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Originally Posted by Undivine
To everyone else, do we really need so many elites? Can't your imaginations stay within the borders of balanced normal skills?
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I’m starting to imagine that this will have more useless skills due to elite skills, if only to provide something for players to do in PvE (capture elite skills) or to just make a lot of easy balancing skills (can only equip one of them at a time)
I think of it like this, a skill should be elite only for 2 reasons.
1. They are a better version of another skill. Ex. Cripple shot, energy surge, restore condition
2. They would create a combo with another skill that is superior to most other options. Ex. Martyr & Plague Signet. Poison Arrow & Melandrus Arrows. IW & HB.
There is a third and fourth reason. If a skill gives you energy then it’s likely elite. And then some skills are elite just to be elite.
I sort of disagree with this, but o well. I’m just going over the 2 I do agree with.
The first reason is oblivious, its better it needs to be elite.
The second is a bit of a controversy though.
If a skill is made elite just to keep it from being a killer combo, that skill should be buffed in such a way that it is obviously useful in a broad group of situations.
If a skill can’t fit that bill, it needs a buff to sustain it’s eliteness in order to be anything except completely overlooked and why bother the skill even existing.
That I think is a bit of a skill suggestion towards some of the current elites.
I went back though this page and saw that I posted a bunch of skills much earlier in it.
I’m just going over it and reposting some of the ones I liked with a few new revisions.
Earth Magic
Jagged Rocks: Enchantment. For 10-30 seconds any moving foe adjacent to you takes 8-20 earth damage per second.
Energy: 15 | Cast: 1 | Recharge: 30
Marksmanship
Studied Shot: Attack. If Studied Shot hits a foe in a stance it stikes for +13-26 damage. Studied Shot cannot be blocked or evaded. This skill takes an additional 7 seconds to recharge if your shot strays.
Energy: 10 | Cast: - | Recharge: 1
Blood Magic
Blood Sacrifice: Spell. Sacrifice 20% Health. If Target allys health is below 50% he is healed for 100-186% of the amount you lost.
Energy: 10 | Cast: 1 | Recast: 10
Curses
Crush Hope: Spell. Remove one enchantment. If that enchantment was a monk enchantment it is disabled for an additional 4-20 seconds.
Energy: 10 | Cast: 3 | Recast: 30
Mesmer No attribute
Counter Spell: Spell. If target foe is casting a spell, that spell is interrupted and Counter spell is replaced with the interrupted spell for 20 seconds.
Energy: 10 | Cast: ¼ | Recharge: -
Shadow Arts
Illusion of Self: Enchantment. For the next 8-56 seconds if your health falls below 20% and you will teleport to the place you cast this spell.
Energy: 10 | Cast: 2 | Recharge: 20
???
Supersede: Hex. For 4-12 seconds the next time targeted foe would target one of their allies with a spell that spell effects one of their foes if nearby instead and Supersede ends.
Energy: 5 | Cast: 2 | Recast: 20
Or
Supersede: Enchantment. For 4-12 seconds the next time a foe would target one of their allies with a spell that spell effects you instead if you are nearby and Supersede ends.
Energy: 5 | Cast: 2 | Recast: 20