Originally Posted by _Kharbon_
...
Splinter wall- Never saw it really, too weak, also not used because mages are forced into melee range with it?
Sulters devouring mass: Unfortunate position. Most mages do not skill Mental so high. Masa suele ser usada por los conjuradores de ataque para cazar.
Staff Mastery:
Static field- Low area. Forcing mages into meele range, in not used tree El posicionamiento impide que funciones, he llegado a ser alcanzado por un caballero que me perseguía mientras yo usaba campo estático.
Protection dome - Positioned too high, speed malus is huge disadvantage, unpredictable chance effect
Evendim's fury - not skilled because of its position in Staff Mastery tree and it forces mages into melee
Enchantments:
Curse: effect not worth it, because it works on chance. Although it's stated in the description, it doesn’t reduce damage?
Blindness: bonus is vague Anyone else uses this? Should it be removed from the list?
Clumsiness: Useless Anyone else uses this? Should it be removed from the list?
Arcania:
Petrify hands: Too low effect for the opponent, long cooldown, situations where pure dps decides the battle are rare.
Laziness: warlocks have better ways of disabling opponent’s damage? The effect doesn’t count on opponents spells?
Wind wall: Too low effect.
Fragility: not used in war because “resist physical damage” -5% to -25% is not much. Perhaps it’s because debuffing the opponent is not worth it, as mages have good DoT’s?
Golem fist: requires lot of mana, long casting speed, long cooldown. It’s not worth the low damage.
Añadiría Estallido de cristales, su daño es nulo a día de hoy.
Necromancy:
Sadistic guards: Most spells are successful, this doesn’t appear to be able to counter opponents Son of the Wind or UM?
Possess summoning: This was used by warlocks for use with staff mastery. It’s not used much anymore, because summons are only rarely seen in wars & because reloging kills the creature? Además está bugeada, si te matan la pet pierdes automáticamente los buffs que lleves encima.
Vitality absorption: this should be good but I find the results to be less than stellar even when you apply area damage on many opponents. Maybe this needs one to be explained so layers can grasp it better - Bois
Elements:
Elemental conjuction: Too low bonus, is not worth using.
Elemental exposure: Not worth skilling, as it works on single target only.En situaciones pvp puede llegar a ser muy útil, sobre todo contra enemigos buffeados, pero hay que saber como usarla.
Life:
Greater healing: Tricky to use, long cd
Mass resurrection: I love this spell but high mana, cd, and not so reloiable and no Sanctuary. Not reliable. - Tamui
Summons:
Summon Imps and Summon Zombies: Buggy. Very low survivabilty rate too. When the person is frezzed or sometimes under some kind of another CCs they immediatly go to cd.- Tamui
Passive spells in this tree: Too low to make a difference (anyone uses these at least for grinding?)
Sorcery:
Magic barier: High CD, low effect. Anyone else uses this? Should it be removed from the list?
Force armor: I took more damage with it. - Tamui Bugged?
Shifting silhouette: Too low effect, it’s not worth it relying on chance spells, high mana and casting.
Archers:
Short bows:
Dual shot: Long casting time, low range
Grounding arrow: Low damage, weak effect, long casting
Adaptability: High mana cost, chance effect - not worth it.
Repetition shot: Area spell, therefore used against groups of opponents that will likely be buffed. This causes it to have low damage. Relatively small area, high mana cost, high casting time & cooldown for its effect.
Repitition shot is nice and works, it just needs a slight buff. - Seher
Long bows:
Shield piercing: Not worth the damage.
Point shot: Too low bonus regarding the mana cost, duration and points invested. Gear dependant. Random.
Obfuscate: Not worth the effect, long casting, positioned too high in the tree
Projectile rain: Area spell, therefore used against groups of opponents that will likely be buffed. This causes low damage. Relatively small area of effect, high mana cost, high casting time & cooldown.
Tricks:
Sticky touch: not worth the effect. Situations, where pure dps decides the battle are rare. Single target only. Can easily be countered. Should this be on the list? Anyone uses it?
Finesse: Chance spell, too high mana cost.
Evasion:
Dodge: Chance spell
Cat reflexes: Chance spell, too low bonus
Spell elude: High position, high mana cost, low bonus
Wits: Mana bonus too low for 5 points invested, high in the tree. Muy útil para los tiradores con las nuevas saetas y recarga de mana, aporta 135 de mana y un ligero aumento de la recarga, lo que ayuda mucho.
Scouting:
Camouflage corpse: Has duration, easily reversed by reveal, high mana cost.
Arrow Mastery:
Needle blast: Relatively low damage
Fire rain: Relatively low damage
Aiming mastery:
Dead eye: Attack speed malus counters the damage bonus. Anyone else uses this? Should it be removed from the list?
Focus: movement speed is a great disadvantage, the increase spell focus is not so great effect. Requires lot of points.
Finger crush: Chance spell, effect not worth it.
Cyclops curse: Not worth the effect, too low dmg to invest points, mana and time in.
Seeking strike: Too high mana cost. Anyone else uses this? Should it be removed from the list?
...
|