User:Gordon Ecker/Elite skill reviews

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Ranger

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 * rowspan=6| Beast Mastery || ||align=center| [[image:star-small.png]][[image:star-small.png]] || Yes, it can do a lot of damage, conditionally, I'd rather use Glass Arrows or Strike as One.
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 * ||align=center| [[image:star-small.png]][[image:star-small.png]] || Only good for bunny thumpers.
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 * ||align=center| [[image:star-small.png]][[image:star-small.png]][[image:star-small.png]][[image:star-small.png]] || It heals for more than Comfort Animal, costs half as much and heals both you and your pet.
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 * ||align=center| [[image:star-small.png]] || Toxicity provides the same degeneration increase without tying up an elite slot..
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 * ||align=center| [[image:star-small.png]] || Eclipsed by Never Rampage Alone.
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 * ||align=center| [[image:star-small.png]][[image:star-small.png]][[image:star-small.png]] || The damage is nice.
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 * rowspan=9| Expertise || ||align=center| [[image:star-small.png]][[image:star-small.png]] || Only good with Concussion Shot.
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 * ||align=center| [[image:star-small.png]][[image:star-small.png]][[image:star-small.png]] || Yes, it's great against attacks, but nukers are generally a greater threat to midlines, and Rangers are fairly nuke-resistant with their huge elemental armor bonus.
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 * ||align=center| [[image:star-small.png]] || You can spam all my non-elite attacks until I run out of energy, which shouldn't take that long with the 2.5 cost multiplier.
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 * ||align=center| [[image:star-small.png]][[image:star-small.png]][[image:star-small.png]] || Nice against blockers.
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 * ||align=center| [[image:star-small.png]][[image:star-small.png]] || Nice if you have a lot of Adrenaline users.
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 * ||align=center| [[image:star-small.png]][[image:star-small.png]] || Nice for Energy management, but Rangers already get great Energy management from Expertise, and most Ranger skills are fairly cheap.
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 * ||align=center| [[image:star-small.png]][[image:star-small.png]] || Good for recharging Binding Rituals, but that's about it.
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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 with Choking Gas.
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 * ||align=center| [[image:star-small.png]][[image:star-small.png]][[image:star-small.png]] || It allows trappers to continue to be effective after the fight starts.
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 * rowspan=7| Marksmanship || ||align=center| [[image:star-small.png]][[image:star-small.png]][[image:star-small.png]][[image:star-small.png]][[image:star-small.png]] || cheap, spammable and hits up to 7 targets.
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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 for caster shutdown.
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 * ||align=center| [[image:star-small.png]][[image:star-small.png]][[image:star-small.png]][[image:star-small.png]] || At 16 Marksmanship, it does +31 damage and causes 70 health loss due to burning.
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 * ||align=center| [[image:star-small.png]] || Inflicting Crippled is generally more important in PvP.
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 * ||align=center| [[image:star-small.png]][[image:star-small.png]] || The damage isn't that great and the energy gain is conditional.
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 * ||align=center| [[image:star-small.png]][[image:star-small.png]][[image:star-small.png]] || A solid attack skill with decent energy gain.
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 * ||align=center| [[image:star-small.png]][[image:star-small.png]] || This skill can only reliably interrupt slow-casting spells. Choking Gas can interrupt several casters, and Broad Head Arrow can virtually shut down a single caster.
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 * rowspan=11| Wilderness Survival || ||align=center| ? || If monsters typically have energy pools comparable to players, this skill could work extremely well in conjunction with Arcane Languor.
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 * ||align=center| [[image:star-small.png]] || It's dependant upon good energy denial.
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 * ||align=center| [[image:star-small.png]] || Generally not worth it.
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 * ||align=center| [[image:star-small.png]][[image:star-small.png]][[image:star-small.png]] || Nice, but not exceptional.
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 * ||align=center| [[image:star-small.png]][[image:star-small.png]][[image:star-small.png]] || Great against Enchantment users.
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 * ||align=center| [[image:star-small.png]][[image:star-small.png]][[image:star-small.png]] || A nice survival skill.
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 * ||align=center| [[image:star-small.png]][[image:star-small.png]] || Generally, I'd rather use Apply Poison.
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 * ||align=center| [[image:star-small.png]] || The major drawback of Nature Rituals is that they affect everyone. It's okay if you've got a lot of casters, since monsters will keep attacking and drain their energy, but Spirit Shackles drains a lot more energy.
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 * ||align=center| [[image:star-small.png]] || Glass arrows has a larger, unconditional damage bonus, costs less, lasts longer and can conditionally inflict Bleeding.
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 * ||align=center| [[image:star-small.png]][[image:star-small.png]][[image:star-small.png]] || The trapper's Broad Head Arrow.
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 * ||align=center| [[image:star-small.png]][[image:star-small.png]] || Barbed Trap + Tripwire can do the same thing without using up an elite slot, as well as inflicting Bleeding.
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 * rowspan=2| Unlinked || ||align=center| [[image:star-small.png]][[image:star-small.png]] || This skill can only reliably interrupt slow-casting spells. Choking Gas can interrupt several casters, and Broad Head Arrow can virtually shut down a single caster.
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 * ||align=center| [[image:star-small.png]] || That's it?


