02-10-2005, 11:40 PM
Regarding situational skills:
Remove Hex/Enchantment is also situational. As is every skill, yes.
But you can pretty much say that 98% of the time, you will be using Remove Hex. And you will be using it to good purpose. Not to mention that if you do NOT bring it, the consequences can be quite dire. Conjure Phantasm = smacks you for -120 life, if its not removed. If you counter it with Remove Hex, its equivalent to a 120 health heal.
On the other hand (Outside of the aformentioned Ranger ritual), Mantra of Flame has a more limited use. Not all teams have a fire elementalist. The said elementalist will probably be using AoE skills - such is the power of fire. Using it against a single target does not provide the most impressive results - hence, if you have one character cutting 50% of the damage they take... When three others are still taking the full blast, its not exactly a dampener to the fire ele. Now, the mantras lost their -1 energy regen penalty, making Mantra of Flames acceptable as a filler - hey, its free :P. Apologies - I was not aware of that change when I commented on their (ex-lack of) usefullness (in most situations).
Of course, if I have an extra skill slot, I'd probably slap in a Signet of Midnight, or a Spirit Shackles or a... "Insert a whole bunch of skills here" prior to taking Mantra of Flames. It's one of those hit and miss things, really.
Remove Hex/Enchantment is also situational. As is every skill, yes.
But you can pretty much say that 98% of the time, you will be using Remove Hex. And you will be using it to good purpose. Not to mention that if you do NOT bring it, the consequences can be quite dire. Conjure Phantasm = smacks you for -120 life, if its not removed. If you counter it with Remove Hex, its equivalent to a 120 health heal.
On the other hand (Outside of the aformentioned Ranger ritual), Mantra of Flame has a more limited use. Not all teams have a fire elementalist. The said elementalist will probably be using AoE skills - such is the power of fire. Using it against a single target does not provide the most impressive results - hence, if you have one character cutting 50% of the damage they take... When three others are still taking the full blast, its not exactly a dampener to the fire ele. Now, the mantras lost their -1 energy regen penalty, making Mantra of Flames acceptable as a filler - hey, its free :P. Apologies - I was not aware of that change when I commented on their (ex-lack of) usefullness (in most situations).
Of course, if I have an extra skill slot, I'd probably slap in a Signet of Midnight, or a Spirit Shackles or a... "Insert a whole bunch of skills here" prior to taking Mantra of Flames. It's one of those hit and miss things, really.
"One day, o-n-e day..."