Quote:
Originally Posted by frojack
Another skill that received a ridiculously severe beating from the nerf bat, for no other reason than pvp I can imagine is Ether Renewal. Why? Was this really necessary? The best energy management skill in the game, for the most energy inefficient class in the game? Seemed like a good trade-off to me, but now the thing is friggin' useless for anything but farming.
I mean seriously. I could handle the reduced energy gain. But what the hell am I gonna' do in 7 seconds? cast 2 spells? Yeah. Great nerf that was...
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Though it was also an incredible PvE solo skill for the exact same reason is was good in PvP. I soloed griffons without even breaking a sweat again and again with it pre-nerf, and while I can still barely manage it now, it's a lot more difficult. My opinion of Ether Renewal is below, anyway.
In any case, a list if elites that I find to be not as useful as the non-listed ones (which either have excellent use in PvP, PvE, or both), and tentative skill change suggestions;
Warrior Elites -
Cleave: The numbers come out again and again with Eviscerate on top. Eviscerate's spiking power with Deep Wound is just far more useful than Cleave. But just adding more damage would make it a bit redundant. I'd actually suggest tacking on some additional effect, like "If this attack strikes a foe using a skill, that foe is interrupted", or Bleeding for 5+X seconds (Make use of the barbed axe heft XD) [Not actually especially serious on that one].
Battle Rage: People used this when it was broken, but it's only a rare arena gimmick build fixxed. You lose out on a lot of damage by giving up your attack speed buff, even with the adrenaline boost. Frenzy gives you a 50% damage and adrenal boost in comparison. Even if people used it to spam "Fear Me!", it wouldn't be that scary, if they'd remove the whole, "Lose all adrenaline" aspect of it.
"Fear Me!" at peak conditions [All attacks hitting, 13-14 tactics, wherever the Fear Me breakpoint is] with Frenzy| 4 energy loss every ~3.5 seconds, or approximately 3.4 pips of regen lost.
"Fear Me!" at peak conditions with Battle Rage| 4 energy loss every 2.7 seconds, or approximately 4.4 pips of regen lost.
1 more pip, but you lose your elite slot, and the opportunity for 50% more damage [unless you're running IWAY, I suppose].
Either that, or a minor attack speed buff on there too, or something =\
Bull's Charge: This one's just nasty. Take Sprint, drop its duration down slightly, add on a highly conditional knockdown that only triggers if a foe is retreating a certain way [not backing up at reduced speed], and end it immediately if a player tries to combo it with anything.
I'd suggest upping the duration and dropping the conditional ending, or changing it so that it knocks down moving foes period and leaving the rest as is.
As it is now, I'd suggest running Bull's Strike with Sprint much more than this. At least then you could chain off a holy strike without your run buff ending.
Defy Pain: More AL, just what a warrior needs. The health bonus makes them a bit heartier, but in the end, if you're tanking, defensive stances help much more than armor. I much prefer taking skills like Gladiator's Defence if I'm going to be facing monsters and need a little boost, with Dolyak Signet if I need a little armor. I'd suggest adding a minor damage reduction [with or without removing the AL bonus] to this to negate part of the armor ignoring damage you face.1+(X/2) scaling, or something along those lines.
Dwarven Battle Stance: No attack speed buff, and it doesn't take effect if you can't actually hit the foe. Hammers are slow enough that you can even squeeze in 1 second cast spells anyway, even if you're not using block/evade skills. I'd say have it interrupt regardless of whether it hits or not, or let increase the duration even more. Either way, the slow hammer swings negate a huge portion of its usefulness, and ensure that players can still counter it, though kiting is the ultimate counter regardless.
Actually, leaving it the way it is and non-eliting it, you'd probably still not see it all that much. It's just that ineffective.
Flourish: Garbage. Warrior attacks recharge too quickly, adrenal skills are difficult to use it with, and it's strength linked, making it difficult to use elsewhere. Some possibilities for it include making it a stance-like 'skill' that causes attack skills to give 1+(X/8) energy per use and recharge 50% faster, though it'd trod slightly on Warrior's Endurance's toes. Still, it'd be more interesting, and they'd both be different enough for their own purposes.
