I’ve been toying about the idea that if “they” ever adjust core specializations (largely “lackluster” and/or “awkward” traits versus petty number adjustments) before anything else, it would be convenient to compile all thoughts in one spot. Though, yes, other suggestions about adjusting/improving everything are around, it would be (arguably) better to start with traits:
Spite:
Major Master: Unholy Fervor
Spiteful Spirit: Remains as it currently is; just dropped down a tier
Major Grandmaster: Spiteful Spirit
Unholy Fervor: Axe skills inflict vulnerability and you deal more damage to vulnerable foes. Unholy Feast now strikes foes in a cone in front of you at longer range, granting might and recharging all axe skills for each struck foe.
-1x Might (5s)
-1x Vulnerability (3s)
-Damaged Increased: 10%
-Range Increased: 300
-Recharge Reduced: 1s
Curses:
Minor Adept: Barbed Precision
Hemophilia: Your critical hits have a chance to inflict bleeding. A portion of your condition damage heals you.
-1x Bleeding (3s)
-Chance on Critical Hit: 50%
-Percent: 4%
Major Adept: Terrifying Descent, Plague Sending, Chilling Darkness
Chilling Descent: Chill nearby foes when you take falling damage and take less falling damage. Blinding a target will also apply chill.
-Chilled (2s)
- Damage Reduced: 50%
- Number of Targets: 5
-Radius: 240
-Cooldown: 3s
Plague Sending: Shroud 1 transfers conditions to your enemies.
-Conditions Transferred: 2
-Number of Targets: 1
-Cooldown: 15s
Corrupter’s Brew: Corrupting a boon grants a stack of Defiling Invigoration.
-Defiling Invigoration (12s): 10% chance to gain 1.5% lifeforce when corrupting boons.
-Maxium Stacks: 10
Major Master: Master of Corruption, Terror
Master of Corruption: Corruption skills have a reduced recharge and inflict you and you target(s) with additional conditions.
-Recharge Reduced: 20%
-(Note: Conditions inflicted are the same as the current iteration)
Lingering Curse: Increase expertise and condition damage for nearby allies. This effect is increased while wielding a scepter.
-Lingering Curse (9s): Increases expertise and condition damage of nearby allies by 60 points
-Effectiveness Increased: 100%
-Interval: 3s
-Radius: 600
-Combat Only
Major Grandmaster: Parasitic Contagion, Lingering Curse
Terror: Fear lasts longer and deals damage; deals additional damage if the target is afflicted with another condition.
-Damage Damage – conditions: 444
-Damage Damage – no conditions: 296
-Duration Increased: 50%
Harbinger: “Locust and Pestilence skills” (Locust Swarm, Deathly Swarm, Enfeebling Blood, Putrid Mark, Deadly Feast, Signet of the Locust, Plague Signet, and Plague) have reduced cooldowns, increased effect durations, and inflict torment.
-2x Torment (2s)
-Effectiveness Increased: 50%
-Recharge Reduced: 15%
Death Magic:
Minor Adept: Armored Shroud
Unholy Providence: Whenever you gain protection, gain retaliation.
-Retaliation (3s)
Major Adept: Putrid Defense
Death Nova: Minions explode in a cloud of poison when they die. This effect also triggers when you are downed. Take less damage from poisoned foes.
-Damage Reduced: 10%
Minor Master: Soul Comprehension
Dark Armor: Gain toughness based on your current lifeforce.
-Toughness above 75% Lifeforce: 125
-Toughness below 75% Lifeforce: 250
-Toughness below 50% Lifeforce: 375
-Toughness below 25% Lifeforce: 500
-Combat Only
Major Master: Reaper’s Protection
Channeled Fervor: Gain increased toughness and generate lifeforce while channeling. Successfully channeling a skill grants you protection.
-Protection (4s)
-Lifeforce: 2%
-Attribute Adjusted: 400
-Interval: 1s
Minor Grandmaster: Beyond the Veil
Reaper’s Protection: Leaving shroud grants you, your minions, and nearby allies protection.
-Protection (3s)
-Number of Targets: 5
-Radius: 300
Major Grandmaster: Death Nova, Unholy Sanctuary
Beyond the Veil: Shroud 5 inscribes a Mark of Horror; however, the skill has an increased cooldown. (Potentially too strong but it would be fun to use)
-Minion Damage: 318
-Minion-Inflicted Bleeding (5s)
-Radius: 360
-Cooldown Increased: 20s (probably could be more)
Unholy Sanctuary: Regenerate your health while in shroud. If struck with a lethal blow, fully regenerate your lifeforce and activate shroud.
-Healing: 165
-Lifeforce: 100%
-Interval: 1s
-Cooldown: 90s
Blood Magic:
Major Master: Banshee’s Wail
Unholy Flow: Whenever you, a nearby ally, or a nearby enemy is bleeding, gain swiftness and regeneration.
-Regeneration (2s)
-Swiftness (2s)
-Interval: 5s
-Radius: 300
-Combat Only
Major Grandmaster: Unholy Martyr
Hunger Pangs: Siphon abilities are more effective and inflict bleeding while you’re below the health threshold. Life Leech can now be used as a healing skill.
-Hunger Pangs (3s): Siphon Abilities are more effective and inflict bleeding.
-1x Bleeding (2s)
-Effectiveness Increased: 100%
-Health Threshold: 33%
Life Leech: Leech a foe’s health to heal yourself.
-Damage Damage (20x): 1,100
-Pulse Heal: 215
-Channel Time: 6.25s
-Range: 900
-Interval: 1s
-Cooldown: 7s
Soul Reaping:
Minor Adept: Gluttony
Gluttony: Activating your heal skill generates lifeforce.
-Lifeforce: 5%
Major Adept: Unyielding Blast, Speed of Shadows
Unyielding Specter: Periodically gain quickness while above the lifeforce threshold.
-Quickness (3s)
-Lifeforce Threshold: 75%
-Interval: 18s
Speed of Shadows: Move faster; this effect is doubled while in shroud.
-Movement Speed Increased: 15%
-Movement Speed Increased: 30%
Major Master: Fear of Death
Reaper’s Finesse: Critical hits have a chance to generate lifeforce. Increases lifeforce gain from skills.
-Lifeforce: 1%
-Effectiveness Increased: 20%
-Chance: 33%
Major Grandmaster: Foot in the Grave, Dhuumfire
Foot in the Grave: Gain stability and break stuns when you enter shroud. Reduces the recharge of shroud.
-1x Stability (3s)
-Breaks Stun
-Recharge Reduced: 30%
Dhuumfire: Shroud 1 inflicts burning and vulnerability on your target.
-1x Burning (3s)
-1x Vulnerability (10s)
Anyways, that’s my two cents on the matter.
(edited by Dignified Loser.7689)