I was thinking maybe a cyclone might be good too, since the water tree is already sort of themed around vortical map effects, but AV is the weakest multihit and the only one that can be thrown at range. So have a water spell that pulls things in slightly, a water spell that pushes things out slightly, an ice vortex that follows you, and maybe put the big kahuna freeze spell at the the first slot in the tree, and you are looking pretty good. Maybe don't have a punishing cooldown on freeze spell but run it as a sustain that cools down starting from the time the iceblock is gone, and maybe give a movement bonus to yourself when going (in an appropriate direction) through your water effects, and the tree will look a lot better by itself. Water is about flowing around things, but can't spread as well as fire, so I think it's justifiable to give you a movement bonus in some limited way in the local areas where your water spells dominate.Atarlost wrote:Also note there's only one water spell in the water school. Something based on the old T2 Geyser would make a more playable build and fit the tree name better.
For purity's sake maybe make water damage into something slightly different than a raw combination of cold and physical. For instance you could have it be cold damage for the purposes of determining your damage bonuses and resistance penetration, but a combination of cold and physical for the purposes of defense. Thus water damage is still an aspect of the cold element in essence, but diluted, less able to hit cold weaknesses hard, but harder for cold elemental resistance to actually stop. The way of water is a relatively soft way; moving around obstacles is one of the main outward aspects of 'deep' cold.