Warrior's Endurance: You're not going to be an Axe warrior most likely, and it's definitely not made for use as a hammer warrior (slower attack speed), so Sword seems like the intended choice for a Warrior's Endurance warrior. A warrior can move up to their foes and slash them, building up energy to unleash powerful spells... right? Wrong. Warrior's Endurance is sadly negated by kiting, easily, as it's a stance, and you're not going to be able to keep up with foes. Again and again, it always seems to be the problem. The best counter-method I've found is to use Air with Windborne Speed, but there aren't many interesting air spells that you'd want to use as a warrior. [Axe+Earth war has thus far been my favourite. Inflict Weakness, and use stoning every 4 hits with Stonefist Gauntlets].
I'd suggest un-stancing it, making it into a skill like Warrior's Cunning. Or at least adding a minimal run buff to it =\ Theoretical energy gains from this skill are immense, but once you take into account cast+aftercast times on spells, and kiting/blocking/evading/blindness, it's not nearly as effective, which is why I doubt things would change much if people could Frenzy with it on.
Hundred Blades: Excellent PvE skill [like Barrage], not so good in PvP, and no obvious reason for being sword linked other than it requires a sword. Actual damage+adrenal gains on a single target are minimal [1 extra attack every 8 seconds, for a 13% boost in both on the base]. I'd suggest tossing a scaling 3+(X/2) damage per strike, so that you at least get some extra defence ignoring damage on there. (11 per hit at 16 swordsmanship, for a total of +22).
Skull Crack: Drop the elite status, or make it interrupt [1/2 second] attack speed. Concussion Shot is far easier to daze people with, and the energy cost is not as prohibitive with Expertise as it seems. Skull Crack should be the elite version of Concussion Shot gone melee style, with Adrenaline there to temper the high costs. Or cut down the cost to about 4-6 adrenaline so that people can play the lottery a bit more frequently.
===
Elementalist Elites-
Glimmering Mark - 10en, 2 cast, 15 recharge
Elite Hex Spell
For 1+(X) seconds, whenever target foe suffers lightning damage, that foe and all adjacent foes suffer from Blindness for 3 seconds.
Buff up to Nearby or In the Area range. As it is now, you may as well use Blinding Flash in conjunction with Fevered Dreams for In the Area effects =\ You'll rarely see Glimmering Mark in use anywhere.
Mind Spells - 10-15en, 1 cast, 20 recharge
Elite [Hex] Spell
X damage, X damage and effect if your energy > enemy's energy. Causes Exhaustion.
Gee, who couldn't resist using up their elite slot for an exhaustion causing, fairly mediocre priced (good in comparison to other elementalist spells, which are inflated in general) spell that deals meh damage?
Drop the costs to 5, and the recharges to 10 if they're going to keep exhaustion, and let the exhaustion provide the delay in recast, or simply drop the Exhaustion period. Elite spells are supposed to be GOOD. Or drop the Elite status and leave them as they are I suppose.
The conditional effect WILL fail if you try to use it in long battles, as your energy is eaten away, unless you want to stand around with a half-full energy tank while your teammates are putting their all into the battle.
Thunderclap - 10en, 2 cast, 15 recharge
Elite Hex Spell
For 8+(4X/5) seconds, if target foe is struck for lightning damage, that foe and adjacent foes are knocked down, and you lose 15-(8X/15) Energy or Thunderclap ends.
This is a huge energy eater, but un-eliting it would probably be undesirable. One major improvement that should have been done during the debugging is making it so that if the target is already knocked down, you don't lose energy. Though, I do understand that it's an AoE knockdown, and that even if the hexed target is already knocked down, it doesn't mean any other targets can't be, it's enough of an energy hog as it is, without triggering on ineffective knockdowns.
As for 'fixxing it' so that it's used more frequently. It's never going to find much use barring becoming overpowered (such as when it broke), being hex-based.
