In this thread I have a few suggestions on how to improve some Passive Skills for all classes, either by buffing them or by merging some of the less useful one into a single, more powerful one.
Initially this was 10 pages on a Word Document since I also included suggestions and ideas for Passive Skills that could fill up the space that was left by some of the old Passives, but I figured that this would be too much and so I will just post suggestions for Passives that could get buffed or merged.
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Barbarian
Barbarian Passive Skill Changes
ā> Weapons Master
Turn the increased damage to Swords and Daggers from an additive multiplier into a multiplicative multiplier.
ā> Sword and Broad
Is very underused because there are no viable shields for the Barbarian, however, if you could get it earlier, it might see some use during the leveling process. It can be swapped with Berserker Rage, so that you can already get it at Level 20 and Berserker Rage at Level 66.
Adding 10% increased damage when wearing a shield would also not hurt the passive.
ā> Juggernaut
This passive is not used at all. Juggernaut could get redesigned to make you immune against any Control Impairing Effects
ā> Relentless
Can activte its effects when below 50% Life to be remotely useful.
Barbarian Passive Skill Merges
ā> Pound of Flesh + Blood Thirst
- When you are healed by a health globe, gain 2% Life regeneration per second and 4% increased movement speed for 15 seconds. This bonus stacks up to 5 times.
- Each point of Fury spent heals you for 966 Life. Heal amount is increased by 1% of your Health Globe Healing Bonus.
No one is using Pound of Flesh and Blood Thirst also gets only used rarely. Merging them together might make them more appealing.
ā> Animosity + Unforgiving
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Increase all Fury generation by 10%. Increase maximum Fury by 20.
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You no longer degenerate Fury. Instead, you generate 2 Fury every 1 second.
Also two rarely used passives with a similar theme.
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Crusader
Crusader Passive Skill Merges
ā> Vigilant + Wrathful
- Increase Life regeneration by 2682ā¦ Reduce all non-Physical damage taken by 20%
- Each point of Wrath spent heals you for 1341 Lifeā¦ Heal amount is increased by 1% of your Health Globe Healing Bonus
Combines two underused healing passives into a single one. Numbers might need some readjustment.
ā> Insurmountable + Renewal
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Blocking an attack generates 6 Wrath.
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Whenever you successfully block, you gain 16,093 Life.
This will turn the Passive Skill into one that completely revolves around benefiting from blocking by giving you Health and Life on block.
ā> Alternatively: Insurmountable + Righteousness
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Blocking an attack generates 6 Wrath.
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Your primary skills generate an additional 3 Wrathā¦ Increase maximum Wrath by 30.
This Passive will improve the ability to generate/regenerate resource, both from using Passive Skills and blocking attacks.
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Demon Hunter
Demon Hunter Passive Skill Changes
ā> Hot Pursuit
This one can simply increase Movement Speed by 15% or more, without any condition to trigger the movement speed bonus.
ā> Archery
The increased damage to Bows needs to be turned from an additive multiplier into a multiplicative multiplier, because otherwise it is useless.
Demon Hunter Passive Skill Merges
ā> Blood Vengeance + Night Stalker
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Your maximum Hatred is increased by 25. In addition, gain 30 Hatred and 3 Discipline when you are healed by a health globe.
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Your primary skills generate an additional 4 Hatred.
Having a single Passive that revolves around resource is better than to have two mediocre ones.
ā> Brooding + Leech
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Gain 3.0% Life regeneration per second for every second you remain stationary, stacking up to 3 times. This bonus is reset 5 seconds after you move.
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Gain 18,507 Life per Hitā¦ Heal amount is increased by 75% of your Life per Kill
A single Passive that revolves around life regeneration is better than having two mediocre ones.
ā> Grenadier + Ballistics (rename to Explosives Expert)
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Increase the damage of grenades by 10%ā¦ Increase the explosion size of grenades by 20%ā¦ Upon death, you drop a giant grenade that explodes for 1000% weapon damage as Fire
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Increase damage of rockets by 100%. In addition, you have a 20% chance to fire a homing rocket for 150% weapon damage when you attac
Not totally necessary, but but would make sense and free up a slot for another Passive Skill, if needed.
ā> Sharpshooter + Single Out
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Gain 4% Critical Hit Chance every second. This bonus is reset 1 second after you successfully critically hit.
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Gain 25% Critical Hit Chance against enemies who are more than 20 yards away from any other enemies .
Two underused Passives. This way they may become more useful and thematically it also would make sense.
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Necromancer
Necromancer Passive Skill Merges
ā> Bone Prison + Serration
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Bone Spear, Bone Spikes, and Bone Spirit have a 30% chance to trap enemies in a Bone Prison for 3 seconds.
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Bone Spikes, Bone Spear, and Bone Spirit deal 1% increased damage for every 1.5 yards from you, up to a maximum of 20%
This just makes sense. Having two different Passive Skills that are buffing the same skills is unnecessary and Bone Prison rarely gets used, so why not combine them together?
ā> Spreading Malediction + Eternal Torment
- Receive a 1% damage bonus for each enemy afflicted by one of your curses
- Your curses cost 50% less Essence and last forever
Eternal Torment by itself is kinda useless compared to some of the Necroās other Passive Skills, so why not combine it with Spreading Malediction, something that alsp would thematically sense?!
ā> Commander of the Risen Dead + Extended Sevitude
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The Essence cost of Command Skeletons and the cooldown of Command Golem are reduced by 30%
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Increase the duration of your Skeletal Mage and Revive minions by 25%.
