Today we'll cover one of the most effective defensive spells in the game, a type of spell, Wards, which only Elementalists have access too. These Ward spells create a rather large glowing circle, and impart their benefits to all allies within it, or, hinder the progress of foes inside. They cannot be removed by any means, other than their duration expiring, although, you can give them reason to move out of it (Meteor Shower and Maelstrom are good examples of ward clearers).
Ward Against Melee - Spell
1 Second Cast
20 Second Recharge
You create a Ward Against Melee at this location. For 8-18 (21) seconds, allies in this area have a 50% chance to evade melee attacks.
Ward against Melee is one of the most effective antiwarrior defenses in the game. Half of all melee attacks in it miss. Which means not only are they dealing half damage, they're gaining adrenaline at half speed. Which usually means their DPS is crippled, allowing just about any character to just tough it out. And as a ward, it covers a large area, protecting several of your allies at once, and is not subject to removal, like a hex or enchantment would be.
There is one hex, Rigor Mortis, which prevents evasion, and certain attacks - Swift Chop, Irresistable Blow, Seeking Blade, Pure Strike, Griffon's Sweep and Wild Blow - and a stance, Warrior's Cunning, all of which will allow a melee character to strike at you without that miss chance. However, not many of these skills (barring, perhaps, Rigor Mortis) are seen that often, and that's still only 1 or 2 skills out of that entire character's repertoire, so they're not too much to worry about, (barring again, Rigor Mortis, probably the most effective counter to this ward, but it's recharge makes it able to be kept off easily with a bit of hex removal.)
Overall, it's a solid defense against melee, but since it's limited to melee attacks, it's going to be wonderful against some groups, good against most, and worthless agaisnt some.
PvE - 10/10 (With the prevalance of melee mobs, that 50% miss chance reduces their's impact impressively. And they're not the kind to carry counters to it)
CA - 7/10 (good skill, a lot of warriors around here. However, due to the risky nature, you may be best off with another skill. Depends on any other counters you may have)
TA - 8/10 (Since you're planning ahead, you can spread more counters out, so the worth of this ward shows even more, since you can rely on others to help you out where this won't, and vice versa)
HoH - 10/10 (Wards are great here, as one of few defenses which cannot be easily removed. And against the popular IWAY builds, this Ward in particular can be amazing.)