Best Ranger elite skill for PvP

kenb688

Pre-Searing Cadet

Join Date: Jul 2005

R3D

R/E

Im finding that the best Elite Spell for a ranger in PvP is "Melandru's Resilience". There is nothing more satisfining than getting 4-8 conditions and hexes cast on you by a Me or Ne and have 10 pips UP in your health bar. That must irritate the hell out of them. Further now you have stopped them for casting these conditions on other party members for a while, and you don't take dam. from it for 18 sec. Anyone have other preferences?

Erace

Erace

Lion's Arch Merchant

Join Date: Jun 2005

Edinburgh, Scotland

The Noble Order of Balthazar

R/Me

well i dont have many Elites, i have 5
i find Marksmens Wager - low energy cost, good recharge time and benefits ppl worried about their energy.
Poison Arrow - same again, low energyt cost, recharge time and lasts very long.
thats all for now because i havent tried the others in PVP

cdepue79

Academy Page

Join Date: Jun 2005

I can't decide between psn arrow and Melandrus Arrow which rocks vs enchanted foes, but after looking into Melandrus Resilience, i might have to try give it a try. Rangers get hit a lot with condition/hexes from other rangers/waarrior/necs/ and mesmers so this would help a lot.

flyingbunnys

Ascalonian Squire

Join Date: Jul 2005

Chicken Coop [cc]

R/E

I prefer melendarus arrows they extra dmg vs enchanted foes and poison gives it use in all situations, plus shot a double arrow with melendarus at an elementalist they won't be happy or alive in a couple more shots.

Kishin

Krytan Explorer

Join Date: May 2005

The Twilight Vanguard [TTV]

R/

I personally think Resilience is a terrible choice for an Elite as a Ranger. There are really so many better options. Incendiary Arrows is a very potent interrupter, Melandru's Arrows is probably one of the best raw damage buffs you can have with the amount of people (Especially casters, the primary targets of a Ranger) who run Enchantments. Then you have things like Oath Shot, the ubiqutious Poison Arrow, Quick Shot (Which is terribly underrated and misunderstood) and even Barrage, which is admittedly more of a PvE choice in my opinion, but still fairly potent in PvP.

I just don't think relying on your opponents casting mass conditions/hexes on you, especially when you're a low priority target, is the best route to go. Melandru's Resilience is better served couple with Draw Conditions, or on a higher priority target.

1337BobBarker

1337BobBarker

Pre-Searing Cadet

Join Date: Jun 2005

House of Kings

Me/R

i <3 poison arrow ^_^


I've actually used this quite a lot and can't really seem to replace it....
*looks at other elites*

Sorry guys

Neo-LD

Neo-LD

Desert Nomad

Join Date: May 2005

USA

[GSS][SoF][DIII]

Quick Shot 4tw. Melandrus Resilience is an elite that ranger secondary might pick.

Ilya Khan

Ilya Khan

Krytan Explorer

Join Date: Apr 2005

Los Angeles, CA

-FdM-

Me/Mo

If you are going to cast, then get resilience because the +1 energy bonus is phantastic (get it? PHANTastic?). Forgive me

Zeru

Wilds Pathfinder

Join Date: May 2005

Barrage, Incendiary, Melandrus Arrows, Conflag (specialty builds), Oath Shot, Marksmans, and Quick shot are all solid elites that are made for certain builds (i,e quick shot is more spike than anything and barrage is sustain dps, good for hoh etc).

PieXags

PieXags

Forge Runner

Join Date: May 2005

The Infinite Representation Of Pie And Its Many Brilliances

There is no "best" elite I'd have to say, it depends on what works for your build. For some poison arrow is out of place, others don't need extra energy, for some oath shot is a wonderful elite. It just depends on how you play and what your build requires.

GranDeWun

GranDeWun

Wilds Pathfinder

Join Date: May 2005

Nobody like Punishing Shot? Extra dmg, interrupts, good recharge time...

