What skills do you see nobody ever use?

Tasear
Tasear
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It's a matter of perception and experience, but what skills do you never or hardly ever see in gameplay? Why do you think that is?
  • Lightspeedflashb14_ESO
    Lightspeedflashb14_ESO
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    Trapping webs. The delayed damage is hard to work into a rotation and the synergy is locked out to range and while powerful when it is triggered, makes it almost never seen. I actually used to use it on my Templar healer when the synergy was able to be hit by the tank and the spiders body's were repentantable. Was really fun.
    Edited by Lightspeedflashb14_ESO on July 23, 2018 5:16AM
  • adriant1978
    adriant1978
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    Crystal Blast, because instant cast chance >>>>>> a bit of splash damage.
  • Runefang
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    Any non-nightblade pve skills. Cuz I mostly do vet trials.
  • Oumalakasha
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    Force Siphon. This probably is due to me always playing the healer, but the skill has no appeal to it in its current iteration.
  • Asmael
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    Explosive Charge (morph of Focused Charge): a tiny AoE attached to a gap closer makes for an extremely clumsy tool if you want to interrupt multiple opponents.

    Sun Shield (both morphs) (PvP only): Not in use anymore since nerfs, making it a weak shield unless stacking obnoxious amounts of HP while still having basically not secondary effects.

    Radiant destruction (both morphs) (PvE only): changes to light attacks and old nerfs made it underperform compared to simply sustaining your rotation. Tho a change is planned according to ESO live, so... We'll see.

    Trapping Webs (both morphs): Impossible to use 99% of the time, because the activation range requires you to be waaaaay too far away to active.

    Igneous weapons (morph of Molten weapons): Major brutality became a lot more accessible, while Major Sorcery was always easy to access with Entropy & morphs. Obsolete due to other abilities being updated.

    Power Slam (morph of Power Bash): Meant for damage, but costs too much and is conditional for its damage while not having anything else to bring. Extremely costly to use for a (semi) spammable damaging ability.

    Whirling Blades (morph of Whirlwind): the base radius of the ability is so small while Steelnado is much, much larger. The buff is not only a common one, making it less useful as a whole, but the base radius requires to be literally next to your target to have a chance to hit anything. Massively outperformed by its other morph.

    Elemental Suceptibility (morph of Weakness to elements): Infinite duration is a useless perk in PvE where the debuff is already obtained via Pierce Armor. Or more commonly the other morph: Elemental drain. For PvP, a 24 seconds duration is quite long and requires little micromanagement, so there is no reason not to use Ele drain instead.

    Quick Siphon (morph of Force Siphon): Applies Minor Lifesteal to a single target for 20 seconds. Blood Altar applies it to all enemies in a gigantic radius for even longer while also providing a synergy.

    Scalding Rune (morph of Fire Rune): High cost, meh damage, delayed activation, no utility.

    Soul Trap (both morphs): Just put a point in Soul Lock to fill soul gems. For the rest, the ability is underwhelming in damage and utility. (Except maybe that it used to decloak nightblades in PvP - unsure if it has been fixed but it's a bug regardless and would give this ability no other use otherwise anyway).

    Baleful Mist (morph of Mist Form): Mist form in PvP is used to ensure some form of mobility, not to stick to your opponent. Regardless, the damage is far below just about anything that you have no use for it. The other morph which grants Major expedition helps in this role of mobility tool, which is why it is picked (as well as seeing some niche use in PvE, such as Asylum Sanctorium).

    Clouding Swarm (morph of Bat Swarm): Adding a spammable to an ultimate while you usually have spammable abilities slotted which perform just as well (or sometimes even better) means that there is no reason to use it over the other morph Devouring Swarm.

    [Edit]: Added Clouding Swarm
    Edited by Asmael on July 23, 2018 7:55AM
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  • mocap
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    it must be skills that never used in PvE or PvP including role-play PvE.
  • DoonerSeraph
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    I would love if Baleful Mist turned you partially into mist, damaging non-undead nearby, with obviously lower damage reduction but not locking you out of skills, healing and mag regen.

    That aside: Lightweight Trap Beast. It has a travel time, arming time, costs a c... ton of stamina, enough to make impossible to sustain the minor force for good time. Suggestion: Spread the DOT into 12 or 10 seconds, with the buff. Rearming trap would still deal double damage in the same time.

