Worst and/or Most Useless Abilities and Skills

So this is something that I’ve wanted to address for a very long time. As much as I love this game, there are a few things that irk me and skills that just aren’t good at all.

I know this sort of thing can easily get very subjective and rely on personal experience however I wanted to list a holistic summary of skills that I felt were poor or inferior to the point of absurdity.

Anyone can contribute and comment. This might be a good place to just get all the worst offenders together while getting the conversation moving forward.

So, without further adieu, here are the nominations:

  • Ulziun’s Wrath
  • Blade Trap (Disputed)
  • Summon Familiar (Disputed)
  • Ember Claw
  • Foul Eruption (suggested by Ptirodaktill)
  • Olexa’s Flash Freeze (Not explained in detail as yet)
  • Ill Omen (suggested by CaptainObvious + Ptirodaktill) - (disputed as one pointer)
  • Veterancy (suggested by Tycho)
  • Harbinger of Souls (suggested by Marney)
  • Primal Bond (Not explained in detail as yet)
  • Upheaval (suggested by Marcus)
  • Aura of Censure (suggested by Chthon)
  • The Big One (suggested by Flying Potato)
  • Overload (Not explained in detail as yet)
  • Ice Spike (Not explained in detail as yet)
  • Thermite Mine (Not explained in detail as yet)

Ulzuin’s Wrath

Oh boy, where to even start on this one…

Ok, first I’ll give my interpretation of what I believe this modifier for Vindictive Flame is supposed to do.

[i]Foes approach you from all sides, slowly encroaching on you and swarming all around. You’re surrounded but not scared as you feel the Wrath of Ulziun build inside you. Those foolish enough to be close to you get obliterated, dust scattering to the winds as fire and lightning linger over their corpses. Those more cautious get constant streams of Ulziun’s hatred, knocking them back and cause them to stumble. That is if they survive the intense power surging through them.

After flashes of lightning and flame the battle dies down, sweat dripping down your brow. With a sigh, you look around: mangled corpses, static dust, and embers floating around you. Soon Ulziun will have revenge on all those who betrayed him.[/i]

Romanticism aside, here is how I break it down:

  • CC Ranged units
  • Give reliable damage against ranged attackers
  • Be mechanically and visually appealing

So here are some of the downsides…

In most cases, Spectral Wrath trumps Ulzuin’s Wrath. It provides a lot more usual debuffs on enemies that help you survive and damage ranged attackers. It also strips resistances that are important to its damage types. It is also independent of its base skill to perform its function.

So, as it stands, Ulzuin’s Wrath does the following:

  • Deals poor damage
  • Has unreliable CC
  • Unreliable triggering
  • Affects a few units
  • Scales poorly
  • Doesn’t affect melee attackers

How I would suggest improving it is as follows:

  1. Increase Damage as well as adding dots (Burn/Electrocute)
  2. Change CC mechanic to something unique in Demo skill tree (such as -total speed%)
  3. Allow it to affect more enemies in a larger radius, hit melee attackers as well as trigger if Vindicitive Flame doesn’t hit an enemy
  4. Increase Aesthetics of the skill to resemble arching and tendril lightning rather than a solid line to the enemy

Moving on to my Second Nominee:

Blade Trap

This is another one where the concept is cool however the execution is extremely flawed.

Here is my interpretation of the skill.

Masses of foes approach you but you already know how you want to deal with them. Using your Nightblade training, you summon a trap of blades, stopping them in their tracks and cutting away at those trying to escape. Being so vulnerable, you can easily dispatch of the remaining straggles: whether through throwing knives, fast martial strikes or some form of sorcery.

It sounds amazing so let’s look at the skill:

  • Entraps a group of enemies, stopping them completely
  • Reduces Defensive Ability significantly, making them easy to pick off
  • Deal reliable damage to weaker foes
  • Steal back vitality from your foes and affect a large number of units (with modifier Devouring Blades)

The fatal flaw? It has to be affecting the enemy. If the debuff gets removed for any reason, you lose all of the aforementioned perks. If the enemy has a high resistance (boss, etc) or is immune to being entrapped, the skill is useless.

My suggestion is to separate the effects from the entrapment status of the skill while still being balanced against stronger monsters.

Here are my suggestions:

  1. Change the entrapment mechanic to something similar to the traps of the Inquisitor. Placing down a blade trap that triggers and affects those in the AoE seems to be much better (similar to Grasping Vines)
  2. Replace entrapment with slow or another form of CC
  3. Allow the -DA% to affect bosses, however, have it scale appropriately
  4. Increase the radius it affects
  5. Get rid of the modifier as it currently is and allow it to shred something while returning health to you (such as offensive ability)

Summon Familiar

[i]An eerie fog settles across Lower Crossing: the shambling and moans of reanimated corpses in the distance. A lost soul wanders the abandoned streets, the sting of the noose still fresh on her neck. Certainly, she expected that such a punishment would be fitting for her dabbling into the occult however she didn’t the expect the debacle that happened at Devil’s Crossing a while ago.

