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

Necromancer
Blood Bond 5, 1, 2 Enchantment Spell. For 5...17 seconds, target other ally gains +1...5 Health regeneration and you suffer from bleeding for 5...17

Blood Renewal  17%, 5, 1, 10 Enchantment Spell. For 10 seconds, you gain +3...5 Health regeneration. When Blood Renewal ends, you gain 40...160 Health.

Jaundiced Gaze  10%, 5, 1, 2 Spell. If target foe has more Health than you, you steal up to 18...52 Health. Otherwise, you deal 18...52 damage.

Mark of Subversion  5, 1, 20Full: For 6 seconds, the next time target foe casts a spell that targets an ally of that foe, the spell fails and you steal up to 10...76 Health from that foe.

Atrophy  5, 1, 15 Hex Spell. For 4...7 seconds, target foe's primary attribute is reduced to 0.

Vile Touch  10, 1, 2 Touch target foe to deal 30...66 damage.

Hexer's Vigor  5, 1, 10 For 10 seconds, you have +3...10 Health regeneration. Hexer's Vigor ends if you cast a non-hex skill.

Dervish
Dust Cloak  10, 3/4, 15 Enchantment Spell. All adjacent foes are struck for 40...88 earth damage. For 30 seconds, your attacks deal earth damage. When this enchantment ends, all adjacent foes are Blinded for 3...8 seconds.

Staggering Force  10, 3/4, 15 Enchantment Spell. All adjacent foes are struck for 40...88 earth damage. For 30 seconds, your attacks deal earth damage. When this Enchantment ends, all adjacent foes are Weakened for 5...13 seconds.

Avatar of Grenth (PvP)  15, 2, 30 Elite Form. For 10...74 seconds, you cannot be blocked by enchanted foes, and your attacks deal cold damage and steal 1...5 life. This skill is disabled for 120 seconds.

Heart of Holy Flame  15, 2, 30 All adjacent foes take 35...71 holy damage. For 30 seconds, your attacks deal holy damage. When this enchantment ends, all adjacent foes are set on fire for 1...4 seconds.

Balthazar's Rage  10, 3/4, 15 Enchantment Spell. All adjacent foes take 35...71 holy damage. For 20 seconds, this enchantment does nothing. When this enchantment ends, you gain 10...19 Health for each successful hit while under the effects of this enchantment.  more to be added when I have time.

Meditation  5, 1, 4 Spell. Lose 1 enchantment. If an enchantment is removed in this way, you gain 2...6 Energy, otherwise you are healed for 40...124 Health.

Zealous Renewal  5, 1, 4 Enchantment Spell. All adjacent foes take 35...71 holy damage. For 20 seconds, this enchantment does nothing. When this enchantment ends, you gain 1 Energy for each successful hit while under the effects of this enchantment.

Reap Impurities  5, 8 Melee Attack. If this attack hits, you deal +10...26 damage. You gain 15...63 Health for each foe you hit that is suffering from a condition.

Grenth's Fingers  5, 3/4, 15 Enchantment Spell. All adjacent foes are struck for 40...88 cold damage. For 30 seconds, your attacks deal cold damage. When this enchantment ends, all adjacent foes are Crippled for 5...13 seconds.

Guiding Hands  5, 1/4, 20 Enchantment Spell. For 20 seconds, your next 0...2 attacks cannot be blocked.

Lyssa's Haste  5, 1/4, 12 Enchantment Spell. For 5...10 seconds, you run 25% faster. While moving, you gain 1 Energy each second but lose 12...5 Health each second.

Test of Faith  5, 3/4, 15 Spell. Target touched foe and all nearby foes are struck for 35...75 cold damage. Affected foes below 50% Health lose all enchantments.

Intimidating Aura  5, 1/4, 15 Enchantment Spell. For 60 seconds, if you strike a foe who has less Health than you, that foe loses 1 enchantment and Intimidating Aura ends.