Written by Anonymous
Mercenary > Helborg's Tutelage : Every 5 hits grant a guaranteed critical strike. Critical strikes can no longer occur normally. > (Option/Change) Every 4 hits. > (Option/Add) Charged attacks and push attacks count as 2 hits. ==================== Foot Knight > Have at Thee! : Staggering an elite enemy increases power by 15% for 10 seconds. > Change talent name to "Attrition" > (Change) Pushing an elite enemy refunds push cost. Can only occur every 1 second. > It's Hero Time : Increase movement speed by 30% when an ally is incapacitated. > (Add) Increase the speed of reviving allies by 30% > Counter-Punch : Blocking an attack removes the stamina cost of pushing for 1 second. > (Change) Blocking an attack increases your next push's stagger power by 100%. Can only occur once every 8 seconds. > That's Bloody Teamwork! : Reduces damage taken by 5% for each nearby ally. > (Change) Reduces damage taken by 5% and double the amount to the nearest ally. ==================== Ironbreaker > Crushing Counter-Blow : Blocking an attack increases the power of Bardin's next attack by 5%. Stacks up to 5 times. > (Rework/Option) Blocking an attack increases the power of Bardin's next attack by 25%. Can only occur every 8 seconds. > (Rework/Option) Blocking an attack increases the power of Bardin's next attack by 15%. ==================== Waystalker > Drakira's Alacrity : Ranged headshots increases attack speed by 15% for 5 seconds. > (Rework) Headshots increases attack speed by 5% for 3 seconds. Effects is tripled with ranged headshots. > Ricochet : Kerillian's arrows now ricochet, each bouncing up to 3 times or until it hits an enemy. > (Change) Kerillian's arrows now ricochet to a nearby enemy with 50% reduced power. Ranged headshots have no power penalty. > Ricochet'd shots bounce off of both enemies and surfaces, up to 10 meters (or whatever units are used in the game). > Ricochet'd shots will always seek target's center mass and can not critically strike. > Serrated Shots and Hagbane explosion only apply on first target. ==================== Witch Hunter Captain > The Unending Hunt : Hitting 10 or more enemies with Animosity refunds 40% cooldown. > (Rework) Each enemy hit by Animosity refunds 4% of its cooldown, up to 40%. ==================== Bounty Hunter > Necessary Means : Gain 25% increased Power when out of ammunition. > Change talent name to "Urgency" > (Change) Gain 10% increased Power when ranged weapon has an empty clip. > Inspired Shot : Melee kills reset the cooldown of Blessed Shots > Change talent name to "Cruel Fortune" > Cruel Fortune : Reduces cooldown on Blessed Shots to 6 seconds. > Change talent name to "Inspired Shot" > (Change) Hitting an enemy with Blessed Shot increases attack speed by 10% for 5 seconds. > Buckshot : > Change talent name to "Encore" > (Change) Locked and Loaded resets the cooldown of Blessed Shots. ==================== Zealot > Smite : Every 5 hits grant a guaranteed critical strike. Critical strikes can no longer occur normally. > (Option/Add) Every 4 hits. > (Option/Add) Charged attacks and push attacks count as 2 hits. ==================== Battle Wizard > Immersive Immolation : Hitting 4 or more enemies with one attack grants 15% attack speed for 5 seconds. > (Rework) Hitting 3 or more enemies with one attack grants 10% attack speed for 3 seconds. ==================== Pyromancer > (New Passive Skill) Natural Talent : Reduce heat cost of ranged attacks based on charge attack level, up to 40%. > Deathly Dissipation : Killing a special stops your spells from generating overcharge for 10 seconds. > (Change) Critical Mass also increases critical power by 4% per stack. Critical strikes with melee weapons vent some overcharge. > On the Precipice : Increases ranged power by 15% when at or above critical overcharge. > (Rework) Critical Mass also increases ranged power by 3% per stack. > Blazing Echo : The Burning Head critical hits refunds it’s cooldown. > (Change) While at max stacks of Critical Mass, Burning Head can be activated a second time within 3 seconds. ==================== Unchained > Passive Skill : Switch places of Blood Magic and Unstable Strength > In prospect for suggested changes, talents will now revolve around Unstable Strength. > Unstable Strength : Increased melee power on high Overcharge by up to 60% > (Rework) Increase melee power based on Overcharge level, up to 30%. Max of 5 stacks. > Blood Magic : 50% damage taken transferred to Overcharge. > (Add) Effects disabled at max stacks of Unstable Strength. > Lose both 50% damage reduction and gaining overcharge from getting hit. > (New Passive Skill) Fuel for the Fire : Melee hits grant Overcharge, max of 5 enemies per swing. Effect disabled at max stacks of Unstable Strength. > 1 Overcharge per enemy hit. 5 Overcharge maximum per swing. > Frenzied Flame : Increases attack speed by 15% while at or above high Overcharge. > (Change) Increases movement speed by 15% while at max stacks of Unstable Strength. ? Searing Grasp : Push attacks ignite enemies with a light damage over time effect. > (Change) Increase slam attack power by 200%. > Burn damage from slam attacks are unaffected. > Fire Sword and Dagger first heavy attack benefit from this talent. > Burning Flail's first charged attack does not benefit from this talent. > Chain Reaction : Burning enemies have a small chance to explode on death. > (Change) Killing an elite enemy causes them to explode and set nearby enemies on fire. > Damage over time based on Elite enemy's health > Dissipate : Block cost is reduced by 50% when Overcharged and blocking attacks vent Overcharge. > Change talent name to "Red Wind's Wake" > (Change) Each stack of Unstable Strength also increases cooldown reduction of Living Bomb by 3%. Maximum effect persists for 3 seconds. > "Persist" means it will still be in effect even after losing full stacks of Unstable Strength. > Similar to Slayer's "Adrenaline Surge" > Conduit : Increases rate of venting Overcharge by 30% and reduces damage taken from venting by 50%. > (Change) Each stack of Unstable Strength also increases attack speed by 4%. Maximum effect persists for 3 seconds. > "Persist" means it will still be in effect even after losing full stacks of Unstable Strength. > Numb to Pain : Reduces damage taken by 5% for 15 seconds after taking damage from venting Overcharge. Stacks up to 3 times. > (Change) At max stacks of Unstable Strength, gain 20% damage reduction and immunity to slow after getting hit. > Burning Dregs : Dropping below 50% health vents all Overcharge. Can only trigger every 60 seconds. > (Change) Killing burning enemies increases your critical hit chance by 5% for 6 seconds. > Natural Talent : Reduces Overcharge generated by 10%. > Change talent name to "Dissipate" > (Change) Increases rate of venting Overcharge by 50% but increases damage taken from venting by 50%. > Flame Wave : Increases the radius of Living Bomb explosion by 50%. > Change talent name to "Backdraft" > (Change) Release another explosion 3 seconds after activating Living Bomb. > Fuel for the Fire : Each enemy hit by Living Bomb increases power by 5% for 10 seconds. Stacks up to 5 times. > Change talent name to "Implosion" > (Add) Living Bomb no longer vents Overcharge.