Quote Originally Posted by lordoftheapes79 View Post
oh I don't disagree, but I think part of the problem with the knockback of water is the distance, it shouldn't be 200 yards, it should only be a couple feet, just out of melee range. I would see this as more of the "oh shit the tanks dead I need a second to raise him" ability. That said it should also have a 5 minute cooldown. (the cooldown on water should be longer too imo)
I think the problem is that Water skill is only really useful for solo play since it has a bind effect. Use it after casting DoT's to burn the target without taking as much damage/healing yourself. During party play, the Tanks just hit the target immediately, losing the effect.

A "Water II" that would make sense in the same scope would be one that has a longer cast time but has an AOE "beam" that knocks all targets in the AOE towards the targeted point (reverse cone) with a 4 second bind. Maybe call it "Tidal Wave" ... Then that gives the option for the WHM to either "buy the party time" or "setup an AOE burn" For added strategy, the extents of the cone could maybe follow the co-healer allowing a tandem cast combo.