. And Ghost mode looks pretty handy too, especially if you just want to stack passives and Luck, but it seems to me like you need to commit to whatever your choice is.