Feedback:User/Talamare/Dervish Enchantment Revamp

The original concept of the dervish class was based on a bit of a "spell sword" where they use magic to supplicate their damage, and do so by using enchantments with end effects and attacks that remove enchantments

However I believe this concept was poorly applied because of how the dervish enchantments were made The main change to the enchantments will be to reduce the cast time to make them viable for melee dervishes

Balthazar's Rage
- - Enchantment Spell. ( seconds.) Your attacks deal holy damage. Deals holy damage to adjacent foes. End effect: you gain Health for each successful hit while enchanted with Balthazar's Rage.

Heart of Holy Flame
- - Enchantment Spell. (30 seconds.) Your attacks deal holy damage. Initial effect: deals holy damage to adjacent foes. End effect: inflicts Burning condition ( seconds) on adjacent foes.

Zealous Renewal
- - Enchantment Spell. ( seconds.) Your attacks deal holy damage. Initial effect: deals holy damage to adjacent foes. End effect: you gain 1 Energy for each successful hit while enchanted with Zealous Renewal.

Aura of Thorns
- - Enchantment Spell. (30 seconds.) Your attacks deal earth damage. Initial effect: Deals earth damage to adjacent foes. End effect: inflicts Bleeding condition ( seconds) on nearby foes.

Dust Cloak
- - Enchantment Spell. (30 seconds.) Your attacks deal earth damage. Initial effect: deals earth damage to adjacent foes. End effect: inflicts Blindness condition ( seconds) on adjacent foes.

Staggering Force
- - Enchantment Spell. (30 seconds.) Your attacks deal earth damage. Initial effect: deals earth damage to adjacent foes. End effect: inflicts Weakness condition ( seconds) on adjacent foes.

Sand Shards
- - Enchantment Spell. (30 seconds.) Ends early if you use an attack skill. End effect: creates a sand storm at your location that deals earth damage each second to nearby foes (10 seconds).

Grenth's Fingers
- - Enchantment Spell. (30 seconds.) Your attacks deal cold damage. Initial effect: hits adjacent foes for cold damage. End effect: inflicts Crippled Condition ( seconds) on adjacent foes.

Grenth's Aura
- - Enchantment Spell. (30 seconds.) Initial effect:  cold damage to adjacent foes. End effect: removes 1 enchantment from adjacent foes. 50% failure chance unless Wind Prayers 8 or higher.
 * This skill was overpowered in the past because it didnt require any attribute investment for people to obtain the effect they wanted, which allowed for strong spikes - by requiring at least 8 wind prayers and reducing the enchantment removement area to adjacent from nearby this skill should be useful without overpowered

Mystic Twister
- - Enchantment Spell. (30 seconds.) Ends early if you use an attack skill. End effect: creates a twister at your location that reduces foes movement speed by 25% and deals cold damage each second (5 seconds). Hits foes near to your initial location.
 * Proving the popularity of sand shards I figured a Wind Prayers version of it would be good as well, while they do the same amount of damage Sand Shards lasts 10 seconds while twister snares but only lasts half as long

Enchanted Haste
- - Enchantment Spell. ( seconds.) You move 25% faster. End effect: You attack 25% faster( seconds)
 * This skill was fully revamped because its original version is not only fairly boring but it was also redundant with the vast amount of IMS in the wind prayers line