Weaken knees is essentially water trident that can be triggered by anything, far less chance of it missing. Add to that it's a quick cast, quick recharge hex that can trigger Soul barbs.
Wastrel's Collapse ftl. The most highly conditional KD there is, and it's elite.
Worst Elite in the Game
22 pages • Page 20
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Quote:
Originally Posted by Dodo The Extinct
I agree Wastrels Demise is utterly pathetic.
You mean Wastrel's Collapse, Demise isnt an elite - and is actually decent.
As for Burning Arrow Ivy, It isn't whether it can be overhealed or not (that arguement can be used to claim ANYTHING sucks btw), its just for the fact that its easy burning and poisoning from same source.
As for Burning Arrow Ivy, It isn't whether it can be overhealed or not (that arguement can be used to claim ANYTHING sucks btw), its just for the fact that its easy burning and poisoning from same source.
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burning arrow is bad? you serious? with apply poison thats a constant -10 degen (that are (re)applied quickly, so removals are pointless) aswell as a little damage.
with 16 marksmanship, and apply poison, BA deals at LEAST 131 armour ignoring damage, for just 25 energy and ONE arrow (reduced by expertise, PLUS the 15 from Apply Poison carries on to your next target too) not including regular damage from the arrow.
with 16 marksmanship, and apply poison, BA deals at LEAST 131 armour ignoring damage, for just 25 energy and ONE arrow (reduced by expertise, PLUS the 15 from Apply Poison carries on to your next target too) not including regular damage from the arrow.
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Hmm...there a loads of useless elites. I can't set my mind on one paticular one being more useless than any other, but I think the most useless is Auspicious Parry (Tactics elite). You only block 1 attack for 1 andrenaline, it has to recharge, and the andrenaline ain't that useful, seeming as it costs 1 andrenaline in the first place. I tried to use it and it didn't benefit me at all. Basically, its only use is gaining 2 extra andrenaline (considering the andrenaline cost) every few seconds. There are far better elites than this piece of junk.
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Auspicious Parry is pretty good in a riposte build, because at high enough tactics it gives 4 adrenaline, charging riposte. with deadly riposte, riposte and auspicious parry you can block nearly every attack from a single person
Psychic Instability.. are you serious? not a very good skill on a human, but put it on a hero.. you need never bring a ranger to interrupt again..
My vote for worst elite is Keystone Signet, sure, it recharges all signets, but i've yet to see a build that relies on enough signets for Keystone to be effective. if it recharged Res Sigs and Rebirth Sigs, i'd like it, possibly even use it, but until then, sorry Keystone Sig.
Psychic Instability.. are you serious? not a very good skill on a human, but put it on a hero.. you need never bring a ranger to interrupt again..
My vote for worst elite is Keystone Signet, sure, it recharges all signets, but i've yet to see a build that relies on enough signets for Keystone to be effective. if it recharged Res Sigs and Rebirth Sigs, i'd like it, possibly even use it, but until then, sorry Keystone Sig.
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Quote:
Originally Posted by falling demon
Auspicious Parry is pretty good in a riposte build, because at high enough tactics it gives 4 adrenaline, charging riposte. with deadly riposte, riposte and auspicious parry you can block nearly every attack from a single person
Psychic Instability.. are you serious? not a very good skill on a human, but put it on a hero.. you need never bring a ranger to interrupt again..
My vote for worst elite is Keystone Signet, sure, it recharges all signets, but i've yet to see a build that relies on enough signets for Keystone to be effective. if it recharged Res Sigs and Rebirth Sigs, i'd like it, possibly even use it, but until then, sorry Keystone Sig. For your P.In. Comment, I think you are confusing Instability with Distraction. Their names are similar.
This is the hex that knocks down interupted foes - NOT - The interupt that disables the skill for x secs (which IS rape on heros)
Psychic Instability.. are you serious? not a very good skill on a human, but put it on a hero.. you need never bring a ranger to interrupt again..
My vote for worst elite is Keystone Signet, sure, it recharges all signets, but i've yet to see a build that relies on enough signets for Keystone to be effective. if it recharged Res Sigs and Rebirth Sigs, i'd like it, possibly even use it, but until then, sorry Keystone Sig. For your P.In. Comment, I think you are confusing Instability with Distraction. Their names are similar.
This is the hex that knocks down interupted foes - NOT - The interupt that disables the skill for x secs (which IS rape on heros)
Burning Arrow is basically a spike assist. And it's not even too bad at that. For that purpose, what you really want to pack it with is Read the Wind. If you want to use it for degen, just use Screaming Shot.
What about Equinox? Other than MAYBE pissing off W/E's who get their whole energy bar taken offline, does it really have a use?
Symbols of Inspiration is IMO worse than keystone signet. Energy management for a signet build? What the hell?
Wastrel's Collapse needs either a damage component, or a 2-3 second knockdown. It's almost useful.
Vow of Silence is apparently a staple on R/D Drok's runners, which disqualifies it from suck.
What about Equinox? Other than MAYBE pissing off W/E's who get their whole energy bar taken offline, does it really have a use?
Symbols of Inspiration is IMO worse than keystone signet. Energy management for a signet build? What the hell?
Wastrel's Collapse needs either a damage component, or a 2-3 second knockdown. It's almost useful.
Vow of Silence is apparently a staple on R/D Drok's runners, which disqualifies it from suck.
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Quote:
Originally Posted by Riotgear
Symbols of Inspiration is IMO worse than keystone signet. Energy management for a signet build? What the hell?
If by a signet build you mean a bar packed with nothing but signets, then I think you have the wrong idea about signets in just the same way as all those Wammo's who use mending because they think they don't need energy because their attacks use adrenaline.
