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Oh yeah I'm sure its awful in PvP as the skeletons wouldn't pose much of a threat. It just seems like the aggro is very powerful compared to other similar skill benefits for PvE. It feels like THE PvE skill right now for where I am at in the game. Though again it could just be in this one part and not throughout.
It’s a very useful skill in boss fights.
Yes, it's good for PvE; but so is Blood Rite Counter for sustain and Power Surge for defense+damage (+resource gathering +travel speed).
Typically, if the boss is focusing a skeleton, it's with an attack that could be easily dodged anyway. The more dangerous attacks, a skeleton isn't going to do much; like, say, Octavian's Here's An Old Trick, or Solarus' holy beams.
People count on the skeleton to tank things that are easy for them to avoid anyway, and then think the skeleton is saving their life by eating the smallest, most telegraphed attack ever.
In Solarus its funny as hell getting 8+ skeletons up.
Can you make a 'tier list' of skills? It's a bit of work, and I can't make one as I can't run the game right now, but I suspect that could be interesting. Also, to see the differences between them. How situational is each skill?
I'd say this is likely true considering my current skill level at best and worst as sometimes it seems like I can avoid all the damage a boss tries to throw at me and sometimes I make a couple of mistakes and half of my health is gone in seconds.
In my early example, a skeleton does practically nothing against Tristan's bomb attack per se, but it can ease the pressure off of me when an immediate dodge roll to spear leap combo is incoming - if I'm far away and use a ranged spell to trigger it. That's already good. THEN the skeleton will tank another basic sword attack. So, its an early-ish boss and I've heard that the endgame bosses take a lot more skill, and that is why I could see this skill falling off, but with the above in mind it is far more powerful than Blood Rite even with the healing component. It's a lot easier to time for me, can mitigate more, and has a chance for a small amount of damage if the skeleton hits.
So if the endgame bosses make this less appealing, then the feedback I'd propose is that skills seem to sort of scale in usefulness depending upon your stage in the game in some cases. While understandable, I'd certainly not say that its ideal. Then again, gaining power as you progress in level and unlock things could feel nice - with the downside of less overall availability of what would be considered optimal skills for character builds depending upon the skill gate of the boss you are facing.
To put it another way, even if the skeleton does little to nothing against a big boss attack, are there skills of a similar nature that actually do? Or is the matter of mitigating those attacks simply based off of player skill and knowledge of the combat system? If the latter, then isolating the skill to only compare to similar roles would make it better in that controlled scenario over others. Er, sorry this is getting a little too involved but I hope I am making sense.
Skeleton works wells vs behemoth they eat a lot of those dashes.