Tomo

Frost Gate Guardian

Join Date: Mar 2005

Worst Ranger Elite ? Crippling shot. unavoidable/unblockable pin down for 15 seconds. At 16 Marksmanship, pin down is 13 seconds. Lol.
Best ? poison shot is good, but you can only have so much poison on a single target. Quick shot im going to test, so i dont know about that.(havent got it yet, searched perdition rock for 2 hours last night).
Cant remember the melandrus, ill go check em out

Tellani Artini

Tellani Artini

Krytan Explorer

Join Date: Jun 2005

America

The Kansas City Hotsteppers [KCHS]

R/

Quote:
Originally Posted by Tomo
Worst Ranger Elite ? Crippling shot. unavoidable/unblockable pin down for 15 seconds. At 16 Marksmanship, pin down is 13 seconds. Lol. It's also cheaper and recharges faster than pin down. Crippling shot is for when you need someone crippled, and is also nice because it always has the same effect no matter what your marksmanship is set to. For some team builds, crippling shot is handy.

None of the ranger elites are totally useless. All of them have a place in some niche.

ElderAtronach

ElderAtronach

Wilds Pathfinder

Join Date: Jun 2005

Mo/Me

I can see where crippling shot would be great in tombs for spamming cripple on enemy heroes before they can get to the hill. Especially useful if their monks are putting aegis and/or guardian on them.

ComMan

Krytan Explorer

Join Date: Jun 2005

Quote:
Originally Posted by Tomo
Worst Ranger Elite ? Crippling shot. unavoidable/unblockable pin down for 15 seconds. At 16 Marksmanship, pin down is 13 seconds. Lol.
Best ? poison shot is good, but you can only have so much poison on a single target. Quick shot im going to test, so i dont know about that.(havent got it yet, searched perdition rock for 2 hours last night).
Cant remember the melandrus, ill go check em out Crippling shot has 10 second recharge and 15 second duration

Pin Down has a 15 second recharge and (at 12 marks) 13 seconds duration.

If I keep pinning one person over and over, he runs at normal speed for 2 seconds out of every 15.

If I keep Crippling one person over and over, he never runs at normal speed. If I keep Crippling 2 people, they each get 5 seconds out of every 20 at normal speed.

The difference is pretty significent, but for the most part Pin Down does the job well enough that it's not worth carrying Crippling Shot. If you plan on being chased by 2 people though, Crippling Shot is far better.

I'm partial to Melandru's Arrows, but they all have their places depending on your build. Poison Arrow is the most common one as far as I can tell, with Oath Shot in second place. It depends on what you're doing and what your team needs from you.

Valerius

Valerius

Desert Nomad

Join Date: Apr 2005

Canada

R/

Quick Shot all teh way!

Eder

Eder

Frost Gate Guardian

Join Date: Jul 2005

Hehe, nobody mentioned Practiced Stance yet. I think it's a highly underrated skill and it's what I use when I go all-out interruptor.

With 14 expertise, Practiced Stance allows you to keep Choking Gas always on, except for the 2 seconds it takes to re-prep it. There's a few downsides to it...1) it only interrupts spells, and 2) you can't use Tiger's fury with this combo, so your interrupts will be spread further apart than if you were using Incendiary Arrows+Tiger's Fury.

It also deals less damage than Incendiary's On Fire condition, specially if you do Fragility as well.... but the point is that it's a constant flow of interrupts.

If you're just trying to shut down a monk or an ele, spaced-out spell-only interrupts that can be used all the time are still better than quick interrupts that can only be used 1/3rd of the time (Incendiary).

With a short bow you can interrupt any spell that takes over 1 second to cast. When they try to use a signet or a non-spell skill, I just try to land a distracting shot. Fast casting mesmers get tricky though, and you're useless against warriors or anything that doesnt use spells.

Also, since it's a prep and a stance, there's no way to dispell either, which is why I like this over the Barrage+Judge's Insight or Kindle+Conjure combos (run into Nature's Renewal and you're screwed).

Enigmatics

Enigmatics

Jungle Guide

Join Date: Jun 2005

Tenafly, NJ

Defenders of Rillanon

W/Mo

Quote:
Originally Posted by GranDeWun
Nobody like Punishing Shot? Extra dmg, interrupts, good recharge time... Can't say I do, since it's a copy of power shot with added interrupt, and power shot isn't as popular is penetrating shot. There are different elites for different builds, but so far the only one I have problems with is poison arrow. I'd rather pay 6 energy to use apply poison and cycle that than use an elite for it. My favorite elite is quick shot, if people pay more attention to it, they realize it's basically an elite dual shot.

roselan

Ascalonian Squire

Join Date: May 2005

in a montain, switzerland

R/W

Here is some thought on rangers elite

- Poison arrow: 2* nice as you can use another prep, not nice as it does not bring a lot compared to apply poison, Plus, it’s elite status forbid sexy combinations. I largely prefer apply poison with another bow attack, than another non-elite prep with poison arrow.