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Monk

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 * rowspan=9| Divine Favor || ||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]][[image:star-small.png]] || It has healing, hex removal and condition removal.
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 * ||align=center| [[image:star-small.png]][[image:star-small.png]] || The healing is negligible, and the energy gain's only good if you're stacking enchantments.
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 * ||align=center| [[image:star-small.png]][[image:star-small.png]][[image:star-small.png]][[image:star-small.png]] || 50% more healing, and it makes Healing Prayers res skills cast in half the time.
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 * ||align=center| [[image:star-small.png]][[image:star-small.png]] || 1 pip of energy isn't much, but it's okay with a lot of purely defensive characters in the party.
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 * ||align=center| [[image:star-small.png]][[image:star-small.png]] || The energy gain isn't that great.
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 * ||align=center| [[image:star-small.png]][[image:star-small.png]][[image:star-small.png]][[image:star-small.png]] || Really nice in the right circumstances.
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 * ||align=center| [[image:star-small.png]] || Horrible.
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 * ||align=center| [[image:star-small.png]][[image:star-small.png]][[image:star-small.png]] || Nice against hex spreading, but the scaling recharge time makes it less than ideal aaginst hex stacking.
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 * rowspan=7| Healing Prayers || ||align=center| [[image:star-small.png]][[image:star-small.png]] || At 16 Healing Prayers, it only heals for 15 more than Orison.
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 * ||align=center| [[image:star-small.png]][[image:star-small.png]][[image:star-small.png]] || The healing speed reduction is an inconvenience, and you're generally better of using an energy efficient elite healing skill.
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 * ||align=center| [[image:star-small.png]][[image:star-small.png]] || The range limit really hurts it.
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 * ||align=center| [[image:star-small.png]][[image:star-small.png]] || Unless you're soloing, it's outperformed by Healing Seed and Seed of Life.
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 * ||align=center| [[image:star-small.png]][[image:star-small.png]][[image:star-small.png]] || More energy efficient than Word of Healing if the condition is met, but Word of Healing is better unless you have an Enchantment-heavy party.
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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 to counter pressure.
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 * ||align=center| [[image:star-small.png]][[image:star-small.png]][[image:star-small.png]][[image:star-small.png]] || It's a really good conditional single-target heal, but not as good as Zealous Benediction.
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 * rowspan=10| Protection Prayers || ||align=center| [[image:star-small.png]][[image:star-small.png]][[image:star-small.png]] || It's good for spamming enchantments on a single target.
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 * ||align=center| [[image:star-small.png]] || Horrible.
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 * ||align=center| [[image:star-small.png]][[image:star-small.png]][[image:star-small.png]] || Great against hex stackers.
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 * ||align=center| [[image:star-small.png]][[image:star-small.png]][[image:star-small.png]] || Great when enchantment removal isn't an issue.
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 * ||align=center| [[image:star-small.png]][[image:star-small.png]][[image:star-small.png]] || Unlike Reversal of Fortune, it can't be wasted on a weak attack, but Zealous Benediction heals more damage than it can prevent.
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 * ||align=center| [[image:star-small.png]][[image:star-small.png]] || It's great for helping someone survive a spike, but so are Protective Spirit or Spirit Bond, and they don't take 45 seconds to recharge or tie up the elite slot.
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 * ||align=center| [[image:star-small.png]][[image:star-small.png]][[image:star-small.png]] || Great against condition spammers.
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 * ||align=center| [[image:star-small.png]][[image:star-small.png]][[image:star-small.png]] || Is's a solid skill, but there's some pretty stiff competition.
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 * ||align=center| [[image:star-small.png]][[image:star-small.png]][[image:star-small.png]][[image:star-small.png]] || Before the DF bonus, it provides 320 Health over its duration at 16 Protection Prayers with a 20% Enchanting weapon, and also provides a significant armor buff, but it costs 15 Energy, while Zealous Benediction costs 3 in the right circumstances, and is unstrippable.
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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]] || Before the DF bonus, it provides 190 healing at 16 Protection Prayers, and has a net cost of 3 Energy if the target's below 50% Health.
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 * rowspan=6| Smiting Prayers || ||align=center| [[image:star-small.png]] || This skill needs a buff. Badly.
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 * ||align=center| [[image:star-small.png]][[image:star-small.png]][[image:star-small.png]] || The energy gain is nice.
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 * ||align=center| [[image:star-small.png]][[image:star-small.png]] || It tears through minions, but the damage isn't that great in other situations, and it recharges slowly.
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 * ||align=center| [[image:star-small.png]][[image:star-small.png]][[image:star-small.png]][[image:star-small.png]] || Great on a tank.
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 * ||align=center| [[image:star-small.png]][[image:star-small.png]] || The damage isn't that great, even with Mantra of Inscriptions, and the knockdown only affects one target.
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 * ||align=center| [[image:star-small.png]][[image:star-small.png]] || It's good for spiking a single target.
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 * rowspan=3| Unlinked || ||align=center| [[image:star-small.png]][[image:star-small.png]][[image:star-small.png]] || Nice for dealing with conditions and hexes.
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 * ||align=center| [[image:star-small.png]][[image:star-small.png]][[image:star-small.png]] || Good on a secondary monk, but I prefer Cautery Signet.
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 * ||align=center| [[image:star-small.png]][[image:star-small.png]][[image:star-small.png]] || Good for condition and hex removal in an enchantment-heavy party.


