Feedback:User/Than/Necromancer - Skill Changes

Well, throughout reading many Necromancer skill change ideas, I thought I would make my own. Since I have criticized many of the other ideas, feel free to criticize mine. All my suggestions are written from the original form, not the concise form. In addition, the skills suggested here are meant to go under the categories shown here, not what their categories are in Guild Wars.

= Blood Magic =

. - Spell. Steal up to Health from up to  foes in the area.
 * Here, I'm hoping to merge the PvP and PvE version. I reduced to recharge, so that the overall damage per second will be higher, but I maintained (what I believe) a long recharge in order to prevent it from being constantly spammable.

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 * Same change as Unholy Feast.

. - Elite Enchantment Spell. For seconds, whenever you steal health, you steal an additional  health.
 * Like I said, I would try to buff it but I gave it an entirely different ability, again.
 * Still an enchantment, easily removable with it's recharge as long as it's length with 15 Attribute Points into it.

. - Elite Spell. Steal Health from target foe. If you are still below energy, steal an additional  Health.
 * I went off the fact that ravenous means hungry, and famished. The skill has a quick recharge, but you need to watch your energy to receive the additional life stealing.

= Curses =

.  - Hex Spell. For seconds, the next time target foe uses a shout or chant, that foe takes  damage.
 * Essentially, this is Defile Defenses for shouts and chants. The original Cacophony had a 2 second casting time, which would do the damage (a little less damage) for it's duration. This hex does it only once, which is still a way to punish shouts. Hopefully this will bring some use into the metagame when people attempt to use Song of Concentration. Possibly even "Fall Back!" and "Make Haste!".

. - Elite Hex Spell. For 20 seconds target foe suffers -1 Energy degeneration. When this hex ends target foe loses energy.
 * The current version, which has been debated is less useful than Panic. However, I have seen Wither used a couple of times in GvG's.
 * This version makes an elite spell, a nice cover hex. Used right after an important hex, and then covered with this to cause energy degeneration if not removed, or complete energy removal.
 * It's Shame but without the 2 second cast, In addition, in order to make this skill more useful, more points are necessary as Shame, with 0 points in Domination Magic drains 5 energy, this drains none with 0 points in Curses.

. - Elite Hex Spell. For seconds, target foe attacks 50% slower than normal. If that foe becomes the target of a Hex while attacking, that foe is knocked down and Soul Bind ends.
 * The new one is rarely used anymore, from what I've noticed since Heroes were removed.
 * The new one was also Scourge Healing with a 1 second casting time.
 * This, is actually the old version with a 20% decreased attack speed to hopefully help out defending players in both Heroes' Ascent and Guild versus Guild matches. It would lay off some pressure and maybe even save a few people.
 * The knock down triggers only once (since it's a very long hex) to knock down people in maps such as Frozen Isle which can be used on the very common Ritualist/Elementalist flag carriers. They will be knocked down, and then slowed by the environmental effect.

. - Hex spell. For 10 seconds, target foe suffers from - Health degeneration. When this hex ends, that foe has Weakness for seconds.
 * This is Shrinking Armor but for Weakness. After all, Atrophy is the degeneration of the body.

. - Spell. Target suffers from Weakness for seconds.
 * I wanted to merge this skill into one.
 * This one still favors a long recharge with the 8 seconds, however if a Halves Skill Recharge activates, it will be 4 seconds shorter than the PvE version. However, that's less than a 50% chance.

. - Elite Signet. For each point of degeneration target foe and all nearby foes take damage. If under the effects of a stance, this skill is disabled for 30 seconds.
 * Signet of Suffering was how I decided this one.
 * The maximum degeneration cap is -10 degeneration, which is the part that limits this skill itself to 100 damage total at 15 Curses.
 * Although Mesmers have Fast Casting that works on Signets, including this one along with hexes that degenerate a lot such as Conjure Nightmare or Illusion of Pain I believe this skill would do more damage for the Necromancer, since the Necromancer is able to have higher damage from the benefit of this skill.
 * The second part of the skill is to prevent the use of Symbolic Posture with the new Signet suggestion.

= Death Magic = . - Elite Spell. If target foe is suffering from a condition and under the effects of a hex, that foe suffers damage.