
Repliers Suggestions: (To be added)
My suggestions:
Penetrating Blow/shot etc
0 added damage, but 20...30..50% armor pen instead. Reason. Power attack/shot simply outdamage in all cases because the + damage is armor ignoring. This would add a nice quirk to the skill.
Magehunter's Smash
Make unblockable/evadeable when hits enchanted foe as well. Reason:You get more knockdowns/better knockdowns with devastating + heavy/hammer bash or backbreaker and these aren't conditional!
Battle rage
Shouts do not cause rage to end Reason: How does shouting stop a rage, it increases it!
Flourish
Tactics based. Reason: Makes more sense/usable by other classes. I have rarely.. actually never seen a warrior use flourish.
Primal Rage
Disable all non attack skills instead of all skills. Reason: This being a stance is very crippling to its effectiveness. If you're gonna move like a tortoise, at least be one mother(*^%ing strong tortoise
Frenzied defense <----APPLIED by anet
Lasts 8 seconds. Reason: the negative already sucks, making it 5 energy per 5 seconds is a bit overkill
Rampage as One <---- NERFED by anet in a different way
Lower to 25% attack speed. Reason: Honestly, this skill will still be overused with a nerf, its insane.
Strike as One
Buff damage 3-4 points. Reason:Compare it to rampage as one. You'll then laugh your ass off
Archer's Signet:
Change to marksmanship. Reason:So.. its only good at high expertise.. but you dont need it at high expertise...
Incendiary arrows:<---Increased duration APPLIED by anet
Lasts 12 seconds, 12 second recharge. Reason:Nobody's gonna wait 2 second activation with aftercast to fire off 3 shots that interrupt, and then sit there with no elitefor 16 seconds.
Quicksand:
2 energy loss instead of one. Reason: Never used. Any for with emanagement prolly won't even notice it.
Withdraw Hexes.
Changed from adjacent to in the area. Reason:This skill sucks, 'nuff said.
Healer's Covenant
Changed from -energy to -% energy, or -1..3..4. This skill only sees action in heroes who have no concept of overhaling a target (Yay heal other when they're at 99% health.. brilliant). This elite at the moment is only efficient with 5 energy spells, and even then its STILL barely more efficient than healer's boon.
Mending:
1..4..5 regen. Reason: mending refrain.
Bals Pendulum <---BUFFED by anet. (I think it needs another buff tho lol)
No duration limit. Reason:This is elite? Lmao
Strength of honor
1..8 to 2..12. Reason:Now its only slightly worse than conjure lightning, etc
Cultist's Fervor:
Sac 30...18% changed to 25...14% and works on touch skills. Reason:18% health is a lot. Lose 80 health per spell? Yuck. Doesn't work on vamp touch? o.O
Ravenous Gaze:
50% to 70%. Reason: Too unreliable if your party has monks.
Spoil Victor <---NERFED by anet. Different way tho
Nerf to 2 second cast. Reason:An astounding necromancer hex doesn't need 1 second cast.
Signet of suffering:
No max damage. Sig of mystic wrath needs it because there are many enchants that last a long time and are cheap. Such is not the same with hexes.
Wither:<---APPLIED by anet
Doesn't end if energy drops to 0. Reason:Weapon switching.
Glimmering mark:
Change Adjacent to nearby. Reason: Compare to blinding surge
Burning speed:
Changed to stance, change to 5 energy cause attunes wont work, and add a recharge. Reason: Right now.. its more like burning aftercast.
Mind blast: <---
1..7 energy to 1..10 energy. Reason: Compare to Glowing Gaze
Maelstrom:
Adjacent to nearby. Reason:Maelstrom not toilet flush.
Water Trident:<---APPLIED by anet
Double movement speed, lower arc. Reason:Have you seen this hit a moving foe at its max range?? anyone?
Glyph of conc:
Can't be interrupted. Reason: INterrupters just interrupt this.
Assassin's Promise:
Lower recharge to 15. Reason: You're screwed if it's removed. Totally and completely screwed.
Wastrel's Collapse:
5 seconds to 3. Reason: its elite.
Protective was Kaolai:<---BUFFED by anet in a different way
Adds 20 armor as well. Reason: See generous was tsungrai
Vocal was sogolon:
Buff to ...66% longer. Reason:This skill only works for other professions. So it doesn't get very high without a sup rune.
Attuned was Songkai:
Recharge from 45 to 15. Reason: Again, totally and completely utterly screwed with one interrupt.
Soul twisting:
Can be used on Ranger spirits as well (Note:No it doesn't already do this, you can destroy ranger spirits but you cannot use soul twisting's power on ranger spirits). Reason:Why not? Atm ritual lord is all that gets used.
