User:ComfortOsprey/fixes

These are just some ideas about some seldom used skills. I know the numbers could be way off in terms of balance but it's more about concept. Numbers can be changed.

Skills
Lets start off with skills.

== Currently: Elite Enchantment Spell. For 5...13...15 seconds, whenever you use a signet, you gain 1...8...10 Energy. In it's current form this skill doesn't make much sense due to the fact that if you use alot of signets, you're not going to need any energy management. Fix is: Elite Enchantment Spell. For 5...13...15 seconds, whenever target ally uses a signet, you gain 1...8...10 Energy. Whoa, look at that. We just took a useless skill and made it viable without being overpowered. It encourages coordinated team play to get your teammate to call when he'll unload a massive amount of signets so you can get a massive amount of energy. It's sort of like a balthazar's aura but for signets.

== Currently: Elite Hex Spell. For 5...21...25 seconds, Enchantments and Stances on target foe expire 50% faster. In its present state it's vastly inferior to other elite forms of enchantment removal (Air Of Disenchantment) and simple wild hits. Fix is: Elite Hex Spell. For 1...4...5 seconds, spells cast by target foe have a 50% chance to fail. Now the skill takes a game the attribute requirement mechanic for certain skills and allies it to anyone you like.

== Currently:Stance. For 5...10...11 seconds, you attack 33% faster and gain 50% more adrenaline. Berserker Stance ends if you use a skill. The drawback to this skill completely ruins it for most uses Fix is: Stance. For 5...10...11 seconds, you attack 33% faster and gain 50% more adrenaline. You lose 1 energy every time you deal damage to a foe. --or-- Fix is: Stance. For 5...10...11 seconds, you attack 33% faster and gain 50% more adrenaline. You have a 25%...15%...7% chance to miss while in this stance. I cant decide on which of these would be the most balanced.

== Currently: Hex Spell. Interrupt target foe. For 10 seconds, target foe is Hexed with Web of Disruption. When this Hex ends, that foe is interrupted again. Fix is: Hex Spell. For 10 seconds, target and all nearby foes are Hexed with Web of Disruption. When this Hex ends, those foes are interrupted. This one is not so much a fix as it is just making the skill more thematic of its name.

== Currently: Enchantment Spell. While you maintain this Enchantment, target ally gains +1...3...4 Health regeneration. Tis the butt of many jokes, this skill. Fix is: Enchantment Spell. While you maintain this Enchantment, target ally gains +2...4...6 Health regeneration and conditions expire 10%...20%...25% faster. Now it's at least good for running.