Before Blizzard finalizes Patch 2.5, I wanted to share with the development team a list of class changes that the majority of the community would support/endorse…
Amazon
- Cold Arrow - increase range to be the same as Fire Arrow (reduced range for Cold Arrow persists for both Amazon and Act 1 Cold Rogue)
- Ice Arrow - buff damage as skill is single target (e.g. double damage as compared to Freezing Arrow and would make skill more valuable versus bosses and elites)
- Impale - benefits from critical strike and deadly strike (arbitrary this single-target skill is unable to crit, apart of Amazon’s repertoire)
Assassin
- Martial Arts - charge-up skill duration doubled to 30 seconds from 15 seconds (helps with pvp) and remove next-hit delay caused by some abilities, such as Claws of Thunder and Phoenix Strike
- Blade Shield - no longer uses weapon durability. Skill designed to be used in tandem with Blade Fury, doesn’t mesh well due to risk of breaking Eth weapon
- Cloak of Shadows - cooldown removed to incentivize leveling skill
Druid
- Rabies - increase poison creeper synergy and reduce poison duration
- Lycanthropy - add faster run/walk by 1% per level for greater mobility
- Hunger - skill always hits target, guaranteed life and mana leech
- Summon Spirit Wolf, Summon Dire Wolf - increase movement speed by 30%
- Poison Creeper, Carrion Vine, Solar Creeper - significantly increase life and add physical damage reduction to vines for improved survivability
Barbarian
- War Cry - reduce mana cost to 0.60 per level to improve cost-effectiveness, change damage from physical to magic, and make skill unblockable
- Concentrate - change Bash synergy to Shout, which complements this uniquely defensive build and increase Berserk synergy to 3% (up from 1%)
- Berserk - need to always hit. Skill should not rely on attack rating (magic damage)
- Leap Attack - new War Cry synergy that improves AoE damage of leap attack
- Grim Ward - remove fear effect and can now be used on any corpse
- Frenzy - remove Taunt synergy and adjust the other synergies as follows:
- Double Swing: +8% damage per level
- Berserk: +3% magic damage per level
- Increased Stamina: +6% damage and
+0.4 seconds per level
- Find Potion - increase drop chance for Rejuv Potions, add chance to find Throwing Potions, add new Double Throw synergy that adds damage for:
- Strangling Gas Potions
- Choking Gas Potions
- Rancid Gas Potions
- Fulminating Potions
- Exploding Potions
- Oil Potions
- Increased Stamina - grants a passive increase to faster hit recovery per level
Necromancer
- Golem Mastery - grants 10% AR per level instead of flat 25 AR per level. Also, now adds 10% damage per level (single, strong monster)
- Blood Golem - apply open wounds to both on striking and when struck
- Fire Golem - increase fire damage and lower enemy fire resistance per level
- Raise Skeletal Mage - significantly increase elemental damage and missile speed. Also, missiles now have chance to pierce per level
- Poison Explosion - apply poison damage immediately in radius of effect
Sorceress
- Hydra - Fire Bolt synergy increased from +3% to +6%, remove Fire Ball synergy. Damage remains the same, but allows more hybrid builds
- Thunderstorm - radius of effect increased and adds an additional target every 5 levels
- Meteor - reduce impact time by half and convert some fire damage to physical damage to help deal with immunity, similar to Molten Boulder. Keep overall damage the same
- Frozen Armor, Shiver Armor, Chilling Armor - can now be cast on allies (similar to Enchant) with intended purpose of adding utility to cold armor spells