Worst Skill in the Game
audioaxes
Quote:
Originally Posted by Hella Good
Dark Fury is totally useless. Read the skill discription: "Sacrifice 17% maximum health. For 5 seconds, the next time any nearby party member hits with an attack, that party member gains one hit of adrenaline." Sacrifice 17% (!!!), not to mention the mana cost, so that THE NEXT TIME (=once) any NEARBY (means you have to be basically in the warriors' face) party member hits with an attack, that party member gains 1 (!!!) hit of adrenaline. Really, I have every single necro skill BUT Dark Fury. It is totally WORTHLESS, REGARDLESS of how many warriors u have in your party. That and, of course, the dumbest necro elite- Wither: 2 health degen, 2 mana degen... Really, Malaise is just as good- don't tell me 2 health degen really matters- it does not, + you can spam Syphons and Malaise to acheive a wonderful effect AND still be able to use a POWERFUL necro elite (what of Spites, Life Transfer, Well of Power, etc., etc.).
dark fury can be useful in iway groups
Hella Good
Quote:
Originally Posted by audioaxes
dark fury can be useful in iway groups
i dont think so- id rather waste my health and energy on something that is worthwhile like order of pain/vamp.
Eonwe
Quote:
Originally Posted by Hella Good
Dark Fury is totally useless. not to mention the mana cost, so that THE NEXT TIME (=once) any NEARBY (means you have to be basically in the warriors' face)
Dark Fury is radar range.
audioaxes
Quote:
Originally Posted by Hella Good
i dont think so- id rather waste my health and energy on something that is worthwhile like order of pain/vamp.
you can take all 3 and be very effective
Scary Raebbit
Quote:
Originally Posted by jonnybegood
no i do believe it does over 40 dmg while cleave is still in the 30s
8 Adrenaline (7 for Evisc) versus 4 Adrenaline.
Maybe the only redeeming factor.
Maybe the only redeeming factor.
RoF
Verathas Gaze is the only skill that I can't see any point in taking in any situation.
Either Take Veratha's aura or don't take either.... yeesh, what were they thinking?
Either Take Veratha's aura or don't take either.... yeesh, what were they thinking?
Hella Good
Quote:
Originally Posted by RoF
Verathas Gaze is the only skill that I can't see any point in taking in any situation.
Either Take Veratha's aura or don't take either.... yeesh, what were they thinking? Gaze is actually more useful than Aura. It gives you a minion for 10 mana, and that could easily be a high lvl fiend here. For example, in Grenth's, you can steal lvl 16 fiends from the Gnashers. Also Gaze does not expire- Aura does.
And again, Dark Fury is NOT cost effecient and if a warrior needs DF to generate one hit of adrenaline, he should seriously consider switching profession.
Either Take Veratha's aura or don't take either.... yeesh, what were they thinking? Gaze is actually more useful than Aura. It gives you a minion for 10 mana, and that could easily be a high lvl fiend here. For example, in Grenth's, you can steal lvl 16 fiends from the Gnashers. Also Gaze does not expire- Aura does.
And again, Dark Fury is NOT cost effecient and if a warrior needs DF to generate one hit of adrenaline, he should seriously consider switching profession.
RoF
Quote:
Originally Posted by Hella Good
Gaze is actually more useful than Aura. It gives you a minion for 10 mana, and that could easily be a high lvl fiend here. For example, in Grenth's, you can steal lvl 16 fiends from the Gnashers. Also Gaze does not expire- Aura does.
And again, Dark Fury is NOT cost effecient and if a warrior needs DF to generate one hit of adrenaline, he should seriously consider switching profession. You're kidding right? Why would I want to spend 7 seconds ( 1 second cast + 5 second recharge + 1 second cast) stealing a lvl 16 fiend when I can make my own at level 18? That level 16 fiend will die faster than the time it took you to steal it.