A single Passive for buffing the Necromancers Minions will do.
ā> Swift Harvesting + Overwhelming Essence
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Increase the attack speed of Bone Spikes, Siphon Blood, and Grim Scythe by 15%.
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Increase your maximum Essence by 40
I donāt see downsides in combining these two Passives, although Overwhelming Essence is already very useful for builds that use Reilenaās Shadowhook, but it still might be worth to consider it.
ā> ??? Dark Reaping, Grizzly Tribute and Draw Life ???
These Passives all revolve around healing, but I honestly donāt feel that they thematically fit together. Not sure what to do about these 3 passives. Maybe the community has some ideas what can be done with them.
- While using a scythe, gain 2% Essence and Life per kil
- You are healed for 10% of your Life on Hit when one of your minions hits an enemy
- Increases your Life regeneration by 10% for each enemy within 20 yards
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Witch Doctor
Witch Doctor Passive Skill Changes
ā> Blood Ritual
Mechanically is a nice Passive, but practically useless. It could increase you damage as well, maybe by 5%, 8% or 10%.
Maybe it could get changed to work like this:
While above 30% maximum life:
*your resource costs are reduced by 20%
*your damage is increased by 10%
*but you loose 3% of your maximum life for every cast of a Mana-spending skill
In addition to that, you also regenerate 2% maximum life every second
ā> Bad Medicine
This Passive should work with all elements, not just poison.
Then you can rename it to Bad Mojo if necessary for it to make more scense.
ā> Spiritual Atonement + Vision Quest
- Maximum Mana is increased by 10%. Regenerate 2% of your maximum Mana per secondā¦ Mana fuels your offensive and defensive skill
- When you deal damage with Corpse Spiders, Firebomb, Plague of Toads, or Poison Dart, your Mana regeneration is increased by 40% for 5 seconds.
Combining these two makes sense. Also Vision Quest rarely gets used. Maybe the numbers need a bit of an adjustment after these two got merged.
Witch Doctor Passive Skill Merges
ā> Grave Injustice + Swampland Attunement (and maybe even Circle of Life, but that probably would be overkill)
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Gain 1% of your maximum Life and Mana and reduce the cooldown of all of your skills by 1 second when an enemy dies within 20 yards. The range is extended by items that increase your gold pickup radiu
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You and your pets gain 120 Physical, Poison, Fire, and Cold Resistance for every enemy within 20 yards. The range of this effect is increased by your gold pickup radius
Merging these two makes sense since they work very similar. They could also get merged with Circle of Life, but that would be overkill.
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Wizard
Wizard Passive Skill Changes
ā> Galvanizing Ward
Currently, Galvanizing Ward immediately gives you an energy shield that absorbs damage based on 60% of your max life, but first after you have not taken damage for 5 seconds.
But instead of that, would it possibe that the Energy Shield from Galvanizing Ward starts to steadily regenerate its shield over 3 seconds, starting after 2 seconds of not having taken damage?
E.g. You have not taken damage in 2 seconds, and so the shield starts to regenerate at a rate of 20% maximum health as Energy Shield per second. Max still with be 60% like now. It would just regenerate sooner, but over time, instead of immediately.
ā> Dominance
Can this get changed from ā2% Life as Energy Shield for 3 seconds after kill + increasing the maximum duration of this energy Shield on killā, to 2% Life as Energy Shield for 3 seconds after hitting an enemy OR spending xx Arcane Power?
That would make the passive feel better and more impactful and reliable to use.
ā> Illusionist
This one is also not a mandatory change, but something that I personally would like to see, but maybe Illusionist can spawn 2 Mirror Images when you loose more than 15% health in 1 second, instead of resetting the cooldown of Slow Time, Mirror Image and Teleport.
Wizard Passive Skill Merges
ā> Prodigy + Aracne Dynamo
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When you cast a Signature spell, you gain 5 Arcane Power. The following skills are Signature spells: Magic Missile, Shock Pulse, Spectral Blade, Electrocute
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When you cast a Signature spell, you gain a Flash of Insight. After 5 Flashes of Insight, your next non-Signature spell deals 60% additional damage. The following skills are Signature spells: Magic Missile, Shock Pulse, Spectral Blade, Electrocute
Neither Prodigy, nor Arcane Dynamo get used. Combining them could make them much more interesting to use and of course, their mechanics are already very similar. Maybe the numbers can get increased a bit as well.
ā> Cold Blooded + Conflagration + Paralysis + Temporal Flux (rename to something like "Elemental Mastery)
- Enemies chilled or frozen by you take 10% more damage from all sources for the duration of the chill or Freeze
- Fire damage dealt to enemies applies a burning effect, increasing their chance to be critically hit by 6% for 3 second
- Lightning spells have a 15% chance to Stun all targets hit for 1.5 seconds
- Enemies that take Arcane damage are slowed by 80% for 2 second have a 15% chance to Stun all targets hit for 1.5 second
Paralysis and Temporal Flux are usless on their own, and for Frost and Fire there are better passive skills to use. It would buff Tal Rasha builds a bit, but that would not be the worst thing ever. I also have an alternative suggestion that I personally find even more interesting. See below
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If you have feedback or other ideas, plz post them below.
Maybe I make another thread about suggestions for new Passive Skills that could fill the space the Passives left that got merged, but putting them here would just make the thread too long.