- Barrage: 3* the main advantage is that you can use other skills, as you use no preps. Nice with a secondary profession.

- Practiced stance: 3* nice with choking gas, but very specialized. You don't suffer much if disabled which is a good point.

- Quick shoot: 2* It requires tiger's fury/frenzy, quick zephyr, a prep, and it burns energy like hell (tiger’s frenzy) , even with 13 expertise (cost 2), and zealous bow string. One skill in the chain is disabled, and you are useless. But true, when it clicks in and the machine gun starts to fires, it is overkill, and few people know that.

- Melandru arrows: 4* practical, efficient, you are not useless it is missing.

- Incendiary arrows: 3* too short. It would be uber with practiced stance. It takes both the elite spot and the prep spot. It is nice when Nice when run with a second prep like choking gaz.

- Oath shoot: 3* very practical in specialized build, but get a blind removal on you, and never point at other rangers (whirling def).

- Punishing shoot. 4* practical, efficient, you are not useless it is missing.

- Great conf: 3* must have in some teams builds, less usefull in random pvp.

- Marksman wager 3*, I believe it can be great with conjure phantasm, or other high energy spell from the secondary prof. (but I did not test it)

- Crippling shoot 3*: A crippled warrior is a useless warrior. When your team knows you keep everybody crippled, they will love it, as they can move out of range, and play with their prey.

- Spike trap: 4* very good elite, overall for trappers. Practical, efficient, you are not useless it is missing.

- Melandru resilience: ?* did not test it.

Enigmatics

Enigmatics

Jungle Guide

Join Date: Jun 2005

Tenafly, NJ

Defenders of Rillanon

W/Mo

Quote:
- Quick shoot: 2* It requires tiger's fury/frenzy, quick zephyr, a prep, and it burns energy like hell (tiger’s frenzy) , even with 13 expertise (cost 2), and zealous bow string. One skill in the chain is disabled, and you are useless. But true, when it clicks in and the machine gun starts to fires, it is overkill, and few people know that. It's 14 expertise to get quick shot to cost 2 energy; when used with a zealous bowstring the energy cost drops to 1. Don't forget a secondary profession buff, if you conjure an element your dps rises to around 75 on casters, and you can kill them in around 7 hits, translating to less than 7 seconds due to quick shot.

Marus Varrus

Marus Varrus

Academy Page

Join Date: Apr 2005

Alabama USA

Force of Arms

W/R

I like barrage in conjunction with the no elite poisoner and also choking gas being able to place conditions on multiple targets at once always seems handy

Enigmatics

Enigmatics

Jungle Guide

Join Date: Jun 2005

Tenafly, NJ

Defenders of Rillanon

W/Mo

Are you just making this up for the sake of furthering yourself in this conversation? Or was that just a mistake? Either way, barrage *removes all preparations*. This includes apply poison.

ComMan

Krytan Explorer

Join Date: Jun 2005

Quote:
Originally Posted by Enigmatics
It's 14 expertise to get quick shot to cost 2 energy; when used with a zealous bowstring the energy cost drops to 1. Don't forget a secondary profession buff, if you conjure an element your dps rises to around 75 on casters, and you can kill them in around 7 hits, translating to less than 7 seconds due to quick shot. Conjure is +13 damage, bows by themselves do 15-28, right? Ignite is about +20. That's only 61 on a max damage hit, if you have 12 marks, 12 WS, and 12 Fire Magic. Care to explain how you get 75 damage with only Quick Shot and Conjure?

I disagree with Spike Trap being 4 stars. It costs 5 less mana than Barbed Trap, sure, but it has the same recharge and damage (minus the bleeding). It's effectivily an alterate (weaker, IMO) Barbed Trap. I seriously wonder if they made a mistake, and Barbed wasn't supossed to be the elite one. Knockdown on a trap isn't worth the elite slot.

Marus: you can't use Barrage and Apply Poison. Maybe you should read Barrages description again, because it removes all preperations.

I do agree that Practiced Stance is a little underrated, but that's mainly because Choking Gas is only real combo with it.

