Feedback:User/Eclipse143/Necromancer Skill Suggestions

I would like to introduce some suggesstions to some elite skills I think are rediculous in overpowered and underpowered ways.

Blood Magic
. -Elite Enchantment Spell. For 10 seconds, whenever target ally uses a spell that targets a foe, that ally steals up to Health from that foe. You have Health Regeneration.

=Reduce casting time to 1 second, replaced the original effect with a new one. Originally 2 second casting time, steal Health from target foe.

. -Spell. Steals Health. You begin Bleeding for 10 seconds if your health is above 50%.

=Reduced casting time to 1 second, increased recharge time to 10 seconds. Originally 2 second casting time, 8 second recharge time.

. 10% -Enchantment Spell. Target ally's attacks steal up to health.

=Reduced Health Sacrifice percentage to 10%, reduced casting time to 1/2 of a second, replaced old funtion to completely new funtion. Originally 17% health sacrifice, 3/4 second casting time, old funtion: Enchants all party member whos attacks give them 1 strike of adrenaline.

Curses
. -Elite Hex Spell. Remove one enchantment from target foe. Removal effect: Health degeneration for  seconds.

=Increased Energy Cost to 10, Reduced casting time to 1/4, 1+1 second for every rank in curses. Originally 5 energy cost, 3/4 casting time, degeneration for 10 seconds.

. -Elite Enchantment Spell. Enchants all party members (5 seconds). These party members remove one enchantment when they deal physical damage. Removal effect: For each Monk Enchantment removed, you lose energy.

=Reduced energy cost to 15, you lose energy for each monk enchantment removed. Originally 25 energy cost, you lose health for each monk enchantment removed.

. -Elite Spell. Target foe loses enchantment[s]. Removal effect: that foe and all adjacent foes lose Health.

=Reduced recharge time to 10, Reduced enchantment removal to. Originally 15 second recharge, enchantments removed.

. -Elite Signet. Transfers all conditions with % of their remaining durations from yourself to target foe. Target foe suffers damage for each condition transferred.

=Added the additional damage funtion Originally there was no damage being dealt.

. -Elite Signet. Deals damage (maximum 140) for each condition or hex on target foe.

=Reduced casting time to 1/2 of a second, reduced recharge time to 10 seconds, additional damage for each condition on target foe. Originally 2 second casting time, 20 second recharge, damage taken relies on how many hexes and hexes only.

Death Magic
. -Elite enchantment spell. Enchant target undead servant and additional servant[s] adjacent to target undead servant with Jagged Bones. Whenever an undead servant dies while enchanted with Jagged Bones, it is replaced with a Jagged Horror which inflicts Bleeding with each of its attacks.

=Reduced casting time to 1/4 of a second, reduced recharge time to 10 seconds, added the additional enchanting of multiple minions. Originally 1 second casting time, 15 second recharge time, only one minion can be enchanted at a time.

. -Spell. Deals cold damage to target foe. If target foe was suffering from a condition, that foe is hexed with Vile Miasma and suffers health degeneration for 10 seconds.

=Reduced energy cost to 5, reduced recharge time to 8 seconds. Originally 10 energy cost, 15 second recharge.

Please Check out my article on minion spawning changes
http://wiki.guildwars.com/wiki/Feedback:User/Eclipse143/GW_Minion_Servant_Changes