31 Jan 2008 at 19:15 - 70
My Reasons:
[skill]Headbutt[/skill]
Headbutt may be good for Plague Touchers, but otherwise this Skill is useless, and Skills, only insteresting for Special Builds are shit.
The Skills should be buffed to:
E Cost of 10, Recharge Time reduced to 15s, Damage reduced by 15% and the Skill should give the targeted foe direct the daze condition, while the warrior suffers then on weakness for a duration of 15s. Then this Skill would be worth it, to be an Elite and it would be more interesting for different Skill builds, other then only Touchers
[skill]Quivering Blade[/skill]
This Skill has more disadvantages, than advantages and is only again of most interest for just 1 build...this Skill would be alot better, when it would also disable the skill of the foe, when the attack gets block, which enabled the foe to block your attack, therefore that you suffer on daze ... and for the effect raise adrenaline to 6
[skill]"Charge!"[/skill]
This Skill is for an Elite simple too uninteresting and boring, its just a dumb rush skill and should have beneath its movement increasement also some other effect imo (ranger rush skilsl mostly have also too some other positive side effects, like increasign block chances) Due to the name of this Skill I'd say, Charge should also improve the maximum attack for for the next x-x attacks by some amount of additional damage, like +5-15 additinal damage or so, anythign that makes this skill a bit more interestign for general usage, other then only rushing
[skill]Shove[/skill]
Lose all adrenaline, get skills disabled and a silly too long rechange of 20s, just only for a knockdown and some damage oO ? ya sure, skill needs a buff:
reduce recharge tiem to 15s and get rid of the skill disable, just loose only all adrenaline and maybe have 20 lesser armor, while usign this skill
[skill]"Coward!"[/skill]
too high adrenaline costs to really stop someone from fleeing consecutively and efficiently... either reduce the adrenaline cost to 2 and give the skill a little recharge time, or let this skill use 5 Energy instead of adrenaline ...
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[skill]Rampage as One[/skill]
This skill has become total senseless as Elite-Skill due to the implementation of the ranger pve-only skill, which has the same effect like rampage, but even gives too to you and you pet a life regeneration...
the skill should get buffed to steay a reasonable elite skill:
reduce energy cost from 25 to 15
[skill]Strike as One[/skill]
The skill is in one way overpowered, in an otherway too weak and uninteresting in the same moment.
The next 5 attacks limit should get taken away, the energy cost should get raised to 25 and the recharge shold get raised to 45s
[skill]Expert's Dexterity[/skill]
A Skill, that totally makes the effect of Expertise total senseless, only for quicker recharge of attack skills..sure >.> the skill needs a buff to become more interesting. +150% more energy cost is way too much..reduce it to +150 to +50%, reduce the recharge faster to max 66%, raise energy cost to 10 and give that skill an additional skill effect of an 5-10% increased rate for critical shots.
[skill]Oath Shot[/skill]
This skill is crap, like all skills, which have good chances for disabling all own skills, when missing >.>, especially when its 50%, when the attribute is not high enough and this skill has a way too high recharge time. this skill needs a serious buff:
reduce skill disable to max 5s, reduce recharge time to 15s, remove this 50% miss shit chance and guve the skill a base chance of say 15% to miss
[skill]Quicksand[/skill]
This Skill is just too weak..enemies should lose 1-3 Energy, when attacking or using a Skill ..just only 1 is so cheap, that it is absolutely no thread and any good player with good e managemant can shit on those spirits, because they aren't dangerous enough to them, also this skill should reduce the movement speed of everyone in its range by 25% and raise earth damage by +5-20 in its near. then this skill would have an perfect effect, that would fit to its name.
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[skill]Boon Signet[/skill]
This signet heals simple way too weak for an elite signet, heal power should be raised from 35 to 75 and should give double DF Bonus ...
[skill]Peace and Harmony[/skill]
this ending crap should get simple removed and the duration of PaH should get reduced from max 90 to max 30 seconds, recharge raise to 20 seconds and this enchant should be come a party enchant, means every ally in earshot should get affected by the energy reg effect, e-reg should get increased to max +2, e cost raise to 15 ...
By this way, would receive the monk a good party buff spell. and oh ya, cast time should get increased to 2seconds
[skill]Healer's Covenant[/skill]
this skill is just senseless, no monk would use such a maintaining enchant, just to reduce his heal power by 1/4th..only for a skill cost reduce of 1-3 points ...
the skill needs a total new effect, change it to:
"While you maintain this enchantment, will have all your spells a double DF Bonus and whenever you use a Spell, you and all your nearby allies will receive a heal of 200-400% of the Energy Cost of the used Spell, but all your spells will cost 20% more Energy, when you use Spells, which are no Enchants.
Raiose the E Cost from 5 to 10 and raise recharge from 5 to 30
[skill]Amity[/skill]
Skills recharge time needs a drastically reduce from 45s to 30s and the endign effect neds to get removed, its a hex and will last either so long its duration is, or as long it doesn't get removed by a hex remove skill, but not by alone, hwne foes get damage, thats silly. duration shoiuld get reduced to 15s max, e cost raise to 10.
