User:Gordon Ecker/Elite skill reviews

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Necromancer

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 * rowspan=10| Blood Magic || ||align=center| [[image:star-small.png]][[image:star-small.png]][[image:star-small.png]][[image:star-small.png]] || Great, if you don't mind being on the monk's leash.
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 * ||align=center| [[image:star-small.png]][[image:star-small.png]][[image:star-small.png]] || Okay in conjunction with life stealing spells.
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 * ||align=center| [[image:star-small.png]][[image:star-small.png]] || It would be great except for the recharge.
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 * ||align=center| [[image:star-small.png]][[image:star-small.png]][[image:star-small.png]] || The energy's nice, but Necromancers get one of the best energy management attributes in the game.
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 * ||align=center| [[image:star-small.png]][[image:star-small.png]] || It's great with Barragers and other multi-target attackers, but it's situational.
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 * ||align=center| [[image:star-small.png]][[image:star-small.png]] || Situational.
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 * ||align=center| [[image:star-small.png]][[image:star-small.png]][[image:star-small.png]] || Nice, but not great.
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 * ||align=center| [[image:star-small.png]][[image:star-small.png]][[image:star-small.png]][[image:star-small.png]][[image:star-small.png]] || Great against bosses and healers.
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 * ||align=center| [[image:star-small.png]][[image:star-small.png]] || The range limitation is a major drawback.
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 * ||align=center| [[image:star-small.png]][[image:star-small.png]][[image:star-small.png]] || A nice support skill.
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 * rowspan=12| Curses || ||align=center| [[image:star-small.png]][[image:star-small.png]][[image:star-small.png]] || Cheap enchantment removal and degeneration.
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 * ||align=center| [[image:star-small.png]][[image:star-small.png]] || Mesmers can do better.
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 * ||align=center| [[image:star-small.png]][[image:star-small.png]][[image:star-small.png]] || Okay, but not great.
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 * ||align=center| [[image:star-small.png]][[image:star-small.png]][[image:star-small.png]] || It's been eclipsed by Spoil Victor.
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 * ||align=center| [[image:star-small.png]][[image:star-small.png]] || Mirror of Disenchantment is generally better, but Mirror of Disenchantment can only remove multiple copies of the same enchantment, and the health loss only applies when removing Monk enchantments.
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 * ||align=center| [[image:star-small.png]][[image:star-small.png]] || Pretty much a backloaded Scourge Enchantment.
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 * ||align=center| [[image:star-small.png]][[image:star-small.png]] || I'd rather use Plague Sending.
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 * ||align=center| [[image:star-small.png]][[image:star-small.png]] || The recharge is slow, it hits a single target and it's conditional.
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 * ||align=center| [[image:star-small.png]][[image:star-small.png]][[image:star-small.png]] || Nice for keeping a boss or other high threat target down.
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 * ||align=center| [[image:star-small.png]][[image:star-small.png]][[image:star-small.png]][[image:star-small.png]][[image:star-small.png]] || I think it should be a Mesmer skill, but it's still great.
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 * ||align=center| [[image:star-small.png]] || Soul Bind is beter. Water Trident at 0 Water Magic is better.
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 * ||align=center| [[image:star-small.png]][[image:star-small.png]] || Once again, Mesmers can do better.
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 * rowspan=9| Death Magic || ||align=center| [[image:star-small.png]][[image:star-small.png]][[image:star-small.png]][[image:star-small.png]][[image:star-small.png]] || Animates a high-level, reclyclable minion.
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 * ||align=center| [[image:star-small.png]][[image:star-small.png]] || Nice to mitigate the heavy sacrifice of Blood of the Master, but that's about it.
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 * ||align=center| [[image:star-small.png]][[image:star-small.png]] || It only affects nearby foes and you lose health whenever it copies a condition.
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 * ||align=center| [[image:star-small.png]][[image:star-small.png]][[image:star-small.png]] || It provides high spammable single-target damage, but it's pretty situational.
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 * ||align=center| [[image:star-small.png]][[image:star-small.png]][[image:star-small.png]][[image:star-small.png]] || Really useful, but it requires some micromanagement since the party window doesn't have a collapsible minions tab.
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 * ||align=center| [[image:star-small.png]][[image:star-small.png]][[image:star-small.png]][[image:star-small.png]] || The health loss isn't a big deal with Vampiric Horrors.
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 * ||align=center| [[image:star-small.png]][[image:star-small.png]][[image:star-small.png]] || Okay, but not great.
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 * ||align=center| [[image:star-small.png]][[image:star-small.png]] || It doesn't work on non-fleshy foes, disease is better against fleshy non-human foes and Rangers are better at poisoning foes.
