So, I'm going to do a little discussion on Hoarfrost Refrain from Frozen Soul Serenade.
Hoarfrost Refrain: C
Duration: Immediate
Damage: C
The user's song rises into the howl of of a blizzard in the depths of winter as they focus the expression of their will upon a single enemy. Mastery of the art shows that the second and third techniques of the Serenade are one whole. The song tears and freezes the flesh of the singers enemy, and spreads through their blood and meridians, carrying the chill deeper still, like a frigid poison seeking the heart of its victims warmth. The chill clings long after the technique ends, the insidious cold crawling ever closer to the victim's heart until at last it stills or the technique is dispelled.
The mere echoes of the Refrain lash all foes within Close range, though the damage is reduced by one rank, draining away qi and slowing flesh and spirit alike, though the echoes lack the persistent damage of the which the main target suffers.
This technique is not as flashy as "Call to Ending," but it has received several dramatic improvements from it's older version, Hoarfrost's Caress. There are two notable distinctions: 1) This technique is now single target and AoE damage; 2) It now gives what I presume to be a debuff/damage over time until the technique is dispelled or the heart stops beating.
The first new aspect of Hoarfrost Refrain is interesting. It seems that the single target attacks strike the primary target and then the AoE aspect strikes all foes within Close range, which could include the primary target as well. As it is written now, the primary target of Hoarfrost Refrain would suffer the primary attack (C damage) and then suffer the echoes of the attack if they were in close range (D damage). Which means that should our target be ~100m from us, we would deal C+D damage and then drain their qi towards us based on the D damage.
The second new aspect seems to be a call back to the original version of FSS which existed in the first thread. That version of FSS had an echo damaging effect where it would repeat the damage, and should health damage be done, then a debuff would be applied. The current version of Hoarfrost Refrain seems similar, except the repeated damage is (probably) much lower but constant and a debuff applies. Additionally, the debuff and the repeated damage last until death or dispel.
With a long-lasting DoT effect coupled with a debuff, our opponent will have a much more literal clock when fighting us. Once we tag an opponent with Hoarfrost Refrain, they have two options. Dispell the effect or defeat us before their own time runs out. Given our recent focus on resisting dispell attempts with SES, it will be most likely difficult for anyone not dispell oriented to remove. Which means they must rush us down.
This fits in our combat strategy of forcing the opponent to be on a clock and creating an environment that must be dealt with or they will eventually perish. We have strong tools that allow us to stay alive for significant periods of time. Our new skill Sable Grace combined with SCS and TRF makes us difficult to deal with quickly. Even Sun Liling had some difficulty in finishing us off quickly, and she is a murder blender of the highest order.
All in all, HR is an incredibly powerful technique that deals good damage to a single target and foes around us in an AoE. It then appears to debuff and apply a DoT to the target creating a situation where the opponent must dispell it or deal with us quickly. Given our survivability and our various techniques that make such a task difficult, HR plays very well into our already established paragdim.