A few of the weaker abilities could be potentially solved if they just had shorter cooldowns and costs. The following is just a collection of things that've been on my mind.
- Flashfire is a swish 16 second fear, but unlike grasp, has no group component, and a longer cooldown, despite slightly better damage. Maybe if it had a cooldown on par, or if fear was harder to break, it would be comparable.
- Lightningbolt is a single target nuke that's really swingy, 200-1000% damage. 2-10 second stun. If it had a cooldown comparable to winters grasp it would actually be worthwhile, hittings sometimes a bit harder, just without aoe. Discharge is also a better combo than Shatter.
[Note: Flashfire, LightningBolt, Winters Grasp, are all essentially single target status abilities of the different elements, why they haven't been balanced as such i don't know]
- Blizzard seems weak, but 150% damage a second for only 5 mana/second is one of the best "field" spells in the game, and considering the chill/freeze/frost armor perks of the necro it is actually amazing. it can also be re-positioned easily and with Death Siphon lasts forever
- I'd love to see ring of pain get an upgrade to it's damage, to maybe 30%, so that 50 stamina would at least see 150% damage.
- I'd like Caltrops to do considerably higher damage (considering it's bow damage, and that it only procs as they move) to maybe 50% a second. Or to be a proper field, do 20% a second while enemies are in the field.
- Knockout Powder is considerably worse than written, I'm not sure how it could be improved.
- Blessed Blades needs a rework, why does it do less than the horn, when it's in a limited area. Give everyone in the area heal on kill as well or something would be swish, especially since that would make bodyguard more viable.
- Mind Blast/Dispel would be good if their upgrades were just fixed.
- Combat Roll is easily the WORST evasion ability in the game, and is on classes that desperately need those slots for other abilities. Have it deal damage or knockdown someone you roll through, or well anything really.
- Elemental Mines are great except that 90% of enemies hit only 2-3 of them, If they could be thrown in an even circular patch like caltrops they would be much better to place. I'd also love for the upgraded version to throw poison ones which would work nicely with explosive toxin.
- Parry....just why, couldn't it also stun or something, or send you into stealth, or remove threat, or fling them back or SOMETHING
- Spike trap, I would love for it to be more like the shitty bear traps from origins, and have it hold someone in place for a few seconds. As it is it's damage is mediocre, and being able to place it in stealth seems irrelevant.
- Whirlwind, if it's upgrade could let it break block that'd be nice, or even if it could deflect arrows like Spirit Blade (Just not send them back, maybe just stop them hitting), just something that could justify continuing to spin.