Symbols of Inspiration (and its Monk brother Scribe's Insight) is fine as it is. What it lacks is the right combination of spells and signets that can benefit greatly from the energy provided.
Symbols of Inspiration (and its Monk brother Scribe's Insight) is fine as it is. What it lacks is the right combination of spells and signets that can benefit greatly from the energy provided.
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Symbols of inspiration is far worse than Scribe's Insight imo.
Reasons:
- With default stats, it is not 100% coverage, whereas scribes insight is.
- I don't always run builds above 9-10 fast casting, with monks, I usually run quite high divine favour.
- Fast casting does not synergise with signets, unless you waste another skill on making signets cast faster. At least divine favour has signet skills in that attribute line.
- Longer cast time, even taking fast casting into account, it takes longer to cast than scribes insight.
- Because it is not 100% coverage and requires casting time, it is unreliable to the mesmer interruption signets with it.
- It costs 10 energy, to get any benefit from this "elite" skill you need to use 2 signets within ~13 seconds. The monk one costs 5 energy and you need to use at least 2 signets within ~30 seconds. I should also add monk signets recharge a lot faster than mesmer ones, so you need realistically at least 2-3 signet skills to make this skill worthwhile.
The only uses I can see with this skill are:
+ Using it with mirror of disenchantment.
+ Using it with Remedy Signet or Signet of malice because of their low casting times & recharge times strictly as energy management.
Reasons:
- With default stats, it is not 100% coverage, whereas scribes insight is.
- I don't always run builds above 9-10 fast casting, with monks, I usually run quite high divine favour.
- Fast casting does not synergise with signets, unless you waste another skill on making signets cast faster. At least divine favour has signet skills in that attribute line.
- Longer cast time, even taking fast casting into account, it takes longer to cast than scribes insight.
- Because it is not 100% coverage and requires casting time, it is unreliable to the mesmer interruption signets with it.
- It costs 10 energy, to get any benefit from this "elite" skill you need to use 2 signets within ~13 seconds. The monk one costs 5 energy and you need to use at least 2 signets within ~30 seconds. I should also add monk signets recharge a lot faster than mesmer ones, so you need realistically at least 2-3 signet skills to make this skill worthwhile.
The only uses I can see with this skill are:
+ Using it with mirror of disenchantment.
+ Using it with Remedy Signet or Signet of malice because of their low casting times & recharge times strictly as energy management.
There are so many bad elites in this game that it is tough to label any single one the "worst". Rather, I'll just list the worst elite for each primary profession:
- Primal Rage (warrior)
- Scavenger's Focus (ranger)
- Withdraw Hexes (monk)
- Ravenous Gaze (necromancer)
- Symbols of Inspiration (mesmer)
- Energy Boon (elementalist)
- Wastrel's Collapse (assassin; though Seeping Wound is a very close 2nd)
- Defiant Was Xinrae (ritualist)
- Soldier's Fury (paragon -- just use aggressive refrain instead)
- Vow Of Silence (dervish)
- Primal Rage (warrior)
- Scavenger's Focus (ranger)
- Withdraw Hexes (monk)
- Ravenous Gaze (necromancer)
- Symbols of Inspiration (mesmer)
- Energy Boon (elementalist)
- Wastrel's Collapse (assassin; though Seeping Wound is a very close 2nd)
- Defiant Was Xinrae (ritualist)
- Soldier's Fury (paragon -- just use aggressive refrain instead)
- Vow Of Silence (dervish)
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Quote:
- Vow Of Silence (dervish)
Others have said it, so I will too, Vow of Silence is a staple elite in several PvE applications of the Dervish. If it is used in any common build it can't be the worst...since there are plenty of elites that will NEVER see use...EVER...
For Dervish elites I would say Grenth's Grasp. Only because there is a non-elite in the same attribute line that is BETTER than G.Grasp..
Harrier's Grasp...as 5 sec longer recharge (so its down for 5 secs), but it 1) Isn't Elite, 2) Doesn't need cold weapon to work 3) Cripples with ANY attack not just attack skills. The "moving" requirement is the easiest condition in the game to meet since they are undoubtably moving (kiting or running away) if you want to cripple them in the first place...
For Dervish elites I would say Grenth's Grasp. Only because there is a non-elite in the same attribute line that is BETTER than G.Grasp..
Harrier's Grasp...as 5 sec longer recharge (so its down for 5 secs), but it 1) Isn't Elite, 2) Doesn't need cold weapon to work 3) Cripples with ANY attack not just attack skills. The "moving" requirement is the easiest condition in the game to meet since they are undoubtably moving (kiting or running away) if you want to cripple them in the first place...
Quote:
Originally Posted by icedwhitemocha
Psychic Instability gets my vote. I have to yet to see a single person use that skill, anywhere, ever.
I made a R/Me build with that once, it actually kept targets an the ground for 15 seconds or so (unless they had a monk). And Symbols Of Inspiration isn't too bad.
Flourish is pretty gaii jajaja
and most of teh smite monk elites...
and uhm...Famine/Quicksand is only semi-decent when ur running like..
2 ranger w/ those elites and [[debilitating shot]]
2 eDenial mes
and uhm..Eviscreate > Decapitate...lose ALL adren AND energy ...if u dont kill in one hit ur pretty much gai'd
and uhm...theres alot, Assassin's Promise is kinda nice on a Monk tho
and most of teh smite monk elites...
and uhm...Famine/Quicksand is only semi-decent when ur running like..
2 ranger w/ those elites and [[debilitating shot]]
2 eDenial mes
and uhm..Eviscreate > Decapitate...lose ALL adren AND energy ...if u dont kill in one hit ur pretty much gai'd
and uhm...theres alot, Assassin's Promise is kinda nice on a Monk tho

