1H Warrior
Templar:
Line in the Sand. Leave a body where the Templar is, so LitS can be just be dropped to block an area while the Templar moves elsewhere. Make it so the party doesn't dissolve the bodies either.
2H Warriors:
Whirlwind and Flurry of Storms
I'd make both 2H Whirlwind abilities so the player is unstaggerable, or can recover from stagger/knockdown, so the WW on Katari and Electric Whirlwind (Flurry of Storms) on Avvar can continue to go if blocked, and recover from being knocked down.
Rage of the Avvar: Remove the 5 enemy limit to the number of stacks.
Katari: Move To the Death and Warhorn closer to the beginning
Relentless Attack: 1% is farr too low. 10%-25% increased critical hit chance for an increased per hit for a resetting chain actually makes sense.
Earthshaking strike: Increase the burning damage to at least 50%, preferably 100% or 200% unless burning stacks. Higher if burning does not stack, lower if it does.
Mages
Flashfire:
Upgrade: When enemy dies with FF or its DoT, enemies in an AoE become panicked as well.
Winter's Stillness:
Fix that the cooldown gets reduced on Necro and Keeper instead of just Elementalist.
Ice Mine:
Freeze in an larger AoE, more targets.
Firestorm:
Make it rain nugs. Fiery, exploding nugs.
Necromancer:
Release the nugs ability. Releases half a dozen nugs each with walking bomb strapped to them, targettable by enemies for them to attack, and each blows up once killed.
Virtuoso:
Mark of the Riff, either increase the number of hits that it affects to 10, or increase the damage to something signifigant. The amount currently is trivial.
Rogues:
Duelist:
Needs Armor Penetration / Cheap Shot somewhere as passives available to her
Pincushion for her Bolt to increase damage as she continues to range attack/bolt an single enemy.
Hamstring/Cripple passive to slow enemies from behind.
Parry: Make it gain elusive per successful parry.
Gangway: Make the xbow shot portion spit out vendetta, the Grapping hook / kick portion convert vendetta to elusive
Blinding shot:
Needs for lower cooldown, say 4 seconds.
Unforgiving Chain:
Same as 2h Warrior, needs boosting to 10-25%. Currently far too weak.
Fallback Plan:
Remove the "pull an enemy with you" from the upgrade.
Evade:
Make the Dummy "solid" so enemies cannot walk through it easily and they can hit it.
Alchemist:
Make burning / chill / poison stackable!
Hunter:
Hook and Tackle:
Give it a small 100% weapon damage.





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