My main being a lore-master and having multiple alts wonder what other classes feel as a skill that is little used nearly usless or just a waste of a hot bar space. I for one think that continous air lore is over all the most useless LM skill in my entire bag of tricks. If they re-scaled its benifit it might even be worth space on my hot bar as it exists is t simply not used much. what skill does your class have that needs to be reviewed?
Tale of Frost and Flame--This buff gives a moderate amount of fire and frost mit. However, you must sacrifice either a large amount of Vitality and resistance, or alot of fate and will, or alot of armor and +1 hope. This is the only skill I've never used.
LOL..the gambit i never used before so i dont even know what its called, but the one that decreases wardens threat, (its a tank class) NOT A DPS.thats what it was made to be and that was changed in a recent update, worst day of my life..*sigh*
My main's a hunter. And there's several skills I found to be so much a waste of my time that I don't even have them on the hotbar. I don't use Strength stance. I tend to pretty much stay in precision stance, unless I'm playing in a fellowship and am asked to switch to Endurance. But I've probably used Strength a grand total of...once? Twice maybe.
Except for those times when one needs to afk in the middle of an enemy camp. Now if they revamp it and we can deal a bit more damage when attacking from stealth it'll be a different story.
Camo in PvP is almost a necessity these days. All those wargs, errrr.
Hunter - Anything that ZC has touched from Isengard - Now.
To the person with the camo comment, I use it quite often because whenever I have to go afk it happens to be in an orc camp, not in town =P
Seriously though, anything melee, no real need to track anymore due to the rings on your map for named mobs, a lot of older ports (use sometimes but not that often), ummm... Hunter's Art, Split Shot, and a few more that I can't even remember the names of
I forgot the name of the "forced emote" the capt has: useless.
For my Hunter: Strength stance = utterly useless since the removal of the Passive Accuracy Skills.
I use strength while soloing. Precision/Endurance for groups... When soloing, strength + Improved focus kill too quickly to worry about precision's crits, but in a fellowship, it does have a noticeable difference with S:S
I can't think of a time my Minstrel has EVER used Song of Soothing except when I was completing the class trait because I'm obsessive that way. If I'm in War-Speech, I'm more concerned about killing it instead of shedding threat, and in heal duty I don't have the time to switch targets and use a never-used skill.
LM....I can semi-sort-of justify Continual Air-Lore if I have a free trait slot for Improved Flanking (which is almost never, granted). Not for a spot on the command bar, but it doesn't need one. Just use it from the skills menu and forget about it. Bane Flare is pretty much dead to me. I think I've been in a low-level Great Barrows once, and that's the only time I think I've ever used it aside from as an improvised fireworks source.
Captain - Command Respect. It should chain into Command Seppuku.
hehe. love it!
i really do use all my capn skills, minus this one.
Fighting Withdrawl is probably my least used "real" Capn skill. i do still occassionally use it.
"I am always serious; I am never serious." -Me
"I make the most outrageous and exaggerated statements of any man to ever live, has ever lived, or that will ever live." -Me
Never use those after-CJ skills mainly because I never remember I even have them. The window to use them is very short too. Plus the reset skill (Escape Clause), resets skills on reletively short cool downs. Maybe if FF reset and T&G reset is useful, but the others, not so much.
Practical Joke is useless but it is supposed to be fluff. I was thinking more along the lines of skills the devs created TO be useful which in fact are extraneous at best.
Hunter's already pretty covered, so I'll talk about another class.
Captain- Withdraw, or w/e that aggro-reduction skill is. I am usually trying to keep aggro on me rather than the healer (if for some reason the tank does not have it). And, of course, command respect. I don't like forced emotes. I just took it off my bar.
Elendilmir (the raid toons): LAERWEN, 80 htr ♦ OLORIEL, 75 min ♦ AETHELIND, 75 capt ♦ ROSALLA, 75 burg Landroval (the RP toons): LAERLIN (Bio + Drawing) ♦ AETHELIND (Bio + Drawing) ♦ NETHAEL
Fighting Withdrawl is probably my least used "real" Capn skill. i do still occassionally use it.
I'd go with Fighting Withdrawl as most useless Captain skill. We rarely get unwanted aggro. We get it so rarely I tend to forget the skill is on my bar :/
Guardian: Summon Tinker. Was useful back when if your gear broke in the instance, you had to leave, end up at the campsite near the entrance and use the Guard's Skill to summon a Repairman. Since the era of Instance Join? Utterly useless. Leave instance, repair in Galtrev, get back in.
Champion: Exchange of blows. 52 damage at level 75. Really, Turbine? Really? Removed it from my skill panel months ago.
Hunter- Scourging blow, I never even bought it from the class trainer, I might pick it up when I hit the improved version.
