Often it seems many Paragon's or Class of fighters have at least 1 if not at least 2 some even perhaps 3 completely hopeless Class Powers. The two classes I know that have some of the Worse are Hunter's, Wizard's & Warlocks... still Palladin's and others out there exist.
Hunter Ranger : Class Powers using Gold coloring.
▪ Independant--Crushing Roots: 0.125s DAZE per level (0.5 sec max) for weak roots, or 0.25s per level (1 sec) for strong.
╘ For crushing roots there's not even a damage bonus for Weak or Strong Grasping Roots mechanic when used?
♠ Plant Growth roots: yet doesn't use Grasping Root mechanic to extend FEAT root timers--so no damage gain for it either.
▪ Pathfinder--Battlehoned: +100 regeneration for 4s per level (+400 max / 16s max)
╘ Change to 5% BUFF per level feature out to 20% max of existing regeneration buff.
♠ Then if you had 2000 it may still only give +400 but at least it will scale as you assign BOONS/Enchantments.
▪ Pathfinder--Cruel Recovery: gain 1% of your max HP for 4s out to max of 16s?
╘ Honestly how long is 1% going to last, not even 1s--should change to 2.5%/5% HP minimum & 4s per level.
If I look at a Hunter Ranger for her are three obvious ones but likely at least 1 other as well. I suspect Warlocks have some poor Class powers in addition to Wizard's and Hunter Ranger's. There's at least one Rogue, one Guardian, and one Paladin class power that could use some BUFFS as well.
Stormwarden-Class powers mostly respectable.
NOTE: Related issue with HR (2) Root types Weak/Strong - The base Grasping Root power is supposed to root 1 sec for Weak or 2 sec for Strong Roots. Yet even if you have Trapper "Ancient Roots" supposed to extend Weak Roots by 2.5s (max) or 3.5 sec in total or Strong Grasping Roots by 5s (max) or 7 sec total; yet your lucky if when applied to NPC's this last 25-50% as long as it claims.
Control Wizard : Class Powers ▪ Paragon Independent--Arcane Presence: Why buff Cold, extend Arcane Stack Damage 0.5-0.75 per Rank.
╘ Extend Arcane Stacks from 3% out to 5-6% per stack then people might use it.
▪ Paragon Independent--Arcane Power Field: could add 1 stack of Arcane every other Level (2 Stacks max) when DoT expires?
▪ Paragon Independent--Frost Wave: Simply Immobilizes players for up to 4s (8s if facing away) that's it?
╘ Move the Cold Based Damage gains from Arcane Presence to increase Cold Damage here.
IDENTIFY CLASS : using Gold in heading. Then bullet ( ▪ ) Paragon-- FEAT: Details expanded alongside.
There are several other under performing Class powers or FEATS I've not even listed. I could have provided a comprehensive list of my own to start with but then it wouldn't be collected feedback from many others within the community.
@nitocris83
Comments
Your point about Frost Wave is actually a sad note for many classes at 60/65 cause most only offer a small buff when using a Daily and often many do see enough benefits from them to even consider. As for your comment above it sounds like a issue, I've never really noticed it, perhaps auto targeting in settings helps correct? Still it be nice if you'd clearly identify the Class (Paladin) and the type of Power (Encounter) your referring to. I had hoped to focus more on CLASS powers (Yellow) or Class specific FEATS; not Red (Encounter) or Green (At-Wils) but I don't mind opening up the discussion even further.
▪ Aura of Solitute for Paladin: Comes to Mind - won't PROC if companion is within 30' either - exception: an Augment.
Still that likely works as intended : yet it's mostly worthless because most use Strikers, Leaders, Controllers, Defender's, than they are likely to use an Augment. Still you'd think this would not be removed regardless of your companion only when you got a Buff / Aura from another play in the zone or while in a party / queue group you'd be excluded.
Still I've only listed a few powers Starting with Hunter Ranger, then Wizard now given one example as a Paladin -- yet there are many other CLASS powers that could be likely added. Does anybody else have other suggestions?
Cleric's are just mostly lucky (possibly related to be overlooked for so long) they really don't have very many worthless Class Powers regardless what Paragon they are. There one of the few classes I could safely say that about.
And we need more CONTROL, we are CONTROL Wizard not "Sub-DPS Wizard".