Suddenly a horde of undead rise at her feet: a total of 5 corpses clawing towards her. Clutching onto her rusty shiv and musty tome she musters her meager knowledge of the dark arts to bring forth a Familiar: silky black plumes shimmering in the sickly aetherial glow, murder being cried into the night.

The Raven musters its power, a ball of lightning taking down the first zombie. After a few swings of rusted metal and electrified motes the corpses return to what they once were: dead.

With relief our young hero musters herself, a soothing mist from the Raven readying her for the next assault.[/i]

So what does the Raven do exactly?

  • Deal poor lightning/electrocute damage to a single enemy at lower levels. At lvl16 it already has 3 bolts, which can either shotgun a single enemy or hit multiple ones. At lvl26 it casts 5 bolts. Still: the damage is lower than most since it is a spell and doesn’t benefit from flat damage or attack speed.
  • Provides a very low health summon that can struggle to survive late game due to AoE
  • Heal you for a decent amount when you reach 60%/50%/40% health depending on the pet’s stance (Modifier Mend Flesh)
  • Buff you with increased elemental damage, Elemental Resistance and Lightning retaliation (Storm Spirit)
  • Deals an unreliable AoE damage/Stun when it feels like using it (Lightning Strike)

Now the biggest issue is that there are skills and abilities that excel at all these points.

  1. All the other pets deal more damage and are more durable than the Familiar with similar investment
  2. Blood of Dreeg, Pneumatic Burst, etc, as well as Devotions (such as Gaint’s Blood), provide more healing and are more reliable to use. Keep in mind that all the alternatives provide additional benefits to the healing
  3. Damage on Lightning Strike is decent however the Familiar casts it when it wants and most pet abilities are more damaging while being less clunky to cast. That and the CC is fairly insignificant.

I’d say to improve the Familiar a lot of effort has to be put into revitalizing this pet and allowing it to fulfill its role: being a superior support pet option while having the capability to be an offensive powerhouse. It needs serious reviewing of its abilities and stats to bring it in line with all other alternatives. Maybe give it chain lightning as its base ability and improve the numbers a bit? That would be amazing.

Please note that the list can contain Mastery Skills, Item Abilities, Component Skills, etc. Anything that isn’t performing as it should.

Foul eruption :wink:
Tons of dmg, AoE and RR debuff! And no one pick this cause it dosent work when you need it the most.:cry:

totally agree with Ulzu Wrath. needs something to be worth more than 1 pt and even then it’s unreliable.

Blade trap: Don’t quite agree. Even at 1-1 and + skills it’s so reliable at what it does - stop monsters from swarming you and making them vulnerable too. I used this at 1-1 a lot in crucible with some builds

Like OFF which has been discussed so many times, it does what it supposed to and is unlikely to change

I guess when it comes to OFF and BT I just dislike the concept of the skills. That might be my personal bias showing through but I feel from a mechanical standpoint they are inferior to most if not all skills.

This is the key for making the skill useful. Same exact concept should be applied to olexra flash freeze.

All the more now with new AOM equip bonuses: it’s useless to gieve, for example, DA debuff and cold resistence debuff to OFF if it’doesn’t work on any boss. We don’t need 10% cold resistence reduction to wipe out thrash mobs, but on the other hand this addictional debuff would be very useful against strong bosses.

Another one that I’m curious about as a skill would be the Occultist’s Summon Familiar.

Now, this one is an icon: this raven appears on the loading screen of Grim Dawn itself.

So, let’s jump into it.

Summon Familiar

[i]An eerie fog settles across Lower Crossing: the shambling and moans of reanimated corpses in the distance. A lost soul wanders the abandoned streets, the sting of the noose still fresh on her neck. Certainly, she expected that such a punishment would be fitting for her dabbling into the occult however she didn’t the expect the debacle that happened at Devil’s Crossing a while ago.

Suddenly a horde of undead rise at her feet: a total of 5 corpses clawing towards her. Clutching onto her rusty shiv and musty tome she musters her meager knowledge of the dark arts to bring forth a Familiar: silky black plumes shimmering in the sickly aetherial glow, murder being cried into the night.

The Raven musters its power, a ball of lightning taking down the first zombie. After a few swings of rusted metal and electrified motes the corpses return to what they once were: dead.

With relief our young hero musters herself, a soothing mist from the Raven readying her for the next assault.[/i]

So what does the Raven do exactly?