Gaze and Aura both are pants in PvE.... the only use for either one is aura against MF builds in tombs... even this isn't so practical as the enemy MM will be carrying an aura of his own.
And again, Dark Fury is NOT cost effecient and if a warrior needs DF to generate one hit of adrenaline, he should seriously consider switching profession. You're kidding right? Why would I want to spend 7 seconds ( 1 second cast + 5 second recharge + 1 second cast) stealing a lvl 16 fiend when I can make my own at level 18? That level 16 fiend will die faster than the time it took you to steal it.
Gaze and Aura both are pants in PvE.... the only use for either one is aura against MF builds in tombs... even this isn't so practical as the enemy MM will be carrying an aura of his own.
James Earthwarder
{Ward Againist Harm} could use some work. First of all its the only non-earth ward. This means you can't stack it with other wards. The Level 16 version gives you + 63 Armor vs Fire, and 25 Armor vs other damage. This may sound ok, but it is an elite skill. This means you have to devote your elite skill to a spell that could just be called ward againist fire. This is ok for the campaign where you can choose your enemies, but in PvP the chances of facing a significant number of fire eles is pretty darn low. It should be made a earth spell since all other wards are earth, there are 3 water elites and only one earth, and in order to cast the spell you have expose your ele to the front lines of battle where earth protection spells would really help. Secondly, to make it more effective in PvP the spell should give around 50 armor vs fire, and 35 vs other damage.
entropy
NAh cmon don't take more away from water. Then the only really good elite for pvp would be water trident.
James Earthwarder
Meanwhile, the only elite for earth is obsidian flesh.
Retribution X
an adrenal W/Mo can use vital blessing. if you max prot out, an additional 200 health really can help. if you have all perfect fortitude and superior vigor, you would have, 790 health.
Hella Good
Quote:
Originally Posted by James Earthwarder
Meanwhile, the only elite for earth is obsidian flesh.
haha, true. i am an earth lover- too bad there isn't more earth elites. earth is very powerful though. also, it's mostly spike damage, which tends to be the new thing in pve since the dot aoe nerf.
(reature111
heal area owns if ur party is getting owned and needs to buy time to get away and thin out the hoarde, but that pretty conditional and shouldnt ever happen anyway
Neutron Star
Quote:
Originally Posted by Hella Good
And again, Dark Fury is NOT cost effecient and if a warrior needs DF to generate one hit of adrenaline, he should seriously consider switching profession.
I think you don't quite understand what the skill does. It gives one bonus strike of adrenaline on each attack for 5 seconds on all party members within radar range. How is that not good? Next time, test the skill before you decide it's crap.
Arcador
Neutron Star - you sure about dark fury?
Vital blessing can save your ass vs spike some times...but most of them it will just get striped. One very good skill is watchfull spirit - once it is removed you gain ~150 health.
Vital blessing can save your ass vs spike some times...but most of them it will just get striped. One very good skill is watchfull spirit - once it is removed you gain ~150 health.
The Son Of Morgoth
i like how we have completely got off the subject of the worst build.
entropy
Quote:
Originally Posted by The Son Of Morgoth
i like how we have completely got off the subject of the worst build.
Worst skill
Praetor
Quote:
Originally Posted by GWplayer745
I've never used this skill, but have had it used against me and I can therefore say that you may be looking at Ether Lord in the wrong way. You might be looking at it as a way to gain energy, but I like to look at it as a way to keep others from gaining energy. This skill could seriously cause a monk who's relying on maintained enchantments (perhaps a life bonder), to really start hurting for energy with an additional 3 arrows of energy degeneration. Just one of many scenarios where this skill could be useful. Far from being the worst skill in the game if you ask me.
But look at the duration of ether lord, maxes about 10 seconds. For a grand total of, 10 energy denied. Sure it's going to hurt a bonder, but so is malaise + wither for 4 energy degeneration for about 30 seconds (and counter the life degen on yourself with life siphon or something). On top of that, ether lord can't spam as well as malaise. Even more so, energy burn/surge denies 10 energy each at 14 dom, as well as dealing 80 dmg a piece.