Defensive anthem:
Add 20 armor as well. Reason: Compare to non-elite aegis.
Song of purification:
Change to 1...6 skills. Reason: The 2 cast kills it.
Vow of strength:
0 Cast, changed to skill. Reason: It sucks already, do we really need to stop chasing a kiting enemy to cats it every time it gets stripped?
---------------------------
Part two. New section editted in. These are the skills that are debateable whether or not they need a change. The ones above absolutely need some change, if not the change I suggested.
Mokele smash:
Recharge reduced to 8. Reason: See enraging charge. (Different attribute I know.. but 3 strength is barely a requirement)
Warrior's Cunning:
Recharge reduced to 30. Reason:10 energy is already a very hefty price to pay for a warrior.
Skull Crack:
Dazes even if it doesn't interrupt. Reason: Very very very hard to do a touch interrupt on a kiting opponent.
Price of Pride:
Change from next time, to every time, lower duration. Reason: This skill is far outclassed by everything for two reasons. One, most e-denial is non-conditional or and causes damage or other loss. Two, Chances are, if they just used an elite, their energy will be close to 0 anyways
Signet of Illusions:
Cast time reduced to 1/4. Reason:The fact that its elite seriously cuts down on the uses for this skil,l having to sit 3 seconds (2+aftercast) before using it is a little harsh.
Gust:
Recharge reduced to 5 seconds. Reason:Anyone would choose gale, a non-elite, over this, the exhuastion is worth it to spam two or three times if needed.
Lightning Hammer:
Recharge reduced to 5. Reason:10 energy to make lightning orb unevadeable is enough. At 25energy, these is outclassed by most fire spells which have AoE even!
Ether prism:
Raise maximum to 75. The nerf just completely killed this. You now need e-magement (sig of less energy/energizing wind) to use an e-management ELITE? I think they not only forgot this spell doesn't cost 0 energy, but they also forgot the 2 cast makes it easy to interrupt
Dark Apostacy:
Remove energy loss. Reason: Compared to grenths dervish.. yeah. A removable hex that recharges 15 seconds, is elite, 2 second cast, 10 energy, and has a condition and energy loss. Too many negatives compared to "can be used only 80 seconds per 120"
Feigned neutrality:
Reduce armor to 60. Reason:Compare to shadow refuge. Not as spammable.. but ddddddddddamn.
"Can't touch this!"
Change to next 1..4 to complete immunity, make duration the variable. Reason: A)Testing has shown that a person can, say, use sig of midnight 5 times with NO aftercast (i.e. in less than a second), and resume whatever touch skills he wanted. B) Why not total immunity, its such a narrow usage, only yourself and only touch skills (not common)
Aggressive refrain:
Reduce attack speed to 15%. Reason: Any paragon with a simple 5 leadership or so gains a permanent attack speed of +25%. When you consider frenzies +33% implies DOUBLE DAMAGE to oneself... yeah..
"The Power is yours!"
Increase energy gain to 1....12..14. Reason:Using this completely dumps your energy. Why you'd use this over aria of zeal or zealous anthem is beyond me. One might argue that sure you can use this with entirely adrenaline skills.. but no you can't because this is motivation based so your spear would do crap for damage and your adrenaline skills would be terrible, and you'd have no elite.
Leader's Zeal:
Change to earshot. Reason:Worthless.
Mystic regen:<----APPLIED by anet
Change the first "break point" from 3 to 6. Reason: People use this with effectively 0 attribute use, since you can split your attributes 12, 12, 3 and get the full use.
Zealous Vow:
Change to skill, remove cast time. Reason: All these 1/4 cast removable spells that effect casting/attacking with short duration are more or less useless due to aftercast and removability. Why anet made the only one of these, rampage as one, ridiculously overwpowered ALREADY, is beyond me.
-----
Comments by repliers condensed:
Terra xin
Attuned was songkai:This change would be overpowering when compared to ele attune
Protective was kaolei

Ass. Promise:Semi-agrees when compared to effects of reaper's
glyph conc.:You can predict ranger interrupts.
Mind blast:disagrees with glowing gaze comparison
Burning speed:Eles aren't supposed to have stances
Wither

Signet of suffering:Argues duration of hexes is longer than enchantments and enchants more spammable.
Strength of honor:Says the analogy is ineffective as the skill is maintained
Quicksand:Argues that it wont be used if buffed because the ally would be hurt as well.
Dgb
rebutts terra xin on:
Ravenous Gaze:Says he monks and saying for someone to tell a monk to not heal them is "moronic"
Bals Pend:Wholeheartedly agrees