General
DoTs
Baseline DoT – cast time lowered to 2.6s
Single DoT – cast time lowered to 2.8s
Single target DoTs are very rarely used, and perhaps for good reason. Lowered cast time will help make them more viable.
Bleeds
Bleeds from different styles will now stack.
Bleed duration and pulses are condensed to 2, 3 or 4 second ticks, holding total ticks constant.. and condense their pulse times and durations.
Bleeds can be a liability in RvR. Accelerated damage will make them worth considering.
Life Transfers
Cast time reduced to 2.8s. These were more competitive before the buffs to spec heals. Ments used to cast at 3.2s down to 2.5, 2.8 would be a decent trade-off.
DD/Snares
Adjusted in all spell lines to top at 47/48 spec. Right now, most are at 50 and this is almost never worth it.
Focus Shield
Usable on realm allies. Will make melees more attractive for leveling.
Conc Buffs
Cast time reduced to make buffing less tedious.
Casted Buffs
e.g. Crack, Absorb, DA, DS, Haste. Granted an AOE of 350. Max of 4 targets. This will help buff small groups of people, without buffing zergs too much.
Archers
Damage increase for 52+ spec in Archery following logic of most other damage lines (approx +0.5% per point)
Long Shot – more levels added, with much reduced timers
Reactive Proc range reduced
Crit Shot X at level 50
New Ability in Stealth, Camouflage – group buff that dyes allies to ambient colors
New Ability in Stealth, Truesight – makes all stealthers within 1000 range visible for half a second. 1 minute RUT. Won't make Assassins sitting ducks, but can give an Archer a heads-up to run.
Will make Archers more consistent with rest of the game. 35+ Archery will be worth considering, but it won't be an invis insta-kill sort of thing.
Assassins
New Ability in Stealth, Smokescreen – throws a cloud that reduces mob aggro radius to groupmates
Give Assassins some marginal use in PvE/group RvR
Instruments:
Overhaul; Song Mode: Playing any song engages song mode, starting off the standard hard-coded playing time. Once you have started playing, you can switch between songs with one keystroke. Switching is not interruptible, but engages a song delay, like swing delay, affected by Qui. Minstrel flute mez will be separated off this system as an instrument-casted spell, essentially the same as it is now.
Songs are no longer a focus/chanted effect.
This will make song-playing more intuitive and less of a tangle.
All Double-Wielding Specs:
Level 20 AOE Melee Style. 20 Endurance, +15 to-hit. Requirement - at least 3 enemy targets within melee range. Hits up to 3 enemies, 0.65 GR
Level 30 AOE Melee Style. 15 Endurance, +10 to-hit. Requirement - follow-up. Hits up to 4 enemies, 0.8 GR
This will make End Regen + Tank/Assassin groups more attractive in PvE and mass RvR.
Heavy Tanks:
Hold the Line - channeled ability gained at level 25. Requires 2h Weapon. Costs 5 end each second. Lowers movement speed by 25% when toggled, but all aggro targets that move within 200 units of you are attacked by a full unstyled attack with 50 radius. Each target moving in and out of your reach can be hit again after 3 seconds.
This will give Heavy tanks an AOE/peeling attack in group PvE, as well as allow massed heavy tanks to hold positions and chokepoints in RvR, like a Phalanx
Alb Crossbows:
Allow the pre-loading of a single shot.
New bolt type: armor penetrating bolt. Ignores some block and AF.
Would allow Armsmen to use one powerful opening shot before having to reload. Very minor boost to Infs. Crossbows in medieval warfare generally had very strong penetrating power.
Mid Thrown:
Thrown weapons are now front-loaded (like reg styles) and usable on the move, but range is reduced and an internal cooldown triggers on use. Range increases and cooldown decreases with spec (300/60s to 1000/5s).
Will grant some use to Thrown spec for Warriors, inspired by real life where foot soldiers would often throw a missile weapon before engaging. Roman legionnaires had a lethal range of around 30 meters, afaik.
Paladin
Heal chant boosted by 50%.
Power cost removed from End chant
Minor help for Alb healing power, and makes End less of a hassle to use.