Sure if you're completely out of energy, might as well use ether lord. However, ether lord still needs a longer duration to be really effective.
Sure if you're completely out of energy, might as well use ether lord. However, ether lord still needs a longer duration to be really effective.
se7en18
Vengeance.
j_babs
Quote:
Originally Posted by se7en18
Vengeance.
Vengeance is a great skill, i have it equipped on my W/Mo. It brings players back for 30 seconds with no DP and with full health and energy, enough to change the tide of a battle in PvE. It has saved my team many times.
NatalieD
Quote:
Originally Posted by Praetor
But look at the duration of ether lord, maxes about 10 seconds. For a grand total of, 10 energy denied. Sure it's going to hurt a bonder, but so is malaise + wither for 4 energy degeneration for about 30 seconds (and counter the life degen on yourself with life siphon or something). On top of that, ether lord can't spam as well as malaise. Even more so, energy burn/surge denies 10 energy each at 14 dom, as well as dealing 80 dmg a piece.
Sure if you're completely out of energy, might as well use ether lord. However, ether lord still needs a longer duration to be really effective. Comparing Ether Lord to Energy Burn in terms of quantity of energy denied is misleading. Ether Lord is meant to be used when the target is at or very near zero energy. Then they're likely to go the full duration without getting back to the 5 energy needed to cast anything. (This doesn't work as well on ranger primaries, of course.) With Energy Burn, you have to either cast prematurely and only deny a few points, or wait for them to build up energy and thereby give them a chance to use it before you burn it.
Of course, you still need Energy Burn or something like it to get them down to zero in the first place, and EL is rather expensive unless you're at very low energy at the same time, so I'm not gonna say it's a great skill. But it's not useless.
Sure if you're completely out of energy, might as well use ether lord. However, ether lord still needs a longer duration to be really effective. Comparing Ether Lord to Energy Burn in terms of quantity of energy denied is misleading. Ether Lord is meant to be used when the target is at or very near zero energy. Then they're likely to go the full duration without getting back to the 5 energy needed to cast anything. (This doesn't work as well on ranger primaries, of course.) With Energy Burn, you have to either cast prematurely and only deny a few points, or wait for them to build up energy and thereby give them a chance to use it before you burn it.
Of course, you still need Energy Burn or something like it to get them down to zero in the first place, and EL is rather expensive unless you're at very low energy at the same time, so I'm not gonna say it's a great skill. But it's not useless.
Mosch
Quote:
Originally Posted by se7en18
Vengeance.
Say.... is it possible to combine Vengeance with Divine Intervention? That would be a no-DP res. I haven't tried it (don't have a monk), but I wonder...
Scorpion Boy
Quote:
Originally Posted by j_babs
Vengeance is a great skill, i have it equipped on my W/Mo. It brings players back for 30 seconds with no DP and with full health and energy, enough to change the tide of a battle in PvE. It has saved my team many times.
Indeed Vengeance is great
I liked it a lil to much when it was bugged in FoW....
I liked it a lil to much when it was bugged in FoW....
Praetor
Quote:
Originally Posted by NatalieD
Comparing Ether Lord to Energy Burn in terms of quantity of energy denied is misleading. Ether Lord is meant to be used when the target is at or very near zero energy. Then they're likely to go the full duration without getting back to the 5 energy needed to cast anything. (This doesn't work as well on ranger primaries, of course.) With Energy Burn, you have to either cast prematurely and only deny a few points, or wait for them to build up energy and thereby give them a chance to use it before you burn it.
Of course, you still need Energy Burn or something like it to get them down to zero in the first place, and EL is rather expensive unless you're at very low energy at the same time, so I'm not gonna say it's a great skill. But it's not useless. Once again, malaise + wither has the same effect, for longer duration, and less penalty to you. Even malaise alone has comparable effects, if you're so attached to your elite skill. Even just a few pts in curses will outlast/outeffect ether lord.
