Feedback:User/Damysticreaper/Air Magic

=Air Magic=

Spell. Deals Lightning damage each second (5 seconds) to target foe and foes and nearby target. 25% armor penetration.

Elite Hex Spell (3 seconds). Initial effect: deals Lightning damage to target foe. End effect: inflicts Blind condition ( seconds) to target foe and foes adjecent to target. 25% armor penetration.

Spell. Deals Lightning damage to target foe and foes adjecent to target. 25% armor penetration.

Hex Spell ( seconds). Deals Cold damage whenever target takes Lightning damage.

Spell. Deals Lightning damage and inflicts Weakness condition ( seconds). Hits foes adjecent to target foe if target is attacking. 25% armor penetration.

Elite Hex Spell (10 seconds). Deals lightning damage and inflicts Blind condition ( seconds) each time hexed foe is targeted by an Air Magic skill. 25% armor penetration.

Elite Spell. Deals Cold damage. Target foe and foes nearby target are Knocked down ( seconds).

Elite Spell. Deals Lightning damage to target foe and foes nearby target. 25% armor penetration.

Spell Projectile. Deals Lightning damage. Deals + Lightning damage if target foe is attacking or using a skill. 25% armor penetration.

Elite Hex Spell. (3 seconds). Initial effect: deals Lightning damage. End effect: Causes Knock down to target foe and foes adjecent to target. 25% armor penetration.

Touch Skill. Deals Lightning damage to target foe, also hits foes adjecent to target. Inflict Blind condition to these foes if target foe was hexed with a elementalist hex. 25% armor penetration.

Elite Spell. Deals Lightning damage. Inflicts Knock down (3 seconds) if you have more energy than target. 25% armor penetration.

Elite Hex Spell. (3 seconds). Initial effect: Knock down and shadow step to target foe. End effect: target foe and foes adjecent to target take lightning damage and you return to your original location. 25% armor penetration.

Spell. Deals Lightning damage and inflicts Cracked Armor condition  seconds. 25% armor penetration.

Touch Skill. Deals Lightning damage to target foe and foes adjecent to target. Causes Knock down. 25% armor penetration.

Spell. Deals Cold damage to target foe. Also hits foes near your target if target foe is attacking.

Elite Hex Spell. (3 seconds). Initial effect: deals Lightning damage. End effect: inflict Dazed condition ( seconds) to target and foes adjecent to target. 25% armor penetration.

Enchantment Spell ( seconds). Target ally moves 33% faster.

Summary
A improvement of the Aeromancer's AoE spells, wich it really lacked.

In my opinion air magic elites should be able to cause a knock-down without meeting a heavy requirment or suffering a unconditional exhaustion.

now is a DoTAoE spell wich should do alot better than it's current function. Also causes a conditional Exhaustion.

has had a complete functionality change. It now functions like Lightning Surge and Thunderclap and the blind condition no longer lasts longer than it's recharge wich has been a continuous source of complains of the OPnes of this skill. This change should solve that problem.

is now able to hit more foes but within a smaller area and now has a recharge of 7 seconds matching. Like Invoke Lightning it's damage has been reduced for the same reason.

now is a variant of. Synergises well with Glimmering Mark.

has received a small damage buff and a slight recharge reduction but a shorter Weakness duration. It now has a conditional AoE range as well.

has been returned to it's old functionality with aditional Lightning damage if hexed foe is targeted by an Air Magic spell.

now deals more damage and causes a unconditional Knock down hitting multiple foes at nearby range but against a much higher cost, casting time and recharge.

has it's cost increased to 10 but now deal aditional damage to foes who are attacking or using a skill instead of moving.

now deals damage when the hex is cast instead of having it as a end effect. It's [[Knock down] now affects foes adjecent to the target as well. Also has 25% armor penetration wich it lacked.

now deals more damage. It's Blind has been reduced slightly but now requires any elementalist hex instead of just a water hex.

now deals it's damage unconditional and it's Exhaustion is now conditional and it's Knock down has been increased to 3 seconds.

being the big sister of Chain Lightning had the same changes except that it's AoE remained nearby. Being the only elite that does not cause a Knock down or a condition it needs to deal some good damage to compensate that lack of both.

now functions as a hex. It still has it's shadow step function but also causes a Knock down as initial effect. As end effect it returns the caster to it's original position and inflict AoE damage. It now activates faster but it's recharge is now longer and it's damage has been reduced.

has it's recharged reduced and it's damaged increased so it won't lose out to the favored Lightning Orb anymore.

now deals AoE damage and had it's damage increased. The Knock down unlike the damage still only affects the target.

is now a ranged spell that deals AoE damage if target foe is attacking and no longer is a duplicate skill of Whirlwind. It's damage has been increased.

now is a hex with the same functionality as Lightning Surge but inflicting Dazed as end effect, inflicting it in a more reliable way than it's current function does wich can be easily kited.

had it's cost reduced and recharged slightly increased. It's duration has been increased. Buffed to compete better with "Make Haste!".

Enjoy.