Jul 17, 2006, 04:12 PM // 16:12
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#301
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Wilds Pathfinder
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Whether used with a team with strong e-drain, or used against enemy focus swappers trying to dodge e-drain/Wither/Malaise, the combo of Famine+Mindwrack does as much as -125 damage everytime their energy hits 0E. If an organized team tried, they can get an e-drained enemy to constantly hit 0E every couple of seconds for multiple triggers.
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Jul 17, 2006, 04:32 PM // 16:32
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#302
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Krytan Explorer
Join Date: May 2005
Location: Glasgow
Guild: Voice of the Darkness
Profession: E/Mo
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Brutal Mauling. xD
OK its not a *player* skill, but it is a skill, and it sucks.
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Jul 21, 2006, 12:38 PM // 12:38
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#303
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The 5th Celestial Boss
Join Date: Jul 2006
Location: Inverness, Scotland
Guild: The Cult of Scaro [WHO]
Profession: E/
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Apologies for double post...
Last edited by Cebe; Jul 21, 2006 at 12:40 PM // 12:40..
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Jul 21, 2006, 12:40 PM // 12:40
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#304
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The 5th Celestial Boss
Join Date: Jul 2006
Location: Inverness, Scotland
Guild: The Cult of Scaro [WHO]
Profession: E/
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OK, I may regret what I'm about to say but...Resurrection Signet.
*Waits for hecklers to shut up*
I mean, come on... it's a one-hit wonder. If you even manage to use everyone's signets to chain-res the team, or you can res the monk, whatever totally and utterly pawnd you WILL no doubt try again... I hate Resurrection Signet so much. It's not to say that I am against resurrecting a team... I started a second character last week as a Mesmer/Ritualist...I almost always carry Flesh of my Flesh. It's a useful skill, cause it's faster that 'Resurrection Chant' and can be used over and over...
*Waits for people to say that Resurrection Signet can recharge with a morale boost*
Yes....it can....if you if you can even find a boss to kill... I personally don't like our chances if we've already been pawnd once, if we do find a boss, he will no doubt be surrounded by kronies and will most likely own us with all our death penalties. So no...it's not a good reason to take it.
I guess some people like a safeguard - something to fall back on... it just seems like SUCH a waste of a slot on the skill bar. It means you only have 7 skills left to put on. If you choose to put on an enchantment skill, then you're down to 6 offensive skill slots.
I'd just like to point out, this thread is "Worst Skill in the Game" - NOT "Most Useless". IMO, this is my choice of the worst skill...from an elementalist point of view anyway.
Right - as you were!
*Steps back to allow stoning to commence*
Last edited by Cebe; Jul 21, 2006 at 12:42 PM // 12:42..
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Jul 21, 2006, 04:02 PM // 16:02
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#305
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Jungle Guide
Join Date: Mar 2006
Guild: Lost Haven
Profession: A/Mo
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Quote:
Originally Posted by Celestial Beaver
OK, I may regret what I'm about to say but...Resurrection Signet.
* Waits for hecklers to shut up*
I mean, come on... it's a one-hit wonder. If you even manage to use everyone's signets to chain-res the team, or you can res the monk, whatever totally and utterly pawnd you WILL no doubt try again... I hate Resurrection Signet so much. It's not to say that I am against resurrecting a team... I started a second character last week as a Mesmer/Ritualist...I almost always carry Flesh of my Flesh. It's a useful skill, cause it's faster that 'Resurrection Chant' and can be used over and over...
* Waits for people to say that Resurrection Signet can recharge with a morale boost*
Yes....it can....if you if you can even find a boss to kill... I personally don't like our chances if we've already been pawnd once, if we do find a boss, he will no doubt be surrounded by kronies and will most likely own us with all our death penalties. So no...it's not a good reason to take it.
I guess some people like a safeguard - something to fall back on... it just seems like SUCH a waste of a slot on the skill bar. It means you only have 7 skills left to put on. If you choose to put on an enchantment skill, then you're down to 6 offensive skill slots.
I'd just like to point out, this thread is " Worst Skill in the Game" - NOT "Most Useless". IMO, this is my choice of the worst skill...from an elementalist point of view anyway.
Right - as you were!
