Worst Skill in the Game
Seissor
"Illusion of weakness"
I dont understand it....it takes away your health....then gives it back after so long.....WHY DO YOU WANT LESS HP!! >.<
Must be a mez thing....I dont play casters (cept for my monk, bunny medic)
I dont understand it....it takes away your health....then gives it back after so long.....WHY DO YOU WANT LESS HP!! >.<
Must be a mez thing....I dont play casters (cept for my monk, bunny medic)
entropy
Umm its a great anti-spike heal. In the beggining of the round you cast it and lose X amount. Then you regen till you are full. Soon after that if you are spiked and dropped down the below 25% hp you are healed for X amount that you had lost. It's like a backup reserve of health
azunder
Quote:
Originally Posted by Seissor
"Illusion of weakness"
I dont understand it....it takes away your health....then gives it back after so long.....WHY DO YOU WANT LESS HP!! >.<
Must be a mez thing....I dont play casters (cept for my monk, bunny medic) Because you can heal the health it takes away. This means you get extra HP without increasing your max HP. Useful for necro sacrificing. Also, it has no upkeep and infinite duration unlike Vital blessing and Demonic Flesh.
The worst skill is... Unnatural Signet! Oh wait, they removed that skill. I'd say Leech Signet, 45 cooldown AND a conditional effect!
I dont understand it....it takes away your health....then gives it back after so long.....WHY DO YOU WANT LESS HP!! >.<
Must be a mez thing....I dont play casters (cept for my monk, bunny medic) Because you can heal the health it takes away. This means you get extra HP without increasing your max HP. Useful for necro sacrificing. Also, it has no upkeep and infinite duration unlike Vital blessing and Demonic Flesh.
The worst skill is... Unnatural Signet! Oh wait, they removed that skill. I'd say Leech Signet, 45 cooldown AND a conditional effect!
kKagari
damn someone beat me to writing an essay for otyughs cry. i use that skill in pvp, it rocks. add a call of haste to it. judges insight for the finish, pets will start scratching for loads.
holy wrath...i think its pretty useless, energy loss is too high....
holy wrath...i think its pretty useless, energy loss is too high....
White Designs
Quote:
Originally Posted by Hot Dead
Why would you want to cripple anyone but the flag runner or the theif in GvG?
Just quit now.
Former Ruling
Power Shot.
I can think of no other comparison of skills where they both have the SAME goal when used (damaging the opponent), except one of them has worse recharge time, and doesn't do anything the other one cant. This is in comparison to Penetrating Shot.
Atleast when you compare other similar skills each has its own situation or does something differently that warrents its use for something. But as of right now I haven't fought any mob that Power Shot hits consistently better than Penetrating Shot..
Before the Sept. update I would have said Point Blank Shot, since its damage increase was the exact same as Power Shot's, but had half the firing distance...it had NO reason to be used. After the update it has a noticable increase in power over Power shot so the decreased distance isn't much of a problem.
I can think of no other comparison of skills where they both have the SAME goal when used (damaging the opponent), except one of them has worse recharge time, and doesn't do anything the other one cant. This is in comparison to Penetrating Shot.
Atleast when you compare other similar skills each has its own situation or does something differently that warrents its use for something. But as of right now I haven't fought any mob that Power Shot hits consistently better than Penetrating Shot..
Before the Sept. update I would have said Point Blank Shot, since its damage increase was the exact same as Power Shot's, but had half the firing distance...it had NO reason to be used. After the update it has a noticable increase in power over Power shot so the decreased distance isn't much of a problem.
a_scrawny_gnoll01
Quote:
Originally Posted by Former Ruling
Before the Sept. update I would have said Point Blank Shot, since its damage increase was the exact same as Power Shot's, but had half the firing distance...it had NO reason to be used. After the update it has a noticable increase in power over Power shot so the decreased distance isn't much of a problem.
My exact thought as well before the update, no I'm not so sure what skill sucks for rangers.
I say Troll Unguent...
*hides*
I say Troll Unguent...
*hides*
Cymmina
Quote:
Originally Posted by The Purple Pants Guy
First, what would you have 15 inspiration magic for? Second, why don't people use Power Drain? It costs 5 energy and with 8 inspiration magic you gain 17 energy giving you a net gain of 12 energy. All you have to do is find a spell to interrupt. I think the recharge time is 30. And it takes very little time to cast.
