I saw a thread of the same name in the Mesmer side of the forums, and thought it’d be a good to get together a list of utility skills that are underused, useless, or maybe just under-appreciated. And of course, its a quick go-to list for the Devs (assuming they don’t already know).
I’ll use the rules applied to that thread, utilities only (no heals or elites).
Blood is Power
Corrosive Poison Cloud
Corrupt Boon
Epidemic
Plague Signet
Signet of Spite
Signet of the Locust
Signet of Undeath
Spectral Armor
Spectral Walk
Spectral Wall
Well of Corruption
Well of Darkness
Well of Power
Well of Suffering
Summon Bone Fiend
Summon Bone Minions
Summon Flesh Wurm
Summon Shadow Fiend
The utilities I NEVER use:
Corrosive Poison Cloud – Poison is a nice condition, making healing less effective, but the poison duration isn’t long enough considering people will only be hit by it once, then leave the AoE
Plague Signet – The passive sounds awesome, but last I checked its bugged and only copies conditions to you instead of transferring them. If it worked properly it would almost instantly earn a spot on my bar for dungeons. The active is good, but the cooldown is a tad bit long for my liking.
Signet of Spite – Extra power is always nice, but isn’t worth a slot. The active sounds nice, but the duration on the conditions is so low, and the cooldown is so long its not worth it.
Signet of the Locust – Haven’t tried it since they buffed the run speed, but I prefer Spectral Walk for almost permanent swiftness, and the secondary effect of SW is just a bonus. The life steal active portion of this signet I remember being really weak last time I tried it.
Signet of Undeath – This is an interesting one. I used it a couple times in dungeons, and sometimes it didn’t revive downed allies, sometimes it revived all three properly. Its a power effect, but with the theme of the Necro I feel it should be able to revive Dead players, not just downed. The Life force regen isn’t much compared to what I can generate on my own, and all in all this signet has a very niche use. I can see it being useful in WvW, zerg vs zerg fights though, or assaulting a keep to revive players hit by siege.
Spectral Armor – One of our few sources of protection, but the cooldown is way too long for what it does. I generally just use the trait that gives SA at 50% health instead, and slot another utility.
Spectral Grasp – This is far from a useless ability, but its too buggy for my liking. Over half the time I use it the view is obstructed on if there is any sort of rise or dip in the ground.
Spectral Wall – Again, one of our few sources of protection. Its a decent ability all in all, but no enemy would willingly run through it to get the vulnerability outside PvE, and half the time allies don’t bother running through it for protection either. If the protection duration was 8-10s instead of 5s, and it had a sort of secondary effect, like Mesmer’s Temporal Curtain, or projectile blocking I’d have no problems using it. Low cooldown which is nice.
Well of Power – This isn’t exactly a weak utility, but I find I generally don’t have a problem with conditions, between my staff and Consume Conditions. Instead if I’m going to use a well for utility its Well of Corruption, which can be very powerful in some situations.
Bone Fiend – One of the few minions I find actually responsive, it is still kitten near useless. A cripple every 10s on its auto attack can be useful I suppose, but I have enough cripples and chills that I don’t notice it. The active ability, Rigor Mortis is nice but I feel that NONE of the minions’ active abilities should have a cast time, or at least not more than 1/4s. It takes time for the “projectile” to travel, so when you need the active, its about a full second or 1.5s before it actually seems to take effect.
Shadow Fiend – Hardly attacks anything like all minions, and again my issue with the active ability is when you need a blind, you need it NOW, not in 2s from now. Also, since you’re sacrificing a utility to have this kitteny minion I think the active needs to be more powerful than a single target blind – possibly an AoE around the target.
Flesh Wurm – This is one I can see having some niche uses, placing it when you’re defending a point in case you need to retreat or something. Using it as a damaging minion though is annoying. You have to place it at every fight, then explode it and wait for the CD before you can use it in the next fight.
Well, I think that covers it all. Let me know what you guys think, about what I had to say about the abilities I don’t use, and let us know some of the ones you don’t use, and what you feel would make it powerful enough to consider using.