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&lt;p&gt;&lt;b&gt;New page&lt;/b&gt;&lt;/p&gt;&lt;div&gt;{{ArenaNet namespace notice|skill feedback}}&lt;br /&gt;
{{skill icon|Mind Freeze}}&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;!-- Add your username here --&amp;gt; Issue -- 07:42, 30 March 2008 (UTC) ==&lt;br /&gt;
[[User talk:Isaiah Cartwright/Elementalist/Mind Freeze#&amp;lt;!-- Add your discussion header here --&amp;gt;|Discussion]]&lt;br /&gt;
; Issue&lt;br /&gt;
: Like all mind spells that cause exhaustion,it is unpopular because of the exhaustion. This spell can be seen as the best of the 3 but is clearly inferior to skills like [[Icy Shackles]].&lt;br /&gt;
; Suggestion&lt;br /&gt;
: Drop exhaustion&lt;br /&gt;
: Lower damage&lt;br /&gt;
: Lower snare duration&lt;br /&gt;
Table :&lt;br /&gt;
{{Skill progression&lt;br /&gt;
|attribute = [[Water Magic]]&lt;br /&gt;
|var1 name = [[Cold damage]]&lt;br /&gt;
|var1 at0 = 5&lt;br /&gt;
|var1 at15 = 15&lt;br /&gt;
|var2 name = +[[Cold damage]]&lt;br /&gt;
|var2 at0 = 5&lt;br /&gt;
|var2 at15 = 45&lt;br /&gt;
|var3 name = [[Duration]]&lt;br /&gt;
|var3 at0 = 1&lt;br /&gt;
|var3 at15 = 8}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== PT's Issue -- 18 April 2008 (UTC) ==&lt;br /&gt;
&lt;br /&gt;
; Issue&lt;br /&gt;
: This Skill is absolutely overpowered in combination with Maelstrom. See only in PvE hardmode, how easily Ice Imp Groups can wipe players with Hero/hench groups, because those stupid imps seem to have ever more Energy than the player or the heroes/Henchs and thus you get ever slowed down by fcking overpowered 90% and then those imps spam their multiple maelstorms on you and you have to see only how your group gets wiped in seconds.&lt;br /&gt;
: The synergy of those imps together with ice golems Water trident and deep freeze is simply way too powerful in PvE and I'm sure that it's also way too powerful for PvP. This build with an 8 man ele troop together with Water Attunement and Elemental Attunement to reduce the energy costs of maelstrom and deepfreezey by 80% make this group build for pvp surely way too powerful and its spike potential is insane ...&lt;br /&gt;
&lt;br /&gt;
;Suggestion&lt;br /&gt;
:Nerf Mind Freeze:&lt;br /&gt;
:* Remove Exhaustion&lt;br /&gt;
:* Increase Energy Cost to 10&lt;br /&gt;
:* Reduce Movement Condition to 66%&lt;br /&gt;
:* Raise recharge Time&lt;br /&gt;
-------&lt;br /&gt;
&lt;br /&gt;
In combination of the heavy synergy with Deep Freeze and Water Trident.&lt;br /&gt;
&lt;br /&gt;
:* Give Deep Freeze Exhaustion&lt;br /&gt;
:* Increase Cost of Water Trident to 10 and raise its Recharge Time&lt;br /&gt;
:* Change function of Water Trident to:&lt;br /&gt;
&lt;br /&gt;
::&amp;quot;This Skill will knock down only foes that DON'T move&amp;quot;&lt;br /&gt;
&lt;br /&gt;
== [[User:RitualDoll|RitualDoll]] 02:48, 12 May 2008 (UTC) ==&lt;br /&gt;
[[User talk:Isaiah Cartwright/Elementalist/Mind Freeze#Mind Freeze|Discussion]]&lt;br /&gt;
; Issue&lt;br /&gt;
: Constant Exhaustion makes it difficult to use &lt;br /&gt;
; Suggestion&lt;br /&gt;
: Keep exhaustion, but have it '''only''' trigger when the secondary condition is met.&lt;br /&gt;
; Reasoning&lt;br /&gt;
: Mind Freeze can be used for small bursts of damage while recovering from Exhaustion, and a very powerful snare hex when you know how to manage your energy.&lt;br /&gt;
&lt;br /&gt;