I used 15 for statistic purposes, since a lot of the numbers around here haven't been changed since beta and the official site uses 1-15 for its information. I regularly have 11 or 12 inspiration.
Power Drain @15: 5 cost, 25 recovery, 20 net gain, 25 recharge.
Mantra of Recall @15: 10 cost (correction), 38 recovery, net gain 28 (correction), 20 recharge
I can get 28 energy every 20 seconds (Mantra of Recall) or 20 energy every 25 seconds (Power Drain). On top of that, the Mantra of Recall is completely unconditional and I'm not screwed for 25 seconds if I miss my interrupt for whatever reason. Mantra of Recall should be treated like Illusion of Weakness: cast before going into battle, wait for recovery, dump your energy and wait for MoR to end and fill your energy back up.
Power Drain @15: 5 cost, 25 recovery, 20 net gain, 25 recharge.
Mantra of Recall @15: 10 cost (correction), 38 recovery, net gain 28 (correction), 20 recharge
I can get 28 energy every 20 seconds (Mantra of Recall) or 20 energy every 25 seconds (Power Drain). On top of that, the Mantra of Recall is completely unconditional and I'm not screwed for 25 seconds if I miss my interrupt for whatever reason. Mantra of Recall should be treated like Illusion of Weakness: cast before going into battle, wait for recovery, dump your energy and wait for MoR to end and fill your energy back up.
Former Ruling
Quote:
Originally Posted by a_scrawny_gnoll01
My exact thought as well before the update, no I'm not so sure what skill sucks for rangers.
I say Troll Unguent...
*hides* Troll isn't bad - but lowering its cast time to 1-2 seconds (from the 3 now) would currently oepn it up to more possible uses.
I still hold a place on my skillbar for it. Its high cast time keeps me from using it loosely in battle, but it can be used combined with the ranger's many defensive skills to keep you going when the monk hs better things to worry bout.
I say Troll Unguent...
*hides* Troll isn't bad - but lowering its cast time to 1-2 seconds (from the 3 now) would currently oepn it up to more possible uses.
I still hold a place on my skillbar for it. Its high cast time keeps me from using it loosely in battle, but it can be used combined with the ranger's many defensive skills to keep you going when the monk hs better things to worry bout.
smurfhunter
leech signet is awesome - it can interupt anything. aaanything. which is awesome for mesmers who have all these nice anti spell interupts, but few anti *skill* interupts
NatalieD
Quote:
Originally Posted by smurfhunter
leech signet is awesome - it can interupt anything. aaanything. which is awesome for mesmers who have all these nice anti spell interupts, but few anti *skill* interupts
But the recharge is painfully long, and it doesn't do anything beyond interrupting if you hit a non-spell. Play a ranger if you want to interrupt non-casters.
Xue Yi Liang
This shouldn't count but I'll mention it anyway. I used to love the Unyielding Aura + Divine Intervention combo until it was nerfed. Now UA is in my skill "junk pile."
Krazax
Quote:
Originally Posted by Cymmina
I used 15 for statistic purposes, since a lot of the numbers around here haven't been changed since beta and the official site uses 1-15 for its information. I regularly have 11 or 12 inspiration.
Power Drain @15: 5 cost, 25 recovery, 20 net gain, 25 recharge.
Mantra of Recall @15: 10 cost (correction), 38 recovery, net gain 28 (correction), 20 recharge
I can get 28 energy every 20 seconds (Mantra of Recall) or 20 energy every 25 seconds (Power Drain). On top of that, the Mantra of Recall is completely unconditional and I'm not screwed for 25 seconds if I miss my interrupt for whatever reason. Mantra of Recall should be treated like Illusion of Weakness: cast before going into battle, wait for recovery, dump your energy and wait for MoR to end and fill your energy back up.
Mantra of Recall is crap. This skill makes you wait 20 seconds to get bonus energy. If you are seriously taking that long to kill something, you're not doing your job right. A mob or player needs to be dead in 10 secs or less. Pure and simple. Also, it's 10x's better, and more effective, to take what energy you need by stealing it from other targets. Why? Because you are commiting a form of attack against your enemies. You are helping prevent dmg to yourself and party. You are reducing their effectiveness by stripping them of their precious energy to fuel your attacks.
An elite skill that does no purpose but give you bonus energy is useless. (Now don't even mention Glyph of Energy, because that removes exhaustion from the next casted spell - that's a huge bonus). Mantra of Recall does not deserve to be an elite. It should be a normal spell, because it effectively does the same thing as Glyph of Lesser Energy but has a delay, costs more, but oh look out has a slightly faster recharge. Hoop dee dang doo!
