Feedback:User/Raine Valen/Skill suggestions/Elementalist/Fire Magic

Current:

 * Spell. Deals fire damage each second (10 seconds). Hits foes near your initial location. Inflicts Burning condition ( seconds) on knocked-down foes.

Proposed:

 * Spell. Deals fire damage each second (5 seconds).  Hits foes adjacent to target's initial location.  Inflicts Burning and Cripple conditions (3 seconds).

Current:

 * Spell. Deals fire damage each second (5 seconds).  Hits foes adjacent to target's initial location.

Proposed:

 * Half-Ranged Spell. Affects foes adjacent to target's initial location.  After 1 second, deals  fire damage to these foes.  Damage effect: this skill is disabled ( seconds).

Current:

 * Enchantment Spell. (60 seconds.) Your attacks hit for + fire damage. No effect unless your weapon deals fire damage.

Proposed:

 * Enchantment Spell. (60 seconds.) Your attacks hit for + fire damage.  Your attack skills inflict Burning condition ( seconds). No effect unless your weapon deals fire damage.

Honestly, it was just boring. It's been made to thematically match its attribute. Furthermore, I've modified its activation statistics so that it's no longer simply "gone" if stripped; it can be reapplied, at a cost. This is an indirect nerf to conjure warriors (15 energy is a lot) and an indirect buff to conjure dervishes. &mdash; Raine Valen    22:56, 15 Aug 2010 (UTC)

Current:

 * Hex Spell. ( seconds.) Inflicts Burning condition ( seconds) whenever an Elemental hex is applied to target foe.

Proposed:

 * Enchantment Spell. (5 seconds). Initial effect: lose Water Magic hexes.  Gain  health each second.  Ends if you are affected by a Water Magic skill.
 * Enchantment Spell. (5 seconds). Initial effect: lose all Water Magic hexes. Gain  health each second.  Gain an additional  health each second if a hex was removed in this way.
 * Enchantment Spell. (5 seconds). Initial effect: lose a Water Magic hex. Gain  health each second.  Water Magic hexes on you expire % faster.

Current:

 * Spell. Deals fire damage to all foes near you.

Proposed:

 * Enchantment Spell. (3 seconds.) Your Fire Magic spells cast % faster and cost  less Energy (minimum 1).  Initial effect: deals  fire damage to adjacent foes.  You are Exhausted.

Current:

 * Enchantment Spell. ( seconds.) You move 25% faster. Initial effect: deals fire damage to foes adjacent to you. If you damage a foe with this spell, it recharges 50% faster.

Proposed:

 * Enchantment Spell. (3 seconds.) You move % faster. Initial effect: deals  fire damage to foes adjacent to you.

It should be noted that, like Dwarven Stability, this enchantment has no aftercast. &mdash; Raine Valen    2:08, 24 Aug 2010 (UTC)

Current:

 * Hex Spell. (3 seconds.) End effect: Deals fire damage and inflicts Burning condition ( seconds) to foes near your target.

Proposed:

 * Hex Spell. Also affects foes near target (3 seconds). Initial effect: Inflicts Burning condition (3 seconds). End effect: deals  fire damage to adjacent foes.

Current:

 * Spell. Projectile: deals fire damage. Bonus effect: sends projectiles at 2 other foes near your target.

Proposed:

 * Spell. Fast-moving projectile: deals  damage and inflicts burning (3 seconds).  Interrupts an action.

Current:

 * Spell. Deals fire damage. Deals  fire damage to nearby foes if target was attacking or casting.

Proposed:

 * Hex Spell. (1 second.) Deals  fire damage.  The next time target foe attacks or casts a spell, 2 nearby foes are hexed with Liquid Flame.

Current:

 * Elite Spell. Hits foes near your target. Deals fire damage to foes already Burning. Inflicts Burning condition ( seconds) to foes not Burning.

Proposed:

 * Elite Spell. Affects all foes near your target.  Deals  fire damage to these foes and  damage to adjacent foes.  Only affects Burning foes.  You are Exhausted.