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[skill]Cultist's Fervor[/skill]
The sacrificing of this skill is just ridiculous unbalanced. reduce the - Energy from 7 to 5. and each spell casted shoukld sacrifice only 15-5% max HP ... raise the energy cost from 5 to 10
[skill]Lingering Curse[/skill]
way too high energy cost, should get reduced to 15, raise hp sacrifice from 10% to 15% and change effect to target + adjacent foes, raise recharge to 15s
[skill]Order of Apostasy[/skill]
way to high energy cost again, should get also reduced to 15, also the sacrifice should get reduced to 15%-5%...its total shit...when you die, because your allies spiked to much with physical attacks...you have no conmtrol over what your allies die..so die self through this skill has way too high risk
[skill]Order of Undeath[/skill]
same, like at order of apostasy...compare that now only, with a MM with his up to 10 Minions that 10% + 5* 10*2%, when all your mininos attack a target for the full 5 seconds, makes a HP sacrifice of 110% in 5 seconds ..abslutely insane ... the sacrifice for the minion attacks should get reduced to
1% or better 0,5%, this way the sacrifice would get reduced to 60% or 35%
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[skill]Psychic Distraction[/skill]
like said,skills which disable all other skills are imo shit, once u use this skill, the only skill left you can use then for the next whil is psychic ... the needs to be a tweak in the skill effect, like
"all your non domination magic skills get disabled for .." would make much more sense imo
[skill]Illusionary Weapon[/skill]
this skill has too high energy cost and too high recharge time and duration ...
reduce cost to 10,duration to 15s and recharge to 20s and make the skill more interesting by giving it a condition, like foes hit by the illusionary weapon will lose 1-3 energy/hit and the enchanted player will receive this energy.., then has the mesmer a skill, that has some synergy with the inspiration skills
[skill]Energy Drain[/skill]
the skill has simple a too high recharge time, thats why it is a bad skill, because it is not very much better, then the non elite skill version.
RT should get reduced to 15s
[skill]Tease[/skill]
get rid of the "skill ends, when u get hit" crap, or change it to : the hex ends, when your hp decreases to under 50% ...
[skill]Signet of Midnight[/skill]
only the touched foe should get blinded..and to make this skill more interesting, should receive the targeted foe for the nex 1-5 enemy attacks/spells double dark damage, so this signet becomes more interesting for necromancers
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[skill]Energy Boon[/skill]
ged rit of the exhaustion >.> wherefore get 20 energy, when I automatically reduce the gain then by reducing my max energy by 5 for the next 5 seconds oO as said, just remove exhaustion and maybe raise the cast time to 2s
[skill]Ether Prism[/skill]
this skill costs simple too much, reduce skill cost to 15, or keep the energy cost, be buff the skill, by letting it give also energy to adjacent to nearby allies, when you use it ... then the effect would also fit better to the skill name
[skill]Ether Prodigy[/skill]
is the silly after effect, which makes this skill very bad, that you lose HP ,when this skill ends ..this skill can nearly kill you by half, when you are an Elementalist with over 100 Energy >.< The health damage should count for every second the enchant was active.. instead for every energy point you have -.- this way the damage woukld be max 90...instead of over 300 for 100+ Energy Eles >.>
[skill]Ether Renewal[/skill]
the duration of this spell is way too short, say what you want, but 7 seconds is a joke, for 30 seconds of recharge then... raise the duration to 15s and cats tiem to 2s
[skill]Mist Form[/skill]
players should be able to attack, by attacks should be then water "ice" elemental and the damage power should be only half ...
[skill]Second Wind[/skill]
this skill needs just an other better effect. This Skill should be imo an Enchant, which instantly casts the next casted spell on a foe or an ally twice, but only with single effect of exhaustion, therefore the double casted spell will have then doubke the recharge time after the cast, as usual.
remove the exhaustion from this skill and raise its recharge time from 5 to 30 and rename the skill from Second Wind to "Dual Cast" and raise e cost from 5 to 15
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[skill]Aura of Displacement[/skill]
[skill]Shadow Meld[/skill]
Those 2 SKills are just too boring for elite skills, those 2 skills should be imo no maintaining enchants, just normal enchants with day durations of 10 seconds and recharge times of 15 seconds ...
While Aura of Displacement is active, the sin should receive a 50% chance to block physical attacks. And Shadow Meld should imo heal the assasin, when the enchant ends
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[skill]Xinrae's Weapon[/skill]
imo too high energy cost this skill to be useful. should be 15, reduce disable time to 10s, raise ruation to 15s.
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[skill]"Incoming!"[/skill]
simple way too weak this skill, either raise the duration, or reduce its recharge time... raise either duration to max 7 seconds, or reduce recharge to 10s, or the middle, raise duration to 5s, reduce recharge to 15s, imo best solution
[skill]Defensive Anthem[/skill]
this skill ends, when party member attacks crap should get removed, to high energy cost - reduce to 10e
[skill]"It's Just A Flesh Wound."[/skill]
total crap skill, which idiot please will give hisself a deep wound to heal someone else from an condition -.-
changwe the skil effect to:
If you suffer on a deep wound, then you will receive +20-40 armor against physical hits for the next 5-10 seconds, when this shout ends, your deep wound will get healed
[skill]"The Power Is Yours!"[/skill]
This skill is just retarded and total cheap...suffer on -10 energy degeneration, just to heal all others for dumb 1-8 energy ? ya sure, how dumb must someone be to use this shit skill ??
Change the skill effect to:
"When you use this shout, the paragon will sacrifice half his energy. for every energy point sacrificed by this skill, all allies in earshiot will receive 1-2 Energy Points"
and reduce recharge to 15s ...
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That way imo would be all those Elites worth to be called elite skills, and will become more interesting, maybe even interestign enough to change a bit the meta game ...