Feedback:User/St. Michael/Churning Earth

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Churning Earth has a very interesting effect (especially in Hard Mode), but with a duration of 5 seconds and a casting time of 3 seconds, it's less than optimal. Basically, we double the duration, reduce the cast time to 2 seconds, reduce the damage per second, increase the Energy cost and add Exhaustion.


Current Version

Churning Earth Churning Earth


15 Energy3 Activation time30 Recharge time

Spell. Create Churning Earth at target foe's location. For the next 5 seconds, Churning Earth strikes foes near that location for 10...34...40 earth damage each second. Any foe moving faster than normal when struck by Churning Earth is knocked down.

Concise description

Spell. Deals 10...34...40 earth damage each second (5 seconds). Hits foes near target's initial location. Causes knock-down to foes moving faster than normal.


Suggestion

Churning Earth Churning Earth


25 Energy2 Activation time30 Recharge time File:Tango-exhaustion.png

Spell. Create Churning Earth at target foe's location. For the next 10 seconds, Churning Earth strikes foes near that location for 10...22...25 earth damage each second. Any foe moving faster than normal when struck by Churning Earth is knocked down. This spell causes Exhaustion.

Concise description

Spell. Deals 10...22...25 earth damage each second (10 seconds). Hits foes near target's initial location. Causes knock-down to foes moving faster than normal. You are Exhausted.

The damage will be too low (in that period of time) for spikes in HA (but perhaps still useful as utility there and in GvG), but good for AB and CM in general. Hard Mode in PvE is where this will shine, though, but I believe that with Exhaustion, it will keep Elementalists from abusing it too much with Assassin's Promise. It would be a hybrid of Fire Storm and a conditional Meteor Shower with a larger range, allowing for some pretty decent damage when combined with EBSoH, and a good snare for other DoTAoEs, but not skills like Spiteful Spirit and Visions of Regret.