Feel free to add any other skills that you feel are underpowered or feel free to comment on mine and maybe enlighten me how to make good use of some of the skills I currently have listed.
Elementalist:
Glyph of Concentration - Glyph Energy:5 Cast Time:1 Recharge Time:1
Your next Spell cannot be interrupted, and ignores the effects of Dazed.
This skill is way too situational. It might be a little more useful if you couldn’t be knocked down as well, and had an instant cast time. But as it stands now, the mesmer anti-interrupt mantras beat this skill hands down.
Lightning touch: Lighting orb has better overall damage and a faster recharge. 15 energy for a skill that is only decent damage when there is a water hex on the target? No thanks.
Lightning javelin: Wow…5 more energy than LS for the off-chance that you will interrupt your target…IF you are attacking a ranger or warrior…which should be attacked last anyway. ENN. OHH.
Mesmer:
Chaos Storm - Spell Energy Cost:15 Cast Time:2 Recharge:30
Create a Chaos Storm at target foe's location. For 10 seconds, foes near this location suffer 5-12 damage each second. Chaos Storm drains 1-6 Energy whenever it strikes a foe casting a spell.
This spell really doesn’t do enough damage and doesn’t have much an energy denial potential. Also the AOE on this spell is very limited. All a caster has to do is take a step or 2 and this spell is completely negated.
Fragility - Hex Spell Energy Cost:10 Cast time:1 Recharge:5
For 8-18 seconds, target foe takes 5-17 damage each time that foe suffers or recovers from a new "Condition"
This spell used to be amazing. After the nerf, it is almost completely pointless. The damage is pitiful now and there is no situation that would ever make this skill useful for the skill slot that it takes up. RIP frag mesmers L
Keystone Signet {Elite} - Signet Cast Time:2 Recharge Time:30
All of your other "Signet" rings are recharged. All of your non-"Signet" skills are disabled for 17-7 seconds.
This skill sucks. End of story. I’ve tried many builds using this, but it just never seems to come in handy. Signet of Midnight, Plague Signet, and Signet of Judgment are just way better to use in any situation. Also, with Mantra of Inscriptions up, you almost never need to use Keystone Signet in a signet build. Not to mention…signet builds aren’t very good to start out with. With this skill, you pretty much HAVE TO go all signets, or you will be totally gimped. GG retarded skill.
Mantra of Earth - Stance Energy:10 Cast Time:0 Recharge Time:20
For 30-78 seconds, whenever you take earth damage, the damage is reduced by 26-45% and you gain 1 Energy
Hmm, this skill doesn’t seem too bad now does it? Oh wait, that’s right, there’s only 6 skills in the entire game that do Earth damage. But wait, couldn’t it counter that annoying obsidian spike??? NO. The one and only decent earth nuke skill completely ignores any type of armor or resistance. So unless your just getting pwnt by some Earthquake and stone dagger spikes (lol) then this skill will NEVER be worth a slot on your skillbar.
Epidemic: Radius is too small. Energy cost is too high. Could be a useful skill…just isn’t useful enough.
Fevered dreams: Currently is bugged I believe. Tested it many times, but only works half the time for some reason. Maybe the radius is adjacent instead of the listed “in the area”…This needs to be reworked
Monk:
Divine Healing - Spell Energy Cost:10 Cast Time:2 Recharge:30
Heal yourself and nearby party members for 10-210 points.
Hmm…not much to say about this skill except for the 2 second cast time and a 30 second recharge time. Two seconds for a monk cast is WAY too long, you will get interrupted in an instant. The healing seems decent, but a 30 second recharge time on a skill that’s only decent? = just not worth the skill slot.
Amity {Elite} - Hex Spell Cost:5 Cast Time: ¼ sec Recharge:45
For 8-18 seconds, adjacent foes cannot attack. For each foe, Amity ends if that foe takes damage.
Seems decent, but with a 45 second recharge time? Wtf is that? Take it down to 25-30 second recharge and maybe up the cost to 10-15…then we’ll talk.
Scourge Sacrifice - Hex Spell Cost:10 Cast Time:2 Recharge:5
For 8-18 seconds, every time target foe sacrifices life, he sacrifices twice the normal amount.
This skill is just too damn situational. It would be funny up against a Dark Aura touch necro…but that’s about the only thing this skill would come in handy for. Still, seems like a good idea, maybe make the cast time only 1 second???