    Sanguine Altar: everyone I know uses Overflowing Altar.

    Spiked Bone Shield: loses badly to the Spinal Surge from the other morph.

    Mystic Orb: Being a healer-oriented skill, Energy Orb seems a more obvious choice. Suggestion: Have it be a ground-targeted ability that spawns the orb there, where it stays until expired or popped. I dont think it would still be enough to overthrow Energy.

    Explosive Charge: As said above, the aoe is very tiny and you need a target, what are the chances of having 2 casting enemies in such tiny area? Suggestion: Let you choose a place on the ground (with no min range) and leap there, DK style, piercing the ground on impact, interrupting in aoe, that way you have a mobility tool for templar, and a AOE interrupt that can be used like Deep Breath or a gap closer.

    Radiant Aura: Very costly for what it does, if you apply it to a trash mob, it dies very fast and you end up with a negative balance of magicka. Elemental Drain beats it by a mile.

    Unstable Wall of Elements: A shorter DOT is harder to mantain, the explosion is not attractive enough.

    Impulse and morphs: Aoe spam died with the sustain nerfs in Morrowind, also Pulsar is bugged and only gives Minor Mangle to one target.

    Magnum Shot: Used the skill like 2 weeks, got bugged and stuck so many times, self knockback sucks xD

    Arrow Barrage: Endless Hail has sufficient range and radius, so this morph is pointless.

    Venom Arrow: interrupt seems interesting. DOT execute seems way more. Death also stops enemy from casting :)

    Berserker Rage: Morph of 2H ulti other than Onslaught. The 2H ulti as a whole is not widely used aside from some *BONK* builds.

    Thrive in Chaos: Rend thrives over this morph :joy: , you need at least 3 targets and asylum DW extension if you hope to outdps Rend.

    Flare (support skill): Underused overall, supposed to counter stealth but fails at that. Hard.

    Evil Hunter: costs around 4k stam, to reduce the cost of other FG skills in a tiny 5s window, you would need to unnecessarily spam circle of protection to compensate the use of Evil Hunter. The reveal radius of the base skill is very tiny.

    Drain (Vampire): Stuns the opponent but locks you in a channel, could be a beam linking the vampire to the enemy without the channel and stun, just the heal, damage and morph effects.

    Clouding Swarm: since it was changed to a gap-closer, every vampire that still uses Bat Swarm, uses Devouring. Materialise simply does not hit hard enough.

    Trapping Webs only does enough damage if synergized, and the synergy is very clunky. Could be a poison based caltrops with a tinier radius and the unique synergy.

    The other morph of Purge that does not decrease the cost. 20% max health is not a lot on DPS builds.

    Brutal Pounce: timer management of Feral is just too important to pass up.

    Honorable mention to a bad skill: Acid Spray. Deals some damage but the dot is sooo short. Quite hard to mantain on your target.
  • Lightspeedflashb14_ESO
    Lightspeedflashb14_ESO
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    @DoonerSeraph Sanguine Altar: everyone I know uses Overflowing Altar.

    Great write ups on most but this one I have to dissent on, if they use overflowing over sanguine, they are crazy. Sanguine altar lasts 33% longer, 46 seconds vs 33, and is literally half the magic cost, base of 4320 vs sanguines 2160. The synergy for overflowing is 65% and sanguine is 40% , which would be enough to save any dps and certainly every tank . Sanguine altar is the superior morph and I use it.


    Edited by Lightspeedflashb14_ESO on July 23, 2018 11:01AM
  • Ghanima_Atreides
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    Impulse and morphs: Aoe spam died with the sustain nerfs in Morrowind, also Pulsar is bugged and only gives Minor Mangle to one target.

    I use this all the time, in combination with Wall of Elements and Liquid Lightning, to take down packs of trash mobs. I like it.


    My vote however goes to Crystal Blast - I never used it and never will, despite the Skill Adviser's insistence. :tongue:
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  • Berenhir
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    Explosive Charge is undodgeable and pulls NB out of Cloak. Much better than the other morph.

    Unstable Wall of Elements explodes on recast, so it would be viable in PvP if only the AoE was not smaller than Blockade.

