Feedback:User/InfestedHydralisk/Elementalist PvP

Air Magic
Spell. Target foe is blinded for seconds.

Spell. Target foe and all adjacent foes are blinded for seconds.

''Currently a Ranger can barely interrupt these skills. With the latest change to it, they aren't as predictable as before and you have to stand right next to them to instant-interrupt them.''

Enchantment Spell. For seconds, the next time you use an Air Magic Spell on a foe, that foe is knocked down.

Earth Magic
Enchantment Spell. For seconds, whenever a foe deals physical damage to you or an ally nearby to you, that foe takes % of the same amount of damage.

Enchantment Spell. For seconds, you gain  damage reduction and allies nearby to you gain  damage reduction.

Hex Spell. For seconds, target foe and all nearby foes deal earth damage, deal  less damage and cannot cause a critical hit.

Energy Storage
Enchantment Spell. For 60 seconds, you are healed for % of the Energy cost each time you cast a spell and adjacent allies are healed for %.

Fire Magic
Spell. Cause Breath of Fire at target foe's location. For 5 seconds, foes near this location are struck for fire damage each second and gain +40 armor vs fire damage from other sources for 1 second.

Enchantment Spell. Lose 1 Water Magic Hex. If a Hex was removed, Water Magic hexes end % faster on you for seconds.

Elite Spell. You create Savannah Heat at target foe's location. For 5 seconds, all nearby foes take fire damage for each second this Spell has been in effect. Foes struck gain +40 armor vs fire damage from other sources for 1 second.

Spell. Cause Searing Heat at target foe's location. For 5 seconds, foes near this location are struck for fire damage each second and gain +40 armor vs fire damage from other sources for 1 second. When Searing Heat ends, foes in the area of effect are set on fire for 3 seconds.

Spell. Cause Teinai's Heat at target foe's location. For 5 seconds, foes near this location are struck for fire damage each second and gain +40 armor vs fire damage from other sources for 1 second. When Searing Heat ends, foes in the area of effect are set on fire for 3 seconds.

''Massive fire AoE spells end up in blowing everything up. I added an effect that gives them somewhat more resistance against other fire spells to prevent such stacks, but 1 heat will still do full damage if it's on it's own.''

Water Magic
Enchantment Spell. For seconds, you and allies nearby to you have 50% chance to block incoming attacks.