There are some skills in the game which become effectively (or literally) useless fighting higher level mobs. Some of these I can maybe understand when dealing with some bosses, but if the enemies can outlevel your skills to the point that they no longer work, why put points into them? I feel like maybe they should have a level requirement- on higher level mobs, the skills won't work unless they're at least at x level, but if you meet that requirement, they should work as normal. I'm sure others can point to skills I haven't listed here, but these are the ones that leap to mind: Poison Weapon - I've put around 2.5 million xp into this skill. It's great at low Adventurer Levels, where you might struggle to kill a 300 hp mob. Nowadays, I spend most of my time in t7 and up scenes, and I encounter a lot of mobs that are immune to poison. I don't need a 2-6 hp/sec DOT on a 300 hp mob, but I'd want it on 4000 hp mobs. Additionally, given that I can't carry enough poison to use it ubiquitously, I need to reserve it for tougher enemies. But, as noted, those enemies are often immune. So in the end, I've put a lot of xp into a skill that that I can't really use anymore. It also feels a little nonsensical that 2-6 hp/sec is fine for something it could kill in 25-50 seconds on its own, but not okay on something it would take 16-30 minutes to kill. Some immunities certainly make sense (undead, ghosts, automata, corpions to corpion poison, spiders to spider poison, etc.) but blanket giving high level mobs and bosses immunity seems too heavy handed. (And, for some of those immunities, maybe some particular poisons could be introduced to deal with them. Corrosives that affect automata, or magical poisons that can hurt undead.) Disabling Shot - Again, I'm seeing more and more mobs that aren't affected by this. Take the new Shadow Creatures- it lasts like, half a second on the spiders, maybe a few seconds on the wolves, and it doesn't even register on the bears. High level skellies are similar, they maybe get slowed for a second or two, if it applies at all. I think it would make more sense to make it less effective on stronger enemies, but still have a decent duration. I feel that maybe 6-8 seconds should be the minimum duration on anything if you've gotten the skill to GM, longer on weaker mobs. Survey Skills -(credit to @Scoffer ) These can be useful when you first start, and don't know what to look for , and maybe occasionally for some garlic or nightshade hidden in tall grass, but that's about it. It doesn't take long to figure out what all the nodes look like, and learn how to spot them, even from a distance. The skinning one is particularly useless; it's fairly easy to see what you just killed, and even in those instances where a corpse is obscured by terrain, the nameplate floating above it is a dead giveaway. One suggestion I've heard is to have in cause nodes to respawn faster, though that seems like it would affect the scene for everyone. Another might be to add a small bonus to the chance of getting secondary materials like tin or beetles. Freezing/Ice Skills (Credit to @AoiBlue ) "Another attack set that seems excessively weak on high level foes is ice attacks. The slowing effect of ice attacks lasts less than a second on many high level foes. It makes it useless." Ignite Weapon - (Credit to @Anpu ) "This skill is actually incredibly handy at low levels because of the low HP of lower level creatures." Reveal Hidden - (credit @Net ) "If you are PvP just use fire ring or meteorites, if you are PvE you will use it only for attunement." Summon Wisp -(credit @Sorgin Txakal ) "I think the trained summon pet damage should scale with the wisp to make its spells more effective since it doesn't do damage..." Summon Air Elemental (credit @Sorgin Txakal ) "...but when I run a DPS meter it never seems that the air elemental actually ever does anything." Obedience (credit @OzzyOsbourne ) Moon Eater (credit @Barugon )"This fabulous 4x skill gives you a few extra real minutes of moonlight bonus but the moon cycle is many real hours." Cocoon of Night - (credit @Abstrax Phoenix ) "Don't think ive ever seen anyone use it." Light Armor Tree - Well, okay, not the whole tree. But it feels unfinished, given that it is only 2/3 as many skills as the Heavy Armor tree. Flurry - Although it technically gives a higher/longer attack speed bonus than Berserker's Stance, you can only use one or the other, and the other bonuses from the stance (especially with Tactics Spec) make it the better choice. Sprint - See Flurry. Though you can potentially stack Sprint with Berserker Stance, as you can use two speed buffs, Dash is better than Sprint. Maybe if Sprint was immune to the "half speed in combat" nerf it could be a contender. Escape doesn't seem to work (from what I've heard) and is only really useful in groups, because if there's nothing else creating more aggro, reducing it by a small amount isn't much good. (Maybe it should become a Subterfuge skill?) Evasion seems out of place. DA is all about Glancing Blows, and light armor doesn't really seem like the place for that. It might be good with bone armor, I suppose, but given that probably most light armor wearers are in cloth or leather, where a bit more DA isn't going to have much of an impact, it feels kinda worthless. I'd use it if it lasted a lot longer, like a few minutes; then I'd put it on my buff bar and charge it up before combat. I do wish the tree had some skills for mitigating stuns/knockdowns/roots. Especially roots; Heavy has a skill (two skills, actually) for knockdowns and stuns, it seems light armor being mobility based should have some root protection. Maybe the difference is that Heavy armor has skills that avoid/reduce knockdowns and stuns, Light has skills that avoid/remove roots, and reduces the duration of knockdowns and stuns. And it's probably no secret that I'd love a skill that counteracts Confusion effects, that might find a home in Light Armor. Though, it might make more sense in Subterfuge or Focus. Maybe a crit bonus skill. Thinking again of Berserker's Stance, if Light armor had a crit bonus skill as well, the Tactics Spec is no longer the apples-to-apples better choice. Specialization - Maybe it'd have more value if we had more skills. But with Bererker's Stance being the go-to skill in place of two light armor skills and giving a crit bonus with Spec, the Tactics spec is a better choice for most non-magic based light armor builds.