The skill needs to loose it's elite status for it to become usefull.
Power Drain @15: 5 cost, 25 recovery, 20 net gain, 25 recharge.
Mantra of Recall @15: 10 cost (correction), 38 recovery, net gain 28 (correction), 20 recharge
I can get 28 energy every 20 seconds (Mantra of Recall) or 20 energy every 25 seconds (Power Drain). On top of that, the Mantra of Recall is completely unconditional and I'm not screwed for 25 seconds if I miss my interrupt for whatever reason. Mantra of Recall should be treated like Illusion of Weakness: cast before going into battle, wait for recovery, dump your energy and wait for MoR to end and fill your energy back up.
Mantra of Recall is crap. This skill makes you wait 20 seconds to get bonus energy. If you are seriously taking that long to kill something, you're not doing your job right. A mob or player needs to be dead in 10 secs or less. Pure and simple. Also, it's 10x's better, and more effective, to take what energy you need by stealing it from other targets. Why? Because you are commiting a form of attack against your enemies. You are helping prevent dmg to yourself and party. You are reducing their effectiveness by stripping them of their precious energy to fuel your attacks.
An elite skill that does no purpose but give you bonus energy is useless. (Now don't even mention Glyph of Energy, because that removes exhaustion from the next casted spell - that's a huge bonus). Mantra of Recall does not deserve to be an elite. It should be a normal spell, because it effectively does the same thing as Glyph of Lesser Energy but has a delay, costs more, but oh look out has a slightly faster recharge. Hoop dee dang doo!
The skill needs to loose it's elite status for it to become usefull.
BrandonIT
I personally like Leech Signet as a backup to Cry of Frustration. I'll usually run a spell interrupt, Cry of Frustration, and then put in Leech Signet as an either/or backup skill interrupt/energy gain. PvE monsters like to use their main skills in a 1-2-3 fashion, so I like being able to interrupt one Giant Stomp, move on the next one, interrupt his Giant Stomp, move on to the next one and start attacking while my teammates/henchies are finishing up the very first one I interrupted.
I'm not sure what skill I would vote for most useless, but I'm sure I can find one when I get home.
BTW, the thing I really love about Guild Wars, is this thread. For every useless skill, someone else says, "No way! I use that skill all the time..."
I'm not sure what skill I would vote for most useless, but I'm sure I can find one when I get home.
BTW, the thing I really love about Guild Wars, is this thread. For every useless skill, someone else says, "No way! I use that skill all the time..."
JYX
People. People.
Stop embarassing yourselves.
At 10 inspiration, you gain 13 energy from Mantra of Recall per 21 seconds (recharge+cast). This translates into 1.86 pips of extra energy. Inspired hex does 6 per 21 seconds, which is 0.86 pips of extra energy. Plus hex removal. Plus it doesn't recharge if you miss your hex. Drain Enchant gives you 8 per 26 seconds, translating into 0.92 pips of energy. Plus enchant removal. This added together is roughly 3.64 pips of extra energy, this translates into roughly 191% casting for your monk...although I don't suggest using Drain Enchant as it will most likely affect the quality of his casting.
You can't use a glyph of lesser energy as a monk for two reasons. The first being that the spells themselves don't cost a whole lot, theres no point using a glyph for a 10 energy spell. The second being that this is just bad time management. Monks are pushed for time as it is, spending 1 second casting a glyph and 1 second using your prot/heal decreases both your heal per second and reaction speeds. Assuming then you used your glyph for Aegis...which is probably your best bet as you can prepare beforehand and its energy heavy, this translates into a gain of 10 energy every 30 seconds. That sir...is 1 pip, conditional on you repeatedly using a 15 energy spell, at the cost of time management. Comparing it to glyph of energy would be more valid, its faster recharge makes it slightly better in terms of hypothetical max energy gained, but still not as great as blood/insp for energy, still affects reaction speeds and limits the spells you can use.
If that accounts for your attitude towards elites in general, then I guess you missed the boat on Energy Drain back in the day. Who did everyone drain in mid/late game? The pets, NPCs. That sure as hell doesn't sound like shutdown to me. They do it because they want energy no questions asked. This is compounded by the odd assumption that Energy Drain is OK. That spell gets you 11 energy every 30 seconds. Thats 1.1 pips of energy regeneration. This is even worse than Glyph of Lesser energy by virtue of it being elite. As for the energy denial factor, I'm not giving up my elite for shoddy energy management and 4/5th of a debilitating shot every 30 seconds. Offering gives twice as much. Inspiration, should you have the slots, gives more.