Enigmatics

Enigmatics

Jungle Guide

Join Date: Jun 2005

Tenafly, NJ

Defenders of Rillanon

W/Mo

Let's see. Favorable Winds, Quickening Zypher, Conjure Flame, Kindle Arrows. Buff of about 42 damage. Normal bow damage of 21.5, rounded to 22, which adds to 64. Quick shot is like half of dual shot, and you'll be using Tiger's Fury with quick shot every time, so that's 3 arrows in 2 seconds. Imagine that, and factor in defence, so you're damage isn't as high. You still put out quite some damage. My ranger doesn't use zypher and he has around 75 dps towards mesmers and elementalists.

Archaeus

Ascalonian Squire

Join Date: Jul 2005

The DeathWatch Guild

E/Mo

Quote:
Originally Posted by Enigmatics
It's 14 expertise to get quick shot to cost 2 energy; when used with a zealous bowstring the energy cost drops to 1. Don't forget a secondary profession buff, if you conjure an element your dps rises to around 75 on casters, and you can kill them in around 7 hits, translating to less than 7 seconds due to quick shot. I have 13 expertise (11+1+1) and barrage, which is also 5 energy, costs me 2 energy. Thus, you only need 13 expertise to have a 2 energy cost Quick Shot. There's even an expertise table on this very site that confirms this. Also, you can't use a Zealous bow string and conjure an element at the same time, since Conjure requires you to have a string of that element in order to function.

R/E's can try a flaming bow string, 13 expertise, a prep or Conjure Flame, Quick Shot, and Mark of Rodgort for some nice damage (on paper, at least). I'd suggest 11+1+1 expertise, 10+2 marksmanship, 8 in fire magic, and 1+1 in beast mastery if you want to use tiger's fury. Although spamming Mark is very difficult energy-wise, it makes for some nice burst damage when needed, and you can always have a flame artifact on switch if need be.

My personal favorite elite for PvE: Barrage, because it stacks with Conjure, and because it looks friggin awesome when my ranger is spazzing out on his shortbow with tiger's fury, shooting usually around 3 but up to 6 arrows at a time.

Enigmatics

Enigmatics

Jungle Guide

Join Date: Jun 2005

Tenafly, NJ

Defenders of Rillanon

W/Mo

My bad, the break point of expertise is for 10+ energy cost spells, which cost 4 energy with 14 expertise.

Epinephrine

Epinephrine

Master of Beasts

Join Date: Mar 2005

Ottawa, Canada

Servants of Fortuna [SoF]

Quote:
Originally Posted by Archaeus
Also, you can't use a Zealous bow string and conjure an element at the same time, since Conjure requires you to have a string of that element in order to function. I believe you could use a zealous sring and use conjure provided you had another way to make your weapon deal fire damage - Greater Conflagration would work for example.

Scaphism

Scaphism

Elite Guru

Join Date: Jan 2005

Idiot Savants [iQ]

Spike Trap is an AOE knockdown that doesn't cause exhaustion. Non-warrior knockdowns are tightly regulated, so making it an elite skill isn't out of line with that in mind.

As for Practiced Stance:
I couldn't give this anything higher than a 1. The skill itself does nothing- it forces you to pick up another skill just to get anything out of it, and even then it prevents you from using other stances.
In combination with Choking Gas it appears to be pretty good, but you're confusing the effect from choking gas (which is awesome) with the benefit of practiced stance. Why not just make Choking Gas elite and have it last from 5-17 seconds? You'd save a skill slot and allow people to use a stance as well. Granted, I'd look for a way to abuse that pretty quickly, but that's really the effect you're after, but you're sacrificing two skill slots to make one skill do what you want.

Practiced Stance is a nothing skill, and there really aren't enough preparations worth comboing beyond Choking Gas.

Melandru's Arrows would be much better without Nature's Renewal sitting right next to it.

Eder

Eder

Frost Gate Guardian

Join Date: Jul 2005

Quote:
Originally Posted by Scaphism
I couldn't give this anything higher than a 1. The skill itself does nothing- it forces you to pick up another skill just to get anything out of it, and even then it prevents you from using other stances.
Saying that Practiced Stance does nothing is like saying that Oath Shot does nothing. Oath Shot also "forces you to pick up another skill just to get anything out of it". What good is recharging all your skills if you don't have skills that need recharging?

You're analyzing a skill individually, but there's no reason why anyone should only care about what a skill does individually. You're supposed to group skills together to get maximum benefit from them.