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 * ||align=center| [[image:star-small.png]][[image:star-small.png]][[image:star-small.png]] || It's not worth it against non-fleshy foes, and disease is problematic against human foes, but it's nice against fleshy non-human foes, particularly against attackers.
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 * rowspan=3| Soul Reaping || ||align=center| [[image:star-small.png]][[image:star-small.png]][[image:star-small.png]][[image:star-small.png]] || It's not quite a hex version of Death Nova, but it's close.
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 * ||align=center| [[image:star-small.png]][[image:star-small.png]][[image:star-small.png]] || The degeneration is decent and the energy's nice, but Reaping already provides great energy management.
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 * ||align=center| [[image:star-small.png]][[image:star-small.png]] || Shutting down one target's attack skills is nice, but it's generally better to use Enfeebling Blood, Reckless Haste or Shadow of Fear.
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 * Unlinked || ||align=center| [[image:star-small.png]][[image:star-small.png]][[image:star-small.png]] || A nice self-heal.
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Elementalist

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 * rowspan=8| Air Magic || ||align=center| [[image:star-small.png]][[image:star-small.png]][[image:star-small.png]] || Glimmering Mark is generally better.
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 * ||align=center| [[image:star-small.png]][[image:star-small.png]][[image:star-small.png]][[image:star-small.png]] || Cheap, spammable combat shutdown.
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 * ||align=center| [[image:star-small.png]][[image:star-small.png]] || This has conditional single-target knockdown every 10 seconds, Glyph of Energy + Earthquake has unconditional area knockdown every 15 seconds.
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 * ||align=center| [[image:star-small.png]][[image:star-small.png]][[image:star-small.png]] || Not great, but it's still the best multi-target Air Magic nuke
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 * ||align=center| [[image:star-small.png]][[image:star-small.png]] || This has a single-target knockdown every 10 seconds if the hex isn't removed, Glyph of Energy + Earthquake has unconditional area knockdown every 15 seconds.
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 * ||align=center| [[image:star-small.png]][[image:star-small.png]] || The exhaustion kills it as a spammable nuke, and energy requirement kills it as a finisher.
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 * ||align=center| [[image:star-small.png]] || Generally suicidal.
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 * ||align=center| [[image:star-small.png]][[image:star-small.png]][[image:star-small.png]][[image:star-small.png]] || It drains energy like crazy, but it's great for keeping opponents on the ground.
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 * rowspan=5| Earth Magic || ||align=center| [[image:star-small.png]][[image:star-small.png]][[image:star-small.png]][[image:star-small.png]] || The armor boost isn't that much and the movement penalty's a siginificant drawback, but being untargetable by spells is a huge benefit.
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 * ||align=center| [[image:star-small.png]][[image:star-small.png]][[image:star-small.png]][[image:star-small.png]][[image:star-small.png]] || An extremely powerful ADoT spell. It's also in one of the "utility attributes", allowing you to diversify into defense without spreading your attribute points.
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 * ||align=center| [[image:star-small.png]][[image:star-small.png]][[image:star-small.png]] || With wards or defensive enchantments it's not exacly risky, but the damage isn't that great.
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 * ||align=center| [[image:star-small.png]][[image:star-small.png]] || It's pretty situational.
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 * ||align=center| [[image:star-small.png]][[image:star-small.png]][[image:star-small.png]][[image:star-small.png]] || Nice damage and a knockdown effect.
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 * rowspan=6| Energy Storage || ||align=center| [[image:star-small.png]][[image:star-small.png]][[image:star-small.png]][[image:star-small.png]][[image:star-small.png]] || This is the skill that set the bar for Elementalist elites.
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 * ||align=center| [[image:star-small.png]][[image:star-small.png]][[image:star-small.png]] || Okay in areas with enchantment removal, or for builds focused on a secondary profession's attributes.
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 * ||align=center| [[image:star-small.png]][[image:star-small.png]][[image:star-small.png]][[image:star-small.png]] || Great with Glyph of Lesser Energy, as long as you pay attention to your energy bar and aren't hit with energy denial.
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 * ||align=center| [[image:star-small.png]][[image:star-small.png]][[image:star-small.png]][[image:star-small.png]] || Dual attunements are better for Elementalist skills, but it's good for builds focused on a secondary profession's attributes.
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 * ||align=center| [[image:star-small.png]][[image:star-small.png]] || It got nerfed hard.
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 * ||align=center| [[image:star-small.png]][[image:star-small.png]][[image:star-small.png]] || It requires 12 Energy Storage to get the full energy gain, leaving few free attribute points, but it's nice with glyphs.
