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Minor Disciplines - The Good, The Bad, and The Ugly
This post is going to go through all Minor Disciplines available from the Minor Vendor in the Temple in 5.100 patch. I'm going to classify each and every minor into one of 4 categories: Good, Meh, Bad and Ugly
Good - This Minor has use in almost every situation on at least 2 classes and synergies well with different builds
Meh - This Minor has a good effect, but for whatever reason, you wouldn't use this
Bad - This Minor has a very situational effect and doesn't synergize well with any build or class
Ugly - This Minor has no idea what it's doing and doesn't need to be it's own Minor
Each Minor will be classified based on my own judgement, and you're free to disagree with it. I might also add some of my own suggestions so that a particular minor might see more use if my suggestion were followed.
Now that I've explained the rules, let's get started!
Alchemy Techniques, Blacksmithing Techniques, Jewelcrafting Techniques, Leatherworking Techniques, Necromancy Techniques, Runemaking Techniques, Stonemasonry Techniques, Woodworking Techniques - Good
Gives a Passive that increases your Assembly and Experimentation Caps. You'll want this at the high-end to craft really good gear. Stonemasonry Techniques is the only bad one, since Stonemasonry doesn't need stats currently. It'd also be nice if Woodworking Techniques granted the use of Weapon Weights in their weapons.
Armor of Faith - Meh
Gives you an active power that increases Personal Damage Modifier by 7% for 15s every 23s. If you're build already makes use of all your passive slots, but not your power slots, then this could be a Minor to take. Though 7% is not a lot, and you're probably better off using Sturdy or a power from a defensive Major, like Rune Caster. It would see more use if it were more potent, like it was when it was first introduced.
Attention to Detail - Bad
Gives a Passive that increases your Additional Risk Points Value by 1. The description of the Minor says it increases the Percent each Experimentation Point is worth, and the description of Addition Risk Point Value says it does that, but there's no indicator it actually does anything. The messaging is really bad with this Minor Use it alongside Helper Monkey and Risk Management, but once you get to high-end crafting drop it for Leather Scroll Case or a Techniques Minor.
Blood Pact - Ugly
Gives you an active power that changes your resource to Health for 15s every 45s. There is no situation, ever where this would be desirable. You're just asking to get yourself killed. Just remove this from this from the game. No one will ever run this in any situation
Burning Hatred - Bad
Gives you a Passive that spawns Health Orbs when you deal damage. It's a weaker version of Blade Master's Blood Price. Burning Hatred heals you for 1.8%-2.2% of your Maximum Health. Most players will nominally be around 10,000 HP, that's only 180-220 HP. A regular lmb does twice that. Blood Price, on the other hand, heals you for 63-77+28% Support Power AND gives you 100 Attack Power. Blood Price heals for roughly the same, but gives you more AP. Why would you take Burning Hatred over Blood Price, given the chance? Burning Hatred needs to be healing for about 5% of max HP, nominally, before it'd be considered.
Careless Whisper - Good
Gives you a passive that, after 5 lmbs within 12s, Critical Strike and Critical Damage are buffed by 10% for 6s. Good on lmb-heavy builds to increase their damage, plus there's a visible indicator that tells you when the buff is active.
Dig In! - Bad
Gives you a Passive that increase your Anti-Critical Strike by 25% for 15s when under 25% Health. When you're low health, critical hits aren't what you should be worried about. Considering there are stats that increase raw damage when you're below 35% Health, Dig In! won't prolong your death. Field Surgeon's Rescue is what'll help you. If Dig In! made you immune to crits, or increased Final Mitigations at low health, it'd be a much more viable option.
Elven Eyes - Good
Gives you +20m Far-sight. Has no Passive or active Power, and Far-sight has general uses, so it's good to take when you've filled out both your Passive Slots and Power Bar(s), and have an empty Minor slot.
Eminently Punchable - Meh
Gives you a passive which restores resources when hit. At high levels, you don't need to work about your resource management all that often, and you get more resource from support classes. It might be good as a first minor when you're low level and resource management is something you should worry about, but that goes away as you gain levels.
