12-07-2003, 02:56 PM
I'm playing a charger right now so a few more additions.
You must have some sort of crowd control, especially in dealing with fast enemies. Charge is a skill that is at its best when you have room to move. You can't get monsters in chargelock when they're all bunched up and in your face. You need something to distract, and preferably disrupt them before they close to melee range. A tough mercenary like an Act 5 barbarian works here. Conversion works even better. A combination of the two works best.
Overall I don't think that the charger is a particularly easy build. There are a lot of difficullt choices you have to make.
1 handed or 2 handed? If 2 handed what about resists?
Holy shield or no holy shield?
Should I stick with might or pump a superior offensive aura (after might is maxed)?
PI solution?
Playing it is also very different. It's almost like playing a fighting game, in that you have to set up "combos" where you charge from one enemy to another without stopping.
Also, wrt to your guide in general, you have WAY to much focus on equipment. The equipment section should be short and sweet. Tell us what mods you should look for on equipment and leave it at that. There is no need to describe every runeword and unique in painstaking detail, furthermore it's BORING.
Spend more time talking about skill point allocations and tactics. How does this build deal with PIs? Swarming? Ranged attackers? What merc choice would be best?
You must have some sort of crowd control, especially in dealing with fast enemies. Charge is a skill that is at its best when you have room to move. You can't get monsters in chargelock when they're all bunched up and in your face. You need something to distract, and preferably disrupt them before they close to melee range. A tough mercenary like an Act 5 barbarian works here. Conversion works even better. A combination of the two works best.
Overall I don't think that the charger is a particularly easy build. There are a lot of difficullt choices you have to make.
1 handed or 2 handed? If 2 handed what about resists?
Holy shield or no holy shield?
Should I stick with might or pump a superior offensive aura (after might is maxed)?
PI solution?
Playing it is also very different. It's almost like playing a fighting game, in that you have to set up "combos" where you charge from one enemy to another without stopping.
Also, wrt to your guide in general, you have WAY to much focus on equipment. The equipment section should be short and sweet. Tell us what mods you should look for on equipment and leave it at that. There is no need to describe every runeword and unique in painstaking detail, furthermore it's BORING.
Spend more time talking about skill point allocations and tactics. How does this build deal with PIs? Swarming? Ranged attackers? What merc choice would be best?