By now you should've realised that while you were probably talking about Ele, everybody else was talking about monk. Though in that context...the 20 second thing still doesn't make a whole lot of sense. You cast the thing say 10 seconds before you're due to engage...regen some energy...spam some heals/enchants, overheal if needed. Then 10 seconds into the fight recall comes back and you have full energy, this is a slight edge you have over other forms of energy management...you can use it early and take advantage of some extra natural regen.
For Quick Shot. Why are you comparing Quick Shot to Tiger's Fury or a Shortbow? The idea is you use all three of them together for very fast shooting. If you're going for a DPS ranger, QS is still a great way to go. In addition to this, it makes the ranger spike even easier (dualshot/quickshot/savage). Its useful in either spike or DPS, definately one of the strongest Ranger elites.
Signet of Humility is an awesome skill. The casting time can be a pain but it costs no energy so just use it during your downtime. It may well take down energy management if you get lucky with the recharge, (if the enemy uses offering 1 second before you cast it...well you're just unlucky), it shuts down poison arrowers, screws over both hammers and axes.
Until I think of something truly terrible...I'm gonna go ahead and vote Skull Crack. The adrenaline it requires makes no sense...you wouldn't use this in PvE, in PvP it gets healed too often. Warriors have a hard time interrupting spells anyway so even putting it on is a problem. Then you got the QS ranger standing next to you, dealing out respectable DPS, conditioning, and he goes and throws in a concussion shot.
Stop embarassing yourselves.
At 10 inspiration, you gain 13 energy from Mantra of Recall per 21 seconds (recharge+cast). This translates into 1.86 pips of extra energy. Inspired hex does 6 per 21 seconds, which is 0.86 pips of extra energy. Plus hex removal. Plus it doesn't recharge if you miss your hex. Drain Enchant gives you 8 per 26 seconds, translating into 0.92 pips of energy. Plus enchant removal. This added together is roughly 3.64 pips of extra energy, this translates into roughly 191% casting for your monk...although I don't suggest using Drain Enchant as it will most likely affect the quality of his casting.
You can't use a glyph of lesser energy as a monk for two reasons. The first being that the spells themselves don't cost a whole lot, theres no point using a glyph for a 10 energy spell. The second being that this is just bad time management. Monks are pushed for time as it is, spending 1 second casting a glyph and 1 second using your prot/heal decreases both your heal per second and reaction speeds. Assuming then you used your glyph for Aegis...which is probably your best bet as you can prepare beforehand and its energy heavy, this translates into a gain of 10 energy every 30 seconds. That sir...is 1 pip, conditional on you repeatedly using a 15 energy spell, at the cost of time management. Comparing it to glyph of energy would be more valid, its faster recharge makes it slightly better in terms of hypothetical max energy gained, but still not as great as blood/insp for energy, still affects reaction speeds and limits the spells you can use.
If that accounts for your attitude towards elites in general, then I guess you missed the boat on Energy Drain back in the day. Who did everyone drain in mid/late game? The pets, NPCs. That sure as hell doesn't sound like shutdown to me. They do it because they want energy no questions asked. This is compounded by the odd assumption that Energy Drain is OK. That spell gets you 11 energy every 30 seconds. Thats 1.1 pips of energy regeneration. This is even worse than Glyph of Lesser energy by virtue of it being elite. As for the energy denial factor, I'm not giving up my elite for shoddy energy management and 4/5th of a debilitating shot every 30 seconds. Offering gives twice as much. Inspiration, should you have the slots, gives more.
By now you should've realised that while you were probably talking about Ele, everybody else was talking about monk. Though in that context...the 20 second thing still doesn't make a whole lot of sense. You cast the thing say 10 seconds before you're due to engage...regen some energy...spam some heals/enchants, overheal if needed. Then 10 seconds into the fight recall comes back and you have full energy, this is a slight edge you have over other forms of energy management...you can use it early and take advantage of some extra natural regen.
For Quick Shot. Why are you comparing Quick Shot to Tiger's Fury or a Shortbow? The idea is you use all three of them together for very fast shooting. If you're going for a DPS ranger, QS is still a great way to go. In addition to this, it makes the ranger spike even easier (dualshot/quickshot/savage). Its useful in either spike or DPS, definately one of the strongest Ranger elites.
