User:Shadow Ghost/Skills that could be improved

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Mesmer
Aneurysm to  5, 1, 5, Target foe regains up to 10 energy. For each point of Energy gained in this way, that foe takes 3...8 damage. why? make it more playable in PvP and PvE.

Mind Wrack to  5, 1, 5, For 30 seconds, the next time target foe's Energy is below 5, that foe takes 15...75 damage. why? unlikely that foe end up with 0 energy unless energy denial skills used; give it a better benefit in PvE other than its a mesmer hex for those PvE skills requiring a hex/Mesmer hex.

Price of Pride to  5, 1, 5, For 5...14 seconds, each time target foe uses an elite skill, that foe loses 1...5 Energy. why? make it a gd cover hex and acts similar to e.g. Backfire and VoR.

Unnatural Signet to  1, 30, Target foe takes 30...80 damage. If that foe was a summoned creature this signet does double damage and recharges instantly. why? so if there isn't a summoned creature around u could use it on actual ppl without worring about super long recharge time.

Accumulated Pain to  10, 1, 12, Target foe takes 20...40 damage. If target foe is suffering from 2 or more hexes, that foe suffers a Deep Wound for 5...17 seconds. why? due to the fact that there's tons of better DW skills out there, reducing the casting time and increase the damage plus recharge to 12 sec would make it playable in RA and maybe other part of PvP

Signet of Clumsiness to  1/4, 15, If target foe is attacking, that foe is interrupted and takes 15...51 damage and addition + 10...20 if interrupted an attack skill

Discharge Enchantment to  10, 1, 12, Remove one enchantment from target foe. If that foe is hexed, this skill recharges 20...44% faster. why? due to better enchant removal skill either by cheaper, quciker recharge in necro and mesmer prof.

Feedback to  10, 2, 20, Target foe loses one enchantment. If an enchantment is removed in this way, you steal 3..8 Energy. why? make have additional benefit that may make it cheaper than other enchant removal skill with average enchant removal recharge time.

Spirit Shackles to  10, 2, 5,  For 5...17 seconds, target foe loses 5 Energy whenever that foe attacks. why? 3 sec cast is way too long for its ability

Shatter Storm to  5, 1, Target foe loses all enchantments. For each enchantment removed this way, Shatter Storm is disabled for an additional 7 seconds. why? too expensive to be an elite for just hex removal (could also increase the recharge to 8 per enchant to balance the low energy usage)

Elementalist
Chain Lightning 10, 2, 10, Spell. target foe and up to two other foes near your target are struck for 10...70 lightning damage. The spell has 25% armor penetration an causes Exhaustion.

Windborne Speed 10, 3/4, 8  Enchantment Spell. For 8...15 seconds, target ally moves 33% faster.

Ebon Hawk 10, 1, 5  Spell. Send a projectile that strikes for 45...89 earth damage if it hits. If this Spell hits a moving or attacking foe, that foe suffers from Weakness for 5...13 seconds.

Energy Blast 15, 2, 15 Spell. Target foe takes 1...2 damage for each point of Energy you have (maximum 130 damage).

Slippery Ground 10, 1, 12 Spell. If target foe is Blind, that foe is knocked down and takes 20...50 damage (50% failure chance with Water Magic 4 or less.)

Swirling Aura 10, 1, 20  Enchantment Spell. For 8...15 seconds, Swirling Aura has a 50% chance to block projectiles and your water magic attribute is increased by 1...2

 more to be added when I have time.