    Mystic Orb is used quite regularly in PvP as it explodes for up to 40k tt damage on crits.
    PC EU - Ebonheart Pact - Gray Host - Death Recap -#zergfarming -
  • Apherius
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    Crystal blast.
    Encase & morphs.
    Daedric Tomb
    Charged Atronach.
    Clannfear.
    Twillight tormentor.
    Lightning flood.
    Unstable wall of element.
    Impusle & morphs.
    Elemental Susceptibility.
    Blessing of Restoration.
    Siphon & morphs.
    Shatter Soul.
    Sturdy Horn.
    Inevitable Detonation.
    Cleanse.
    Silver Shards.
    Lightweight Beast Trap.
    Scalding Rune.
    Introspection.
    Crushing Weapon.
  • Starlight_Knight
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    PVP skills - People just hide in zergs or over compensate with proc sets. B)
  • Qbiken
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    @Asmael
    Igneous weapons (morph of Molten weapons): Major brutality became a lot more accessible, while Major Sorcery was always easy to access with Entropy & morphs. Obsolete due to other abilities being updated.

    This skill will actually become very useful next patch if you run in a pack of werewolfs. With major brutality now being tied to the weaker healing morph you´ll have to use Brutality pots in PvP to get that buff (and there´re better potions to use). Having a DK in the group giving this buff can/will be very nice.

    It´s a niche use I know, but I´ll definitely bring a DK just for this skill next patch :)
  • Banana
    Banana
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    I used volcanic ruin in pvp today for a laugh and a few were had.
  • Mr_Wolfe
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    Runefang wrote: »
    Any non-nightblade pve skills. Cuz I mostly do vet trials.

    We must run on different servers, cuz when I've done vet trials I'm usually the only nightblade there--unless my spouse is running his NB healer.
    I would love if Baleful Mist turned you partially into mist, damaging non-undead nearby, with obviously lower damage reduction but not locking you out of skills, healing and mag regen.

    Or just a bigger radius. I could see Baleful Mist being worth the tradeoff if it was the 'stand there and tank' option to Elusive Mist's 'gtfo.' Maybe change it to a stamina ability too and have it do poison damage.
    Venom Arrow: interrupt seems interesting. DOT execute seems way more. Death also stops enemy from casting :)

    I run this on my stamblade. Having a ranged interrupt is absurdly useful in a lot of situations--especially against bosses/tanks that you can't just burst down instantly.
    Flare (support skill): Underused overall, supposed to counter stealth but fails at that. Hard.

    Pretty sure I'm the only person who uses this skill, partially because most PvP players would rather whine about stealth than actually slot something to counter it, lol.

    It's fantastic if you go with the revealing flare morph and use it tactically. The range and duration open up a lot of options that player-based reveals like magelight and detect potions lack.
    Drain (Vampire): Stuns the opponent but locks you in a channel, could be a beam linking the vampire to the enemy without the channel and stun, just the heal, damage and morph effects.

    Invigorating Drain is good for building ult at a dummy, particularly if you also want to increase your vampire stage for the Undeath & Dark Stalker passives.

    That's about it. XP
    Clouding Swarm: since it was changed to a gap-closer, every vampire that still uses Bat Swarm, uses Devouring. Materialise simply does not hit hard enough.

    I haven't seen anyone run Devouring Swarm either since the rework. It used to be a great Ult back when it healed you every tick, now it's just a poor man's Suppression Field.
    Brutal Pounce: timer management of Feral is just too important to pass up.

    Truth. Gonna' be even worse once Wolfhunter comes out. With the changes to Blood Rage, werewolves will be even more dependent on pounce to maintain their timers over the long haul.

    Edited by Mr_Wolfe on July 23, 2018 11:56AM
  • Maryal
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    I would love if Baleful Mist turned you partially into mist, damaging non-undead nearby, with obviously lower damage reduction but not locking you out of skills, healing and mag regen.

    That aside: Lightweight Trap Beast. It has a travel time, arming time, costs a c... ton of stamina, enough to make impossible to sustain the minor force for good time. Suggestion: Spread the DOT into 12 or 10 seconds, with the buff. Rearming trap would still deal double damage in the same time.

    Sanguine Altar: everyone I know uses Overflowing Altar.

    Spiked Bone Shield: loses badly to the Spinal Surge from the other morph.

    Mystic Orb: Being a healer-oriented skill, Energy Orb seems a more obvious choice. Suggestion: Have it be a ground-targeted ability that spawns the orb there, where it stays until expired or popped. I dont think it would still be enough to overthrow Energy.