Reaver
PBAE Magic Resist debuff added, 3/4/5/7/10% ending at level 48-50. Style proc damage adjusted slightly downward to compensate. Stacks with other resist debuffs.
This will help Alb synergize AOE groups and give Reavers another niche.
Cleric
Regen Buff raised in line with other Regens
Base DD damage increased to 179, cast time reduced to 2.6s, power cost reduced to 31
Spec DD damage reverted to 225, cast time reduced to 3.0s
PBAE DD damage reverted to 130 at final level, radius increased to 400
PBAE Mez cooldown reverted to 30s
AOE DD damage reverted, cast time reduced to 3.0 in line with all other AOE DDs, power cost halved in line with all other AOE DDs
Smite was overnerfed into garbage because immunity timers weren’t in place yet. This will make Smite a decent close quarters/defensive line, and make Smiters viable in some setups. PBAE Mez covered a major weakness for Alb, which is close quarters engagements. But it comes at a major cost to the Cleric.
Friar
Stat gain changed to PIE/DEX/CON from PIE/CON/STR
Heal over Time – now combat castable
End Redux is now group castable
Haste Shout – cooldown reduced to 1 minute
Figure Eight – changed to Frontal vs triggered by Evade
Double Strike - bleed changed to 25 crush DD proc
Excommunicate – growth rate 0.92 → 1.1, Defense 5 → 10
These changes will help make Friars more attractive to groups, without adding too much power to Staff Friars. Spruces up some redundant/useless styles.
Wizard
New PBAE Bolt spell added to Ice.
New Self-Cure spell line added to Fire. All share the same 30s timer.
Level 16 Cauterize, cures bleeds and poisons
Level 26 Purify, cures disease
Level 36 Cleanse, cures stat debuffs
Level 48 Brilliance, cures nearsight
These changes would help lack-luster Wizard spell lines without making them clones of Elds/Runies, raising Fire’s spike potential, or stepping on the toes of other Alb casters.
Cabalist
Emerald Sim - Emerald DoT damage increased to compensate for interrupt nerf
Sorcerer
Telekinesis Spec Line, Total Revamp.
Stacking Self Absorb Buff
Level 5 2%
Level 15 3%
Level 25 5%
Level 35 7%
Level 45 10%
Stacking Armor Buff
Level 4 18
Level 14 22
Level 24 37
Level 34 48
Level 44 55
Self Parry and Evade Buff. Your char model hovers off the floor, and staff orbits around you telekinetically, spinning if you parry.
Level 22 5%
Level 36 7%
Level 48 12%
Instant PBAE DD/Snare – 20s cooldown
Level 16 Lesser Mind Blast 100 Radius, 55 DD, 20% Snare, 3s Duration
Level 28 Mind Blast 125 Radius, 108 DD, 30% Snare, 5s Duration
Level 38 Greater Mind Blast 150 Radius, 122 DD, 40% Snare, 8s Duration
Level 48 Psychic Scream 200 Radius, 160 DD, 50% Snare, 12s Duration
Combat/Dual Castable DD, 3s cast time
Level 5 Lesser Psychic Dagger 300 Range, 14 DD
Level 9 Psychic Dagger 400 Range, 26 DD
Level 21 Greater Psychic Dagger 500 Range, 54 DD
Level 34 Lesser Mind Blade 750 Range, 88 DD
Level 42 Mind Blade 850 Range, 108 DD
Level 50 Greater Mind Blade 1000 Range, 127 DD
Old Telekinesis was full of redundant and weak spells and made no sense on the Sorc. New TK would have “flavor”, allow Sorcerers a spec for self-preservation vs melee with close quarters CC/deterrents, but it would come at a major cost to utility and CC. Would work well for tank heavy groups where the Sorc is the only caster and wants to trade for survivability.
Theurgist
Ice Pets – damage scales more with higher levels.
Higher level ice pets are more or less worthless.
Necromancer
Abominations now spawn with your cloak, if you have /cloak on
PBAE DoT – cast time reduced to 2.5s in line with other PBAE
Champion
Insta DD – damage increased by 25%; it has a rather long RUT, in a somewhat thin line.
Druid
Baseline Heat DoT in Nature
New Blue Pet at 45 Nature
Warden
Self Regen increased by 300%, to about 80 at the final level.
