Feedback:User/Damysticreaper/Water Magic

=Water Magic=

Enchantment Spell ( seconds). You cannot lose more than 20% of your maximum health whenever you take damage. You have damage reduction from foes hexed with Water Magic.

Hex Spell ( seconds). Also hexes foes in the area of your target. These foes move move 66% slower.

Hex Spell ( seconds). Also hexes foes adjacent to your target. These foes move 66% slower. Initial effect: deals Cold damage.

Spell. Deals Cold damage. Interrupts an attack. Also hits foes adjacent to your target if target is hexed with Water Magic.

Elite Hex Spell ( seconds). Target foe moves and attacks 66% slower. Initial effect: Deals Cold damage.

Spell. Also hits foes near target's initial loacation. Deals Cold damage and interrupts spells each second (10 seconds).

Elite Hex spell. Deals Cold damage. Causes 90% slower movement ( seconds) if you have more energy than target foe.

Elite Enchantment Spell (30 seconds). Your Water Magic Hexes deal + Cold damage.

Elite Enchantment Spell ( seconds). Deal damage back to it's source whenever you take damage.

Hex Spell ( seconds). Also hexes foes adjacent to your target. These foes activate non-spell skills 50% slower. Initial effect: deals Cold damage.

Spell Projectile. Deals Cold damage. Inflicts Bleeding condition ( seconds). Also hits foes adjacent to target is target foe is hexed with Water Magic.

.Also hits foes adjacent to your target. Causes Knock-down to foes hexed with Water Magic.

Spell. Deals Cold damage. Inflicts Blind condition ( seconds) if target foe is burning.

Hex Spell. Hits foes adjacent to you. These foes move 66% slower (3 seconds) and Shadow step directly away from you. Initial effect: deals Cold damage.

Hex Spell ( seconds). Also hits foes near your target. Next time these foes are hexed with Water Magic that hex lasts % longer. Initial effect: deals Cold damage.

spell. Deals Cold damage. Deals + Cold damage if target foe is not enchanted. Also hits foes adjacent to your target if target foe is hexed with Water Magic.

Elite Ward Spell ( seconds). Allies in this ward cannot lose more than 20% of their maximum health whenever they take damage. Damage they take is converted into Cold damage and reduced by.

Hex Spell (10 seconds). Deals Cold damage each second. Also hits foes adjacent to your target.

Summary
now has a completly different functionality. It now functions like reducing damage to a cap of 20% maximum health and a aditional damage reduction against foes hexed with Water Magic. I gave it a different function because it's current function is completely inferior to and  both in terms of defence, duration and cost.

. I reduced the casting time, recharge and duration and increased it cost and range of effect to make it a effective fast casting snare. It's current function is outdone by multiple snares who offer damage as well when it comes to snaring a single target. Mainly who is able to snare a single target almost all of the time. Water Magic build usually contain more than 1 Snare Hex making this skill in it's current function useless. It's new function should do alot better in PvE combined with DoTAoE spells.

has it's damage slighly increased and it's duration and recharged reduced making the spell of a similar kind like.

Now interrupts a attack instead of a signet. It now has a AoE effect if the target if hexed with Water Magic. It's recharge has been increased to 3. Like the style of Water Magic it now is more effective against attackers.

didn't gave me much thought of how to change it. Looking at it's name Shackles i gave it a IAS reduction since shackles are usually place around the wrists as well instead of just the ankles. It also deals damage as well wich is something it lacked to be really useful in PvE. It's cost has been increased to 15 with a conditional Exhaustion.

Has it's damage reduces slightly and it's Exhaustion is now conditional. Keeping foes in place for maximum damage should not be much of a problem.

now deals it's damage unconditional. It's cost has been increased to 10 but it's Exhaustion is now conditional.

has it's duration set to 30 seconds with a recharge of 30 seconds. It's aditional damage has been decreased but it can now affect multiple foes if the hex spell has a AoE range like and.

now has the same costs as (minus the -2 energy regen) and functions like. The damage it mitigates and returns however still gives me some doubts being too OP, returning too much damage. I would like to have some feedback on this one for any changes if needed.

has it's duration decreased but now affect skills like attack skills as well instead of just signets. Spell remain unaffected. It's new function is like Icy Prism more attacker hostile.

no longer is a hex but inflicts Bleeding instead. It now also has a conditional AoE range. I removed it's snaring ability because of the high ammount of snares Water Magic already has. Having too many is a bad thing to have in my point of view.

now is a conditional AoE version of. Because the condition can now be easily met by the ele and has a wider range it now causes Exhaustion unconditionally.

has it's recharge reduced slightly and it's damage increased. It's Blind duration has been reduced as well. It now has a maximum duration equal to it's recharge.

now mimics the function of. It's current function is useless and inferior with skills like and. It's new function is designed to counter melee spikes and body blocking.

now functions like the current function of. Since Water Magic contains some AoE hexes it also has a AoE range. It now also deals damage and has a conditional Exhaustion. It's new function should do alot better in it's attribute line instead of Chilling Winds does in Air Magic, who has it's effect simply in the wrong attribute line to be useful.

now has a conditional AoE and deals more damage against enchanted foes. A spell made to synergise better with Water Magic hexes.

like the other Ward spells in the Earth Magic Suggestion Ward Against Harm has it's recharge and duration reduced. It's functionality has been changed as well. It now reduces damage to a max of 20% of the character's maximum health, followed up by a further damage reduction to offer effective defencive positioning for casters mainly. Might be a tad on the OP side but i gave it this function not to be inferior to the other Wards of my Earth Magic Suggestion.

no longer snares but deals damage each second to target foe if it's already hexed with a different Water Magic hex.

I made these changes to improve the AoE damage of Water Magic as well as removing the imbalance on a overkill on snares and removing the unneeded ones as well as creating spells that benefit from the Water Magic hexes.