* Steps back to allow stoning to commence*
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Eh well you have some good points, but i think imo from an ele view, firestorm stinks outright most. It makes everything scatter and most of the time you end up agrroing more. So yeah, i think it sucks
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Jul 21, 2006, 04:03 PM // 16:03
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#306
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Jungle Guide
Join Date: Mar 2006
Guild: Lost Haven
Profession: A/Mo
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Quote:
Originally Posted by Celestial Beaver
OK, I may regret what I'm about to say but...Resurrection Signet.
* Waits for hecklers to shut up*
I mean, come on... it's a one-hit wonder. If you even manage to use everyone's signets to chain-res the team, or you can res the monk, whatever totally and utterly pawnd you WILL no doubt try again... I hate Resurrection Signet so much. It's not to say that I am against resurrecting a team... I started a second character last week as a Mesmer/Ritualist...I almost always carry Flesh of my Flesh. It's a useful skill, cause it's faster that 'Resurrection Chant' and can be used over and over...
* Waits for people to say that Resurrection Signet can recharge with a morale boost*
Yes....it can....if you if you can even find a boss to kill... I personally don't like our chances if we've already been pawnd once, if we do find a boss, he will no doubt be surrounded by kronies and will most likely own us with all our death penalties. So no...it's not a good reason to take it.
I guess some people like a safeguard - something to fall back on... it just seems like SUCH a waste of a slot on the skill bar. It means you only have 7 skills left to put on. If you choose to put on an enchantment skill, then you're down to 6 offensive skill slots.
I'd just like to point out, this thread is " Worst Skill in the Game" - NOT "Most Useless". IMO, this is my choice of the worst skill...from an elementalist point of view anyway.
Right - as you were!
* Steps back to allow stoning to commence*
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Eh well you have some good points, but i think imo from an ele view, firestorm stinks outright most. It makes everything scatter and most of the time you end up agrroing more. So yeah, i think it sucks
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Jul 21, 2006, 07:35 PM // 19:35
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#307
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Forge Runner
Join Date: Feb 2006
Location: Thornill, ON, Canada
Guild: THE CANUCK MONKS (TCM)
Profession: W/R
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Here is what I consider to be the worst skill for each profession. The reason for me thinking it is because I could never find a good use for it. I only play PvE, so if it works in PvP or GvG, that's great, but again, I didn't find it useful.
Warrior: Bull's Charge - hits anyone moving, they are knocked down; increased movement by 25% and ends prematurely if uses a skill. Bull's Strike does the same thing but doesn't increase your movement and doesn't have a duration, but increases your damage, much faster recharge. This is a waste of an elite.
Ranger: Muddy Terrain - anyone in the AoE moves 10% slower; speed boosts have no effect. If someone tries to runaway, you can't catch them since you can't move any faster. Cippling works, but in PvE, why bother?
Mesmer: Lyssa's Balance - if you have less enchantments than target foe, foe loses 1 enchantment. Sorry, but there are way better spells to remove enchantments than this.
Necromancer: Order of the Vampire - Sac 17% of max health so for 5 seconds anyone hitting target foe steals upto 13 health. If the duration was longer, I could see the viability of this spell. Better elites exist.
Monk: Amity - adjacent foes cannot attack for upto 18 seconds. Spell ends on each foe if they suffer damage. There are better elites than this for the Protection Prayers; very long recharge time.
Elementalist: Ice Prison - Cost of 10, cast time of 2, lasts upto 18 seconds, recharges in 30, doesn't damage, slows only 1 target, can end prematurly if target is hit by fire. To me its a waste of energy, time and a skill
Assassin: Shadow Shroud - Cost of 10, recharge time of 20, lasts upto 8 seconds just so target foe is not allowed to have a new enchantment on them. It wouldn't be so bad I suppose, but it is an Elite! Such a waste.
Ritualist: Lively Was Naomei - until I figure out how this spell works (it has never worked for me yet) I will call this the worst spell. Since it has never worked (I've tried near, far, on top of, beside a fallen party member, and nothing), I claim either bugged or just the worst.
If anyone has found a PvE use for these (Lively Was Naomei - if it works, tell me how), please let me know how these are good and are there not better was of doing the same thing or better spells instead?
Thanks.
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Jul 21, 2006, 08:30 PM // 20:30
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#308
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Jungle Guide
Join Date: Jan 2006
Profession: Me/
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Wow i cant believe what im reading in this thread! People put some awesome skills as the worse.