Signet of Humility is an awesome skill. The casting time can be a pain but it costs no energy so just use it during your downtime. It may well take down energy management if you get lucky with the recharge, (if the enemy uses offering 1 second before you cast it...well you're just unlucky), it shuts down poison arrowers, screws over both hammers and axes.
Until I think of something truly terrible...I'm gonna go ahead and vote Skull Crack. The adrenaline it requires makes no sense...you wouldn't use this in PvE, in PvP it gets healed too often. Warriors have a hard time interrupting spells anyway so even putting it on is a problem. Then you got the QS ranger standing next to you, dealing out respectable DPS, conditioning, and he goes and throws in a concussion shot.
Akhilleus
Quote:
Originally Posted by NatalieD
Pin Down: 15 second recharge. Crippling Shot: 1 second. It also costs less energy, and it doesn't require any points in Marksmanship, which is sometimes advantageous.both.
pindown and oath shot gets the same effect, except oath shot will renable the rest of your skills as well; this combo is significantly better than crippling shot and 1 other skill to replace where pindown would be.
though, admittedly, one crippling shot ranger can be devastating to a caster team, if his allies consist mostly of high-damage warriors.
though, admittedly, one crippling shot ranger can be devastating to a caster team, if his allies consist mostly of high-damage warriors.
smurfhunter
leech signet is great on interupt mesmers, for example if im doing a migraine build and i dont have much energy, ill waste all my energy in the migraine hex/coverup hex and then just camp them with leech signet while my energy returns.
i like it. cry of frustration is the only other one like that and its 15 energy. ouch.
i cant decide between rust and ice spear as the best skills in the game
i like it. cry of frustration is the only other one like that and its 15 energy. ouch.
i cant decide between rust and ice spear as the best skills in the game
Arngrim120
My vote for worst skill in the game goes to Otyugh's Cry. This skill is completely worthless in PvP. As for PvE...come on now. Are there ever really enough animals in an area to waste a skill bar slot with this?
IPlayGuildWars
When IWAY first came out, my team used Otyugh's Cry to turn every pet against one target, as well as give it a healthy armor boost.
There's a lot of warrior/ranger stances I never see used...
There's a lot of warrior/ranger stances I never see used...
Yamat
Quote:
Originally Posted by Ruoenkruez Tudor
... and mantra of recall is pretty sucky
Mantra of Recall FTW on monks... EDrain is ruined with it's 30 sec recast time, and what monk has time to find a caster to interrupt? Since you're probably wanting Inspired Hex already, this is a great compliment for 10+ (net) energy boost every 20 seconds.
TGgold
Quote:
Originally Posted by Arngrim120
My vote for worst skill in the game goes to Otyugh's Cry. This skill is completely worthless in PvP. As for PvE...come on now. Are there ever really enough animals in an area to waste a skill bar slot with this?
Did you even read the rest of this thread?
I personally have founf one skill that i haven't used. Then again, I play for fun :/
I personally have founf one skill that i haven't used. Then again, I play for fun :/
twicky_kid
have we forgotton about keystone sig here.
sigs casting sux. recharge sux. disables all non-sig skills for xx seconds. takes up your elite spot.
doesn't get much worse than that.
sigs casting sux. recharge sux. disables all non-sig skills for xx seconds. takes up your elite spot.
doesn't get much worse than that.
Eonwe
Quote:
Originally Posted by Akhilleus
pindown and oath shot gets the same effect, except oath shot will renable the rest of your skills as well; this combo is significantly better than crippling shot and 1 other skill to replace where pindown would be.
though, admittedly, one crippling shot ranger can be devastating to a caster team, if his allies consist mostly of high-damage warriors. No, it doesn't get the same effect. Oath shot has a 20 second cooldown. Crippling shot has a 1 second cooldown. At 14 expertise, two crippling shots would cost you 8 energy. If you wanted two pin downs with your janky combination, it would cost you 18 energy. That combination is not significantly better than just crippling shot alone, in fact it's entirely worse given the situations crippling shot is used in for gvg.
though, admittedly, one crippling shot ranger can be devastating to a caster team, if his allies consist mostly of high-damage warriors. No, it doesn't get the same effect. Oath shot has a 20 second cooldown. Crippling shot has a 1 second cooldown. At 14 expertise, two crippling shots would cost you 8 energy. If you wanted two pin downs with your janky combination, it would cost you 18 energy. That combination is not significantly better than just crippling shot alone, in fact it's entirely worse given the situations crippling shot is used in for gvg.