Explosive Thorns, Prickly Skin, Protective Thorns, Thornshield - Ugly
These 4 Minors all revolve around Thorns, but Thorns damage is laughably weak. It also is functionally the same Retribution, which I'd argue is stronger because Retribution is determined based on your enemy's damage, while Thorns is dependent on some other stat that's not obvious. There's also no way to increase your Thorns, unless you're an Earthkeeper Druid. To make Thorns work, you have to go all into Thorns, but why would you take 3 Minors just to make 1 effect somewhat work? It's lunacy. These 4 Minors are better off as 1 Thorns major, but that still doesn't solve the issue that Thorns damage is weak and can be ignored by other players. Taking these Minors off Thorns and onto Retribution would also make them be more interesting choices.
Finish Him! - Bad
Gives a Passive that increases Execute Power damage. There's only 2 powers in the game that Finish Him! might work on: Templar's Execute and Ranger's Multipurpose Shot with Slashing Arrows/Quiver. The problem is: Execute only works on low Health Players, and the damage increase is not noticeable enough to tell if it even does anything. It also doesn't help that Slashing Arrows/Quivers give a chance to deal Execute damage. Your target will likely be dead before you can determine if you did Execute damage or if RNGesus said you rolled high on your damage. The messaging on this Minor is just really poor.
Found Resources - Meh
Gives a Passive that returns 2 Pips if you enter stealth with no Pips. In some ways, it's a weaker version of Agent Provocateur's Preparation Passive. With the current way Zoning works, you always enter a Zone with no Pips. Found Resources makes it so, if you ever engage into a fight with no pips, you can get 2 just by stealthing. Of course you could just wack a mob to get full pips, or if you're running Agent Provocateur, Preparation can give you full pips if you stay in stealth long enough. One of the few Stealth disciplines and something to take if you have full Passives in your other tray(s)
Furious - Meh
Gives a Passive to Champions that increases their Damage Bonus by 10% at Full Rage. Only usable on Champions and is overshadowed by stronger Passives from Majors
Glass Cannon - Good
Gives a Passive that increases your Damage Bonus by 10% and decreases your Personal Damage Modifier by 10%. If you're a Ranged DPS and have a pocket healer, the increased damage is not something the worry about. There are ways to counteract the increased damage that make this Passive a good choice.
Helper Monkey - Good
Gives a Passive that reduces the Assembly and Experimentation difficulty by 10. This helps to make it more likely to get good rolls during Experimentation
Last Resort - Bad
Gives a Passive that increases your Critical Strike by 25% when you're below 25% health. When you're below 25% health, you're on death's door. Getting more Critical Strike won't get you out of that situation. Might be good in close 1v1s, but those will be few and far between. Plus, it's not hard to hit the Critical Strike Cap, so this Minor will literally do nothing for you in that case. If it was Critical Damage, then you'd maybe see it, but you're still on death's door and you're likely not in a 1v1 where'd getting a Critical boost would turn the tide.
Leather Scroll Case - Good
Grants the Scroll Case slot. You'll need this to craft Runic Weapons and Horse Shoes
Matching Leather, Matching Mail, Matching Plate - Meh
Gives a Passive that increases your Support Power by 100 when you're wearing a full set of either Leather, Mail, or Plate. These are not bad Minors, but you likely have better Passives from your Major disciplines that overshadow these Minors and you can't slot it to get the effect.
Minor Accompaniment - Bad
Gives a Passive that increases Song Damage. Only has use with Troubadour's Consonant Chains and Dirge of Dissonance. This Minor is only bad because Toggle Powers (which Troubadour mostly consists of) are bad with the amount of CC that flys around during fights. You're going to spend most of your time recasting songs rather than engage in the fight. Otherwise, this would be a Meh Minor, as it's usefulness is tied to Troubadour.
Mortal Sin - Meh
Gives a Passive that increases a target's chance to be critically hit by 2% per stack, can only be used by Confessors and Templars. Because hitting Critical Strike Cap is not hard to do through other means and Minors, there's other Minors that you might want to take instead. Could be useful early game, where you can't get high crit chance, but late game it falls out of favor.