Quote: Originally Posted by Scaphism Why not just make Choking Gas elite and have it last from 5-17 seconds? You'd save a skill slot and allow people to use a stance as well. Uh, balancing? Semi-constant Choking Gas would just be an inferior version of Incendiary Arrows with less damage output, so it wouldn't justify being elite. And if you allow constant choking gas to be used with and an attack speed buff (tiger's fury, etc) you would be interrupting spells every 1.5 seconds or so, all the time. And you'd still have 6 skill slots to fill.

Quote:
Originally Posted by Scaphism
Granted, I'd look for a way to abuse that pretty quickly, but that's really the effect you're after, but you're sacrificing two skill slots to make one skill do what you want. What you're saying is that if Choking Gas was better, you wouldn't need Practiced Stance. That's true, but given that Choking Gas isn't better, how would you suggest I go about getting the same effect (one interrupt every 2 seconds, all the time, can't be dispelled except by one warrior skill which people never bring)?

You can't get the same effect with one skill. So you use two. The effect you get doesn't become any less powerful because you had to use two skills to get it - the fact that you've sacrificed a skill slot and the use of another stance is simply a balancing issue... same reason why you can't use barrage with Ignite Arrows or Tiger's Fury with Serpernt's Quickness.

Tellani Artini

Tellani Artini

Krytan Explorer

Join Date: Jun 2005

America

The Kansas City Hotsteppers [KCHS]

R/

If you use practiced stance, choking gas, and tiger's fury/frenzy, practiced stance will be recharged by the time choking gas ends. The only downtime is applying the preparation.

Using incendiary arrows under quickening zephyr, you can keep the incendiary preparation on for around 8 seconds out of 14.

Scaphism

Scaphism

Elite Guru

Join Date: Jan 2005

Idiot Savants [iQ]

Oath Shot doesn't do nothing- it breaks the mechanics of the game. You sacrifice 1 skill on your bar to make the other 7 better. It opens so many possibilities it's staggering.

Practiced stance improves one skill, and one skill only- Choking Gas. Comparing the two really isn't fair.

Any other preparation benefits more from an attack speed boost than a duration boost. With Choking Gas, the duration is the relevant number.

As for constant choking gas being inferior to Incendiary Arrows: in some ways it would, but 15ish seconds of lockdown is really all you need. Don't forget that Choking Gas is an AOE interrupt, so even if your target dodges, they still get the affect of the Gas. Granted, Choking Gas wouldn't be as universally useful as Incendiary Arrows (no effect vs rangers and warriors) but it would be superior vs casters (the other 4 professions). It'd be a choice to make.

I'm saying Practiced Stance is subpar because it only combos well with one skill, and the effect of that combo isn't a game breaker. On top of that you're sacrificing:
A) Your elite slot
B) 2 skill slots to get one effect
C) Using any other stances

And you have an elite that never makes its way onto my bar.

Kishin

Krytan Explorer

Join Date: May 2005

The Twilight Vanguard [TTV]

R/

I pretty much agree with what Scaphism said about Practiced Stance. I'd much rather be in Tiger's Fury while using Choking Gas to keep up a constant stream of interrupts, rather than having it up, slower, for an extended period of time. If you know when to kick Choking Gas up, 8-9 seconds of steady interrupts is more than adequate (as was said).

Tetra

Ascalonian Squire

Join Date: Jun 2005

Quote:
Originally Posted by Enigmatics
Let's see. Favorable Winds, Quickening Zypher, Conjure Flame, Kindle Arrows. Buff of about 42 damage. Normal bow damage of 21.5, rounded to 22, which adds to 64. Quick shot is like half of dual shot, and you'll be using Tiger's Fury with quick shot every time, so that's 3 arrows in 2 seconds. Imagine that, and factor in defence, so you're damage isn't as high. You still put out quite some damage. My ranger doesn't use zypher and he has around 75 dps towards mesmers and elementalists.
Wouldn't that spread out all your attribute points? You will need fire magic, expertise, marksmanship, wilderness, Beastmastery?

And resulting in a reduce of damage from marksmanship, kindle arrows?

roselan

Ascalonian Squire

Join Date: May 2005

in a montain, switzerland

R/W

concerning my "marks" they come from personnal experience. We all know the basics, the skills description. However, on the battlefield, it is very different, constraints are seldom what you expected. It never clicks in as you planned.

by example, most people will run when incend arrow hits, by the time you catch up it is finished, and they spared some energy... and your fragility is lost too. Of course you can use a long bow, run next to target, prep so that he does not flee. But then you loose time running, and you have to go thru the other team...

Spike trap is a 4* in trapper build, a 1* in a sniper one.

