Feedback:User/Damysticreaper/Inspiration Magic

Being the self-support attribute of the mesmer i changed some the skills that remained unchanged into self-support skills. With this i also improved self healing options for the mesmer, offering self-heals that do not require you to target a foe.

=Inspiration Magic=

Enchantment spell ( seconds). You gain 1 energy for each foe in earshot whenever you cast a spell.

(PvP) Enchantment spell ( seconds). You gain 1 energy for each foe in the area whenever you cast a spell.

Elite Spell. Steals energy from target foe.

Spell. Steals energy from target foe.

Enchantment spell (12 seconds). You gain + health regeneration. Initial effect: foes adjacent to your location lose energy.

Signet (9 seconds). You gain + energy regeneration.

Spell. Removes an enchantment. Removal effect: target foe loses energy.

Signet. Removes a mesmer hex from target foe. Removal effect: target foe and foes adjacent to target lose energy.

Elite Enchantment spell (10 seconds). You gain + health regeneration and + energy regeneration. End effect: you gain health and  energy.

Elite Spell. Interrupts a spell or chant. Interruption effect: steals energy.

Signet (10 seconds). You gain + health regeneration. End effect: gain energy.

Hex spell (20 seconds). Target foe loses energy whenever it attacks.

Hex spell (20 seconds). Target foe has 25% chance to miss. You gain energy whenever target foe misses.

Summary
Channeling has it's range increased for PvE to make it a bit more usable as energy managment for the backline. For PvP it remains unchanged. Enery Drain and Energy Tap now steal enery equal to the energy gain. The energy denial effect they now offer can favor them over other energy managment options.

Ether Lord has been changed into a healing skill offering health regeneration with a small energy denial as it's initial effect. Ether Signet now offers energy regeneration as energy managment. It's recharged has been reduced and it's condition removed but it's activation time has been increased significantly.

Feedback has received a simple change, only it's cost and recharge have been reduced to make it more playable in energy denial builds. Hex Eater Signet received the same function change as Hex Eater Vortex. It now functions similar to Drain Delusions, removing a mesmer hex from target foe and causing energy denial but for a larger ammount and larger range. Power Leech now steals energy on interrupt and has it's recharge reduced. This change should make it more playable and AI friendly.

Mantra of Recall still offers energy as end effect and now also offers healing as end effect. It's duration has been reduced to 10 and it now gives health renegenration and energy regeneration when it's active. Signet of Recall now offers health regeneration and gives a small ammount of energy as end effect.

Spirit Shackles has it's activation timereduced and it's recharge increased. It's duration has been set to 20 and it's energy loss now scales instead of it's duration. Spirit of Failure received a similar change having it's activation time reduced and it's duration set to 20. This should make these 2 skills a bit more playable.

Well thats it's for Inspiration Magic.