Daggers is definitely getting pared down before it's put into the PDF. Maybe I'll just include a link to this thread at some point... Still, loads of controversy! Contradictory input! Name calling and rotten tomatoes! My purposes with this thread have been accomplished. Still, nothing like beating a dead horse, so let's move on to... Polearms Type: Warrior Role: Engine or Turbocharger No matter how you slice it Pole Arms is a potent melee skill with a lot of good midrange abilities tacked on. Theme: Poke. Poke. Poke. Pokepokepokepoke! Strategy: Spears are long pointy sticks intended to bring pain to the enemy before they bring pain to you! Pros: Tons and tons and tonsof melee power. Did I mention the melee power? Because it's all over the place on this tree. It even gives you a point of extra burl. Being polearm trained means punching people. In the face. If that even makes sense. In addition to the obvious melee benefits, this makes you good at throwing javelins and other such projectiles. Perhaps more importantly than that, it offers two stances, one which makes you good with blocks and counters at the expense of melee power and critical hit chance, the other gives you even more melee power at the expense of block, counter and critical hit chance. Both these stances offer the chance of a knockback on both attack and being attacked, making them amazing crowd control skills. All damage from abilities in this tree scale aggressively to melee power. So they pretty much always hit hard. Cons: This tree penalizes your critical hit chance a fair amount to achieve what it does. So while you'll have gobs of melee power, you won't see jaw dropping hits with it as often as you would with, say, axes. Unless you've taken Berserk Rage or something. Polearms aren't particularly common, either, and they sometimes come with fairly unfriendly penalties, particularly at lower levels, where they're more likely to matter. Synergies: Battle Geology will give you, you guessed it, even more melee power and will only hurt stats which you weren't using anyways. Master of Arms and Shield Bearer keep you alive as you slog through the dungeon and Communism gives you a heal and the potent Vanguard Party, which will help boost your melee power and offset some of those penalties. Smithing makes many of the best polearms without your ever needing to consult a bookshelf. Takeaway: Take Polearms and keep your foes at polearms length! Seriously, we've taken a polearm of the adventurers in the Dungeon and they all agree, for early game crowd control Polearms does the trick without costing your a polearm and a leg. What is wrong with me tonight? Ahem, Polearms offers you aforementioned crowd control and a lot of hard hitting abilities and offers synergy in ways that other melee skills don't. It's flexible and powerful and gives you a new attack animation to enjoy! What's not to love?