Practiced stance was usefull too me overall in hoh where my task was to disable monk #2 while the monk #1 was grilled like a mosquito. (it is very nice with scourge healing or backfire)

Concerning the Quick Shoot combo, I prefer Judge's insight (it is an enchentment) to conjure flame. 20% armor penetration and holy dmg often do more than 25 xtra dmg... build here

But again, the best elite is the one that suits you the best...

Neo-LD

Neo-LD

Desert Nomad

Join Date: May 2005

USA

[GSS][SoF][DIII]

Quote:
Originally Posted by Tellani Artini
If you use practiced stance, choking gas, and tiger's fury/frenzy, practiced stance will be recharged by the time choking gas ends. The only downtime is applying the preparation.

Using incendiary arrows under quickening zephyr, you can keep the incendiary preparation on for around 8 seconds out of 14. Practiced Stance is a "stance" and cant be used with TF or frenzy.

ComMan

Krytan Explorer

Join Date: Jun 2005

Quote:
Originally Posted by roselan
concerning my "marks" they come from personnal experience. We all know the basics, the skills description. However, on the battlefield, it is very different, constraints are seldom what you expected. It never clicks in as you planned.

by example, most people will run when incend arrow hits, by the time you catch up it is finished, and they spared some energy... and your fragility is lost too. Of course you can use a long bow, run next to target, prep so that he does not flee. But then you loose time running, and you have to go thru the other team...
This is why you always carry Pin Down.


Quote:
Originally Posted by roselan
Spike trap is a 4* in trapper build, a 1* in a sniper one. Is it? It might be the least dangerous trap in the game. All it does is 50 damage and slows you down. Barbed Trap does 50 damage, slows you down, and makes you bleed. Dust Trap does 40 damage and blinds you. The only thing that's as bad as Spike Trap is Flame Trap, with it's pitiful 60 damage and that's it.

You can "interrupt" with Spike Trap if you're one of the nuts who runs next to the enemy and plants your trap, but seriously...it's not even worth using traps that way. If you use it as a trap, and let them walk into it, then it really is just a weaker Barbed Trap.

roselan

Ascalonian Squire

Join Date: May 2005

in a montain, switzerland

R/W

You see, I'm afraid to degrade it's rating, as the trapper who invented it may as well plant one under my chair in retaliation, so that I understand it is a 4 :P

you are surely right! I played as a trapper 7 or 8 time, no more. So I'm not the best trappist, trappor? trappatator??? anyway...

more seriously, these rating are subjective, in UW or HoH, in trappers teams, I FELT it was spike trap that was "making the difference", more than barbed or flame, due to it's knowkdown effect.

But again, my analysis may as well be wrong... I'm here to learn too

Enigmatics

Enigmatics

Jungle Guide

Join Date: Jun 2005

Tenafly, NJ

Defenders of Rillanon

W/Mo

In the UW most rangers had a copy of each others' skillsets. These included all non-elite traps (dust trap optional), and Oath Shot to reset all of these traps, along with Whirling Defence when they tanked.

Enigmatics

Enigmatics

Jungle Guide

Join Date: Jun 2005

Tenafly, NJ

Defenders of Rillanon

W/Mo

You can't combine 2 elites, and you can't stack preparations. Therefore you'll never get poison and bleeding on a target without wasting a large amount of energy.

Eder

Eder

Frost Gate Guardian

Join Date: Jul 2005

Quote:
Originally Posted by Scaphism
Oath Shot doesn't do nothing- it breaks the mechanics of the game. You sacrifice 1 skill on your bar to make the other 7 better. Not necessarily. It only makes the other 7 better if they will ever need a forced recharge in the first place. Why would I want to recharge something which is still active, which I have no energy to re-cast, or which is already spammable?

Sure, Oath Shot goes with more skills than Practiced Stance... but that's where the differences end. They do exactly as much on their own - nothing. I'm just trying to say that according to your "you waste an elite and need 2 slots to get one effect" argument, half of the elites in the game are crap. What makes them good or bad is the effect they allow for, now what you use to get it.

Elemental Attunement, Ether Renewal, Glyph of Energy, Mantra of Recovery, Echo, Oath Shot, Melandru's Resilience, just to name a few... some of them fit in more builds than others, but they're all useless elites on their own and require the use of at least one other skill - sometimes a specific set of skills (or, in Practiced Stance's extreme case, one skill ) - to actually do anything.