Elemental Attunement - 10en, 2 cast, 60 recharge
Elite Enchantment Spell
For 45 seconds, you are attuned to Air, Fire, Water, and Earth. You gain 50% of the Energy cost of the Spell each time you use magic associated with any of these elements.
Drop the recharge to 30 seconds. It's a totally crippling to run an elementalist with this skill when it's not on. Elementalist spells in general have long recharge times that dictate your downtime anyway. As good as this spell would then be for Elementalist spells, it'd still not be all that amazing energy management, as it'd limit what skills you can use anyway.
Glyph of Energy - 5en, 1 cast, 15 recharge
Elite Glyph
Your next Spell costs 20 less Energy to cast and does not cause Exhaustion.
If Elementalist skills don't change globally to become more affordable, then Glyph of Energy requires slightly more effectiveness. Either a little less recharge or a little more energy cost reduction, or both. Regardless, I suggest all glyphs taking 1/4th second to use, as 1.75 seconds with aftercast really crimps your style. It's not as if casting times aren't already prohibitive.
Ether Renewal - 10en, 1 cast, 30 recharge
Elite Enchantment Spell
For 7 seconds, each time you cast a Spell, you gain 1+(X/8) Energy and 5+(X) Health for each Enchantment on you.
The entire skill concept feels flawed. The only build used with this, really, is E/Mo smiting, and with that nerfed, you hardly see this any more [Though it still is nice for solo-farming some areas]. There aren't many ways to link this to enchantments that won't leave it open to being an uber infinite energy engine, aside from making it worthless. There's just this breakpoint for it, between crappy and broken, with no real middle ground.
I'd suggest removing the Enchantment link and upping the duration to 10 seconds again, making it sort of an Elite Aura of Restoration. 3+(X/2) Energy gained and 10+(2X) health gained every time you cast a spell.
11 energy gained and 42 health each time you cast a spell at max Energy Storage. 6 net energy for 5 cost spells, and 1 energy for 10 cost spells, losing 4 for 15 cost spells, and 14 for 25 cost spells. 2 5 cost spells to pay for it, and afterwards you start gaining. You could still E/Mo smite, and indeed, that'd probably still be one of the best builds for it.
Alternatively, perhaps, "Lose all energy. For the next 1+(2X/3) seconds, you have +2 energy regeneration and +4 health regeneration, and each time you cast a spell, you gain 1+(X/5) energy and 5+(X) health. When Ether Renewal ends, you gain 7+(X/4) energy and 25+(2X) health."
or something. But as it is now, you might as well rename it, "Smiter's Renewal".
Mist Form - 10en, 2 cast, 30 recharge
Elite Enchantment Spell
For 8+(4X/5) seconds, you cannot take or deal damage from attacks.
Compared to Obsidian Flesh, this is awful. Heck, I'd much rather have an evasion stance any day. You still face the full effects of conditions, interruptions, and knockdowns under Mist Form. It even has an additional penalty preventing you from dealing damage, though that tends to not be a big deal. I'd suggest either causing all attacks to have no effect (the same way Illusionary Weaponry works), or making it targetable, so that you can enchant allies for support. Or both. More versatility is always nice.
Water Trident - 5en, 1 cast, 3 recharge
Elite Spell
Send out a Water Trident at target foe. Water Trident strikes for 5+(4X) cold damage if it hits. If it hits a moving foe, that foe is knocked down
It only knocks down moving foes. Moving foes are not casting foes (though, for some weird reason, queued spells and skills are interrupted by both interrupts and knockdowns when they aren't actually being used). It's not amazing in damage, nor does is its effect all that useful except for halting movement on a single target. Considering this is the elite you're giving up energy management for, I'd like to see a slight damage buff, up to 3+(4.5X), and a recharge reduction down to 2 seconds.
===
Mesmer Elites-
Panic - 25en, 2 cast, 10 recharge
Elite Hex Spell
For 10+(X) seconds, target foe and all nearby foes suffer Energy degeneration of 2 and take 10+(29X/6) damage whenever they use "Signet" rings.
