Death Magic has a clear purpose and isn’t bad, but several traits, especially the minors, need improvement. Without further ado, these are my thoughts on traits that should be adjusted:
Minor Adept: Armored Shroud
Unholy Providence: Whenever you gain protection, gain retaliation.
-Retaliation (3s)
Major Adept: Putrid Defense
Putrid Defense: Take less damage from poisoned foes. Whenever you are below or at the health threshold, striking a foe or being struck by a foe poisons them.
-1x Poison (3s)
-Damaged Reduced: 10%
-Health Threshold: 40% (could be lower)
-Cooldown: 5s
Or
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%
Or
Channeled Fervor: Gain increased toughness and generate lifeforce while channeling.
-Lifeforce: 3%
-Attribute Adjust: 400
-Interval: 1s
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
(Similar to Last Rites in Blood Magic)
Major Master: Reaper’s Protection
Beyond the Veil: Generate lifeforce and blind nearby enemies when leaving shroud.
-Blind (2s)
-Lifeforce: 6%
-Number of Targets: 5
-Radius: 240
Or
Channeled Fervor: Channeled attacks generate lifeforce and grant protection for each successful strike. Successfully channeling a skill heals you.
-Protection (0.5s)
-Healing: 275
-Lifeforce: 1%
Or
Soul Comprehension: Gain a portion of lifeforce from nearby deaths while in shroud. Heal for a small amount when you gain lifeforce from nearby deaths.
-Healing: 50
-Percent: 15% (I guessed, could be more or less)
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
Death Nova: No change except for a cooldown reduction on spawning jagged horrors.
-Cooldown: 10s
Or
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: 15s (probably should be more)
Or
Re-animator: Whenever a minion or foe dies summon a jagged horror to fight for you. Summoning disposable minions (Summon Bone Minions, Summon Flesh Wurm, Summon Blood Fiend) has a chance to summon additional minions.
-Additional Minions: 1
-Chance: 33%
-Cooldown: 10s
Unholy Sanctuary: No change except for slightly increasing the healing per second.
-Healing: 175
Or
Unholy Sanctuary: Regenerate your and nearby allies’ health while in shroud. If struck with a lethal blow, fully regenerate your lifeforce and activate shroud.
-Healing: 120
-Lifeforce: 100%
-Number of Targets: 5
-Radius: 300
-Interval: 1s
-Cooldown: 90s
(A bit like Guardians’ Battle Presence but oh well)
Thoughts? Better suggestions?
(edited by Dignified Loser.7689)