    Explosive Charge: As said above, the aoe is very tiny and you need a target, what are the chances of having 2 casting enemies in such tiny area? Suggestion: Let you choose a place on the ground (with no min range) and leap there, DK style, piercing the ground on impact, interrupting in aoe, that way you have a mobility tool for templar, and a AOE interrupt that can be used like Deep Breath or a gap closer.

    Radiant Aura: Very costly for what it does, if you apply it to a trash mob, it dies very fast and you end up with a negative balance of magicka. Elemental Drain beats it by a mile.

    Unstable Wall of Elements: A shorter DOT is harder to mantain, the explosion is not attractive enough.

    Impulse and morphs: Aoe spam died with the sustain nerfs in Morrowind, also Pulsar is bugged and only gives Minor Mangle to one target.

    Magnum Shot: Used the skill like 2 weeks, got bugged and stuck so many times, self knockback sucks xD

    Arrow Barrage: Endless Hail has sufficient range and radius, so this morph is pointless.

    Venom Arrow: interrupt seems interesting. DOT execute seems way more. Death also stops enemy from casting :)

    Berserker Rage: Morph of 2H ulti other than Onslaught. The 2H ulti as a whole is not widely used aside from some *BONK* builds.

    Thrive in Chaos: Rend thrives over this morph :joy: , you need at least 3 targets and asylum DW extension if you hope to outdps Rend.

    Flare (support skill): Underused overall, supposed to counter stealth but fails at that. Hard.

    Evil Hunter: costs around 4k stam, to reduce the cost of other FG skills in a tiny 5s window, you would need to unnecessarily spam circle of protection to compensate the use of Evil Hunter. The reveal radius of the base skill is very tiny.

    Drain (Vampire): Stuns the opponent but locks you in a channel, could be a beam linking the vampire to the enemy without the channel and stun, just the heal, damage and morph effects.

    Clouding Swarm: since it was changed to a gap-closer, every vampire that still uses Bat Swarm, uses Devouring. Materialise simply does not hit hard enough.

    Trapping Webs only does enough damage if synergized, and the synergy is very clunky. Could be a poison based caltrops with a tinier radius and the unique synergy.

    The other morph of Purge that does not decrease the cost. 20% max health is not a lot on DPS builds.

    Brutal Pounce: timer management of Feral is just too important to pass up.

    Honorable mention to a bad skill: Acid Spray. Deals some damage but the dot is sooo short. Quite hard to mantain on your target.

    Some skills you mentioned I don't have enough experience with to comment, but there are some I have a lot of experience with-
    Arrow Barrage - it has an increase range and radius. There's an old saying 'pick the right tool for the right job.' Sometimes endless hail just doesn't cut it ... sure, the cost 'per cast' may be cheaper, but that doesn't necessarily make it the better morph. Sometimes you really need the wider radius and/or increased range Arrow Barrage provides.

    Venom Arrow - OMG! The interrupt is absolutely wonderful! Interrupting a casting enemy knocks them off balance ... and we love it when enemies are off balance! I do switch between morphs, both are good and have their place.

    Revealing Flare is the base skill, the morphs are Lingering Flare (lasts longer) and the other morph is Scorching Flare - (burns hidden enemies). I absolutely love scorching flare and I use it so often! I have noticed that once I start using it others will start using it too. It doesn't just 'reveal' hidden enemies, it sets them on fire! Oh joy to the world! Oh happy day!

    Trapping Webs does a fair amount of damage even without the synergy. Good to toss on the ram that is hammering away at the gate door (give'em a triple decker -- hot oil, caltrops and trapping webs). Since you can use it at range, toss one on any enemy siege (aim for where the player stands to fire the siege) ... and while your at it, add some caltrops for good measure.

    Evil Hunter - that is the morph that reduces your fighter's guild skills while active. I generally go for camouflaged hunter. It actually works pretty good at revealing hidden (stealthed) enemies (both morphs reveal hidden enemies). Yes, the radius is small, but the fact that it can reveal hidden enemies is more of a 'bonus' since I often have this skill slotted anyway for the extra crit it provides (both morphs give you extra crit when slotted). I choose camo hunter over evil hunter for the increased damage I get when attacking from stealth.

