I've noticed somthing with hydromancy whenever I try to make a water build "It's the only element I don't build for yet" I always run into reoccuring problems.
I can put somthing like Ice prison or tenies prison on a foe and keep them perminantly at -66% however due to the huge cycle times any other wammo can rush me and hammer me to death with frenzy. I can slow the guy down alittle and do a hopelessly small amount of damage to an armored target but the slow effect wears off and he ignores the damage done.
I think water magic needs more low cost + Low duration hex slowing spells whitch the slowdown dosen't act as the conditional "bonus" but is more the actual goal IS to slowdown a foe so you can dish out another kind of pain.
At the moment Arena-net appears to be going down a strange route with water magic by adding additional augmentations to water magic whitch is fine. but currently makes the line even more cumbersome and inflexable to use. as certain conditions must be met by the rest of your build whitch limits your ablity to adapt to a certain situation.
So I would ask for a couple skills like.
*Insert silly spell name*
5 energy, 1sec cast, cooldown 7
for 2-6 seconds foe moves 25%-60% slower
(That would add upto 66% 8 at rank 15-16ish)
And for a good defense
*Blah name*
10 energy 3/4 cast Cooldown 15
Water hexes adjacent to the caster last 20%-65% longer
That would give you a good chance to actually run away from a crazy wammo tank train if you combined it with ice shards rather than the pathetic duration currently offered whitch they spimply hit sprint and it lasts through its duration and carrys on going long enough to splat me
So what do you think?
P