I'll just remind of one skill, since im too lazy to browse through a whole thread:
Monk - Protective Bond. Sorry but ever since this skill was nerfed, have you EVER seen anyone use it in pvp or pve?
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Jul 21, 2006, 08:48 PM // 20:48
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#309
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Furnace Stoker
Join Date: May 2005
Guild: The Seraphim Knights [TSK]
Profession: R/
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Quote:
Originally Posted by Pick Me
Here is what I consider to be the worst skill for each profession. The reason for me thinking it is because I could never find a good use for it. I only play PvE, so if it works in PvP or GvG, that's great, but again, I didn't find it useful.
Necromancer: Order of the Vampire - Sac 17% of max health so for 5 seconds anyone hitting target foe steals upto 13 health. If the duration was longer, I could see the viability of this spell. Better elites exist.
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You're right, some skills are only good for 1 or the other. OotV on the otherhand is easily used in both cases. 2 words, Ranger Spike. There aren't many mobs that will survive a single volley of 4 arrows from 4 rangers with OotV up. Not including damage from arrows, preps on the arrows or ranger spirits, OotV will do 200+ damage on it own for that 17% of the necros life.
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Jul 21, 2006, 08:57 PM // 20:57
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#310
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Forge Runner
Join Date: Jun 2006
Guild: Hard Mode Legion [HML]
Profession: N/
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Quote:
Originally Posted by Pick Me
Necromancer: Order of the Vampire - Sac 17% of max health so for 5 seconds anyone hitting target foe steals upto 13 health. If the duration was longer, I could see the viability of this spell. Better elites exist.
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I have played Order Necro and it works best in teams with teams that do large number of physical hits on many enemies.
I did combine it with Order of Pain, with right casting you can have one up at al times.
And with 16 Blood it's 17 health. Pain also does 17 damage at 16 Blood.
+ 17 health gain/steal per hit works great on packed monsters and barrage / Cyclone Axe. And 17 extra damage also hurts.
When 5 people are doing physical damage with 1 hit / second (example) you are talking +85 damage each second.
Order necro's speed up the killing process, but only in specific situations.
Quote:
Originally Posted by Pick Me
Assassin: Shadow Shroud - Cost of 10, recharge time of 20, lasts upto 8 seconds just so target foe is not allowed to have a new enchantment on them. It wouldn't be so bad I suppose, but it is an Elite! Such a waste.
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This one also on specific situations.
It's for the situation where a monk can cast mark of protection or (less anoying) spellbreaker/reversal of fortune on the target.
If you want a target dead (which is possible with a lvl 20 agains most soft targets) and don't want to use a lead attack, you can use this one combined with Black Lotus Strike, Horns of the Oxe, Falling Spyder + (whatever dual).
Quote:
Originally Posted by Pick Me
Ritualist: Lively Was Naomei - until I figure out how this spell works (it has never worked for me yet) I will call this the worst spell. Since it has never worked (I've tried near, far, on top of, beside a fallen party member, and nothing), I claim either bugged or just the worst.
If anyone has found a PvE use for these (Lively Was Naomei - if it works, tell me how), please let me know how these are good and are there not better was of doing the same thing or better spells instead?
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I have not gotten this one yet.
In missions, when you are last man standing and die, you will be kicked out of the mission, else, you should be able to res.
I don't know how many characters in both chapters use Frozen Soil (have seen it once near Droks, Whuup Buumbuul) , but Lively should res even if Frozen Soil is up.
I'll get it and report my findings.
Edit: Got Lively, let henchies die (poor hench, no monks around to heal), ran into area hench died, dropped Lively near dead hench and after a few seconds got my hench back. Don't know about the Frozen Soil though.
Last edited by the_jos; Jul 21, 2006 at 09:15 PM // 21:15..