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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 to utilize to its full effect, since the party window doesn't have a collapsible minions tab, and it auto-targets the nearest minion rather than the minion with the least health.
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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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Mesmer

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 * rowspan=10| Domination Magic || ||align=center| [[image:star-small.png]] || Energy Surge is better for damage, Arcane Conundrum is better for casting time slowdown.
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 * ||align=center| [[image:star-small.png]][[image:star-small.png]][[image:star-small.png]] || It's a decent nuke.
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 * ||align=center| [[image:star-small.png]][[image:star-small.png]] || Really nice against hex users.
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 * ||align=center| [[image:star-small.png]][[image:star-small.png]][[image:star-small.png]][[image:star-small.png]] || Heavy mass energy denial.
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 * ||align=center| [[image:star-small.png]][[image:star-small.png]][[image:star-small.png]][[image:star-small.png]] || Really nice shutdown skill.
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 * ||align=center| [[image:star-small.png]][[image:star-small.png]] || Less energy denial than Power Leak and only a marginally better recharge time. Power Leech is vastly superior.
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 * ||align=center| [[image:star-small.png]][[image:star-small.png]][[image:star-small.png]] || An extremely spammable interrupt, but the cost adds up, and Power Block shuts down an entire attribute in one activation.
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 * ||align=center| [[image:star-small.png]][[image:star-small.png]][[image:star-small.png]] || Nice if you have another interrupter in the party.
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 * ||align=center| [[image:star-small.png]][[image:star-small.png]] || It's generally only good for the disable effect.
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 * ||align=center| [[image:star-small.png]][[image:star-small.png]][[image:star-small.png]] || Devastating against Warriors and useful against Paragons, but those are the only professions it's useful against.
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 * rowspan=4| Fast Casting || ||align=center| ? || Its usefulness depends on how much maximum energy monsters typically have in PvE.
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 * ||align=center| [[image:star-small.png]][[image:star-small.png]][[image:star-small.png]] || Nice for reducing recharge times.
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 * ||align=center| [[image:star-small.png]] || Generally not that useful.
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 * ||align=center| [[image:star-small.png]] || Generally, there aren't enough signets to make this elite worthwhile ... yet ...
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 * rowspan=8| Illusion Magic || ||align=center| [[image:star-small.png]][[image:star-small.png]] || Mirror of Disenchantment strips enchantments instantly without tying up the elite slot, but it is better against enchantment users of multiple professions.
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 * ||align=center| [[image:star-small.png]][[image:star-small.png]] || The degeneration is low, and movement control generally isn't that important in PvE.
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 * ||align=center| [[image:star-small.png]][[image:star-small.png]] || Mesmers don't have that many non-elite condition infliction skills, but it's nice when other allies inflict conditions.
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 * ||align=center| [[image:star-small.png]]([[image:star-small.png]][[image:star-small.png]][[image:star-small.png]]) || It's really good when you aren't fighting against anything with enchantment removal.
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 * ||align=center| [[image:star-small.png]][[image:star-small.png]][[image:star-small.png]][[image:star-small.png]] || Heavy damage and 10 seconds of melee shutdown.
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 * ||align=center| [[image:star-small.png]][[image:star-small.png]] || A single-target version of Arcane Conundrum with light degeneration.
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 * ||align=center| [[image:star-small.png]][[image:star-small.png]] || The degen can be kept up indefinitely, but it's fairly light.
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 * ||align=center| [[image:star-small.png]] || Movement control is far more important in PvP.
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 * rowspan=7| Inspiration Magic || ||align=center| [[image:star-small.png]][[image:star-small.png]][[image:star-small.png]] || It provides slightly less energy than Mantra of Recall, and, in PvE, there are far more effective energy denial skills, however, unlike Mantra of Recall, Energy Drain works well with HSR bonuses.
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 * ||align=center| [[image:star-small.png]][[image:star-small.png]] || Mesmers don't have many condition infliction skills in their native skillset, however it does work well with Epidemic if other party members have condition infliction skills.
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 * ||align=center| [[image:star-small.png]] || Generally, there aren't enough signets to make this elite worthwhile ... yet ...
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 * ||align=center| [[image:star-small.png]][[image:star-small.png]] || Okay for energy management if you're facing a lot of spellcasters.
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 * ||align=center| [[image:star-small.png]][[image:star-small.png]][[image:star-small.png]] || It provides more energy than Energy Drain, however it doesn't work that well with HSR bonuses.
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 * ||align=center| [[image:star-small.png]][[image:star-small.png]][[image:star-small.png]][[image:star-small.png]] || Nice for energy management and energy denial.
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 * ||align=center| [[image:star-small.png]][[image:star-small.png]][[image:star-small.png]] || Nice with a shadow step skill such as Return to get out of range.
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 * rowspan=5| Unlinked || ||align=center| [[image:star-small.png]][[image:star-small.png]][[image:star-small.png]][[image:star-small.png]] || This skill has a really useful in a lot of situations.
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 * ||align=center| [[image:star-small.png]][[image:star-small.png]] || Monks can do better with Deny Hexes or Divert Hexes.
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 * ||align=center| [[image:star-small.png]][[image:star-small.png]] || It's not that great. Rend Enchantments is better against enchantment stackers, and Corrupt Enchantment or Mirror of Disenchantment are generally better against light enchantment users.
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 * ||align=center| [[image:star-small.png]][[image:star-small.png]][[image:star-small.png]] || Nice for adding skill diversity to builds.
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 * ||align=center| [[image:star-small.png]][[image:star-small.png]][[image:star-small.png]] || The touch range is a nuisance, and, unlike Ineptitude, it doesn't inflict any damage, but the Blindness lasts longer and it's unlinked.


