Feedback:User/Dark Morphon/Cultist's Fervor and Order Spells


 * , changed functionality to: "Enchantment Spell. For seconds, target ally and nearby allies move 25% faster and gain 1 adrenaline on hitting attacks. For each ally, this skill ends the next time that ally uses a skill."


 * Reduced casting time to 1, this skill now affects target ally and nearby allies.


 * Reduced casting time to 1, reduced energy cost to 1, this skill now affects target ally and nearby allies.


 * , "Enchantment Spell. Lose all Enchantments. For 10 seconds, gain + energy regeneration. Whenever you cast a Spell/Touch Skill, you lose 5% of your health for every Spell/Touch Skill you have casted while under the effect of this Enchantment. Ends if you use a non-Necromancer skill."

Reasoning:
 * Order Spells are largely unused skills because of their tedious cast times and high cost. They are also inherently very powerful as the Necromancer using them can use them from a very large range.
 * This change makes them less clunky to use but also makes it harder to buff all of your allies.
 * Cultist's Fervor is a pretty overpowered skill as it practically provides you with infinite energy with no downsides.
 * The -7 energy cost on Cultist's Fervor meant you wanted to frequently use Spells to benefit from the bonus. However, the high sacrifice cost on EVERY Spell made that quite hard. It was therefore only useful in very niche ways.
 * The new version provides you with a lot of energy. The downside now makes sure you don't want to use Spells too often, but makes sure you can benefit from the bonus even if you don't cast Spells. It is therefore more practical in use.