QUOTE(watisit @ Oct 22 2011, 14:41)

Any tips on what i should be spending my ability points on? I can't really think of what i should do. I was thinking overcharge
I'm a melee character with all my stats except Wis and Int at my level. Wis is a bit below, Int is 7.
Overcharge requires spirit tanks before they are unlocked, and you don't really need spirit. And bonuses from overcharge are kinda small, only 1/3% damage for every % of overcharge.
So spending half of all your ability points, or thereabouts, to max out 4 tiers of overcharge (3 for spirit tank, 5 for overharge, means 8 per tier, times 4, comes out at 32 ability points) will only give you little over 13% extra damage.
Actually, since you already get a damage boost from your natural 100% overcharge, the noticeable effect going from 100% overcharge to 140% overcharge is only 10%.
Just not worth it, unless you have a lot of spare ability points.
Personally, pick up 1 scroll slot and 1 infusion slot, they are good to have.
Scrolls and infusions are refilled while in combat, so having a single slot will give you access to the full number of the item that you put in it.
So if you have 10 scrolls of shielding, and put 1 in your scroll slot and set it to auto refill, then you can use up to 10 scrolls in a single arena, no need to exit the arena in order to restock, like you have to do with potions.
Same thing with infusions.
Apart from that, get weaken, put 5 points into it.
It's the cheapest deprecating spell, and it is really awesome. It cuts their melee damage in half and it prevents them from doing melee crits. And it also increases your melee damage dealt to them with 10%. Excellent for use on bosses or tougher enemies at higher difficulty levels.
Or simply to spam at the end of an arena in order to train deprecating proficiency.
Works very well in combination with protection.
Haste, protection and shadow veil are all good, but IMO, you just need protection for now. Having all of them running costs too much mana, and protection is probably the best of them at lower levels. And it's definetly the best for the AP cost, costing only 1 AP compared to the others 5 (although it would be nice if protection did cost 5 AP and had double the duration thanks to it).
Sleep, slow and confuse aren't worth it. Poison might be worth it, if you play on IWBTH, since it gets it's full worth when cast on mobs that stay alive for a long time.
But the majority of your AP should go into your tanks.
XP tanks are good, doesn't matter what people say, they work and they give you XP bonuses.
Someone said to just train adept learner instead. Thing is, adept learner doesn't replace XP tanks, they stack, so doing both will give you even more XP.
HP tanks are good of course, more life means less chance of dying, and quite simply a bigger buffer for the big hits, giving you more of a chance to heal up.
MP tanks aren't necessary in that way, they mostly decide what amount of MP you start arenas with. which is of course nice to have as much as possible, but IMO HP tanks are more useful.
As for training adept learner, think of it like this.
You can train ability boost as well, and 1 level of ability boost, going into XP tanks, are worth 3 levels of adept learner.......
MP and HP tanks will make you live longer, and maybe play at a higher difficulty, giving you more XP that way.
But XP tanks will get you more xp per round, at the same difficulty level.