So I have gone through and restructured our traits to have a bit more synergy and make more sense thematically.
I have structured each trait line starting with the minors in order from first to last, and then groupings (according to theme), of adept, master and grandmaster traits. If this isn’t clear I have labeled the first set so you can see the pattern.
Where I have labeled a trait with just a name, that means it is already an existing trait and I don’t want to make any changes. Although I may have moved it.
This is post is only about traits. I will get to weapon skills and utility skills another time. This has turned out to be longer than I thought it would be.
I reckon there are some really cool new traits in there, and I really hope we can get these in the future.
Spite (aka DPS)
Minors
- Gain 3s of might when you strike a foe below 25%.
- Deaths embrace
- Close to death
Vulnerability
- Bitter chill (adept)
- Decimate defences (master)
- Wells also chill for 1s on every pulse, 20% recharge reduction (grand master)
Might
- ???
- For every stack of might on you ??? (gain increased?)
- When activating a signet you rip might from 3 nearby foes and grant it to your self. 20% cool down reduction.
Weapon dps
- Spiteful talisman
- Unholy fervor
- Quickening thirst – 15% faster attack speed, 25% increase in movement speed, and 15% cooldown reduction
Curses (aka condis and boon corruption)
Minors
- Every condi duration is increased by 5%
- Gain +20 condi dmg per condi on your foe
- Generate 0.5% LF every 3s for each condition on you (or cure a condition and gain LF every ##s)
Condis
- Inflict 4s of weakness on hits 10s ICD
- Scepter attacks have a 75% chance to inflict 3s of torment on hits if the target already has 3 or more conditions
- Dhummfire – Does more damage and has a 1s ICD per target (or just made to work equally with death and reapers shroud)
Corruption
- Path of corruption
- Corruption skills corrupt one (or two?) boon(s) on your target. And 33% faster recharge
- When you fear someone you corrupt 2 (or 3?) of their boons
Condi sending
- Plague signet passive ability (should increase the frequency? – also it should stack with plague signet)
- Master of corruption
- When you enter shroud, draw condis (2,3,4 or more?) from all nearby allies (and foes?) and send those condis, and your own, to your target. Unblockable.
Blood magic (aka healing and support)
Minors
- Mark of evasion
- Regenerate health while in shroud
- Last rites
Siphoning
- Vampiric – not including minions
- Vampiric presence – nearby allies siphon health (including minions)
- Nearby allies (includes minions) siphon health to you when they attack
Blood
- When you take falling damage summon a well of blood
- Barbed precision – hits have a 33% chance to inflict bleeding for 3s. Bleeds last 20% longer.
- Your bleeding damage heals you, scales from healing power and condi damage (replacing parasitic contagion in curses).
Revivals (and healing)
- Ritual of life
- Life from death
- Transfusion
Death magic (aka minions and tank)
Minors
- Armoured shroud
- Summon a jagged horror when you kill an enemy (15s ICD) 30s duration
- Near by deaths generate life force (increased 50% LF and includes minions deaths – without this trait you do not generate any life force from nearby deaths) This gives a nice way of generating LF without having to use soul reaping.
Minions/Tank
- Flesh of the master
- Necromantic corruption
- LF pool and minion toughness is scaled from your toughness
Minions/Condi
- Putrid defence
- Minions attacks have a 20% chance to poison foes for 3s when they attack
- When minions die they explode, dealing damage and acting as a blast finisher. They leave behind a poison field that lasts 5s.
Bunker/punching bag
- Unholy sanctuary – with a lot less (or no) healing in shroud
- When you are CC’d you gain 10s of retaliation and 10% LF – 30s ICD (note that it doesn’t break the stun). (This works kinda well with unholy sanctuary)
- Foot in the grave
Soul reaping aka class mechanic improvements
Minors
- Gluttony
- Speed of shadows
- Shroud skills recharge 20% faster and ???
Life force (sustain)
- Soul marks
- Spectral mastery
- 15% LF pool increase and 50% LF degeneration decrease
Fear (control)
- Terror – Fear deals damage. (not based on condis on your foe)
- Fear of death
- AoE fear when entering shroud (like thieves stolen skill)
Shroud damage (dps)
- Unyielding blast
- Reapers might – but grants 2 stacks
- 50% crit chance in death shroud
Reaper
Minors
- Shroud knight
- Shivers of dread
- Cold shoulder
Chill
- Chilling nova
- Chilling force
- Deathly chill
Brawler
- Augury of death
- Soul eater
- Blighters boon
Unstoppable
- Relentless pursuit
- Deaths charge cooldown is reduced to 3s, must have an enemy targeted and within range.
- Reapers onslaught
Still need a trait/spot for for warhorn. It just doesnt seem to fit well anywhere
Feel free to ask questions, I am happy to explain any of my reasoning.
PS I will update this post as better ideas come along. So if you see an idea you posted in here, I am not trying to claim that I came up with your idea. I am just trying to make it clear to the devs what I (and maybe we?) think the best ideas are and thus hopefully convincing them to adopt them.
(edited by act.6302)