Feedback:User/Previously Unsigned/Fragility

Currently
Hex Spell. ( seconds.) Target foe takes damage each time it gains or loses a condition.

Proposed

 * 1)  Hex Spell. ( seconds.) Target foe takes ? damage per second while suffering a condition.
 * 2)  Hex Spell. ( seconds.) Target foe takes ? damage per second for every condition on them.
 * 3)  Hex Spell. ( seconds.) Target foe takes ? damage every 3 seconds while suffering from a condition.
 * 4)  Hex Spell. ( seconds.) Target foe takes ? damage every 3 seconds for each condition on them.
 * 5)  Hex Spell. ( seconds.) End effect: deals ? damage for every second target had a condition while hexed with Fragility.
 * 6)  Hex Spell. ( seconds.) End effect: deals ? damage for each time target gained or lost a condition while hexed with Fragility.

The problem
Are these changes needed? Probably not, but I love Barbs and Soul Barbs so much and SBs compliment Curses and all hexes/enchantments in general. Meanwhile, Mesmers only get 3 real conditions in Illusion Magic to use with Fragility which take time and Fevered Dream is elite. So I was just thinking of other things it could do and ways that it could trigger multiple times or deal more damage without being too powerful, just brainstorming ideas. I also tried to be in line with Illusion Magic characteristics, so damage over time or end effects.

1 extends the degeneration cap similar to Illusion of Pain. 2 is when you have a lot of conditions. 3/4 are like Wastrel's Worry for Illusion Magic except the trigger is having a condition. I believe this is kinda realistic. Mend Body and Soul much? Or Spotless Soul? 5/6 are spiky end effects. Somebody can be harrassed with conditions while hexed and have an explosion when it ends. So the hex would need to removed quickly. It would have synergy with Shatter/Drain Delusions as well.