== Smaller exhaustion? [[Special:Contributions/86.26.89.66|86.26.89.66]] 11:36, 6 July 2008 (UTC) ==&lt;br /&gt;
; Issue&lt;br /&gt;
: Too much exhaustion on a seemingly spammable skill, but at the same time a conditional snare which is unbalanced from the rest of the skill (makes it very nasty in PvE vs those Ice Imps).&lt;br /&gt;
; Suggestion 1&lt;br /&gt;
: Decrease the [[Exhaustion]], and possibly decrease the power gap between conditional and non-conditional effects:&lt;br /&gt;
::{{skill icon|Mind Freeze}}. 5 {{energy}} 1 {{activation}} 10 {{recharge}}.&lt;br /&gt;
:: [[Elite]] [[Hex Spell]]. [[Target]] [[foe]] suffers {{gr|15|45}} [[cold damage]]. If you have more [[Energy]] than target foe, that foe suffers an additional {{gr|5|35}} cold damage and moves 80% slower for {{gr|1|8}} seconds. This Spell causes 5 points of [[Exhaustion]].&lt;br /&gt;
: See also the page on [[ArenaNet:Skill_feedback/Elementalist/Exhaustion|exhaustion]].&lt;br /&gt;
; Suggestion 2&lt;br /&gt;
: Just thought I'd throw this up for interest - &amp;quot;Mind freeze&amp;quot; sounds like it freezes your mind (i.e. slows down thinking et.c.) rather than freezimg based on your mind (i.e. slows you if you have low energy). Possibly something like the following might be interesting:&lt;br /&gt;
::{{skill icon|Mind Freeze}}. 5 {{energy}} 1 {{activation}} 8 {{recharge}}.&lt;br /&gt;
::[[Elite]] [[Hex Spell]]. [[Target]] [[foe]] suffers {{gr|15|45}} [[cold damage]]. If you have more [[Energy]] than target foe, that foe suffers an additional {{gr|15|45}} cold damage and  for {{gr|2|12}} seconds moves and casts spells 33% slower. This Spell causes 5 points of [[Exhaustion]].&lt;br /&gt;
:This would give [[Water Magic]] some extra utility (right now it's pretty much snare, snare and damage, [[Blurred Vision]], snare or snare), and allow the fact that it's single-target to be more of a reward for skill (or at least picking a spellcasting target, not much skill needed there) rather than being useless (single-target snaring is not so great, but hit a monk with this and it would be much more effective).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
New suggestion - don't be an idiot, have one person run in to draw the aggro of the imps, with protective spirit up, and then stop whining.  I can clear these guys in hard mode easy, while I'm the one tanking as a monk.  Just have to flag the heroes back for a second.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Good Idea For Improvement  ==&lt;br /&gt;
; Issue&lt;br /&gt;
:While the skill its self is good, the Exhaustion is killing the skill in both PvP and PvE by making the slowing out weighed by the exhaustion&lt;br /&gt;
; Suggestion&lt;br /&gt;
::{{skill icon|Mind Freeze}}. 10 {{energy}} 1 {{activation}} 10 {{recharge}}.&lt;br /&gt;
::[[Elite]] [[Hex Spell]]. If targate foe has more [[Energy]] then you, that foe takes{{gr|10|50}} cold damage and you gain {{gr|3|8}} [[Energy]]. If you have more [[Energy]] then targate foe, that foe takes {{gr|10|60}} cold camage and moves 50% slower for {{gr|2|10}} second.&lt;br /&gt;
:This change would still keep some of its orginal functons, but it would also now give back some energy if the targate has more, the higher cost prevent spamming, higher damage make skill more usefull, and redcued slower speed helps it from being overpowering.&lt;/div&gt;</summary>
		<author><name>gww&gt;Wikichu</name></author>
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