Long story short, I have a bunch of skill points left over so far at level 40. I am a 2 hander user and my action bar hasn't changed since the late teens. I've found what works for me and all of that is maxed out. I've taken all the passives I want as well as bumped up my Blacksmithing (the only crafting I really bother with) as much as possible at the moment. Soooooo, these skill points that are just sitting around...should I be dumping these suckers into stuff just because or should I just let em sit for now?
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I'm VR1 right now with over 10 skill points, since I have most my passives done and I got the skills I want. I think the amount of skill points suggests that your character should be able to do at least 2 crafting skills and be a viable character for combat. My friends a dk tank that's vr1 and does not have any skill points left over, or at least not the amount I have. This is likely due to the fact that he does blacksmith as well as woodworking.
I guess the next question is... can i make a toon thats a master of all crafts and still have viable combat build with it ?
Meaning all the passives i need and all the skills for 2 hotbars worth, morphed.
I have yet to sit down with a skills calc yet so i am pretty clueless on that aspect.
Lolipops !
If you only use one armor type and one or two weapons you will have a ton of skill points left over. It's really only people who want to do every craft and or take on multiple roles that have to worry about skill points.
Also keep in mind veteran rank content is much harder than regular, a lot of people have to change things up and try out new skills to make it. You might need some of those skill points eventually.
As I usually do, I had one of each class (although there are many variations on each classes' skills), and I found one thing to be very true. There is an expectation (or seems to be) that players will dump their initial skills and replace them with skills that become available at higher levels (both through morphing and selecting other skills); or, conversely, taking a lot of the other class skills that a player didn't plan on so the character is more versatile (e.g., grabbing all the DPS skills for a Templar originally envisioned and planned to be a healer).
I first noticed this using the various skill calculators during Beta testing. However, I also noticed (using the calculators and also in-game) that a lot of the "higher level" skills really weren't desirable... for that matter, a lot of the morphed skills weren't as good as the original (unmorphed) skills. A lot of the passives were also "Ho hum..." skills.
That problem (from my perception, anyway) was consistent across classes.
I chock this up to an amateur development team "grasping at straws" as they designed their classes. There isn't a logical progression of class skills... and there isn't an infinite improvement in skill performance over time as skills are used (ala Skyrim, Oblivion, and Morrowind). The merger between Elder Scrolls' mechanics and "standard" MMORPG mechanics was not well done.
You should have several builds.... Characters are like swiss knives, and need to addapt to the situation..
an example, yesterday i was doing the level 43 fighters guild quest, and i had to fight a snake daedra, i had to change my skills several times, before i was able to beat it.. My orriginal build worked flawlesly against the two other bosses in this part of the quest, but the third one required me to change skills and strategy several times.
this is how end game will probably work too.... Bosses will require strategy and people addapting to the comtent...
and thats why there are so many skillpoints.... And later on there will be even more skills and skillpoints added..
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I'd keep them in reserve and then see where you want to take the build. For example, you can benefit from different armor types if you invest in the armor passives - so if you wanted to do that you would invest ~10 skill points in being able to mix and match armor types for different benefits.
It's also worth experimenting with the higher level class and weapon abilities; a lot of them really do add tactical value once you play with them. It's just that the basic damage-dealing and status-dealing ones kick in for the first three tiers.
Another place to add things is the guild lines - there really are some nice skills there, especially if you want the ability to add pinch healing in.
And the final choice is investing a bit into other weapon trees. The way that they're set up you get some of the most powerful skills in the earlier levels; I think that this is a deliberate design decision, such that you don't need to be a level 50 bow-wielder to be able to use a bow effectively. If there is an ability on another weapon that works well with your build, it isn't hard to get good enough at it to make it a viable part of your rotation.
Probably...provided you re-spec at some point--50 seems to be a good time to do it--and get rid of the points you spent on abilities you used only while you were waiting to unlock the ones you actually use now.
Between PVP and PVE DPS or heals as a sorcerer I use a total of 15 abilities I swap in and out and I only use 3 ultimates depending on what I'm doing.
I have destro & resto maxed, all class passives, mage's guild and fighter's guild skills I use and the passives from there I need.
My crafting is only enchanting for now and it's at level 30... I have 38 skill points left over @ VR5.
So I don't know about all crafting maxed but you can definitely do 3 with no sweat. I have enough for 2 right now and there are still a ton of skill points I can get through shards, quests and dungeons... it takes from 19 to 24 skill points to max a profession.... 137 skill points to max all crafting...
There are more skill lines coming in the future...thieves, dark brotherhood + others. I might just stick to the one craft and hoard them for now.
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