Versatile: Alternate World
Chapter 825 Revisiting My Skill Trees Part 3 Of 4
Next to the agenda is my [Ice Prison]. This is also one of the starter skills that I bought in the past. Because this skill is already quite cheap to cast and can be used to seal up anything as long as they are weaker than you, there should be no need for me to upgrade it again unless I use it for damage purposes which I am not using on that purpose.
However, the usage of [Ice Prison] is limited and I wanted to expand at least its abilities, not only limited to the freezing mechanic the [Ice Prison] creates. I also wanted it not only to freeze but cause freezing damage as well. I have seen a few magicians who decided to specialize in Ice Magic, the Frost Mages capable of using Ice Magic that can render enemies immobile while inflicting continuous damage. I have seen them use that but since not so many choose to become a Frost Mage, I barely see anyone who can do that much. After all, the meta in the past were all damage and burst attacks.
I upgraded the [Ice Prison] to its last variant, [Frozen Graveyard] a tier 5. The other variants are not that good and worth explaining as they all have the same effect, just increased freeze time, impact damage, and decreased cooldown time. Other than that, nothing worthy to describe. As for [Frozen Graveyard], it casts a huge blizzard into an area and produces hail that will cause DOT(Damage over time) to any enemies that are inside the place, and the longer they are in there, the more they are susceptible in getting frozen and while they are frozen, they receive Freezing Damage. There is also a very small chance of performing an instant kill as well. Minimal chance but that is already a great bonus, instant buy.
I was hoping of buying the other upgrade but it's pretty expensive so instead, I decided to save it up for now.
Follow on NovᴇlEnglish.nᴇtThe last of the skills from the magician skill tree that I upgraded is the [Shocking Lightning] skill. Although this magic spell is something I barely use nowadays, I can still see the appeal of causing paralysis at times but due to its underwhelming performance, it's not that used often by me so perhaps upgrading the skill might give me some incentive of using it.
[Shocking Lightning] has two evolution variants. One focuses on damage but loses on the inflicting debuff, and the other with more emphasis on inflicting debuffs but loses on the side of the damage. Normally, one would argue that the one with damage is the best of the two and I can't deny that as more damage means more power.
But to someone like me who has more power than utilities that can cause paralysis and whatnot, the second skill that emphasizes more paralysis is more to my liking and that was what I went in for. Comparing the two, I have more chances to defeat an enemy if they suffer more than they should have.
And so, we got the evolution path towards the mastery of paralysis. [Static Shock], a tier 2 skill is the first of its evolution path. It inflicts paralysis against enemies who the skill has struck. If they aren't inflicted with paralysis, [Static] will be inflicted on the enemy and they will continuously inflict DOT, and for every damage inflicted, [Static] will build up and once the [Static] reaches a stack of 5, the enemy who got 5 stacks will immediately be paralyzed.
I didn't bother to upgrade it for now. With my SP running out for the magician class, I think the upgrades would wait for now.
Now, we jump to the next class, Fighter.
I was totally underestimating the amount of first skills in this class. Although there are kick-focused skills, most of them focus on the strength of the fist, making it a bit annoying as I also wanted to get some kick skills balancing it out would have been great but after the inspection, and usefulness as well, the punching skills are more useful than most of the kick skills. Kick skills are great, it's just that it isn't looking great.
I managed to buy 3 fist-type skills with one of them further upgraded twice and one kick-type skill, upgraded once. It's sad but it's the truth. However, I can only say that this is a bit skewed to the fist-type skills right, but that is right as the skills in kick-type are barely useful.
Anyways, I bought 3 fist-type skills and that is [Meteor Punch], [Wallop], and [Weakpoint Destroyer] with [Wallop] as the skill that has been upgraded twice.
[Meteor Punch] is not that amazing in terms of damage but it was useful in inflicting [Defense Down] on armored-type enemies, making them easier to defeat. Not only that but if the enemy is wearing armor equipment or they have natural armor in their bodies, [Meteor Punch] focuses on destroying those armor and making them vulnerable enemies.
[Wallop] is the evolution of the skill [Punch] that got upgraded from [Jab]. It might sound like the name of the skill is simple but it was indeed and it is making its job there. Just like the name, it wallops through the enemy if used, dealing heavy damage to enemies and making them unable to act for 5 seconds. It also has a high critical chance, making the skill quite unique. And that is fine as it works as intended.
[Weakpoint Destroyer] is a tier 4 passive skill and it is unique. As a passive skill, it does not have many usages but when it does, it does perfectly. As the name suggests, the skill seeks out weak points in the enemies in battle. Once a weak point has been designated, anytime an attack landed, it will inflict double the amount of damage dealt instead of the original damage done. In short, it duplicates a skill's or normal attack's power when used on an enemy's weak point.
Follow on Novᴇl-Onlinᴇ.cᴏmIt sounds good but most enemies have either very small weak points or don't exist at all, making this passive a bit useless. However, if an enemy does have weak points to exploit, then this will definitely help a lot.
Now for the kick skills. They have some kick skills indeed but they are underwhelming. Too underwhelming in fact. Some of the kick skills sound good on paper but I can immediately tell how bad they are based on just the description alone.
But who would have thought out of 7 kick skills present in the skill tree, only one is useful enough? And even then, this skill that I picked is also a bit underwhelming to score as well and if it wasn't upgraded, then it would be too mediocre, to be honest.
[High Jump Kick], a tier 5 skill. A skill that came from [Sky Kick] and [Comet Kick]. The former names of the skills sound badass but they are underwhelming and they don't have much usage due to the fact that they are reliant on sending the enemy into the air before delivering the final blow. If the skill didn't get to send the enemy into the air while it was attacked, the skill will not be used as it will be rendered useless to enemies that cannot be sent flying.
The effect only got changed when it became [High Jump Kick] where instead of kicking the enemies high into the air, the user will jump into the air and delivers a kick that will always hit as it will follow through the target. And in case the enemy managed to escape by using some shenanigans, it will be followed with a leg sweep and send the enemy staggering.
See what I mean? The skill only got better the moment it was upgraded but is totally underwhelming if not for the upgrades. Without the upgrades, I doubt the skill would be that useful at all.
And so, it seems the final two classes left are the only remaining ones I have left. I have checked the others but they have pretty expensive skills at the moment and I don't think my 1000 SP is enough even. Only the two remaining classes have some useful abilities that will help me with the future investments.