And I'm not saying it's worthless, I'm saying it's the worst skill for a mesmer. And if worst = useless, then some skill balance changes need to be made. (which is does for this skill anyways)
Of course, you still need Energy Burn or something like it to get them down to zero in the first place, and EL is rather expensive unless you're at very low energy at the same time, so I'm not gonna say it's a great skill. But it's not useless. Once again, malaise + wither has the same effect, for longer duration, and less penalty to you. Even malaise alone has comparable effects, if you're so attached to your elite skill. Even just a few pts in curses will outlast/outeffect ether lord.
And I'm not saying it's worthless, I'm saying it's the worst skill for a mesmer. And if worst = useless, then some skill balance changes need to be made. (which is does for this skill anyways)
RotJ
Quote:
Originally Posted by Neutron Star
This is straight from ANet: "Nearby An area of effect that is equal to 240 inches."
A graphical depiction is here.
Definitely not radar range unless the skill description is wrong.
Pharalon
Skill description is wrong. It's radar range.
Rico Carridan
Quote:
Originally Posted by James Earthwarder
{Ward Againist Harm} could use some work. First of all its the only non-earth ward. This means you can't stack it with other wards. The Level 16 version gives you + 63 Armor vs Fire, and 25 Armor vs other damage. This may sound ok, but it is an elite skill. This means you have to devote your elite skill to a spell that could just be called ward againist fire. This is ok for the campaign where you can choose your enemies, but in PvP the chances of facing a significant number of fire eles is pretty darn low. It should be made a earth spell since all other wards are earth, there are 3 water elites and only one earth, and in order to cast the spell you have expose your ele to the front lines of battle where earth protection spells would really help. Secondly, to make it more effective in PvP the spell should give around 50 armor vs fire, and 35 vs other damage.
Look up the ranger skill called "Greater Conflagration." Now ward vs harm is +63 al vs all physical attacks. Not too shabby for PvP IMHO, if you set up your build to take advantage of it.
Rico
Rico
entropy
Quote:
Originally Posted by Rico Carridan
Look up the ranger skill called "Greater Conflagration." Now ward vs harm is +63 al vs all physical attacks. Not too shabby for PvP IMHO, if you set up your build to take advantage of it.
Rico Without fertile how you gonna keep GC up? They see them both being used and your spirit will be gone fast. Not only that but thats 2 elites for a decent amount of armor.... Many things ignore armor.
Rico Without fertile how you gonna keep GC up? They see them both being used and your spirit will be gone fast. Not only that but thats 2 elites for a decent amount of armor.... Many things ignore armor.
Raiddinn Beatdropper
Decent amount of armor... I guess... like take the 60 ac bonus and figure that in, you are taking about 25% of the damage you would have been taking without the 60 bonus AC.
Also, the AC against everything is the major selling point, it is basically a combination of elements and melee and beefed up after that.
Worthless Player
Also, the AC against everything is the major selling point, it is basically a combination of elements and melee and beefed up after that.
Worthless Player
Sum1
Quote:
Originally Posted by Rico Carridan
I'd like to have some opinions on what people think are the worst skills in the game for each class. These are skills, that, for whatever reason, have probably never found their way into any player's skill bar, pretty much ever. Maybe their effect just doesn't make sense. Maybe the energy cost is just too high to justify the effect. Maybe the spell is just too situation to ever be used. Whatever the case, I'd love to hear what people think about these skills. Also, if you have ever found an effective use for any of the skills that people claim to be the game's bottom of the barrel, I'd love to hear it.
Here's my 6:
Warrior: Deflect arrows. In principle this skill looks like it could be nice, except for the part that says "this skill ends if you attack"
Ranger: Otyugh's cry. There aren't enough random animals in any area that I can think of to make this spell worth using. If it worked on pets, I can see a lot of good things coming from this.
