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Originally Posted by twicky_kid
ok lets go down this list and see what i come up with
Monk
healing hands- 2nd class monks like n/mo or mes/mo is a lovely skill. combine with healing seed and hands. this takes the long cast time of healing seed off your monk so he can do what he does best....spam. hands can provide a fast but not so noticable cast that can stave off attacks by itself and give time for monk to heal further.
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Its better in a pve environment where you can have some degree of control over who is being hit. Even then its no guarentee as alot of late to end game critters pack some kind of enchant removal enmass.
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Originally Posted by twicky_kid
unyeilding aura- good skill.....long recharge. great in 4v4 with quick res FTW. the biggest downfall this skill has is being an enchantment. with rend and lingering killing enchants not going far.
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Some kind of mo/n human bomb thing comes to mind with this, resurect, and vengence, but beyond that it ends up being a risk in pvp.
Quote:
Originally Posted by twicky_kid
Elemental
Glyph of renewal- don't like glyphs at all any of them. glyph of sac has some uses but that's about it.
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Only glyph for elementalists, while using elementalist skills, is glyph of energy for exhaustion management. This skill, like a few others, is best used on skills that are not elementalist based and have a long refresh time. Spending energy and wasting time on top of typically long cast times and slow reuse times are a rather poor combination for 1 shot use skills. Many of the glyphs are trumped by passive skills like enchantments and stances, allowing for more consistant use and less energy over time. Granted, glyphs do not require attribute points to use, but that only lends to them being useful as a secondary profession instead of a primary profession use.
Quote:
Originally Posted by twicky_kid
Mind Freeze- with the new update this skill has been a real pain. caster can be shutdown and move 90% slower for the rest of the party to wail on him.
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This skill works better in theory than in practice. For more realistic use and practical application for caster disruption, you would need 2 or more people working on the same target, because any movement before spells like malestorm or chaos storm (and others) will cause enough space to occur to avoid the effect completely in addition to the spelll not comparing energy at spell casting versus completion after adding exhaustion making it difficult to land unless specifically designed for max energy capacity instead of regular use situations. Then there are simple things like hex breaker that will let the damage through but ignore the snare element completely and recycling fast enough to mitigate its use entirely. It also seems to be buggy as there have been instances where warriors have managed to not get snared/extra damage by it, while at near maximum energy capacity on a primary elementalist. Even so, the 1s opposed to the 2s iron mist casting time is attractive, if you can get the snare to stick. The damage inflicted is rather pathetic though for a 10e spell that has conditional secondary effects.
Quote:
Originally Posted by twicky_kid
Warrior
Cleave- this skill has alot of uses. its a team skill more than anything. 2-3 w/r 2 with eviscerate 1 with cleave. after the deep wound from eviscerate cleave can take over from there.
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Cleave only looks attractive if its the only adrenalin skill being used. If others from the axe line are used, cleave just slows down the cycle between each use for every adrenalin skill on the bar. Simply stated, compared to most other axe skills, cleave just charges too fast for its own good and doesnt hit as hard for a spike.
Quote:
Originally Posted by twicky_kid
Flourish- have you ever noticed that most attack skills are energy cost. most of those skills are the ones you really like but just can't use b/c of warriors low energy regen. that is what flourish is for.
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Unfortunatly most attack skills that flourish works with, have a faster recharge time than flourish making the skill rather impractical to use and only useful if many energy based attack skills are brought at the same time. Considering the actual effects that most energy based attack skills have, there are not many that are worth the space on the skill bar in the first place to even warrent wasting an eliete position for flourish. Remeber, these are warriors using the skill, not rangers and the skill its self in many instances would be like using glyph of renewal to recharge a skill like fireball or lightning orb for sustained use.
Quote:
Originally Posted by twicky_kid
Warrior's Endurance- recently testing this with a w/mo smiter. not too shabby. combine with zealous weapon 4 en a hit. only thing bad is it takes up your stance slot.
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This skill is a catch 22. Yes you can charge up your energy quickly using it and a zealous weapon, but in order to take advantage of it you must stop attacking to cast (hence your energy regen) in order to use the energy while wasting your stance position.