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 * rowspan=6| Fire Magic || ||align=center| [[image:star-small.png]][[image:star-small.png]] || The damage is unimpressive and the recharge is slow.
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 * ||align=center| [[image:star-small.png]][[image:star-small.png]][[image:star-small.png]][[image:star-small.png]] || Really nice energy management.
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 * ||align=center| [[image:star-small.png]][[image:star-small.png]] || The exhaustion kills it as a spammable nuke, and energy requirement kills it as a finisher.
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 * ||align=center| [[image:star-small.png]][[image:star-small.png]][[image:star-small.png]][[image:star-small.png]][[image:star-small.png]] || It's not as good as Sandstorm, but it's still good.
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 * ||align=center| [[image:star-small.png]][[image:star-small.png]][[image:star-small.png]][[image:star-small.png]] || It was better before the Searing Flames / Glowing Gaze nerf, but it's still good.
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 * ||align=center| [[image:star-small.png]][[image:star-small.png]] || It's better than Double Dragon due to the shorter recharge, but it's still not great.
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 * rowspan=7| Water Magic || ||align=center| [[image:star-small.png]] || Generally only good for PvP.
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 * ||align=center| [[image:star-small.png]][[image:star-small.png]] || The exhaustion kills it as a spammable nuke, and energy requirement kills it as a finisher.
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 * ||align=center| [[image:star-small.png]][[image:star-small.png]][[image:star-small.png]] || It's an interesting but situational skill.
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 * ||align=center| [[image:star-small.png]][[image:star-small.png]] || Nukers are generally a bigger threat than attackers.
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 * ||align=center| [[image:star-small.png]][[image:star-small.png]][[image:star-small.png]] || Really nice single-target damage.
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 * ||align=center| [[image:star-small.png]][[image:star-small.png]][[image:star-small.png]] || Great against fire damage, but generally not worth it against other damage.
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 * ||align=center| [[image:star-small.png]][[image:star-small.png]][[image:star-small.png]] || The knockdown effect is conditional, but the skill is spammable.
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 * rowspan=3| Unlinked || ||align=center| [[image:star-small.png]][[image:star-small.png]][[image:star-small.png]][[image:star-small.png]] || Good for energy management, great with Dragon's Stomp or Earthquake
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 * ||align=center| [[image:star-small.png]][[image:star-small.png]][[image:star-small.png]][[image:star-small.png]] || Great with Meteor Shower, and better than Echo for most ADoT spells.
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 * ||align=center| [[image:star-small.png]][[image:star-small.png]][[image:star-small.png]][[image:star-small.png]] || Really good once you've built up the Exhaustion. Unfortunately, the exhaustion makes it.
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Ritualist

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 * rowspan=7| Channeling Magic || ||align=center| [[image:star-small.png]][[image:star-small.png]][[image:star-small.png]] || It's a decent multi-purpose skill, but it doesn't really stand out.
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 * ||align=center| [[image:star-small.png]][[image:star-small.png]] || More range than Ancestors' Rage, at the expense of less damage, longer activation and recharge times, a target cap and being PBAoE.
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 * ||align=center| [[image:star-small.png]][[image:star-small.png]][[image:star-small.png]] || Only really worth it if you have decent energy management from your other profession.
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 * ||align=center| [[image:star-small.png]][[image:star-small.png]] || There's a lot of better knockdowns out there.
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 * ||align=center| [[image:star-small.png]][[image:star-small.png]][[image:star-small.png]] || A nice energy management skill.
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 * ||align=center| [[image:star-small.png]][[image:star-small.png]] || A generally inferior version of Offering of Spirit.
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 * ||align=center| [[image:star-small.png]][[image:star-small.png]][[image:star-small.png]][[image:star-small.png]] || A nice buff for attackers, especially Warriors, Paragons and Barragers.
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 * rowspan=5| Communing || ||align=center| [[image:star-small.png]][[image:star-small.png]][[image:star-small.png]] || Nice to protect against several caster-heavy groups, but it's self-only.
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 * ||align=center| [[image:star-small.png]][[image:star-small.png]] || Zapping the spirit or minion when it expires is generally a major drawback, but it's nice for minion bombers.
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 * ||align=center| [[image:star-small.png]][[image:star-small.png]][[image:star-small.png]] || A nice knockdown skill.
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 * ||align=center| [[image:star-small.png]][[image:star-small.png]][[image:star-small.png]] || A very nice recharge buff for allies.
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 * ||align=center| [[image:star-small.png]][[image:star-small.png]][[image:star-small.png]][[image:star-small.png]] || Generally better than Defiant Was Xinrae, as it can be cast on a frontline or midline ally who's getting targetted by more spells, and Spawning Power increases its duration.