  • Deal poor lightning/electrocute damage to a single enemy at lower levels. At lvl16 it already has 3 bolts, which can either shotgun a single enemy or hit multiple ones. At lvl26 it casts 5 bolts. Still: the damage is lower than most since it is a spell and doesn’t benefit from flat damage or attack speed.
  • Provides a very low health summon that struggles to survive
  • Heal you for a decent amount when you reach 60%/50%/40% health depending on the pet’s stance (Modifier Mend Flesh)
  • Buff you with increased elemental damage, Elemental Resistance and Lightning retaliation (Storm Spirit)
  • Deals an unreliable AoE damage/Stun when it feels like using it (Lightning Strike)

Now the biggest issue is that there are skills and abilities that excel at all these points.

  1. All the other pets deal more damage and are more durable than the Familiar with similar investment
  2. Blood of Dreeg, Pneumatic Burst, etc, as well as Devotions (such as Gaint’s Blood), provide more healing and are more reliable to use. Keep in mind that all the alternatives provide additional benefits to the healing
  3. Storm Spirit provides poor damage, +% damage and resistance to Elemental Damage. The Lightning retaliation is also negligible. That and the buff is unreliable in its upkeep. Something like Iskandra’s Elemental Exchange is superior in every way for similar investment and is a Level 1 Mastery skill that also has a modifier that converts pet physical damage to elemental.
  4. Damage on Lightning Strike is decent however the Familiar casts it when it wants and most pet abilities are more damaging while being less clunky to cast. That and the CC is fairly insignificant.

I’d say to improve the Familiar a lot of effort has to be put into revitalizing this pet and allowing it to fulfill its role: being a superior support pet option while having the capability to be an offensive powerhouse. It needs serious reviewing of its abilities and stats to bring it in line with all other alternatives. Maybe give it chain lightning as its base ability and improve the numbers a bit? That would be amazing.

Harbinger of Souls. I can’t justify taking this on anything.

I love how you explain every skill with a short novelist story, it’s really an art :wink:

I completely agree with this. You can see this disparity in the Inquisitor Mastery as well: In most (if not all) cases, Aura of Conviction is superior to Aura or Censure.

There are some Exclusives that lag far behind their counterparts (would be bold to claim Primal Bond as an example but I feel both Exclusives here are outskilled by other classes’).

Thank you! That’s very kind of you to say. Personally, I feel like I might be obnoxiously flexing my writing muscle but I enjoy writing the explanation. That and it gives me a good idea of what I imagine the skill to be and how it falls flat of that expectation.

If there’s anything to add or skills/abilities/devotions that just feel inferior, please don’t shy away from sharing.

You’re wrong. At lvl16 it already has 3 bolts, which can either shotgun a single enemy or hit multiple ones. At lvl26 it casts 5 bolts.

It’s damage is slightly below that of Storm Totem, and it does indeed hit less reliably. I think that this is the main issue. The Familiar’s attack (or spell, rather) should be changed to a chained or forked lightning attack which hits instantly and chains or forks to others. This way his damage will be much more reliable. Ideally, his attack will also be changed into an actual attack instead of a spell, so that it benefits from flat damage (which he himself gives) and attack speed.

Combined with all the other benefits that he gives, and the lack of need to spend any time casting it (compared to Storm Totem) I think that his damage output is pretty solid.

Oh and “Ill Omen” is by far the most useless skill.

Il omen is greath as devotion proc onepointer. Unfortunately its useless for anything else :frog:

second this. Best 1 pointer in the game

My mistake, I was not aware this was the case. I retract that statement then.

Still: having it be a regular attack and benefit from +damage and +attackspeed% (like most pets do) and making it a chain lightning attack would be the best way forward.

That said: I believe the other benefits it provides is subpar and there are far superior options for less point investment.

I’m going to edit the initial post with a short list of all mentioned abilities and then try and organize my points all in the main post if possible.

I’ve added the suggested skills and two of my own (Olexa’s Flash Freeze and Tenacity of the Boar) which I will give a more proper explanation in the original post once I get the opportunity to do so.

I think blade trap is fine as it is.

Obviously I disagree but would you mind explaining why you believe that to be the case?

I actually kind of like the idea of making Blade Trap into an Inquisitor-like Trap skill. Especially since it doing Pierce damage on it’s main skill lines up nicely with Rune of Haggarad doing Pierce/Cold and Rune of Kalastor doing Pierce/Physical/Fire and there are ways to convert Elemental to Pierce and a skill mod that converts Kalastor’s Physical entirely to Pierce.

Don’t think it’ll ever happen but it sounds interesting nonetheless.

The possibilities are endless, especially if you consider the vitality added on its modifier. Vitality/Cold? Some other combinations? Just pierce to cold?

That and pierce caster has been something people have been wanting for a while now. Would be nice to have official support in the masteries.

It can be a really good skill but I suppose it has an identity… sadly, that identity includes it being terrible. :furious:

The Raven’s survivability isn’t an issue if you have other pets; my cabalist never needs to resummon hers, because it hangs back and shoots from a distance, and nothing targets it.

It only became a problem for my late-game sigil conjurer because she tanks everything and the raven would get killed by AoE.

Good point. I’ve updated it to reflect this better.