Bane signet: Pitiful damage and a ghastly cast time to go along with it. Just not worth the space.
Necromancer: Ok, might sound weird but I honestly have no quarrel with any of the necro’s skills. With a certain build, all of them can come in handy in a decent number of situations. I’m not saying that the necromancer is the best type of character or anything like that…but all of its skills seem to serve a purpose. Only 2 skills that I can think of that need a little help…
Malaise: This skill is useless against smart casters who change to a negative energy weapon swap. Just change to your high-energy weapons, cast a bit, change back, and BOOM, malaise is gone in seconds.
Plague sending: 2 second cast time…wtf.
Ranger: Ranger I feel is the most balanced class…but they do have some skills that are just useless. Also, I have a large quarry with the Beast Mastery line in general. Pets just are too stupid to keep attacking the target (especially when chasing), or switch targets when you do.
I propose to make the Charm Animal button kind of like the spacebar button for us. You select the target you want him to go after and press Charm Animal to lock him on target. If your pet gets too far out of range of you, he will automatically come back. If he has a hex on him and you don’t want him attacking. Select yourself and click Charm and your companion will follow you. If your pet gets stuck behind something, continuously click Charm so your animal will go around the target. I think this would greatly help the BM line.
On to the other skills…
Symbiotic Bond - Shout Energy Cost:10 Cast Time:0 Recharge:55
For 120-264 seconds, your animal companion gains +1 Health regeneration, and half of any physical damage dealt to your animal companion is redirected to you.
Pets rarely die in the first place. I’d say make this skill have the reverse effect, and you have a damn good skill on your hands.
Incendiary Arrows {Elite} - Preparation Energy Cost:5 Cast Time:2 Recharge:24
For 8 seconds, your arrows interrupt and set your target 'On Fire' for 1~3 seconds.
This skill has amazing potential…but 8 seconds with a 24 second recharge time and 2 second cast? What the hell are they thinking? Maybe up the time from 8 to 12 would increase this skill’s effectiveness…but 12 seconds seems like too much. I’m actually not sure how to make this skill useful enough.
Melandru's Resilience {Elite} - Stance Energy Cost:5 Cast Time:0 Recharge:25
For 8-18 seconds, you gain health regeneration of 2 and energy regeneration of 1 for each "Condition" and "Hex" you are suffering.
As a ranger primary, you almost never have energy or health issues. As a ranger secondary, putting a lot of points into WS just for a little health and energy regen IF you have a LOT of hexes and conditions on you seems pointless. It also takes up your stance so you cant combine it with any other stances. Plus, if you have hexes or conditions on you, your degen is probably a lot more than just –2…making this a not very effective counter to degen, and only a mild at best skill for energy management.
Power shot: It’s not that this skill is horrible…its just that other skills serve the same purpose and are almost 100% of the time better. Maybe rework this skill to make it somehow unique…
Dryder’s defense: Either up the duration or lower the recharge time. Only 10 seconds with a 60 second recharge makes this extremely situational…not worth it compared to all the other stances you * could * be using.
Warrior: Lots of pointless skills here. I’ll only put the 3 that I see the least though
Crude Swing - Hammer Attack Energy Cost:5 Recharge Time:5
Attack all adjacent foes. Each foe you hit is struck for 1-8 more damage. This action is easily interrupted.
Ok, axes have cyclone axe that isn’t interrupted even if you are hit…what’s the deal with this skill? AoE skills like this in PvP just don’t come in handy. In PvE where it would, the monsters will be attacking you and you will rarely EVER get this skill off. Take the easily interrupted off. Period.
Flourish {Elite} - Skill Energy Cost:5 Cast Time:1 Recharge Time:10
All of your attack skills become recharged. You gain 1-6 Energy for each skill recharged by Flourish
Wow, you can recharge the very limited number of warrior attack skills that already recharge fairly fast for a miniscule gain of energy. I’ve tried this skill out with about 6 different warrior builds and 3 ranger builds…and it’s just not worth it.
Skull Crack {Elite} - Melee Attack Adrenaline Cost:9
If this attack hits while target foe is casting a spell, that foe is Dazed for 15 seconds.
Make this skill a ½ second cast skill. Then there is at least some chance that you can use this skill on anything other than an elementalist. As it stands now…You will rarely be able to pull this off. Even if you do, Dazed is easily removed by other monks on the team (assuming in GvG or Tombs)
Discuss
