Feedback:User/Wizardboy777/Elite Skills

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Elite Skills are cool, and you're limited to having 1 on your bar, but the problem is that most of them aren't really good enough to be used. Take, for example, all of the Monk Elites. The only ones really used in PvP are the following:Peace and Harmony, Word of Healing, Healer's Boon, Ray of Judgment, Restore Condition, and Life Sheath. That's 6 out of 32.

Still pretty incomplete, obviously.

Assassin[edit]

Dervish[edit]

Elementalist[edit]

Mesmer[edit]

Monk[edit]

Divine Favor[edit]

5 Energy¾ Activation time3 Recharge time Spell. Heal target ally for 10...114...140 health and remove one hex or condition.

    • Blessed Light is a nice skill and is pretty efficient when used correctly, but it doesn't have as much healing potential as WoH, costs more, and is in divine favor, an attribute line that typically only has 7-9 ranks in it when a monk has healing, prot, and defensive skills such as Disciplined Stance, so it doesn't see much use. Dropping the cost and slightly weakening the removal effect makes it more viable.
  • Boon Signet Boon Signet
    • This is a terrible skill. Monks have one decent signet in the healing and protection attributes, so the energy return is tiny, and you lose your power heal for it.
  • Spell Breaker Spell Breaker

5 Energy¼ Activation time10 Recharge time Enchantment Spell. For 8 seconds, the next 1...3...3 enemy spells cast on target ally have no effect.

5 Energy.25 Activation time10 Recharge time Enchantment Spell. For 10...46...55 seconds, while your health is below 50%, your Monk spells cost 0...2...3 less energy and heal for +15...43...50%, and you cannot be knocked down (alternately, instead of the knockdown immunity, you take 15% less damage or somesuch).

    • Hooray, an elite res in the primary profession of the class that typically is the only one in the party without a res that leaves the resurrected teammate vulnerable to instant death via enchantment removal! This version is a little weird, it looks strong, but a monk shouldn't really be hanging around under 50% hp in most situations so I'm not actually sure if it would be too strong or too weak.
  • Withdraw Hexes Withdraw Hexes

5 Energy1 Activation time12 Recharge time Remove one hex from all party members. Each party member who lost a hex is healed for 10...50...60 (50% failure chance with Divine Favor 4 or less).

    • First, 15 energy is far too expensive for a monk elite. Second, this really isn't worth bringing anyways because AoE hexes on short recharges outpace it easily. It's like a res sig, use it once and it won't recharge until you get a morale boost. This version helps alleviate AoE hexspam.

Healing Prayers[edit]

5 Energy¼ Activation time2 Recharge time Spell. Heal target ally for 10...114...140 health.

    • Glimmer is nice in that it's rather difficult to interrupt, but it currently heals for less than patient spirit and way less than WoH with its conditional. A small buff to the healing puts it on a little more even ground.
  • Healer's Covenant Healer's Covenant


Protection Prayers[edit]


Smiting Prayers[edit]

Unlinked[edit]


Necromancer[edit]

Paragon[edit]

Ranger[edit]

Ritualist[edit]

Warrior[edit]