White Designs
Quote:
Originally Posted by TGgold
I personally have founf one skill that i haven't used. Then again, I play for fun :/
I have fun by winning *shrugs*. My vote goes to Rust.
smurfhunter
Quote:
Originally Posted by twicky_kid
have we forgotton about keystone sig here.
sigs casting sux. recharge sux. disables all non-sig skills for xx seconds. takes up your elite spot.
doesn't get much worse than that. seen keystone signet used in SoW mesmers
sigs casting sux. recharge sux. disables all non-sig skills for xx seconds. takes up your elite spot.
doesn't get much worse than that. seen keystone signet used in SoW mesmers
darkMishkin
Rust is just there incase some wierd signet build becomes FotM...
twicky_kid
Quote:
Originally Posted by smurfhunter
seen keystone signet used in SoW mesmers
so you can use 3 sigs that's nice. you just shut down the rest of your bar for keystone.
smurfhunter
well, its what prevents the skill from being overpowerd.
Flapper McSparkles
Everous already said most of what I had been planning on saying. Its easy to see who here isn't all that experienced in playing as a Mesmer.
Mantra of Recall is awesome. I'm frequently sad when I decide to take another elite, because I miss the extra energy from MoR so much. First of all, it does NOT (as so many people said) cost 15 energy, it costs 10. One important thing to note is that you gain its bonus energy even if somebody ends it prematurely. If someone shatters or rends your Elemental Attunement, you're screwed, but if they get rid of MoR, you just gain the energy that much sooner. The way to think about it is that it is (with decent points in inspiration) like having an extra 2 arrows of energy regen. All you have to do is cast it a few seconds before combat so you can gain back the paltry 10 energy. After that, you just use the energy you gain from it to recast it. I am completely blown away by people's dislike for MoR. In a Mesmer build with expensive popular spells like Shatter Hex, Backfire, and Chaos Storm, MoR is, for me, the difference between sitting around waiting for energy, and being a constantly useful party member.
Also, Leech Signet is on my skill bar quite frenquently as well. It serves two purposes. First of all, it costs 0 to cast. That might be obvious, but it is a BIG advantage when we're talking about interrupts. I don't know how often i go to interrupt and find out i'm 1 or 2 energy short and miss the opportunity. Packing leech signet means that you can stop that meteor shower or restore life (or Poison Arrows, since it can target non-spell skills), no matter your energy situation. Its second (and lesser) use is for emergency energy gain. Admittedly, if you have the ranks in Inspiration to make its energy gaining useful, you probably have other more useful energy gaining spells, but it is still another use, and can mean the difference between a useful or a wasted skill on your bar depending on the situation.
Keystone signet... eh, okay. Not that great. Signet builds are certainly interesting, and their lack of reliance on energy makes them an interesting alternative when paired with mesmer skills that speed up their recharge.
My votes for worst MESMER skill is (controversially) Fragility. I know lots of people USE Fragility, but I've never felt that it was worth taking on your skill bar for the minimal damage it does. There aren't that many conditions, and it just doesn't seem like its worth bothering with.
Oh yeah, heal party. 15 energy for a laughable amount of health. I don't feel like making an argument, I just know that I always kick myself when I take it along, because it always ends up being futile. Such a small health gain isn't going to make you not lose if things are going badly.
How about Lava Font? Its usable, so I dont' know if it is bad enough, but c'mon. it only hurts guys mobbing you, and doesn't move with you. five seconds of 20-something damage a second? Thats not going to make the warriors pounding you leave you alone. Its just another skill i can't see anyone bothering with when there are so many BETTER fire skills with area effects (Fireball, Firestorm, Meteor, Phoenix) that you have a lot more control over.
Mantra of Recall is awesome. I'm frequently sad when I decide to take another elite, because I miss the extra energy from MoR so much. First of all, it does NOT (as so many people said) cost 15 energy, it costs 10. One important thing to note is that you gain its bonus energy even if somebody ends it prematurely. If someone shatters or rends your Elemental Attunement, you're screwed, but if they get rid of MoR, you just gain the energy that much sooner. The way to think about it is that it is (with decent points in inspiration) like having an extra 2 arrows of energy regen. All you have to do is cast it a few seconds before combat so you can gain back the paltry 10 energy. After that, you just use the energy you gain from it to recast it. I am completely blown away by people's dislike for MoR. In a Mesmer build with expensive popular spells like Shatter Hex, Backfire, and Chaos Storm, MoR is, for me, the difference between sitting around waiting for energy, and being a constantly useful party member.