    Lightweight Beast Trap - what an absolute jewel of a skill! It can be set from range and that makes it such a gem! I almost hate to admit what I use this for ... let's just say I've managed to *** off a number of sorcs who like to throw down mines.
  • fred4
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    Asmael wrote: »
    Explosive Charge (morph of Focused Charge): a tiny AoE attached to a gap closer makes for an extremely clumsy tool if you want to interrupt multiple opponents.
    I use this, in PvP, so I don't CC people and can stick them into Total Dark instead.
  • fred4
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    Explosive Charge: As said above, the aoe is very tiny and you need a target, what are the chances of having 2 casting enemies in such tiny area? Suggestion: Let you choose a place on the ground (with no min range) and leap there, DK style, piercing the ground on impact, interrupting in aoe, that way you have a mobility tool for templar, and a AOE interrupt that can be used like Deep Breath or a gap closer.
    The point, for me, of using this morph is so I have a gap closer that does not give the enemy CC immunity and I can subsequently stick them into the Total Dark bubble.
    Arrow Barrage: Endless Hail has sufficient range and radius, so this morph is pointless.
    While I don't use bow much, I always preferred this morph in solo play and always thought the main reason people use the other morph is, if the they have a Maelstrom bow.
    Venom Arrow: interrupt seems interesting. DOT execute seems way more. Death also stops enemy from casting :)
    The interrupt is interesting in places like vMA.
    Berserker Rage: Morph of 2H ulti other than Onslaught. The 2H ulti as a whole is not widely used aside from some *BONK* builds.
    While I agree it's rare, I have seen both morphs in PvP.
    Flare (support skill): Underused overall, supposed to counter stealth but fails at that. Hard.
    Guild groups venturing into IC just love to use that skill, there, while taking flags. I would never slot it in solo play, but when a group has someone dedicated to this skill, it is a total pain as an NB. Perhaps that person doesn't know to do anything else, but that's beside the point. It's a good skill for noobs to make themselves useful, but not just.
    Evil Hunter: costs around 4k stam, to reduce the cost of other FG skills in a tiny 5s window, you would need to unnecessarily spam circle of protection to compensate the use of Evil Hunter. The reveal radius of the base skill is very tiny.
    Evil Hunter is something you can integrate into your rotation when you are attacked by a melee NB, e.g. a stamblade. The cost reduction is useful, if you activate it again, just before it runs out. The point is not to detect a suspected NB, but to prevent the one that's right in your face from cloaking away. NBs cloak, before you can execute them. This prevents that. Few people do it, but it is very effective when done conscientiously. If the NB didn't put a shade up, they can end up pretty screwed. Sure, there are lots of other ways to counter NBs. If you are a stamsorc, you don't need this, but for a class / build that doesn't have any other counters, it is a useful skill / morph.
    Brutal Pounce: timer management of Feral is just too important to pass up.
    I don't play Werewolf, but some people absolutely only play WW for burst and use it while their buffs (Hurricane, Spiked Armor etc.) last. I've heard it said a few times now that staying in WW form is a mistake. So, for players who play WW like that, I can see them foregoing Feral.
    Edited by fred4 on July 23, 2018 3:49PM
  • Lieblingsjunge
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    For the love of [Snip]. Don't make Trapping Webs usfeul, ever.
    My Arachnophobia will have me act irrational and wipe my group.

    But Explosive Charge, Force Siphon(Resto staff skill thing) Blessing of Restoration thingy, Other morph of Reverb. Bash. :>
    Ignorance is the greatest weapon of tyranny.
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  • DoonerSeraph
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    For the love of [Snip]. Don't make Trapping Webs usfeul, ever.
    My Arachnophobia will have me act irrational and wipe my group.

    But Explosive Charge, Force Siphon(Resto staff skill thing) Blessing of Restoration thingy, Other morph of Reverb. Bash. :>

    bad_timing.png
  • moonio
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    It says a lot about a game when this many skills are useless...

    I mean, why are they even there?
    Just a poor healer from Glenumbra..
  • Tasear
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    moonio wrote: »
    It says a lot about a game when this many skills are useless...

    I mean, why are they even there?

    or maybe this is a chance for people to learn what they are used for?
  • DemonDruaga
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    Tasear wrote: »
    moonio wrote: »
    It says a lot about a game when this many skills are useless...

    I mean, why are they even there?

    or maybe this is a chance for people to learn what they are used for?