Overwhelming Odds - Meh
Gives a Passive that increases Resist All by 7% when 3 or more enemies are within 10m. Has general uses, but because most classes can reach their Mitigations Caps, this minor isn't all that. It's good early game, when armor isn't good enough to reach caps, but once that happens, Overwhelming Odds becomes less wanted. If it increased Final Mitigations, rather than Resist All, it would see more use late game.
Project Management - Bad
Gives a Passive that reduces the cost of a Small Re-roll by 25%. It's completely overshadowed by Helper Monkey, Risk Management, and a Techniques Minor. Only ever use this if you don't need Helper Monkey and/or Risk Management anymore
Pound of Flesh - Good
Gives a Passive that increases your Damage Bonus by 15% when your target's Health is above 90%. Good for opening bursts to quickly reduce your target's health. If your target is using Sturdy, it quickly gets them below the Sturdy threshold. Somewhat situational since it only has an effect at the beginning of fights, but not a bad pick
Resolution - Good
Gives a Passive that increase Damage Bonus when 3 or more enemies are within 15m. Will activate in most scenarios to increase your damage. Especially good with melee characters.
Risk Management - Good
Gives a Passive that increases your Additional Risk Difficulty Reduction by 10. This makes it so higher additional risks are more likely to result in good rolls on the item.
Shadow's Caress - Meh
Gives a Passive that increases Health Regen by 35 while in Stealth. Another rare Stealth Minor. Considerably weaker than Agent Provocateur's Lay Low. Only run this if you don't have a healer and aren't running Agent Provocateur.
Shield Whiz - Meh
Causes Shield Fighter's Throw Illusion Shield to bounce off an additional target and gives a Passive that applies a Snare to Throw Illusion Shield. Only had use on one Power in the Game, but it turns it into a ranged Snare, which isn't bad. Plus it combos with Illusionist. Only Meh because it's only useful to one Power on one Major Discipline
Sparring - Meh
Gives a Passive that increase Basic Attack Damage by 10%. Good early game, but with talents and gear, you can reach the Basic Attack Damage Cap, which makes this Minor useless late game.
Spirit Whip - Meh
Gives a Passive that bounces your Basic Attack to 2 additional targets with a 50% and a 25% damage fall off. In most situations, your enemies aren't going to be grouped up enough for the attack to bounce, and damage it does won't be felt that much. It'd be much better if there wasn't a fall off, or if it was less severe.
Sturdy - Good
Gives a Passive that increases Personal Damage Modifier by 33% while above 80% Health. Has universal value. You'd want this on practically every build. The sustain this gives you is great, and you should want to have this in your build.
Sustaining Note - Good
Gives a Passive that increases Song Duration by 6s. If you're using Bard or Troubadour, you should use this, especially to make twisting easier to accomplish.
The Reaper - Good
Gives a +0.5 Harvest Power Pip Bonus, giving you a full pip every swing. The only Harvesting Minor, and like Elven Eyes, it only gives stats, no passives. Take it if you're a harvester and your build doesn't need all your Minors or a Profession Harvesting Discipline
Song Twisting - Bad
Gives a Passive that allows you to twist songs to make a stronger one. Only bad because you'll more than likely be interrupted while trying to twist, causing you to very rarely get it off. If Toggle Powers weren't easily interrupted, this one would be Good for Bard or Troubadour builds
Uniform Leather, Uniform Mail, Uniform Plate - Meh
Gives a Passive that increases your Attack Power by 100 when you're wearing a full set of either Leather, Mail, or Plate. These are not bad Minors, but you likely have better Passives from your Major disciplines that overshadow these Minors and you can't slot it to get the effect.
Weapon Finesse - Bad
Gives a Passive that increases your Power Efficiency by 20%. A stronger version of the Mental Fortitude Passive you get by default. Power Efficiency caps at 25%, and it's likely you'll get close to the cap through talents and skills. Only in early game where you're using non-advanced weapons and have low Efficiency would this maybe be worth, but Mental Fortitude is good enough.