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	<title>ArenaNet:Skill feedback/Elementalist/Rust - Revision history</title>
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	<updated>2026-10-18T03:00:11Z</updated>
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		<title>86.26.88.229: /* Niche Skill -- 18:00, 30 January 2009 (UTC) */</title>
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		<updated>2009-01-30T18:01:39Z</updated>

		<summary type="html">&lt;p&gt;&lt;span dir=&quot;auto&quot;&gt;&lt;span class=&quot;autocomment&quot;&gt;Niche Skill -- 18:00, 30 January 2009 (UTC)&lt;/span&gt;&lt;/span&gt;&lt;/p&gt;
&lt;p&gt;&lt;b&gt;New page&lt;/b&gt;&lt;/p&gt;&lt;div&gt;{{skill icon|Rust}}&lt;br /&gt;
&lt;br /&gt;
== Niche Skill -- 18:00, 30 January 2009 (UTC) ==&lt;br /&gt;
[[ArenaNet talk:Skill feedback/Elementalist/Rust#&amp;lt;!-- Add your discussion header here --&amp;gt;|Discussion]]&lt;br /&gt;
; Issue&lt;br /&gt;
: Too much of a niche skill. It's last update partially adressed this, but a mediocre amount of damage isn't worth it to take a skill with an effect which isn't really needed.&lt;br /&gt;
; Suggestion&lt;br /&gt;
: Giving this an extra in-theme use would bolster its power and make it a better all-'round skill. I had this in mind:&lt;br /&gt;
:: 10 {{energy}} 1 {{activation}} 10 {{recharge}}.&lt;br /&gt;
:: [[Hex Spell]]. [[Target]] [[foe]] and all [[adjacent]] [[foe]]s take {{gr|10|55}} [[cold damage]] and for {{gr|7|15}} seconds, those foes take twice as long to activate [[signet]]s. When '''Rust''' ends on a foe, that foe suffers from [[Cracked Armor|Cracked Armour]] for {{gr|5|20}} seconds.&lt;br /&gt;
: The ability to apply AoE Cracked Armour would make this a much better pressure skill, especially when coupled with the unconditional damage (even though it is poor). It would also make a great cover hex since it has a negative end effect. Though this would arguably be one of the best ways of spreading Cracked Armour, it wouldn't overshadow other CA skills too much since, like [[Shrinking Armor|Shrinking Armour]], the delayed effect makes it harder to control. The double signet duration would no longer really be a primary use, but now more a tool for adding more pressure in terms of slowing res sigs and suchlike, and would be handy since signets are unaffected by other effects such as [[Daze]], [[Backfire]] or [[Shame]].&lt;br /&gt;
: However, this change would still encourage balanced play since in a pure hexway team it wouldn't be much good as the CA needs to be coupled with pure damage dealers to really shine. However, it might find a slot on a water ele runner or snarer.&lt;/div&gt;</summary>
		<author><name>86.26.88.229</name></author>
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