Rod looks at the 11 Dec 2008 skill changes.I recommend everyone read
the Developer Update Notes. They give a lot of insight into what they are trying to do.
Assassin
* Mark of Insecurity - The degen is minor, but counters a lot of the natural degen bosses and other high end creatures have, so it helps. The real key is the 90% faster expiry of enchants and stances. It's an interesting choice of how to do things, since sins are supposed to pop in, kill, and get out. I guess you can cast this on the way in, and once you're there the target will be softened up. hmm. Otherwise take Shattering Assault.
* Palm Strike - It's biggest asset has always been it's way to short circuit attack chains by having a touch skill do big damage fast, and also set up for a dual attack. But the lower recharge actually makes it useful now, and the cripple never hurts. Can collapse an attack chain, and is another option in place of Mobieus Strike.
* Seeping Wound - The change to raw damage over time instead of degen, esp with degen conditions as a pre-req, makes a huge difference. at 12 C.Strikes, it's equivalent to -7.5 degen more, for 20s. That stacks favorably with the degen hexes in other professions, yet stacks on top of that. *has to ponder*.
* Wastrel's Collapse - Well, the old one sucked, and this is completely different. Stepping to foe is nice, but the KD is too hard to time, and skill disabling makes this less attractive than the other step to foe skills...
* Shadow Form - decreased duration puts it in line with other 'invincible' builds like 55s and Terra-Tanks. I talked about this more
forumer.com/viewtopic.php?t=2835&postdays=0&postorder=asc&start=15>elsewhere.
Dervish
* Reaper's Sweep - Addition of e-strip still doesn't let it catch up to Wounding Strike, but close. Needs a lower recharge.
* Onslaught - Move and Attack faster still doesn't balance with various forms.
* Avatar of Grenth - not blocked by enchanted foes is still a bit clumsy, since it's the stances that are more annoying, but decent life steal on each hit makes me want to try this. Remember: life steal not just heals you, it's armor ignoring.
Elementalist
* Blinding Surge - reliable AoE blindness. good for anti-melee. The damage is meh for an elite.
* Double Dragon - PBAoE on an ele has always been dangerous, imo, but the +2 to fire attributes is interesting. I could see some builds making use of this, but still don't like squishies on the front lines.
* Energy Boon - A spike in energy, which you still have to recover later, is good for the final blow to a group. Adding in the decent self heal also suits this well. Nice, but I prefer my eles to strike hard and fast enough at the start to kill before another gasp is needed... or to have the staying power to keep casting indefinitely.
* Ether Prism - Primarily a +energy skill, but a few seconds of no damage isn't bad, either. But I think +13e/15s is inferior to other ele energy gain methods. (Ether Renewal, Lyssa's Aura)
Mesmer
* Fevered Dreams - adding dazed is always good, but is a bit conditional for my liking.
* Recurring Insecurity - generally not a change for PvE builds, just tweaks some abuse.
* Power Leech - now a much more effective e-denial/e-gain skill, but 10s is still short.
* Shared Burden - AoE full slow-mo. Effective, but feels like it lacks the killer punch.
* Symbols of Inspiration - uhm. ok. Makes you pay attention to what the enemies are going to have, and then decide how to play it. With high inspiration and Fast Casting, you can be a speedy chameleon...
Monk
* Boon Signet - at 13 divine favor it's 72+72=144 healing for no energy. overall, not much more effective than signet of rejuvenation, with it's only real benifit that it's DF, so can be used with Prot Builds.... but so can Zealous Benediction... meh
* Life Sheath - With the casting stats (5e .25s 2s), it stacks up as a slightly lesser Restore Condition, but the improved Reversal of Fortune makes it more beneficial, imo.
* Peace and Harmony - "the last word in effect removal". No kidding. Only possible fault is the 7s recharge which keeps you from spreading the love across the team, but the person you put it on is golden.
* Ray of Judgement - Monks finally get a moderately decent smite attack? Hmm. I'll ponder it against my use of Signet of Judgement, but not sure it's enough.
Necromancer
* Aura of the Lich - What were they smoking? It's a very odd way to form a minion army... but I'll be considering it as an adjunct to my normal MM build (not my MBomber builds).
* Cultist's Fervor - Give a class that already has the best passive energy management in the game a skill for even more energy management? And on a class that can pass the negative parts on to foes? Fervor + plague sending + necrosis rolls of the top of my head. Other options are also about.
* Lingering Curse - removes the most useful part of what it was (full e-stripping), and put in an AoE degen and heal slower. Thinking through what the Ki's were doing last night in DOA, it could get have some very good uses in limiting the effectiveness of enemy monk groups.
* Weaken Knees - Hey wait! it's useful now! esp those annoying mobs who run around a lot!
Paragon
* "Incoming!" - It got nerfed to hell, and is now basically an improved "Fall Back!". I'll take "Fall Back!" and a better elite.
* "It's Just a Flesh Wound!" - Cheap and fast condition removal at no attr costs, and then a speed boost if care to put pnts in it, and no more really stupid negative effect. I see use for this w/ secondary professions, and also see it getting nerfed within a few months.
* Angelic Bond - AoE death protection... Not a bad idea, but I'd prefer just not getting to a point where it's needed.
Ranger
* Archer's Signet - Hello condition spamming. Oh Yea.
* Spike Trap - Now a bit above non-elite Dust Trap. Main attraction is the double KD which holds foes in the trap zone longer.
* Strike as One - Can keep your foe crippled and bleeding... and might be funny to watch w/ a polar bear. :)
* Trapper's Focus - I could see this making trappers a lot more useful. "At their feet" trapping is viable, and the increased damage from +2 Wilderness Survival makes it handy for trap and pull as well.
Ritualist
* Clamor of Souls - Could be more damage, but essentially free AoE damage? I'm in.
* Destructive was Glaive - Better, but still not convinced.
* Signet of Ghostly Might - WOW. new must have for spirit spamming builds. (pity vampirism and bloodsong don't get dmg bonus, though)
* Signet of Spirits - meh. For the spirits where health matter, it's easier to prepare to just recreate the spirits.
Warrior
* Enraged Smash - Not enough better than non-elite options.
* Hundred Blades - It sounds interesting... and the fact you just have to attack, and not hit is nice, but the damage pulses are too frequent that it will cause scatter, which is the LAST thing a warrior wants to do. With some combos, can pump out some good damage, though.
* Primal Rage - Uber-Frenzy... ftl. But more useful than it was...
* Whirling Axe - I like the interaction with stances and pressure, but doesn't completely compel me to skip Triple Chop.