Own
Moderator
Windslash was a skill that suffered from being too hard to control, leaving the player too vulnerable and not doing enough damage to compensate for it's drawbacks. So it had to go.
For me, there's only a short list.
Meteor: Requires too much vulnerability by being stationary, unlike EarthSpike it has an additional delay before it hits where you aimed it. Fast enemies are nearly impossible to hit with it. Good luck nailing a Ghosty, Frostling or Wisp with it.
Even worse, with 113 Magic Damage:
Basic Meteor: 244
Silver Meteor: 386 (+180 burn)
Gold Meteor: 442 (+252 burn)
Basic Spike: 282
Silver Spike: 345
Gold Spike: 750
Earthspike is the superior skill except at Silver level. At Gold level, it blows Meteor out of the water - especially if Meteor's burn doesn't proc.
Meteor should have much higher damage for it's drawbacks, or the ability to lock onto targets by targeting over them for at least a moment, but given the lack of that... it's really cool, but Spike triggers instantly and can be spammed.
Smash: Completely useless vs single enemies or bosses, the same as Chain Lightning was. You get an extra bit of damage vs large single enemies that can't be smashed, but at that point you may as well be basic attacking.
Added onto that it's really hard to see accurately where your enemies will go flying once you smack them. The only way I'd use Smash in it's current state is if there were an item I could use to spawn Smashable targets at bosses, or if red lines formed behind enemies in contrast to where you were standing while charging Smash. So you can at least figure out the trajectory the Smashed enemy will take.
Summon Plant: The first 4 levels of this do far too little damage, attack too slowly, have too little reach and require you wade an enemy back and forth over them over and over. It's just not interesting. Maybe if it could slowly inch it's way towards nearby enemies, or had extended reach, it might be good. But the first 4 points feel like a sloggy investment on the path to Silver Charge, which is amazing.
Berserker Style: I used to use this before when skills that hit with it regenerated EP, so you could chain together attacks and skills to keep EP regeneration momentum going. Now the basic charge eats EP so quickly it's almost impossible to use any other skill with it, no matter how quickly you attack. It's more tolerable at Silver, but only really becomes a skill you can use decently with other skills at Gold.
For me, there's only a short list.
Meteor: Requires too much vulnerability by being stationary, unlike EarthSpike it has an additional delay before it hits where you aimed it. Fast enemies are nearly impossible to hit with it. Good luck nailing a Ghosty, Frostling or Wisp with it.
Even worse, with 113 Magic Damage:
Basic Meteor: 244
Silver Meteor: 386 (+180 burn)
Gold Meteor: 442 (+252 burn)
Basic Spike: 282
Silver Spike: 345
Gold Spike: 750
Earthspike is the superior skill except at Silver level. At Gold level, it blows Meteor out of the water - especially if Meteor's burn doesn't proc.
Meteor should have much higher damage for it's drawbacks, or the ability to lock onto targets by targeting over them for at least a moment, but given the lack of that... it's really cool, but Spike triggers instantly and can be spammed.
Smash: Completely useless vs single enemies or bosses, the same as Chain Lightning was. You get an extra bit of damage vs large single enemies that can't be smashed, but at that point you may as well be basic attacking.
Added onto that it's really hard to see accurately where your enemies will go flying once you smack them. The only way I'd use Smash in it's current state is if there were an item I could use to spawn Smashable targets at bosses, or if red lines formed behind enemies in contrast to where you were standing while charging Smash. So you can at least figure out the trajectory the Smashed enemy will take.
Summon Plant: The first 4 levels of this do far too little damage, attack too slowly, have too little reach and require you wade an enemy back and forth over them over and over. It's just not interesting. Maybe if it could slowly inch it's way towards nearby enemies, or had extended reach, it might be good. But the first 4 points feel like a sloggy investment on the path to Silver Charge, which is amazing.
Berserker Style: I used to use this before when skills that hit with it regenerated EP, so you could chain together attacks and skills to keep EP regeneration momentum going. Now the basic charge eats EP so quickly it's almost impossible to use any other skill with it, no matter how quickly you attack. It's more tolerable at Silver, but only really becomes a skill you can use decently with other skills at Gold.