▪ Focused Wizardry (It works - just doesn't quite BUFF as claimed)
▪ Transcended Master (It's always good if people explain why they identify something)
I started this thread hoping many others would post and start a discussion so I could collect / review many powers then hopefully get them to someone at Cryptic. Still I wanted to FOCUS mostly on mostly worthless class powers & I'll try to add them to the first post above; but their are like many FEATS in different Classes of Fighters that are extremely poor as well.
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PS: I've suggested new Overload's that offer BUFFS rarely seen in Enchantments / Runestones possibly even another tier that is reinforced with Mithral or Adamantine--that don't disappear when timer expires and can be recharged with Campaign Currency like Black Ice. Some new Overloads &/or Runestones that offer BUFFS rarely seen in most Enchantments be great idea unless they add a few new Enchantments.
Aura of Solitude - (Protection/Devotion) already listed, Let it work with a non-augment companion otherwise it makes little sense to slot it.
Aura of Restoration - (Oath of Devotion) You and allies within 30' of you gain 10% increased healing from spells. At endgame, not useful. Before endgame, Healadins overheal already. There is also divine attunement, Divine Wisdom, Divine call, Gifts of Light, even the oath of devotion mechanic which all boost healing making Aura of Restoration unnecessary. Would probably slot it if the power be made similar to a DC's Holy Fervor but one quarter as effective but party wide.
My two coppers.
House Miliskeera in exile (NW)
Sereska Miliskeera, Lvl 70 OP - Devotion (Just.)/Protection (Just.)
Shizlee Miliskeera, Lvl 70 DC - Divine Oracle (Right.)/Anoited Champion (Faith.)
Finithey Miliskeera, Lvl 70 HR - Stormwarden (Combat)/Pathfinder (Trapper)
Maya Sik-Miliskeera, Lvl 70 CW - Spellstorm
Irae Sik-Miliskeera, Lvl 70 TR - Master Inflitrator
Member - Houseclan t'Charvon (STO)
Shiarrael e'Tal'Aura t'Charvon, LvL 60, Rom Sci
S'aana ir'Virinat t'Charvon, Lvl 60, Rom Eng
T'Lyra, LvL 60, Fed, Vul Sci
Ta'el, Lvl 60, Rom Tac
Aura of Solitude is the other one I'd like to see changed for Pally's mostly so when their in campaign area's even if they have a Striker, Leader, Controller or Defender companion they can gain the boost of Damage. Today it only works with Augments exclusively.
Each class has at least 1 if not 2, possibly even 3, that people avoid like the Plague... I originally posted about Wizard's & HR using a few examples I've shown again below.
▪ Paragon Independent--Arcane Presence: Why buff Cold, extend Arcane Stack Damage 0.5-0.75 per Rank.
╘ Extend Arcane Stacks from 3% out to 5-6% per stack then people might use it.
▪ Paragon Independent--Arcane Power Field: could add 1 stack Arcane every other Level (2 max) when DoT expires?
▪ Paragon Independent--Frost Wave: Simply Immobilizes players for up to 4s (8s if facing away) that's it?
╘ Move the Cold Based Damage gains from Arcane Presence to increase Cold Damage here.
If I look at a Hunter Ranger for her are three obvious ones but likely at least 1 other as well. I suspect Warlocks have some poor Class powers in addition to Wizard's and Hunter Ranger's. There's at least one Rogue, one Guardian, and one Paladin class power that could use some BUFFS as well.
▪ Pathfinder--Battlehoned: +100 regeneration for 4s per level (+400 max / 16s max)
╘ Change to 5% BUFF per level feature out to 20% max of existing regeneration buff.
♠ Then if you had 2000 it may still only give +400 but at least it will scale as you assign BOONS/Enchantments.
▪ Independant--Crushing Roots: 0.125s DAZE per level (0.5 sec max) for weak roots, or 0.25s per level (1 sec) for strong.
╘ For crushing roots there's not even a damage bonus that using Weak or Strong Grasping Roots mechanic?
♠ Plant Growth roots: yet doesn't use Grasping Root mechanic to extend FEAT root timers--no damage gain for it.
▪ Pathfinder--Cruel Recovery: gain 1% of your max HP for 4s out to max of 16s?
╘ Honestly how long is 1% going to last, not even 1s--should change to 2.5%/5% HP minimum & 4s per level.
But I'd honestly LOVE to see others continue to list & talk about how they'd like to see some poor Class powers improved upon...