The AoE and duration were buffed in the past, but you still don't really see this one being run. For one, to get parity in energy denial, you have to catch at least 2 people. Additionally, and perhaps more importantly, it has a very hefty price tag, in comparison to removal options. And since this is your elite, you don't get elite energy management. It's a good skill in theory, but unless it gets a more manageable cost, or Healing Balls make a major comeback, I doubt you'll see it run much.
Fevered Dreams - 10en, 2 cast, 10 recharge
Elite Hex Spell
For 4+(2X/3) seconds, whenever target foe suffers from a new "Condition," all foes in the area suffer from that Condition as well.
It doesn't trigger on refreshed conditions, only new ones. That makes it a lot more difficult to use effectively. That's about the only thing I dislike about it. It's otherwise an interesting skill with a huge range, though it won't see much use outside of PvE, likely, where you can have a coordinated team to use it with AND enemies that are foolish enough to bunch up.
The problem is that conditions aren't generally that amazing that it's worth the slot, though the assassin condition combo paired with it could work out nicely, spreading Blindness and Dazed quickly and easily.
Ineptitude - 10en, 1 cast, 20 recharge
For 4+(X/3) seconds, if target foe attacks, that foe takes 10+(29X/6) damage and becomes Blinded for 10 seconds.
The damage isn't amazing and the blindness lasts only have the time. The only people that bring this are gimmick arena-ers, and people who are limited to the Warrior's Bane template. Up the damage on par with Clumsiness, 10+(11X/2), and the Blindness to 15 seconds, or reduce the recharge to 10 seconds.
Energy Drain - 5en, 1 cast, 30 recharge
Elite Spell
Target foe loses 4+(5X/12) Energy. You gain 2 points of Energy for each point of Energy lost.
As Energy Denial, it's unamazing. As Energy Management, it's also meh. You don't really see this being run all that often anymore. I'd like to see it set into the role of energy management again, somewhere along the lines of-
Target foe loses 1+(3X/8) energy. You gain 3 points of Energy for each point of Energy lost.
with a recharge of 20 seconds again, setting it as a ~2 1/3rd pip energy regeneration bonus, and a ~1 pip loss for your foe, or about a net swing of 3 1/3rd pips your way, rather than the 1.65 pips for you, 1.1 pips loss for your foe it is now, putting it about on par with Offering of Blood.
Keystone Signet - 0en, 2 cast, 30 recharge
Elite Signet
All of your Signets except Keystone Signet are recharged. All of your non-Signet skills are disabled for 17-(2X/3) seconds.
A ranger signeteer > a mesmer, with Serpent's Quickness, Quickening Zephyr, and Oath Shot. Heck, Oath Shot, Mantra of Signets, and a Mesmer signet of your choice nets you four consecutive uses at a reasonable cost. Keystone Signet just doesn't compare, and there are neither enough signets, nor does it seem like there will be in the future, to warrant it the way it is now. Drop the recharge to 20 seconds to put it on par with Oath Shot, so that Me/Mo signeteers can spam their Bane Signets 3 times in 25 seconds instead of just 2 or 1.
Mantra of Recall - 10en, 1 cast, 20 recharge
Elite Enchantment Spell
For 20 seconds, you gain no benefit from Mantra of Recall. You gain 13+(X) Energy when Mantra of Recall ends.
It's usable, but with the whole restriction on wearing a +enchanting mod (because it has no effect if you recast it while it's still up) makes it a little annoying. It's like Divine Boon, in that under less than ideal circumstances, you're likely to waste energy, having to keep 10 around every time to recast it. I'd like to see it as, 5en, 1 cast, 15 recharge, ends in 15 seconds, and you gain 5+(2X/3) energy, going to about 2.8 pips of energy regeneration in equivalent at 16 Inspiration, closer to Offering of Blood, with less initial investment needed to make use of it, and faster returns.
===
Necromancer Elites -
Life Transfer - 10en, 2 cast, 30 recharge
Elite Hex Spell
Life Transfer
For 6+(5X/12) seconds, target foe suffers Health degeneration of 3+(X/3), which you gain as Health regeneration.