Elementalist: Rust. There are a few builds that *technically* would be gimped beyond any recovery if this skill was used. But nobody would ever bother bringing this skill on the off-chance that they will run into one of those builds.
Necromancer: Dary fury. If I'm reading the description correctly, this spell gives *one character* one strike of adrenaline. For 10 energy. Makes sense to me.
Monk: Vital Blessing. I don't know of any builds that benefit from -1 energy regeneration for a bit of extra health.
Mesmer: Signet of Humility. Disabling an elite skill is a nice idea, but let's be honest here, you're a mesmer. If you want to disable the enemy's elite skill, use diversion or something. Frankly, I don't think there are any elite skills in the game that are dangerous enough to warrant bringing something like this along. Maybe before ER was nerfed there might have been some advantage to this.
Rico most of these make sense but wital blessing is very usefull for a W/Mo- they can reach over 1k hp with a few hp skills and the skill i find most useless in the game is the rangers elite quick shot-big deal in exchange for 5 energy shoot twice as fast-like geeze take barrage and anniihilate-+15 damage 5 energy cost no recharge-i didnt even bother with quick shot
Here's my 6:
Warrior: Deflect arrows. In principle this skill looks like it could be nice, except for the part that says "this skill ends if you attack"
Ranger: Otyugh's cry. There aren't enough random animals in any area that I can think of to make this spell worth using. If it worked on pets, I can see a lot of good things coming from this.
Elementalist: Rust. There are a few builds that *technically* would be gimped beyond any recovery if this skill was used. But nobody would ever bother bringing this skill on the off-chance that they will run into one of those builds.
Necromancer: Dary fury. If I'm reading the description correctly, this spell gives *one character* one strike of adrenaline. For 10 energy. Makes sense to me.
Monk: Vital Blessing. I don't know of any builds that benefit from -1 energy regeneration for a bit of extra health.
Mesmer: Signet of Humility. Disabling an elite skill is a nice idea, but let's be honest here, you're a mesmer. If you want to disable the enemy's elite skill, use diversion or something. Frankly, I don't think there are any elite skills in the game that are dangerous enough to warrant bringing something like this along. Maybe before ER was nerfed there might have been some advantage to this.
Rico most of these make sense but wital blessing is very usefull for a W/Mo- they can reach over 1k hp with a few hp skills and the skill i find most useless in the game is the rangers elite quick shot-big deal in exchange for 5 energy shoot twice as fast-like geeze take barrage and anniihilate-+15 damage 5 energy cost no recharge-i didnt even bother with quick shot
entropy
quickshot is by far on of the most usefull skills the ranger has. Barrage is situational and requires a regular attack speed. Quickshot means to be stacked with as many buffs as possible to get the most effect out of it. Dual+quick+savage or Dual+punishing for the spike. barrage I thought had a 1 esc recharge.
Too Hot Fo You
Quote:
Originally Posted by Sum1
most of these make sense but wital blessing is very usefull for a W/Mo- they can reach over 1k hp with a few hp skills and the skill i find most useless in the game is the rangers elite quick shot-big deal in exchange for 5 energy shoot twice as fast-like geeze take barrage and anniihilate-+15 damage 5 energy cost no recharge-i didnt even bother with quick shot
erm ...
I like it to play my Ranger, and I must say that for a damage RAnger, Quickshot is the best elite ingame!!!
Go and test the elites first, barrage sucks if you don't have the right conditions to use it.
erm ...
I like it to play my Ranger, and I must say that for a damage RAnger, Quickshot is the best elite ingame!!!
Go and test the elites first, barrage sucks if you don't have the right conditions to use it.
Hella Good
Quote:
Originally Posted by Neutron Star
Dark Fury
Enchantment. Sacrifice 17% max Health. For 5 seconds, the next time any nearby party member hits with an attack, that party member gains one hit of adrenaline.