Also, Leech Signet is on my skill bar quite frenquently as well. It serves two purposes. First of all, it costs 0 to cast. That might be obvious, but it is a BIG advantage when we're talking about interrupts. I don't know how often i go to interrupt and find out i'm 1 or 2 energy short and miss the opportunity. Packing leech signet means that you can stop that meteor shower or restore life (or Poison Arrows, since it can target non-spell skills), no matter your energy situation. Its second (and lesser) use is for emergency energy gain. Admittedly, if you have the ranks in Inspiration to make its energy gaining useful, you probably have other more useful energy gaining spells, but it is still another use, and can mean the difference between a useful or a wasted skill on your bar depending on the situation.
Keystone signet... eh, okay. Not that great. Signet builds are certainly interesting, and their lack of reliance on energy makes them an interesting alternative when paired with mesmer skills that speed up their recharge.
My votes for worst MESMER skill is (controversially) Fragility. I know lots of people USE Fragility, but I've never felt that it was worth taking on your skill bar for the minimal damage it does. There aren't that many conditions, and it just doesn't seem like its worth bothering with.
Oh yeah, heal party. 15 energy for a laughable amount of health. I don't feel like making an argument, I just know that I always kick myself when I take it along, because it always ends up being futile. Such a small health gain isn't going to make you not lose if things are going badly.
How about Lava Font? Its usable, so I dont' know if it is bad enough, but c'mon. it only hurts guys mobbing you, and doesn't move with you. five seconds of 20-something damage a second? Thats not going to make the warriors pounding you leave you alone. Its just another skill i can't see anyone bothering with when there are so many BETTER fire skills with area effects (Fireball, Firestorm, Meteor, Phoenix) that you have a lot more control over.
Sagius Truthbarron
Quote:
Originally Posted by Everous
People. People.
Stop embarassing yourselves. Words of wisdom. Please listen to this. None of you who are saying these skills are bad know what they are talking about. Every skill has a use, or else it wouldn't be in the game. Albeit, a few could use some tuning up.
Someone mentioned Verata's Aura. I remember one night in Tombs our group ran into a Minion Mass 3 times in a row. So, I, on my tainted necro, took Verata's Aura. You can't immagine how neat it is to take 40+ minions (that are surrounding your enemy) for 230 seconds with one spell and watch them all flee helplessly from their own minions as you hop on the corpses of their sac necros. Aah, that was fun
When you post and talk about something being useless, it gives those who know what they are talking about to have a good laugh
Stop embarassing yourselves. Words of wisdom. Please listen to this. None of you who are saying these skills are bad know what they are talking about. Every skill has a use, or else it wouldn't be in the game. Albeit, a few could use some tuning up.
Someone mentioned Verata's Aura. I remember one night in Tombs our group ran into a Minion Mass 3 times in a row. So, I, on my tainted necro, took Verata's Aura. You can't immagine how neat it is to take 40+ minions (that are surrounding your enemy) for 230 seconds with one spell and watch them all flee helplessly from their own minions as you hop on the corpses of their sac necros. Aah, that was fun
When you post and talk about something being useless, it gives those who know what they are talking about to have a good laugh
HawkofStorms
Quote:
Originally Posted by Ruoenkruez Tudor
dude Keystone signet is way suckier than signet of humility except when somesones dead and mantra of recall is pretty sucky
Mantra of recall is actually a great skill to use to help with energy managemetn. I run a air/inspiration PvE build right now that uses it quite effectively. Right when you are running low on energy, recall ends and I have enough energy to cast lightening orb again. The problem is it is a timing issue and that so few people put 10 or more attributes into inspiration.
I also have to agree with a previous point that illuision of weakness is useless. It does nothing in PvE since the whole point of the skill is to trick guys in PvP to make them think you are injured. Of course, if they think you are near death, then they will just target you first. Unless you have like armor of earth on and want them to target you instead of somebody else with even weaker armor, I don't really understand why this skill would be useful.