Anti-healing breeze and healing breeze all packed into one spell, with a duration to match the effect of a 20% enchanting mod. The energy cost is decent, but the overall effect, and the recharge don't warrant bringing this skill at all. I suggest dropping the recharge time in half so that you can actually keep it up constantly, though, even then, it won't be amazing...
Soul Leech - 10en, 2 cast, 15 recharge
Elite Hex Spell
For 10 seconds, whenever target foe casts a Spell you steal 16+(17X/4) Health from that foe.
Decent cost, cast time, and recharge, all marginally better than Backfire. My only issue with this is that it doesn't function like most life steals. If you cast it on a 55 monk, they'd cast right through it, as it does not go through protections. If it ignored magical defences, the way most life steals do, it'd be a force to be reckoned with.
Well of Power - 15en, 3 cast, 15 recharge
Elite Spell
Exploit target corpse to create a well of power at that location. For 8+(4X/5) seconds, allies within 39' of the Well of Power gain Health regeneration of 1+(X/3) and Energy regeneration of 2.
It's actually a good spell in theory. If you can stand in the well, it almost pays for itself in energy alone. However, the regen bonus still isn't all that amazing, and corpses are precious resources. Rare in PvP, and often put to better use in PvE, with spells like "Putrid Explosion" to end a battle faster, or to raise a minion army.
In practice, wells are hard to discern in appearance, and people that don't need health regeneration are less likely to run in. Particularly the casters, when you've probably killed melee mobs to create the well with, who would actually want it, but would NOT like to run into melee range and get aggro.
As it were, I'd rather take Blood Ritual, Offering of Blood, and Well of Blood any day of the week, for ease of control, versatility, and ability to keep self-energy management.
I suggest dropping the cost to 10, the casting time to 2 seconds [to keep it competitive with other corpse exploits, particularly as it is your elite slot], the recharge to 10 seconds, and scaling Energy Regeneration up to 3, with the algorithm 1+(X/8), or simply increasing the range to cover a larger area with a unique graphic.
Lingering Curse - 25en, 3 cast, 10 recharge
Elite Hex Spell
Sacrifice 10% max Health. Target foe loses all Enchantments. For 8+(4X/5) seconds, target foe gains only half Health from healing.
The enchantment loss effect is great, but the half healing is a meh effect. It doesn't counter regeneration, and it's prone to removal. For the most part, Rend > Lingering Curse. Lingering Curse is basically a buffed Defile Flesh and Rend Enchantments all in one, but with a casting time and energy cost that reflects both. For it's elite status, you'd think it'd be a little more efficient. I'd suggest dropping the cost down to 15 so that people can actually run it, and a 2 second casting time, so that you aren't constantly interrupted while trying to cast it.
Plague Signet - 0en, 1 cast, 10 recharge
Elite Signet
Transfer all negative Conditions and their remaining durations from yourself to target foe. This is an elite skill. (50% failure chance with Curses 4 or less.)
In the arenas, Plague Touch rocks. Elsewhere, Martyr, Restore Conditions, and other forms of monk removal is much more effective (and potentially, Mend Body and Soul from Ritualist). Running Martyr on a monk, with a N/Mo using Draw Conditions+Plague Signet isn't an impressive combo either, and is prone to backfiring when a monk uses Mend Ailment on your target.
What I'd suggest to make it a bit more interesting is to give it a Nearby AoE modifier, so that it inflicts conditions to multiple enemies, becoming an elite version of Plague Sending, similar to Fevered Dreams, but dependent on the enemy's actions instead. Reactive effects should almost always be better than ones you control yourself.
Wither - 10en, 2 cast, 10 recharge
Elite Hex Spell
For 5+(2X) seconds, target foe suffers Health degeneration of 2 and 2 Energy degeneration. Wither ends if that foe's Energy reaches 0
Broken easily by focus swapping, it's an awful use of an elite slot. The health degeneration is a non-issue, and the hex is prone to ending early from smart foes. Malaise is MUCH better than Wither. Panic doesn't end when a foe reaches zero energy, by the way, and it's AoE to boot.