Actually, used in conjunction or after Barbed Arrow, you get big (for hunters!) melee damage. If mob is going to close to melee, they get this rude welcome on arrival.
as a champ, I'd have to say Exchange of Blows (the actual skill, not the traited glory passive).
in solo, it's a waste of fervour. in groups (when dps-ing) absolutely useless. and, in groups (when you are off tanking/tanking, you should have it traited anyway, making it permanent in glory - shouldn't be tanking without it, mind you...)
I thought Fleet Stance and it's "Improved" version were useless for my hunter. I haven't played the hunter in a while and don't know if anything has changed.
Fear Nothing is a skill I don't use very often. It removes fear and adds a couple of Fervour pips, but the CD is long enough that it's not often useful because mobs will spam fears pretty often. Plus, fears aren't usually *that* annoying to champs, so they're not a huge deal. The extra pips are nice but not enough at once to make it a really useful skill for dumping out burst damage along the lines of Battle Frenzy. They either need to remove the pip-granting component and lower the CD by a ton, or keep the CD and increase the pips granted.
EoB is pretty useless, as outlined above by others.
The most useless I can think of, though, is Fight On!. Supposedly a legendary trait, this is an outgoing damage buff with a short duration, long CD, requires you to be at 60% morale or below to activate and puts a massive -75% ICPR debuff on you until you're out of combat for a while. The stupid morale threshhold makes it not even very useful as a boss fight finisher. I suppose I could see champs using this in the Moors, but not over other, more useful legendary traits.
I thought Fleet Stance and it's "Improved" version were useless for my hunter. I haven't played the hunter in a while and don't know if anything has changed.
Actually they did change it and with the cap stone trait it is rather nice.
LM: Bane flare, Friend of Feline Hunters, and..... lynx summoning. Recently discovered the benefits of warding lore though!
RK: Scathing Mockery (the aoe fire attack) because induction is too long.
Mins: Tale of frost and flame, song of aid (only use them now for the deeds >.<)
Your question, as usual, foolishly assumes players only have one character. Of my characters (I don't play Warden or Runekeeper, and rarely play Loremaster):
Guardian - Guardian's Promise. I whittle an acron whistle so a group member can summon me ... after I've already met them in person so I can hand it to them. I rarely group so this is even more of a waste for me.
Captain - Withdraw. This was a hard choice. All the rezzes and banners are a waste on my character since I'm most often solo. Even in groups I don't see the point of the banners. The heralds have the same buffs and provide DPS as well. But of all the useless garbage that captains have, Withdraw has to be the most useless.
Burglar - Safe Fall. If it were passive, this would be useful. Since it's so seldom used, even in the rare instances I might find it useful, I forget where it is on the hotbar. By the time I've located it, I could have fallen five times.
Minstrel - Call to the Fellowship. Since I seldom group, I don't get fellowship maneuvers. Even in groups, most of the maneuvers come at random times, and by the time I remember I have this skill, the maneuver is already over.
Champion - Rising and Ebbing Ire. I seldom group so this is practically useless. But even in a group you're going to attempt to fiddle with aggro in a fluid situation. Seriously?
Hunter - Camouflage. All my hunters are elves so already have Sylvan Shadows. But this? A Hunter can hide as long as they don't move. Really.
Let there be light on this planet ... And let it shine through me
Let there be travellers who venture ... Far from the beaten path
And let one of them be me - Jefferson Starship - Unused Lyrics, 'Champion'
But of all the useless garbage that captains have, Withdraw has to be the most useless.
WOW.
i suggest you revisit the class.
i want to be nice here... but that is a shockingly ignorant comment. yes, its your opinion and alls fair... please, revisit the class!
in my opinion Capns do not have a single useless skill. withdrawl is, situationally, our most useless, but its still great!
for example, i hardly ever summon a War Herald, but i still see the value!
"I am always serious; I am never serious." -Me
"I make the most outrageous and exaggerated statements of any man to ever live, has ever lived, or that will ever live." -Me
i want to be nice here... but that is a shockingly ignorant comment. yes, its your opinion and alls fair... please, revisit the class!
in my opinion Capns do not have a single useless skill. withdrawl is, situationally, our most useless, but its still great!
Read the thread question again. MOST useless. You even admitted that it is the most useless after you told me to revisit the class. *boggle*
Let there be light on this planet ... And let it shine through me
Let there be travellers who venture ... Far from the beaten path
And let one of them be me - Jefferson Starship - Unused Lyrics, 'Champion'
Guardian - Guardian's Promise. I whittle an acron whistle so a group member can summon me ... after I've already met them in person so I can hand it to them. I rarely group so this is even more of a waste for me.
The acorn can be mailed. It's a free teleport to anywhere with a mailbox, so long as there's a player there willing to fellow with you long enough to get the acorn out of the mailbox and use it.