Shortbow spec, for a fun damage option. Factor 19.
Speed Chant is now instant cast, fitting for a chants class
Warden is a great class, but a few touch-ups wouldn’t hurt for build diversity and fun factor.
Ranger
Pathfinding
Buffs equalized with spec buffs
New Spell line, Cure Wounds – melee range moderate heal, 3.2s cast
This will make Pathfinding a more worthwhile spec. A little something was needed to distinguish PF from BC.
Valewalker
Self Haste timer reduced to 60s
Eldritch
Void – baseline DD changed to Energy. Energy debuff lowered to 8s.
Void Elds will be able to self-debuff their 171 point base DD, making them a unique and viable debuff nuker. The line is not great at burst damage, like the Wizard, nor are their debuffs “on-train” for the realm, like RC. This will make Void a spec worth considering for some playstyles.
Enchanter
Mana – revert spell swap on resist debuff. This is from an era where resist debuffs could take you deep into negatives. The double nerf was not really necessary.
Enchantments – new group-cast melee buffer. 2000 Range, 3s Cast, 15s Duration
Level 21 Fervor 10% DPS increase
Level 30 Heightened Fervor 15% DPS increase
Level 39 Ensorcelled Fervor 18% DPS increase
Level 48 Enchanted Fervor 24% DPS increase
This will give Hib an answer to Celerity/AF debuff and broaden group comps, but its on a niche spec on a caster. This is similar to what BS did on Live, but not overpowered.
Mentalist
Light - power cost on charm removed. It is a good spell, but the power cost is too prohibitive.
Mentalism – Defense Bonus self-buff (increases miss rate). From 5%-15% at top level.
This spell line needs a little something even if it is a pretty good subspec.
Animist
Stat gain changed from INT/CON/DEX to INT/DEX/CON
Spec Pet cast time replaced. Now instantly drops a seed at groundtarget, and the pet fully grows into place over 3 seconds.
FnF Turrets – cast time decreased to 3.5s and power cost decreased 25%, but all pets die 15s after the Animist dies or moves 3000 units away, and are no longer directly stackable on top of one another. Total pet area limit removed. Spore cannon line pet spell range reduced to 1000.
Health Regen Bomber – realm targetable, value doubled
Verdant Ablative Pet – buffer increased by 50%
Animist is an interesting concept. FnF turrets are staples of many RPGs. However, casting pets doesn't "feel good" for the Animist, and can be toxic for enemy players. With these changes, Animists will be more mobile/RvR group friendly but there will also be more counters readily available for their pets. Removing direct pet stacking will eliminate most cheese applications where single targets are spammed down instantly after triggering LOS conditions they have little control over.
Thane
Group POM chant.
Skald
Medium shield, minor change to make more “tank-like”
Shaman
Cave
Bolt cooldown reduced to 15s, new tier added at 50
DD cooldown reduced to 8s, cast time reduced to 2.5s, new tier added at 48
Mending Spec. Buffed and Revamped.
Group Friggs cast time reduced
New Spell, healing totem. Drops a healing totem at the feet of a target. Pulses healing on groupmates within 400 radius every 2 seconds.
Level 20 Ancestor’s Aid 30 Heal
Level 30 Ancestor’s Favor 55 Heal
Level 40 Ancestor’s Boon 80 Heal
Level 50 Ancestor’s Blessing 110 Heal
New Spell, FnF healer pet. When summoned on an ally, it slowly follows and heals that ally and then nearby allies within 1000 range. 3.5s cast time, 2000 range, lasts 20 seconds. Low HP and interruptible.
Level 1 Summon Lesser Healing Spirit 40 Healed every 2.5s
Level 7 Summon Minor Healing Spirit 75 Healed every 2.5s
Level 12 Summon Healing Spirit 90 Healed every 2.5s
Level 20 Summon Greater Healing Spirit 115 Healed every 2.5s
Level 32 Summon Ancient Healing Spirit 150 Healed every 2.5s
New Spell, Instant True-HoT. Duration 15s, ticks every 3s, 30s cooldown.
