My name is part one, click me. (
http://elementscommunity.org/forum/index.php/topic,19244.new.html#new)
Mark of Water: It’s an useful starting ability. It gets you a mark. More seriously, there’s nothing that should be balanced about this. Looking deeper, it’s not well combined with starter deck, since water is one of the elements that likes most off-mark quanta. (Chrysaora, Mind Flayer, Toadfish).
Treasure Hunting: The 100 electrum is far more useful than the relic, because you can trade 100 electrum with 2 relics, and also because there’s no relic-consuming skill in water. You lose the rest of your turn (unless you have more APs) and this makes me think that a small buff for this ability could be used.
Ship Navigator: In 4 rounds, you travel almost the whole map. A fairly balanced skill. (Quick notice: Hex Travel per round is going to be nerfed to 3.)
Bane of Fire: Again, there’s nothing that should be re-balanced about this. The usefulness of this skill depends highly on the amount of fire players, and your fire countering tactics.
Alchemy: This is fairly good. Another pretty balanced skill. Water is the only element that can produce some strong cards like Rage Potion, Antimatter, Adrenaline, Unstable Gas. This is probably the most powerful tier 1 skill in water’s skill tree.
Shiver: It may look nothing, but it “reduces” discards to 10, giving you some cards that you could be not able to use. You should plan on taking this skill only when you plan on losing lots, could use a small buff, like one more card saved from your opponent.
Trade Routes: Gives enough revenue each round. It gives enough electrum to buy a card in about 4 turns at initial situation. This skill, also, gets better in a winning team, but it’s pretty obvious to say so. There’s nothing that should be rebalanced about this skill.
Build a Water Mill: I searched anywhere, and I couldn’t find anything about what does a Water Mill improvement do. I can suppose it increases team revenue and harvesting results. It is an expensive (in AP ways) skill, so I think (and hope) that it is worth it.
Icy Tomb: Mixed with Shiver, it is definitely worth using. If you win, you cripple for longer the opponent. If you lose, you lighten the discards. Also, lasting only a turn does not make this any overpowered.
Blizzard: I can see how it would work, I can’t see if it would be a good skill or not. I guess that it actually is a good skill.
Steam Pirate: This gets on well with Alchemy, since Water can produce Unstable Gases. It has a not so small AP cost, but it should be worth it. I wonder if this skill is going to get changed after the “Catapult Revolution” in Siege Weapons. I can’t think how much would it be balanced using past weapons, since I couldn’t find a definition of what did cannon do.
Hypotermia: Incredibly strong skill against stronger players. I wonder how it works against skills like Champion of Air, that increase the number of upgraded cards. Limiting the opponent’s upgraded cards number, while wiping him out with your upgrades is a great advantage. If Steam Pirate is unclear, this is perfectly clear, and it is the first in line in Water’s Skill Tree if it ever needs a nerf.
Champion of Water: My first thought was “Incredibly OP”. Then, I remembered about other Champion Skills, I had a good laugh and gave up on my thought. It is almost in line with other champion skills (this means all of them are OP.) It is devastating against elements like Life and Fire, but also it is weak against massive elements like Gravity and Earth.