As Chilko suggested, here's a list of the least used spells from all classes. I will try to add to the list, so post your suggestions.
Mages:
Mental:
Splinter wall- Never saw it really, too weak, also not used because mages are forced into melee range with it?
Sulters devouring mass: Unfortunate position. Most mages do not skill Mental so high, long CD.
Anyone else uses it?
Staff Mastery:
Static field- Low area. Forcing mages into meele range, in not used tree
.
Anyone else uses it?
Protection dome - Positioned too high, speed malus is huge disadvantage, unpredictable chance effect
Enchantments:
Clumsiness: Useless
Anyone else uses it?
Arcania:
Petrify hands: Too low effect for the opponent, long cooldown, situations where pure dps decides the battle are rare.
Laziness: warlocks have better ways of disabling opponent’s damage? The effect doesn’t count on opponents spells?
Wind wall: Too low effect.
Fragility: not used in war because “resist physical damage” -5% to -25% is not much. Perhaps it’s because debuffing the opponent is not worth it, as mages have good DoT’s?
Golem fist: requires lot of mana, long casting speed, long cooldown. It’s not worth the low damage.
Crystal blast: It’s not worth the low damage.
Necromancy:
Sadistic guards: Most spells are successful, this doesn’t appear to be able to counter opponents Son of the Wind or UM?
Possess summoning: This was used by warlocks for use with staff mastery. It’s not used much anymore, because summons are only rarely seen in wars & because reloging kills the creature
.
Elements:
Elemental conjuction: Too low bonus, is not worth using.
Elemental exposure: Not worth skilling, as it works on single target only.
Life:
Greater healing: Tricky to use, long cd
Mass resurrection: I love this spell but high mana, cd, and not so reloiable and no Sanctuary. Nnot reliable. - Tamui
Summons:
Summon Imps and Summon Zombies: Buggy. Very low survivabilty rate too. When the person is frezzed or sometimes under some kind of another CCs they immediatly go to cd.- Tamui
Anyone else uses it?
Though, even with the passive buff, imps and zombies make nearly zero damage vs. buffed enemies or enemies with high armour points. So you can only use them for levelling (minor effective) of for supporting low level players (super effective, since you are able to control lich/zarkit/golem, imps and zombies at once). - Phlue4
Passive spells in this tree: Too low to make a difference
(anyone uses these at least for grinding?)
Yes, but there is a bug. If you skill the passive + hp skill, their health points get buffed in an absurd way (I guess, it is about +500%) and then they can kill a normal mob without any problems. Combined with overhelming strength (great spell), imps of a lvl 60er conju almost manage to kill a wild hyena leader. - Phlue4
Sorcery:
Force armor: I took more damage with it. - Tamui
Bugged?
Shifting silhouette: Too low effect, it’s not worth it relying on chance spells, high mana and casting.
Archers:
Short bows:
Dual shot: Long casting time, low dmg.
Grounding arrow: Low damage, weak effect, long casting
Adaptability: High mana cost, chance effect - not worth it.
Repetition shot: Area spell, therefore used against groups of opponents that will likely be buffed. This causes it to have low damage. Relatively small area, high mana cost, high casting time & cooldown for its effect.
Repitition shot is nice and works, it just needs a slight buff. - Seher
Long bows:
Shield piercing: Not worth the damage.
Point shot: Too low bonus regarding the mana cost, duration and points invested. Gear dependant. Random.
Obfuscate: Not worth the effect, long casting, positioned too high in the tree
Projectile rain: Area spell, therefore used against groups of opponents that will likely be buffed. This causes low damage. Relatively small area of effect, high mana cost, high casting time & cooldown.
Tricks:
Finesse: Chance spell, too high mana cost.
Evasion:
Dodge: Chance spell
Cat reflexes: Chance spell, too low bonus
Spell elude: High position, high mana cost, low bonus
Wits: Mana bonus too low for 5 points invested, high in the tree.
Anyone else uses it?
Scouting:
Camouflage corpse: Has duration, easily reversed by reveal, high mana cost.
Arrow Mastery:
Needle blast: Relatively low damage
Fire rain: Relatively low damage
Aiming mastery:
Focus: movement speed is a great disadvantage, the increase spell focus is not so great effect. Requires lot of points.
Finger crush: Chance spell, effect not worth it.
Cyclops curse: Not worth the effect, too low dmg to invest points, mana and time in.
Seeking strike: Too high mana cost.
Anyone else uses it?
Warriors:
Slashing weapons:
Crash: mainly used on archers and quite often you cannot reach them to just reduce their evasion marginally. Also, with increases in hit chance and reductions in evasion (not too sure about that) the effect is much less than it used to be. - Bois
Athletics: I suggest that dexterity be applied to 25% of the damage calculation for piercing weapons (str is the remainder) (for melee) to make this useful again. - Bois
we do not need dexterity as warriors. - Ulti
Piercing weapons:
Ripost: The cast time is the weakness of this one. This is why it is hardly used now. - Bois
the chance to inflict the addition % damage is only hurting this spell further, it should be 100%. - Ulti
The cast time sucks - Imago-Thunderfist
Anyone else uses it?
Brain piercing: any knock or dizzy is equally or more effective than this spell. It is a waste of points. - Bois
would be nice if it did damage along with the cancel effect. - Ulti
Anyone else uses it?
Impale: DoT doesn't work. Otherwise it would be good, long cast time
a joke, another damage spell with casting time and damage that is not worth the mana - Ulti
Lightning strike: damage is rather low and cast time is high. Poor return on investment. - Bois
No second effect - Ulti
Multiple thrust: damage is rather low and cast time is high. Poor return on investment. - Bois
No second effect - Ulti
In comparation with Devastate it looses on every single point. Needs a buff - Imago-Thunderfist
Tactics:
Throat cutter: It is a very effective spell for use by knights. Extremely useful on buffed knights and conjurers. Useless for barbs. - Bois
Note: Instead of removing this, I mark it as not-used spell for barbs only, therefore it should be moved to a knight tree?
Martial reflexes: Doubling crit. hit chance is not worth it?
Anyone else uses it?
Challenging roar: Effect not worth it
Warcries:
Challenging roar: Effect not worth it
Two handed mastery:
Rend: long cooldown and casting, high cost?
Destabilize: Not worth the effect
Vanguard
Rigorous preparation: At best the miss chance is one miss per every 10-12 hits. (...) very expensive and a slow cast (...) Because it is usually best to precast it ,the duration is way too low. - Bois
This spell offers almost nothing - Ulti
Shields
Ethereal Mantle: Cast is too slow, range is poor and it applies the wrong type of protection for a melee type class. It should be a physical damage or some other anti cc spell. - Bois
Too high cost - Ulti
Credit:
Huge thanks for Raindances suggestions.
I added her work to mine, except some (mainly passive spells) that I know are used for grinding.
Note from Bois:
personally I would place every miss chance spell under review. Most players do not understand it (as it does not show up in log) and even at its most effective, it has to be stacked. So, you stack miss chance with hit chance reducers. Most times you do not have time for that and other combos are better and much more deadly.
Note from Ulti:
The piercing tree needs to be improved the most in my opinion as it has the least influential spells.
The game needs less random elements