Level 11 Healing Salve 50 healed, 24 power
Level 21 Restorative Salve 90 healed, 40 power
Level 32 Mending Salve 135 healed, 62 power
Level 42 Reviving Salve 182 healed, 91 power
50/25% rez added at 24 spec
Although Mid already has a primary healer, Shamans are still a 1.0 spec class. Mending should be worth speccing in. High Mend Shamans should be viable main healers in certain situations. Cave is strong, but the DD and Bolt could be fixed up some.
Hunter
Beastcraft
Reptiles added to charm list
Self-buffs scaling equal to Shaman
New charms added at 41 and 50, 90% and 100% of level respectively
New insta wolf at 45, 88% of level, 220 move speed.
Would reward people for speccing higher Beastcraft.
Runemaster
Runecarving – revert spell swap on resist debuff. This is from an era where resist debuffs could take you deep into negatives. The double nerf was not really necessary.
Spiritmaster
Summoning
Expanded Rez line
Level 36 15%, 150 radius AOE Rez, max 4 Shortens rez sick 25%.
Level 48, 25%, 250 radius AOE Rez, max 8. Shortens rez sick 50%.
Would grant Spirit SMs a niche use in line with the class and line's theme
Bonedancer
Swap D/Q and S/C pet buffs between Darkness and Bone Army
Dark Body Resist Debuff – remove interrupt, add two lower tiers
Reduce cast time on summoning sub-pets to 4.5s
Reduce mana cost of summoning sub-pets by half
Suppression Pet Ablative – set to AOE, and increase values by 50%
Bone Healers – make regen instant cast to stop lagging and dragging
Bone Army Base DoT – raise damage to match other baseline DoT
Bone Army AOE DoT – raise to match other AoE DoTs
Bone Archers – increase bow firing speed
These changes will help normalize the BD class. They will rely more on sub-pets for interrupts rather than the instant debuff to interrupt.
RAs. Remove some awkwardness that Mythic added to cater to "solos" but implemented poorly.
Cast times removed from TWF, VP, Ichor NM, etc.
VR affects the caster
AM affects the caster. Cooldown reduced to 10m, delves reduced by 30%, and tick frequency changed to 2s but healed per second remains stable.
VP cooldown reduced to 10 minutes. Add a delay before activating, illustrated by a red glow under target's feet, rather than a cast time.
Juggernaut cooldown reduced to 10 minutes
Ichor is instant, but range and radius are lowered at lower levels
Wrath of Champions, radius increased to 150/175/200/225/250
New RA. Corporeal Disintegration, spreading DoT (like epic encounters) that avoids CCed targets. 50/85/125/150/250 damage every 4 seconds, lasts 32 seconds. Sets 1m immunity to itself. Added to Sorc, Mentalist and Shaman. Zerg-buster.
New RA. Hallowed Defense, instant group damage ablative. 10m cooldown, 1500 radius. Lasts 1m or until expiration. 200/300/500/650/900. Added to Friar, Valewalker, Thane. Anti-burst RA.
DoTs
Baseline DoT – cast time lowered to 2.6s
Single DoT – cast time lowered to 2.8s
Single target DoTs are very rarely used, and perhaps for good reason. Lowered cast time will help make them more viable.
Bleeds
Bleeds from different styles will now stack.
Bleed duration and pulses are condensed to 2, 3 or 4 second ticks, holding total ticks constant.. and condense their pulse times and durations.
Bleeds can be a liability in RvR. Accelerated damage will make them worth considering.
Life Transfers
Cast time reduced to 2.8s. These were more competitive before the buffs to spec heals. Ments used to cast at 3.2s down to 2.5, 2.8 would be a decent trade-off.
DD/Snares
Adjusted in all spell lines to top at 47/48 spec. Right now, most are at 50 and this is almost never worth it.
Focus Shield
Usable on realm allies. Will make melees more attractive for leveling.
Conc Buffs
Cast time reduced to make buffing less tedious.
Casted Buffs
e.g. Crack, Absorb, DA, DS, Haste. Granted an AOE of 350. Max of 4 targets. This will help buff small groups of people, without buffing zergs too much.