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 * rowspan=5| Restoration Magic || ||align=center| [[image:star-small.png]][[image:star-small.png]] || It would be great except for the extremely limited range.
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 * ||align=center| [[image:star-small.png]][[image:star-small.png]][[image:star-small.png]][[image:star-small.png]] || One of the best heal over time skills in the game.
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 * ||align=center| [[image:star-small.png]][[image:star-small.png]][[image:star-small.png]] || Good in areas with a lot of interruption.
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 * ||align=center| [[image:star-small.png]][[image:star-small.png]] || Nice in areas with a lot of ranged attackers.
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 * ||align=center| [[image:star-small.png]][[image:star-small.png]] || I'd go with Wielder's Zeal, Wielder's Remedy and Vengeful Weapon.
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 * rowspan=7| Spawning Power || ||align=center| [[image:star-small.png]][[image:star-small.png]][[image:star-small.png]][[image:star-small.png]][[image:star-small.png]] || Elemental Attunement for Ritualists.
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 * ||align=center| [[image:star-small.png]] || Limited range, and spirits are often expensive and always slow-recharging.
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 * ||align=center| [[image:star-small.png]][[image:star-small.png]] || Nice for minion bombers.
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 * ||align=center| [[image:star-small.png]][[image:star-small.png]][[image:star-small.png]] || It used to be better, but now all the rituals that are worth spamming are too expensive to spam without elite energy management.
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 * ||align=center| [[image:star-small.png]][[image:star-small.png]] || It's okay, but not great.
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 * ||align=center| [[image:star-small.png]][[image:star-small.png]] || Probably really nice with a Spear Mastery or Conjure Element build.
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 * ||align=center| [[image:star-small.png]][[image:star-small.png]][[image:star-small.png]][[image:star-small.png]] || Great with weapon spells.
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 * Unlinked || ||align=center| [[image:star-small.png]][[image:star-small.png]][[image:star-small.png]] || It should work well for a R/Rt or N/Rt using Displacement and / or Shelter
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Paragon

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 * rowspan=3| Command || ||align=center| [[image:star-small.png]][[image:star-small.png]] || It's taken some pretty heavy hits from the nerf bat. Fortunately they added "There's Nothing to Fear!".
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 * ||align=center| [[image:star-small.png]][[image:star-small.png]] || Good for B/P and that's about it.
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 * ||align=center| [[image:star-small.png]] || This skill was clearly made for PvP, and this review clearly wasn't.
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 * rowspan=5| Leadership || ||align=center| [[image:star-small.png]][[image:star-small.png]] || An unstrippable Life Bond. Good for protecting a squishy in situations with heavy enchantment removal.
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 * ||align=center| [[image:star-small.png]] || Only really good if you've got a lot of adrenaline users in your party
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 * ||align=center| [[image:star-small.png]][[image:star-small.png]][[image:star-small.png]] || If you're going up against enchantment strippers and powerful attackers or you're keeping it up with Vocal was Sogolon, it's better than Aegis, otherwise, it's not worth it.
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 * ||align=center| [[image:star-small.png]][[image:star-small.png]][[image:star-small.png]] || Good for adrenaline-heavy builds.
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 * ||align=center| [[image:star-small.png]][[image:star-small.png]] || Focused Anger is generally better.
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 * rowspan=4| Motivation || ||align=center| [[image:star-small.png]][[image:star-small.png]] || A generally inferior version of Restore Condition.
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 * ||align=center| [[image:star-small.png]][[image:star-small.png]] || Generally only good if your build's focused on adrenaline and signets.
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 * ||align=center| [[image:star-small.png]][[image:star-small.png]][[image:star-small.png]] || It removes more conditions than Cautery Signet, but it's slower, and generally not as effective for removing Dazed or Disease.
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 * ||align=center| [[image:star-small.png]][[image:star-small.png]][[image:star-small.png]][[image:star-small.png]] || More healing than Ballad of Restoration with half the cost and a faster recharge.
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 * rowspan=2| Spear Mastery || ||align=center| [[image:star-small.png]][[image:star-small.png]] || Paragons have a lot of ways to inflict a Deep Wound without using up an elite slot.
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 * ||align=center| [[image:star-small.png]][[image:star-small.png]][[image:star-small.png]] || With Spear of Fury to help charge it, it's comparable to Broad Head Arrow.
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 * Unlinked || ||align=center| [[image:star-small.png]][[image:star-small.png]][[image:star-small.png]] || It removes less conditions than Song of Purification, but it's faster, and generally more effective at removing Dazed and Disease.
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