Order of Pain
Enchantment. Sacrifice 17% Health. For 5 seconds, whenever a party member hits a foe with physical damage, that party member does an additional (Min: 3 - Max: 16) damage.
Order of the Vampire (Elite)
Elite Enchantment. Sacrifice 17% max Health. For 5 seconds, whenever a party member hits a foe with physical damage, that party member steals (Min: 3 - Max: 16) Health.
Just because other similar skills work on a per hit basis, it doesn't mean DF also does. DF gives 1 hit of adrenaline for 1 attack ONLY. If you do 5 attacks in 5 secs, you gain 1 hit from DF. If you do 1 attack in 5 secs, you gain 1 hit from DF. You get the picture. And yes, I have tested DF.
Quote:
Dark Fury's description: "Sacrifice 17% maximum health. For 5 seconds, the next time any nearby party member hits with an attack, that party member gains one hit of adrenaline." This is straight from ANet: "Nearby An area of effect that is equal to 240 inches." A graphical depiction is here. Definitely not radar range unless the skill description is wrong. Quoted for truth. Either they have COMPLETELY messed up the description of the skill or (as in my personal experience) it does, indeed, do what it says and it does, indeed, suck. @The Ether Lord discussion: This skill is just.. strange. Best way I can see it used is when you have unloaded all kinds of energy denial skills on your enemy and A)Your enemy is very low on nrg, and B) You are very low on nrg as well. Perhaps EL could work well with Mantra of Recall: time it in such a way that mantra hits rite after EL. Would replenish your whole nrg pool. Zeru
Skill descriptions lie and Dark Fury is one of the most blatent at that. Don't ever base your assumptions off of them. I haven't used dark fury since the last patch but before then it worked perfectly fine.
And ether lord is absolutely horrible while signet of humility was a top notch skills before the nerf, it still is something that is very flexible and can serve a number of useful purposes, much like diversion. Too Hot Fo You
Dark Fury, definetely the worst skill ingame. It needs a fix!!!
make it like orders! Peewee
Quote:
Originally Posted by Too Hot Fo You
erm ...
I like it to play my Ranger, and I must say that for a damage RAnger, Quickshot is the best elite ingame!!! Go and test the elites first, barrage sucks if you don't have the right conditions to use it. i find that punishing shot is is quite effective. kindle or ignite arrows, conjure whatever, dual shot, punishing shot, hunters shot, savage shot. nothing survives, wel most things do, but they tend to limp away. needs highish xpertise tho on the worst skills thing, i actualy think that dark fury is possible the worst in the game. 1 adrenaline? make it morelike 10, then we are getting there, or better still use bal spirit. another one which needs a little fixing is muddy terrain. erm, i mean, whats the point. ok it could stop the occasional runner in gvg, but its stopping u as well. why not just use read the wind +pin down? or cripple shot. if u really dont like drok runs then u could always sabotage a runners efforts, and put one near the avicari, or worms. that would piss em off ether lord has its uses. mind wrack, nrg burn, nrg surge, spirit shakles, mind wrack, ether lord, when ur nrg is near gone, mind wrack, mind wrack, consume corpse, rinse and repeat Too Hot Fo You
Quote:
Originally Posted by Peewee
if u really dont like drok runs then u could always sabotage a runners efforts, and put one near the avicari, or worms. that would piss em off
ohh yey dude, that would be so funny, you take your ranger and run in front of him, place the muddy terrain down and wait for him to get trapped into it.
Ohh yeah. Damia
mending, because everyone uses it in the competition arenas and they don't know about enchantment removal.. like lingering curse
Too Hot Fo You
mending ...
please think about before you post. This is a thread perhaps ment for programmers of ANet to figure out which skills the community thinks that are worthless at the moment? It is not a thread to fill up your totalpost list by adding stupid posts. Thanks for your comprehension. |