I'd suggest some of the following possibilities-
> Removing the ending condition. It's your elite skill, and the spell can still be removed. Even if it ran its full course, it wouldn't result in all that much energy being denied, in comparison to effects like Debilitating Shot.
>Scaling the health degeneration with the algorithm 1+(X/3), so that it's actually a nuisance to have on you.
Virulence - 5en, 1 cast, 15 recharge
Elite Spell
If target foe was already suffering from a Condition, that foe suffers from disease, Poison and Weakness for 3+(X/3) seconds.
Necromancers already spread Disease and Weakness readily, and this has a conditional requirement to boot. The degeneration caused by it isn't amazing (8), and weakness is an easily achieved effect that recharges relatively quickly anyway. Now that Frag bombing has been rendered neuter, there're very few uses for this skill. And that specific use for this skill was at 0 death attribute.
I'd suggest either reducing the recharge to 8 seconds to make it more spammable, or giving it an AoE component to fit the description, enabling you to punish enemies for clustering, such as warriors ganking a target. Preferrably Nearby, but even Adjacent would be nice.
===
Monk Elites -
Aura of Faith - 10en, 1 cast, 20 recharge
Elite Enchantment Spell
For 60 seconds, target ally gains 24+(7X/4)% more Health when healed.
Interesting spell in theory, not great in practice. Life Attunement is easily spread, synergizes with Blessed Signet, and is non-elite. It's true that Life Attunement also provides a damage reduction to attacks, but generally, you'll only maintain it on casters anyway, who tend to be squishier. To keep Aura of Faith constantly on 3 targets, you spend 1.5 energy regen maintaining it.
If it were 5 energy cost, recharged in 10 seconds, lasted 30, and gave a slightly better boost, algorithm 15+(4x)%, I'd run it for its versatility and effectiveness. As it is, I'd rather run a prot-booner with elite energy management than Aura of Faith, as they're a lot more flexible.
Peace and Harmony - 5en, 1 cast, 45 recharge
Elite Enchantment Spell
For 30..78 seconds, target ally gains +1 Energy regeneration. Peace and Harmony ends if that ally attacks or casts a Spell that does not target an ally.
Whoever decided it should end when you cast non-targeted spells should feel very, very, bad. It turned a poor elite into a downright AWFUL elite. Not only is it very limiting, the effect is almost certainly not worth it.
I'd suggest switching it to a 20 second recharge, upping the regeneration to +2, and halving the timer. Then, at least, you could maintain it on 2-3 seperate people for a great energy management... That ends the moment you use Divine Boon or something of the sort. For the restrictions it gives, it should be a lot better than it is now.
Unyielding Aura - 5en, 3 cast, 45 recharge
Elite Enchantment Spell
Bring target dead ally back to life at full Health and full Energy. If you stop maintaining this Enchantment, or if this Enchantment is removed, that ally dies. Deaths while enchanted with Unyielding Aura do not incur a death penalty. (50% failure chance with a Divine Favor attribute of 4 or less)
The concept of an elite resurrection spell is flawed, in a way. If you bring it, you're a primary monk, expressing a disbelief in the ability of you and the other healers of your team being able to keep your team alive. And under those circumstances, even if you DO bring it, things are hardly going to change. Your team will still die then. Theoretically, anyway. In any case, in practice, the only real reason a monk brings Unyielding is for the ability to kill an ally on demand, holding their very life in their hands. This is a kind of griefing that Anet seems to want to avoid, as evinced by the lack of party damaging skills.
I suggest revising it into an elite Divine Intervention imitation, if anything;
"Unyielding Aura - 10en, 1/4th cast, 25 recharge.
