Feedback:User/Damysticreaper/Soul Reaping

=Soul Reaping=


 * For every rank of Soul Reaping you gain 1 energy whenever a non-spirit creature near you dies. You cannot gain energy more than 3 times every 15 seconds. For every 3 ranks of Soul Reaping creatures you summon gain +5 armor. For every 3 ranks of Soul Reaping hexes you cast last 4% longer in PvE.

Elite Enchantment spell ( seconds). Necromancer spells cost less energy.

Elite Spell. Steals health if target foe has more health than you. Deals shadow damage if you have more health than target foe.


 * Pvp version Elite Spell. Steals  health if target foe has more health than you. Deals  shadow damage if you have more health than target foe.

Enchantment Spell (10 seconds). Gain + health regeneration. You are healed for if this enchantment ends early.

Elite Spell. Deals cold damage. Inflicts Poison condition ( seconds) if target foe is suffering from Bleeding condition.

Elite Hex spell (20 seconds). Causes - health degeneration to target foe. You gain + health regeneration. End effect: gain energy.


 * Pvp version Elite Hex spell (20 seconds). Causes - health degeneration to target foe. You gain + health regeneration. End effect: gain  energy.

Elite Spell. Deals Cold damage to target foe. Causes knock down if target foe is suffering from a condition.


 * Pvp version Elite Hex spell (3 seconds). Initial effect: deals  Cold damage. End effect: causes knock down if target foe is suffering from a condition.

Summary
I moved Cultist's Fervor to Soul Reaping because you already need an investment into Soul Reaping to make use of this skill. Moving it to Soul Reaping also opens up the option for using it outside of Blood Magic to it's fullest.

I gave Grenth's Balance a function similar to it's current one but in the form of a life steal when the target has more health than you, and dealing normal damage on a target with less health.

Instead of ending on a non hex spell Hexer's Vigor now ends if you cast a hex spell and will give you a fairly large heal. With it's function it can also partially function as a cover enchantment on yourself.

Icy Veins is no longer a hex like Putrid Bile and can now inflict Poison if target foe is suffering from Bleeding synergising with Barbed Signet and increasing it's damage.

I turned Reaper's Mark into a combination of Parasitic Bond and Life Siphon healing yourself modestly and granting energy when it ends instead of the target dying. I reduced it's recharge and it's damage to make it more suitable as a cover hex and to keep the regeneration limited.

Instead of disabling an opponent by reducing it's attributes i gave Wail of Doom a conditional knock down instead and added damage in the form of Cold damage like Icy Veins. A delayed knock down and a increased casting time should make it a bit easier to defend againt this spell. With the conditional knock downs and it being delayed wit ha chance of failure i reduced it's casting time to compensate it a bit.

After some rebalancing i added Pvp versions to have a better balance between PvE and PvP. I assume PvE won't be a problem but if something needs to be rebalanced for PvP let me know please.