Talk:Clumsiness
This skill only intterupts once and does dmg once unless skill is used again. ~C Cooldudecool
Nerfed 8/31/07[edit]
Since GW:EN came it this skill no longer knocks down enemy. ~C Cooldudecool
- Never did.Dark Morphon 10:40, 28 October 2007 (UTC)
Does anyone know how many secs you had to wait before the nerf? I think it was 4 secs.--ShadowFog 19:57, 12 December 2007 (UTC)
Yes it had a four second recharge time, one second casting time, and still cost ten energy and only interrupted the next attack so it was hardly ever considered 'overpowered." The only class who could have abused it were elementalist due to their large power supply but even than you'll have to constantly reapply the hex on the target.Highway Man 06:17, 24 January 2008 (UTC)
Yet,another Nerf 2/06/08[edit]
Casting time increased from 1=>2 secs,recharge time increased from 4=>7=>10 and now it affects adjacent foes. So now it works much like a Throw Dirt, except that it will interrupt at that time and that time only...and then what? Wait ten seconds to do it again? Is this good,now? Do they want to kill this skill?--ShadowFog 23:19, 6 February 2008 (UTC)
- Increased casting time sucks, and now it's back to it's original recharge. This skill is awful.
- It is now PVE MESMER SKILL. Casting time is not an issue, 7 Fast Casting is usually enough for PvE (Images of Remorse e.g.). It is now something like a one-shot Spiteful Spirit. --Longasc 17:41, 8 February 2008 (UTC)
(reset) given the power of EMPATHY, this skill is now really uber-nerfed. :( --Longasc 13:09, 9 February 2008 (UTC)
- it's pretty good when u combini it with Lyssa's Aura and Wandering Eye in PvE
Clumsiness > Empathy imo. It's so funny to use in PvP with Wandering Eye and Signet of Clumsiness, owning almost every attacker especially sins. They just dont see it coming :P --Soulforged 23:50, 22 May 2009 (UTC)
Skill History[edit]
Is is not sad that in an attempt to BUFF mesmers this skill is now in an even worse state than the first version posted on this wiki? Less duration, longer casting time, same recharge. All the former buffs null and void and turned into utter nerfs. Sorry, Sineptitude is not that good to warrant such harsh measures... revert back to the previous state. --Longasc 14:54, 9 February 2008 (UTC)
- The problem with your argument is that sineptitude IS that good. If the sin team makes no mistakes, they were near impossible to beat. Lord of all tyria 15:00, 9 February 2008 (UTC)
- True, this skill deserved to be nerfed. Dark Morphon(contribs) 14:33, 15 February 2008 (UTC)
- The Adjacent range buff though is what the PvE mes wanted though, now he or she can really put the hurt on msot things, since everything uses its auto attack. --Ckal Ktak 19:11, 24 March 2008 (UTC)
- True, this skill deserved to be nerfed. Dark Morphon(contribs) 14:33, 15 February 2008 (UTC)
This w/ Wandering Eye[edit]
I've noticed that heroes packing both this and Wandering Eye tend to ignore the latter in favor of this. Since Clumsiness costs 10 energy while Wandering Eye costs 5, energy is drained faster. Also, were the heroes' energy to reach 0, they will wait for 10 energy before casting, instead of using Wandering Eye when they have 5 energy. Only if Clumsiness is recharging will they opt to use Wandering Eye. Can anyone else confirm or refute this hero behaviour? If confirmed, a note should be added to the page in my opinion, since especially the situation with 0 energy is very weird and suboptimal. 81.170.253.49 01:10, 15 February 2012 (UTC)
- Same observations, but a better page to mention such on would be misused skills--Relyk 01:03, 29 February 2012 (UTC)
- I frequently use a hero with both these skills and they aren't running out of energy the way you suggest. However, I haven't been looking to see if they prioritize one skill over the other. Keep in mind that Clumsiness is an AoE hex while WE is a single-target one (causing AoE damage, but not AoE interruption). If you are good about clumping foes, then wouldn't you prefer that clumsiness is used first?
- As long as there are at least two foes, Clumsiness is slightly better: 3 casts on one target in each pair costs 30 and prevents six attacks every ~26s compared to WE which would take over 70s to prevent the same six attacks for the same 30. The metrics are different if the goal is damage rather than attack prevention: for the same three pairs of two, three casts of WE (one to each pair) causes 94 damage on six targets for 15 compared to Clumsiness which require about 7-8 charges to do the same damage (at notably higher energy costs).
- In other words, it might be that heroes are appropriately prioritizing skills based on reducing the number of attacks rather than causing damage. Since I bring mesmer heroes to control/disrupt the enemy (rather than simply to cause damage), I'm happy with that trade-off. However, these days a lot of people expect mesmer heroes to handle damage, so perhaps the AI needs to be updated to reflect that. – Tennessee Ernie Ford (TEF) 18:16, 29 February 2012 (UTC)