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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 incompatible with other Exhastuion-causing skills.


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 * colspan=4|

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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 * colspan=4|

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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 * colspan=4|

Dervish

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 * rowspan=2| Earth Prayers || ||align=center| [[image:star-small.png]][[image:star-small.png]][[image:star-small.png]][[image:star-small.png]] || A great melee shutdown skill.
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 * ||align=center| [[image:star-small.png]][[image:star-small.png]] || Nice if you don't have any attack skills.
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 * rowspan=8| Mysticism || ||align=center| [[image:star-small.png]][[image:star-small.png]] || Only good for enchantment spammers.
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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]] || The armour buff is great, and the holy damage is also nice.
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 * ||align=center| [[image:star-small.png]][[image:star-small.png]][[image:star-small.png]][[image:star-small.png]] || The healing and hex removal are great.
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 * ||align=center| [[image:star-small.png]][[image:star-small.png]][[image:star-small.png]] || Enchantment removal is nice, but it's more situational than the other forms, with nothing other than enchantment removal.
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 * ||align=center| [[image:star-small.png]][[image:star-small.png]][[image:star-small.png]][[image:star-small.png]] || The damage buff is really nice.
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 * ||align=center| [[image:star-small.png]][[image:star-small.png]][[image:star-small.png]][[image:star-small.png]] || The condition immunity is nice, and allows you to spam Wearying Strike.
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 * ||align=center| [[image:star-small.png]][[image:star-small.png]][[image:star-small.png]] || Nice for enchantment spammers.
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 * ||align=center| [[image:star-small.png]][[image:star-small.png]][[image:star-small.png]] || Great to protect against casters.
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 * rowspan=2| Scythe Mastery || ||align=center| [[image:star-small.png]][[image:star-small.png]][[image:star-small.png]] || It's nice, but Avatar of Melandru and Wearying Strike inflicts almost as much damage, infilcts Deep Wound unconditionally and gives you condition immunity.
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 * ||align=center| [[image:star-small.png]][[image:star-small.png]][[image:star-small.png]] || It can inflict Bleeding and Deep Wound, but it doesn't have any damage bonus.
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 * rowspan=3| Wind Prayers || ||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]] || Okay for spamming attack skills, but Zealous Vow promives more energy.
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 * ||align=center| [[image:star-small.png]][[image:star-small.png]][[image:star-small.png]] || Good for spamming attack skills.
 * }