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Jul 21, 2006, 10:07 PM // 22:07
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#311
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Jungle Guide
Join Date: Mar 2006
Guild: Lost Haven
Profession: A/Mo
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i think i got it... those lava arrows from the ele line, either that or the air version of it, they are imo the worst skill, anything will beat them things, and i have yet to use a build or see a build that makes it worthwhile
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Jul 21, 2006, 10:38 PM // 22:38
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#312
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Lion's Arch Merchant
Join Date: Jun 2005
Guild: Ego Trip From Rank [ZERO]
Profession: P/
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Quote:
Originally Posted by Pick Me
Assassin: Shadow Shroud - Cost of 10, recharge time of 20, lasts upto 8 seconds just so target foe is not allowed to have a new enchantment on them. It wouldn't be so bad I suppose, but it is an Elite! Such a waste.
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You must not GvG much. It shows.
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Jul 22, 2006, 06:38 AM // 06:38
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#313
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Wilds Pathfinder
Join Date: Jul 2005
Profession: Mo/
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Deflect Arrow. They should make at least "It doesnt end when attack"
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Jul 24, 2006, 04:30 PM // 16:30
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#314
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Frost Gate Guardian
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I have to say the current version of Shadow Refuge. During the event it was a useful self heal. The half damage made the regen work, and the unconditional heal at the end worked. Now, you have to be attacking for the heal effect to happen. If an assassin is getting attacked enough so that he needs to heal, then he needs to be running away and not attacking to get the low/crappy heal at the end of the very short lived regen.
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Jul 26, 2006, 02:34 PM // 14:34
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#315
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The 5th Celestial Boss
Join Date: Jul 2006
Location: Inverness, Scotland
Guild: The Cult of Scaro [WHO]
Profession: E/
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NO WAIT! I may have found a skill I like less than Resurrection Signet! I started a character as mesmer, and after some time captured Psychic Distraction....
O. M. G.
This HAS to be the worst skill in the game! It disables ALL my skills, other than Psychic Distraction for EIGHT seconds and it only disables ONE of the enemy skills? How is that even remotely a good skill, let alone good enough to be worthy of 'elite'...
Is it just me or is there something more to this skill I'm missing, cause otherwise there really does seem to be no point in having it!!
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Jul 26, 2006, 09:22 PM // 21:22
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#316
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Academy Page
Join Date: Dec 2005
Location: uk
Guild: The Golden Phoenix Society
Profession: Me/
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i use psychic distraction quite alot, i think its an awesome skill. u only need 1 interupt on your skill bar and it can interupt anything, + at 16 dom disables there skill for 12 seconds. sure it disables your skills but when u have a 1/4 distracting shot every 2 seconds what do u expect. This skill is godly for all you touch ranger haters also, interupt there stupid skills and wait for your team to kill em.
Give this skill a chance it deserves it
this is just my opinion maybe im the only person who likes it i dunno
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Jul 26, 2006, 09:45 PM // 21:45
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#317
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Wilds Pathfinder
Join Date: Dec 2005
Profession: R/
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If it only disables one skill, isn't Diversion better? That disables a single skill for a whole minute on top of it's normal reset, it doesn't disable any of yours, and it has like a 5 second reset.
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Jul 26, 2006, 11:43 PM // 23:43
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#318
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Grotto Attendant
Join Date: Mar 2006
Location: "Pre-nerf" is incorrect. It's pre-buff.
Guild: Requirement Begins With R [notQ]
Profession: Me/
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Quote:
Originally Posted by Celestial Beaver
Is it just me or is there something more to this skill I'm missing, cause otherwise there really does seem to be no point in having it!!
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Tell that to the Ghostly Heroes.
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Jul 27, 2006, 05:31 AM // 05:31
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#319
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Lion's Arch Merchant
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Psychich Distraction (elite):All of your other skills are disabled for 8 seconds. If target foe is using a skill, that skill is interrupted and disabled for 5-11 seconds.
Diversion: For 6 seconds, the next time target foe uses a skill, that skill takes an additional 10-47 seconds to recharge.
I dont see why you would include Psychich Distraction when Diversion is a 6 second hex, and a much longer recharge duration on the skill used....am I missing something here? The only thing I can see useful is the recharge time, where Distraction is 2 seconds, Diversion is 10 seconds, but I would much rather have and use Diversion between these two.
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Jul 27, 2006, 06:08 AM // 06:08
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#320
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Krytan Explorer
Join Date: Dec 2005
Location: In a Black Hole
Guild: less
Profession: E/
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i have to say i am not a big fan of sprit light weapon,
its like "griity" brezze that only worls close to sprits.
definate;y not worth an elite slot.
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