For the next 10 seconds, if target ally would be killed, that ally is immediately brought back to life with 25+(4X)% health and 10+(10X/3)% energy, and their skills are disabled for 10-(2X/5) seconds."
or a Mark of Protection variant;
"Unyielding Aura - 10en, 1 cast, 30 recharge
For the next 3+(X/2) seconds, target ally does not die if their life hits 0. When Unyielding Aura ends, that ally dies if their life is at 0"
Healing Hands - 5en, 1/4th cast, 25 recharge
For 10 seconds, Healing Hands heals target ally for 5+(5X/3) Health each time he suffers physical damage.
Take Healing Seed, raise the healing slightly, reduce the cost, casting time, change it to 'target ally', and limit it to triggering on attacks, and you've got Healing Hands. Even with all of the buffs, is Healing Hands even as useful as Healing Seed? I don't think so, personally...
I'd like to see the recharge dropped down to 20, and the healing upped just a little more, to 2+(3X), or 47 at 15 healing attribute. Or, on the other hand, making it into a non-AoE healing seed would work wonders as well, though it'd be a bit overkill if it triggered on Life Bond damage. At least in that instance, it wouldn't be AoE.
Shield of Deflection - 10en, 1 cast, 5 recharge
Elite Enchantment Spell
For 6 seconds, target ally has a 50+(5X/3)% chance to Evade attacks and gains 12+(4X/5) AL.
Moveable evasion stance, basically. If it were a little faster, say 3/4th to 1/2 second casting time, I'd like it a bit better. As it is, I mainly see Me/Mo's with Fast Casting using it to combat high damage spikes quickly.
Shield of Regeneration - 15en, 1 cast, 20 recharge
Elite Enchantment Spell
For 5+(2X/5) seconds, target ally gains 3+(X/2) Health regeneration and 40 armor.
Half damage from non-armor ignoring sources, and healing. It'd be nice if it either cost 10 energy, or recharged just a little bit faster, or both.
Signet of Judgment - 0en, 2 cast, 30 recharge
Elite Signet
Target foe is knocked down. That foe and all adjacent foes take 15+(4X) holy damage.
The damage isn't great, the AoE range isn't large, and the recharge timer is downright awful. It's not as if it's an AoE knockdown, either. To improve it, I'd suggest dropping the recharge to 15 seconds, upping the damaging range to Nearby, and changing the damage algorithm to 17+(5X).
===
Ranger Elites-
Marksman's Wager - 5en, 2 cast, 24 recharge
Elite Preparation
For 12 seconds, you gain 5+(X/3) Energy whenever your arrows hit, but lose 10 Energy whenever your arrows fail to strike.
Interesting idea, but Rangers don't often have all that many problems with energy, nor that large an energy pool to fill. I'd like to see the time upped to 16 seconds out of the 24 recharge, so that you get a little more time out of it for whatever odd combo you come up with. Either that, or moved to Marksmanship so that secondary rangers can plink away with arrows too, though I'm not sure how that would turn out.
Melandru's Resilience - 5en, 30 recharge
Elite Stance
For 8+(4X/5) seconds, you gain +2 Health regeneration and +1 Energy regeneration for each Condition and Hex you are suffering.
Barring a build using Martyr on another monk, and Draw Conditions, Melandru's Resilience is a bit difficult to make use of. However, I'm not really sure there's much you can do with it to make it more versatile, aside from de-stancing it. It sucks to have your elite stance removed by a Wild Blow, not to mention it's a bit difficult to make use of as a Ranger, since you really want to run Tiger's Fury for the attack speed buff. On the other hand, a slight timer increase would be nice, algorithm 2+(3X/2), as it's got a lot of downtime for something so conditional.
Poison Arrow - 5en, 1 recharge
Elite Bow Attack
If Poison Arrow hits, your target becomes Poisoned for 5+(X) seconds.
There's no reason to take Poison Arrow when you could have Apply Poison, the way it is now. There's only one way I could see it as being even remotely useful, and that is if it inflicted AoE poison regardless of whether it hit or not, akin to Ignite Arrows, making spreading poison easier than Apply Poison alone.
Thus, "Target foe and adjacent foes become Poisoned for 5+(X) seconds."
An alternative would be to un-elite it. Poison is not really impressive enough for elite status, as indicated by Apply Poison.