Here are a few changes that I think will help make some Revanant legends/traits better for more build diversity. Feel free to post any ideas you have as well.
Legend Changes
Centaur Stance:
-Project Tranquility should have an effect radius of 360. The current radius on most of the tablet skills is too small making them difficult to use. It would also help to make the effect radius on these skills a bit more visible. The healing pulse from this skill should also scale better with Healing Power, at about a 0.15 coefficient.
-Ventari’s Will should have its cool down decreased to 3 seconds. The last increase from 2 to 4 seconds was a bit too much. It should also heal a bit more (staying at about half as much as Natural Harmony), and it should cripple enemies that it passes through.
-Protective Solace has a bug where the upkeep energy drain from Protective Solace stays on after Ventari’s Tablet despawns when you move outside of its tether distance. You can still deactivate it manually, but it should automatically since the tablet is no longer in world and thus no longer blocking projectiles.
-Natural Harmony should have an effect radius of 360, and it could heal for a bit more than it does currently (maybe about 25% more).
-Purifying Essence should have an effect radius of 360, and it should additionally be a stun break.
-Energy Expulsion should have a decreased delay time so it can be used as an interrupt more easily. It should also blind/cripple nearby foes.
Dwarf Stance:
-Inspiring Reinforcement is a bit underwhelming due to the high energy cost while also not being a stun breaker. The energy cost could maybe be reduced to 25, and it should be an instant cast stun break skill. Also, the duration of the pulsing stability should be increased to 2 seconds to give you a bit more flexibility in your positioning.
-Forced Engagement has too high of an energy cost since it’s a single target skill. An energy cost of 25 seems more fitting.
-Vengeful Hammers has a bug where it deactivates when standing next to a wall or on uneven surfaces. Other than that it seems pretty solid.
-Rite of the Great Dwarf should have a 0.25s cast time and no longer be a stun break. The 50% condition damage reduction from Versed in Stone should be included by default. Currently, if you get interrupted before it finishes casting you still lose all 50 energy for (maybe) a stun break, which is too punishing especially given its long cast time. Since this skill is no longer stun break it should only use the 50 energy if it successfully finishes casting.
Demon Stance:
-Empowering Misery should also grant 1-3 seconds of resistance, even if only to ensure that the heal is unaffected by poison. This will help make Demonic Defiance not feel quite as necessary to take.
-Banish Enchantment should have its range increased to 900. It should only apply 2 stacks of confusion by default, with an additional stack for each boon removed. Reduce the duration of the applied confusion to 5 seconds.
Trait Changes
Corruption:
-Replenishing Despair should scale better with Healing Power, at about a 0.1 coefficient.
-Venom Enhancement should have its cool down reduced to 10 seconds. Reduce the poison duration increase to +33%.
-Frigid Precision should also cause you to inflict 3 stacks of vulnerability for 6 seconds when you chill someone.
-Spontaneous Destruction should have its cool down reduced to 20 seconds. It’s even less likely to pierce multiple foes than the actual skill since you can’t really control when this one activates.
-Pulsating Pestilence is currently bugged and only applies torment from Embrace the Darkness.
Retribution:
-Improved Aggression should be changed to: Incoming movement-impeding conditions have their durations reduced by 33%. Gain 3s of retaliation when you are affected by one of these conditions (10s ICD).
-Unwavering Avoidance should have the Stability duration increased to 3 seconds.
-Retaliatory Evasion should have the Retaliation duration increased to 3 seconds.
-Empowering Vengeance should additionally make your Retaliation deal 50% more damage.
-Versed in Stone should have the condition damage reduction portion included in Rite of the Great Dwarf by default.
-Steadfast Rejuvenation should prevent poison from hindering your heals and should grant you 5 seconds of regeneration on an incoming poison (5s ICD).
Salvation:
-Disarming Riposte should have its cool down reduced to 15 seconds.
-Eluding Nullification should have its cool down decreased to 5 seconds.
-Momentary Pacification should be change to: Enemy skills that you interrupt have their cool down increased by 10 seconds. Immobilize enemies that you interrupt for 2 seconds (10s ICD).
-Natural Abundance should additionally cause energy fragments to grant 2 seconds of vigor.
Invocation:
-Fierce Infusion should grant you 150 Ferocity while under the effects of Fury instead. There are already enough Fury sources from this trait line and else where.
-Invigorating Flow should have its healing increased to about 500 with a 0.2 Healing Power coefficient. It should also switch places with Cleansing Channel in the adept tier.
-Cleansing Channel should switch places with Invigorating Flow in the Master tier. It should now remove one condition from you periodically while you have an upkeep skill on (5s ICD).
-Equilibrium should have its healing portion increased to about 500 with a 0.4 Healing Power coefficient.
Devastation:
-Ferocious Strikes should be changed so you gain 7% of your power as ferocity. Currently this trait is sort of a duplicate (and lesser) version of Vicious Lacerations because the only one handed weapons that Revenants can dual wield besides a sword is a main-hand mace and an off-hand axe, both of which are condition orientated which ferocity doesn’t benefit much. This will help staff and hammer users have an option to increase their damage as well.
-Jade Echo should have its cool down reduced to 45 seconds.
(edited by Raiden.1375)