    Since there are skills that never really got updated since craglorn dlc I'd say blame the f. ck out of our money grabers
    Edited by DemonDruaga on July 23, 2018 5:11PM
    Ardor // Dunkelsicht // Pakt
  • Toc de Malsvi
    Toc de Malsvi
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    Magnum Shot - I used to use this 2 years ago, the self knockback sucks though for 99% of situations. The heal from Draining Shot performs considerably better.

    Trapping Webs - In theory this is a very good skill, but the positional requirements render it unused. If you had two ranged stam DPS they could trade synergies with this and get a 6-7k increase in DPS. However that takes them out of heal stack, and who is running two ranged stam dps anyways?

    Arrow Barrage - Endless Hail is cheaper, synergizes with VMA bow for more damage, and lines up with other DOTs for easier and smoother rotation. The AOE size and range of Arrow Barrage is ideal, but it honestly needs to be increased in duration or in damage otherwise it will never be taken over Endless Hail by any serious player.

    Venom Arrow - an interrupt is nice, but an execute on a DOT is way better. In PVP I don't really wish to CC people with an interrupt that isn't lined up for timed burst. There are far to few people hard casting anyways. In PVE in most situations its only ever nice to have and its never necessary, given considerably higher DPS with the other morph there is little reason to take a morph that is simply nice to have in 3% of situations.

    Soul Trap and morphs - it could be really good with the resource return morph, however the damage is pretty bad which prevents its use in the majority of situations.

    Igneous Weapons - the buffs it gives are far to available for such a niche skill, I used to be the only person I saw using it. Recently I've found I can get just as much value out of having an additional slot for another skill as I was getting with the buff so I've stopped using it.

    Ash Cloud and morphs - both the damage and healing are weak, the duration is nice but the cost is high for a very low damage DOT or very low healing HOT.

    Berserker Strike and morphs - too easy to miss in PVP, far to costly if it does miss. Virtually useless for PVE damage is too low and cost too high.

    Lacerate and morphs - not good enough damage for most PVE applications, lacking significant utility in PVP applications. I think it could be good in PVP but I never see it, and I don't do DW builds.

    Power Extraction - greater than 50% health its better than whirlwind, but when targets hit 50% health whirlwind becomes significantly better. It could in theory be used with 2H, but I never see it.

    Elude - the increased duration doesn't hold a candle to snare/immobilization removal. Even more so when you consider how little of an increase it actually is.

    Silver Shards - This skill used to get a lot of use back when it knocked down vampires and werewolves. It was still being used for single target burst on ranged gank builds, back when bow heavy attack gank builds existed. Now its far too costly and skills like Acid Spray massively out pace it for for damage.

    Expert Hunter and morphs - the benefits of this skill are few, the active component sucks. The passive component is a weak buff that is almost entirely unnecessary. To be fair its impossible to tell if people are slotting this skill if they never use the active component.

    Lightweight Beast Trap - I only slot this skill when testing dps setups on the PTS. Its dps is okay but not great, its duration is short and its cost is relatively high. Rearming Trap offers so much more.

    Bombard - this skills saw use for a brief period as a way to grief zergs and ball groups. It was also useful for add control in dungeons, especially with non DK tanks. Not being able to root targets that are snared on a skill that snares targets for 6 seconds is all but useless. You can get one root out of it, provided no one has cast caltrops or some other form of AOE snare.
    Edited by Toc de Malsvi on July 23, 2018 6:07PM
    Legendary Archer of Valenwood
    Bosmer Dragon Knight Archer. XBox One. (Flawless Conqueror Bow/Bow)
    Bosmer Nightblade Archer. Xbox One. (Flawless Conqueror Bow/Bow)
    Bosmer Sorcerer Archer. Xbox One. (Flawless Conqueror Bow/Bow)
    Bosmer Warden Archer. Xbox One. (Flawless Conqueror Bow/Bow)
    Templar's are evil..
  • Morgul667
    Morgul667
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    Circle of the undead ? Ring of preservation or something like that ?
  • DoonerSeraph
    DoonerSeraph
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    Morgul667 wrote: »
    Circle of the undead ? Ring of preservation or something like that ?

    Turn Undead, yes, its rarely used because costs a lot of stamina for a one-shot fear against Undead-Daedra-Werewolves. Ring of Preservation provides a unique roll dodge cost from inside the circle thats more useful for defensive purpose IMO.

    About Scorching Flare, one of the merits of the skill is that it will absolutely cook most squishier builds, the damage is no joke.
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