I also have to agree with a previous point that illuision of weakness is useless. It does nothing in PvE since the whole point of the skill is to trick guys in PvP to make them think you are injured. Of course, if they think you are near death, then they will just target you first. Unless you have like armor of earth on and want them to target you instead of somebody else with even weaker armor, I don't really understand why this skill would be useful.
ange1
1 use. buffing imaginary weapon, since both are illusion.
smurfhunter
there are two versions of the sow mesmers:
keystone signet, sow, mantra of inscriptions and qz in the background.
the other version is echo, sow, mantra and qz in the background.
i havent played either but they both definetly might work.
heal party is NOT trash. nooo way. lava font, maybe. mantra of recall isnt the greatest elite, but hey its not that bad either.
illusion of weakness, if it doesnt get removed, is exactly like a more powerfull version of vital blessing with no real side effect. not great in tombs, but great in ca/ta
Quote:
Originally Posted by HawkofStorms
keystone signet, sow, mantra of inscriptions and qz in the background.
the other version is echo, sow, mantra and qz in the background.
i havent played either but they both definetly might work.
heal party is NOT trash. nooo way. lava font, maybe. mantra of recall isnt the greatest elite, but hey its not that bad either.
illusion of weakness, if it doesnt get removed, is exactly like a more powerfull version of vital blessing with no real side effect. not great in tombs, but great in ca/ta
Quote:
I also have to agree with a previous point that illuision of weakness is useless. ...whole point of the skill is to trick guys in PvP to make them think you are injured.
heres someone who only read the skill name and decided he knew all about the skill
Flapper McSparkles
I forgot to comment on Illusion of Weakness. Not sure why you think it is useless either. Its use is not primarily for tricking pve to attacking you, its use is to give you higher max hp. If you're already putting a lot of points into illusion, IoW is nice because it will just raise your max hp by 200 or so. Vital Blessing might suck because of the negative energy regen, but IoW sticks around for free.
Ishamael Sedai
[QUOTE=Flapper McSparkles]Everous already said most of what I had been planning on saying. Its easy to see who here isn't all that experienced in playing as a Mesmer.
Oh yeah, heal party. 15 energy for a laughable amount of health. I don't feel like making an argument, I just know that I always kick myself when I take it along, because it always ends up being futile. Such a small health gain isn't going to make you not lose if things are going badly.
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it's also easy to see who here isn't all that experienced in playing an mo
Oh yeah, heal party. 15 energy for a laughable amount of health. I don't feel like making an argument, I just know that I always kick myself when I take it along, because it always ends up being futile. Such a small health gain isn't going to make you not lose if things are going badly.
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it's also easy to see who here isn't all that experienced in playing an mo
nicky nightmare
Quote:
Originally Posted by mortalis doleo
vereta's aura is an important skill for a minion master.
if the master dies, this skill restores the control over those minions that are now neutral.
i seem to be the only one with this opinion, so i may just be a noob i never thought of using veratas aura after i died but it certainly would work i would think.....
if the master dies, this skill restores the control over those minions that are now neutral.
i seem to be the only one with this opinion, so i may just be a noob i never thought of using veratas aura after i died but it certainly would work i would think.....
Flapper McSparkles
Quote:
Originally Posted by Ishamael Sedai
it's also easy to see who here isn't all that experienced in playing an mo
I won't deny that.
Stormbringer
Deflect arrows, is THE ANTI-PINDOWN running skill.
I simply do not like these skills:
Infuse Health, shit in pve and pvp...Unless some one can explain its use to me
Mend Condition, the TOUCHING version of mend ailment...Stupid..
More will come...
I simply do not like these skills:
Infuse Health, shit in pve and pvp...Unless some one can explain its use to me
Mend Condition, the TOUCHING version of mend ailment...Stupid..
More will come...
Eonwe
Quote:
Originally Posted by Stormbringer
Infuse Health, shit in pve and pvp...Unless some one can explain its use to me
Mend Condition, the TOUCHING version of mend ailment...Stupid..
More will come...
Uh.... what? First of all, you've proven that you have little to no knowledge of the current gvg metagame. Secondly, you have proven that you have never actually used the skill mend condition.
Mend Condition, the TOUCHING version of mend ailment...Stupid..
More will come...
Uh.... what? First of all, you've proven that you have little to no knowledge of the current gvg metagame. Secondly, you have proven that you have never actually used the skill mend condition.
entropy
With the touching do you mean healing touch??? BTW infuse is the only heal that is fast enough for the Spike metagame ATM.