Champion - Rising and Ebbing Ire. I seldom group so this is practically useless. But even in a group you're going to attempt to fiddle with aggro in a fluid situation. Seriously?
!!!
Ire is one of the most useful skills in the entire game. Rising Ire is of more limited use as you'll probably only use it when tanking (something most champs don't do very often). Ebbing Ire is a fantastic skill, though, as it's a giant threat transfer. Not only does it help you do more DPS without pulling aggro, it also actively supplies the tank with more threat, letting the entire group push harder without worrying about pulling aggro.
The acorn can be mailed. It's a free teleport to anywhere with a mailbox, so long as there's a player there willing to fellow with you long enough to get the acorn out of the mailbox and use it.
The big IF you have someone there to mail it to, who agrees to waste time for you and happens to be near a mailbox. Mailboxes, incidentally, are usually close to stable masters. I still hold that its the most useless skill a guardian has.
Originally Posted by Gylve
Ire is one of the most useful skills in the entire game. Rising Ire is of more limited use as you'll probably only use it when tanking (something most champs don't do very often). Ebbing Ire is a fantastic skill, though, as it's a giant threat transfer. Not only does it help you do more DPS without pulling aggro, it also actively supplies the tank with more threat, letting the entire group push harder without worrying about pulling aggro.
If you say so. I seldom group so this one is the most useless. And even when I'm in a group, the tank has the aggro anyway. The only time this might be useful is if the tank is defeated, but then that's usually the precursor to a wipe. I don't see the use of the skill.
Let there be light on this planet ... And let it shine through me
Let there be travellers who venture ... Far from the beaten path
And let one of them be me - Jefferson Starship - Unused Lyrics, 'Champion'
Your question, as usual, foolishly assumes players only have one character. Of my characters (I don't play Warden or Runekeeper, and rarely play Loremaster):
Guardian - Guardian's Promise. I whittle an acron whistle so a group member can summon me ... after I've already met them in person so I can hand it to them. I rarely group so this is even more of a waste for me.
Captain - Withdraw. This was a hard choice. All the rezzes and banners are a waste on my character since I'm most often solo. Even in groups I don't see the point of the banners. The heralds have the same buffs and provide DPS as well. But of all the useless garbage that captains have, Withdraw has to be the most useless.
Burglar - Safe Fall. If it were passive, this would be useful. Since it's so seldom used, even in the rare instances I might find it useful, I forget where it is on the hotbar. By the time I've located it, I could have fallen five times.
Minstrel - Call to the Fellowship. Since I seldom group, I don't get fellowship maneuvers. Even in groups, most of the maneuvers come at random times, and by the time I remember I have this skill, the maneuver is already over.
Champion - Rising and Ebbing Ire. I seldom group so this is practically useless. But even in a group you're going to attempt to fiddle with aggro in a fluid situation. Seriously?
Hunter - Camouflage. All my hunters are elves so already have Sylvan Shadows. But this? A Hunter can hide as long as they don't move. Really.
And that is why you seldomly group. :-)
Razor // Lusitanius // Crickhollow ~ Portuguese Kinship
Galahriel - Napalm Shooter / Razortip - Forsaken Hunter / Stormrune - Rune Healer Staff Strike! - A Lore-Master class guide and blog (on hiatus).
Go ahead and show me how I'm wrong. I'm willing to learn. Incidentally, I prioritize the skills based on my playstyle. My playstyle is not a result of having chosen the skills. Just so you understand my first comment
Let there be light on this planet ... And let it shine through me
Let there be travellers who venture ... Far from the beaten path
And let one of them be me - Jefferson Starship - Unused Lyrics, 'Champion'
Burglar - Safe Fall. If it were passive, this would be useful. Since it's so seldom used, even in the rare instances I might find it useful, I forget where it is on the hotbar. By the time I've located it, I could have fallen five times.
Perhaps associate it with a key you can use readily? (Shift 8 for me) I use Safe Fall in Fangorn's Edge every run, to more quickly get to the MOBs on that final tree. I also use it for it's more mundane purpose. Think of Safe Fall like a speed boost.
For the person who forgets to use the post Fellowship Maneuver skill on their burg, put it next to Exploit Opening. I have my Signal before it on the other side. So it's easy to hit signal, EO, then follow up skill. Obviously to maximize it, use up those skills beforehand, they may be shorter CD, but they are big hitters, being able to use them back to back is significant.
I have nothing to add except perhaps Sting on a guard, it does so little damage, and the Improved version only offers a potential future corruption removal at a time it's irrelevant, I found myself never hitting it, not figuring a circumstance I want to do less damage, and am ignorant of a good strategy for it.
"Sometimes survival comes down to not being hit. Actually, most times." -the chicken skill, Bob and Weave