Feedback:User/Damysticreaper/Earth Magic

=Earth Magic=

Spell. Deals Earth damage. Inflicts Blindness condition ( seconds) if target foe is knocked down.

Spell. Deals Earth damage each second (5 seconds). Hits foes near target's initial location. Causes knock down to moving foes suffering from Weakness condition.

Spell. Deals damage to foes adjacent to you.

Spell. Deals Earth damage. Also hits foes near your target. Inflicts Weakness condition ( seconds).

Hex Spell ( seconds). Next time target foe is hit by an Earth Magic spell while suffering from Weakness condition target takes Earth damage and target foe and foes adjacent to target are knocked down. End effect: inflicts Weakness condition ( seconds) to target and foes near target.

Spell. Deals Earth damage. Also hits foes near target. Causes Knock down.

Hex Spell (3 seconds). Initial effect: Deals Earth damage. End effect: inflicts Weakness condition ( seconds). Also hits foes adjacent to target.

Spell. Knock down foes adjacent to you.

Spell. Deals damage.

Elite Spell. Deals Earth damage each second (10 seconds). Deals + Earth damage to foes attacking or using a skill. Hits foes near target's initial location.

Elite Spell. Deals Earth damage. Inflicts Weakness condition ( seconds). Also hits foes near your target. Foes already suffering from Weakness are Knocked down instead.

Spell. Deals Earth damage to foes adjacent to you. Deals + Earth damage to foes suffering from Weakness condition.

Elite Spell. Deals Earth damage each second (5 seconds).Causes Knock down to foes attacking or using a skill. Hits foes near target's initial location.

Ward Spell ( seconds). Allies in this ward have +24 armor against Elemental damage. Physical damage they take in converted into Earth damage.

Ward Spell ( seconds). Allies in this ward have 50% chance to block.

Ward Spell ( seconds). Foes in this ward attack 50% slower and have 50% chance to Miss.

Ward Spell ( seconds). Allies in this ward have +24 armor against Physical damage and cannot be Knocked down.

Ward Spell ( seconds). Allies in this ward inflict Weakness condition whenever they deal Earth damage. Whenever allies in this ward deal Physical damage that damage is converted into Earth damage.

Summary
My main idea is to increase the amount of skills that inflict Weakness condition because and to a lesser extend  are the only Earth Magic spells that can inflict weakness. The idea is to make Weakness a key condition to Earth Magic where Burning is a key condition for Fire Magic.

has it's casting time and recharge time reduced. Hitting a foe with this spell withing 2 sec with aftercast delay of the previous spell is pretty difficult so i reduced it's activation time to to make it easier to apply Blind to Knocked down foes.

now casts at 2 seconds and knocks-down moving foes suffering from Weakness. Cost has has been increased to 25. Outside HM you will hardly encounter any monsters moving faster than normal so i changed the requirment for the Knock down to weakness instead.

's recharge has been reduced to 10 matching other spells that deal armor ignoring damage. It no longer removes conditions and damage has been reduces to 85.

a duplicate skill of Earthquake. Having duplicate skills in my opinion isn't a good thing so i changed it to a skill to inflict a AoE Weakness instead of Knock down. I also gave it a conditional Exhaustion instead of a unconditional one.

now is a hex spell that deals aditional damage and inflicts a Knock down and Weakness at adjacent and nearby range. now also causes a conditional Exhaustion. Only the target is hexed and the requirment and aditional damage only affect the target. Meant to be a offencive support. I also tried to keep its effect close to it's name.

i reduced it's casting time to 2 seconds no other changes to it.

being a spell thats way to situational to be playable for PvE. I changed it into a hex spell similar to spells like and. It now deals damage and inflicting Weakness instead of snaring a foe.

functioning as a Enchantment Spell to protect the user against melee attacks. I tried to keep it as a anti melee skill but instead of blocking melee attacks it now Knock down Adjacent foes. Like all other non elite unconditional Knock-down skills it causes Exhaustion. The new version also has synergy with other PBAoE spells like and.

Now costs 10 energy and has a conditional Exhaustion. It's recharge has been increased to 7 and it's damage slightly reduced.

Now Deals aditional damage not just to attacking foes but also foes using skills. Recharge has been reduced to 25 to match Savannah Heat.

being a very situational elite and not a desired one. I changed it into a combination of and  dealing AoE damage and inflicting Weakness. Similar to Searing Flames it causes Knock down to foes suffering from weakness. Causes a conditional Exhaustion. Designed to be a single hit elite spell. Others may see it as a combination of and  with AoE range instead, wich might also be pretty acurate.

a duplicate of. I turned it into a variant of dealing aditional damage against foes suffering from Weakness instead against of dealing aditional damage to Knocked down foes like Aftershock does.

now similar like causes Knock down to foes using a skill as well.

I reduced the durations and recharges of the Ward spells to make them more playable for the fast pace of PvE. The durations now have a max of 10 seconds. The compansations come from the recharges only now.

now converts physical damage into Earth damage for better defence. Non physical and Elemental damage like Chaos and Life-Stealing remain unaffected.

Now blocks any enemy outside of the Ward instead of reducing movement speed. Snaring foes in a limited range like a Ward isn't ideal with Water Magic and as options in PvE where there is little Hex removal.

now reduces attack speed of foes inside the Ward. Also it now causes attacks to Miss instead of blocking attacks.

now offers aditional armor against physical damage.

now converts Physical damage allies deal into Earth damage. With it's new function it can now inflict Weakness condition to foes outside of the Ward. Like Ward Against Elements non Physical damage remains unaffected.