Archers
Damage increase for 52+ spec in Archery following logic of most other damage lines (approx +0.5% per point)
Long Shot – more levels added, with much reduced timers
Reactive Proc range reduced
Crit Shot X at level 50
New Ability in Stealth, Camouflage – group buff that dyes allies to ambient colors
New Ability in Stealth, Truesight – makes all stealthers within 1000 range visible for half a second. 1 minute RUT. Won't make Assassins sitting ducks, but can give an Archer a heads-up to run.
Will make Archers more consistent with rest of the game. 35+ Archery will be worth considering, but it won't be an invis insta-kill sort of thing.
Assassins
New Ability in Stealth, Smokescreen – throws a cloud that reduces mob aggro radius to groupmates
Give Assassins some marginal use in PvE/group RvR
Instruments:
Overhaul; Song Mode: Playing any song engages song mode, starting off the standard hard-coded playing time. Once you have started playing, you can switch between songs with one keystroke. Switching is not interruptible, but engages a song delay, like swing delay, affected by Qui. Minstrel flute mez will be separated off this system as an instrument-casted spell, essentially the same as it is now.
Songs are no longer a focus/chanted effect.
This will make song-playing more intuitive and less of a tangle.
All Double-Wielding Specs:
Level 20 AOE Melee Style. 20 Endurance, +15 to-hit. Requirement - at least 3 enemy targets within melee range. Hits up to 3 enemies, 0.65 GR
Level 30 AOE Melee Style. 15 Endurance, +10 to-hit. Requirement - follow-up. Hits up to 4 enemies, 0.8 GR
This will make End Regen + Tank/Assassin groups more attractive in PvE and mass RvR.
Heavy Tanks:
Hold the Line - channeled ability gained at level 25. Requires 2h Weapon. Costs 5 end each second. Lowers movement speed by 25% when toggled, but all aggro targets that move within 200 units of you are attacked by a full unstyled attack with 50 radius. Each target moving in and out of your reach can be hit again after 3 seconds.
This will give Heavy tanks an AOE/peeling attack in group PvE, as well as allow massed heavy tanks to hold positions and chokepoints in RvR, like a Phalanx
Alb Crossbows:
Allow the pre-loading of a single shot.
New bolt type: armor penetrating bolt. Ignores some block and AF.
Would allow Armsmen to use one powerful opening shot before having to reload. Very minor boost to Infs. Crossbows in medieval warfare generally had very strong penetrating power.
Mid Thrown:
Thrown weapons are now front-loaded (like reg styles) and usable on the move, but range is reduced and an internal cooldown triggers on use. Range increases and cooldown decreases with spec (300/60s to 1000/5s).
Will grant some use to Thrown spec for Warriors, inspired by real life where foot soldiers would often throw a missile weapon before engaging. Roman legionnaires had a lethal range of around 30 meters, afaik.
Paladin
Heal chant boosted by 50%.
Power cost removed from End chant
Minor help for Alb healing power, and makes End less of a hassle to use.
Reaver
PBAE Magic Resist debuff added, 3/4/5/7/10% ending at level 48-50. Style proc damage adjusted slightly downward to compensate. Stacks with other resist debuffs.
This will help Alb synergize AOE groups and give Reavers another niche.
Cleric
Regen Buff raised in line with other Regens
Base DD damage increased to 179, cast time reduced to 2.6s, power cost reduced to 31
Spec DD damage reverted to 225, cast time reduced to 3.0s
PBAE DD damage reverted to 130 at final level, radius increased to 400
PBAE Mez cooldown reverted to 30s
AOE DD damage reverted, cast time reduced to 3.0 in line with all other AOE DDs, power cost halved in line with all other AOE DDs
Smite was overnerfed into garbage because immunity timers weren’t in place yet. This will make Smite a decent close quarters/defensive line, and make Smiters viable in some setups. PBAE Mez covered a major weakness for Alb, which is close quarters engagements. But it comes at a major cost to the Cleric.
Friar
Stat gain changed to PIE/DEX/CON from PIE/CON/STR
Heal over Time – now combat castable
End Redux is now group castable
Haste Shout – cooldown reduced to 1 minute
Figure Eight – changed to Frontal vs triggered by Evade
Double Strike - bleed changed to 25 crush DD proc
Excommunicate – growth rate 0.92 → 1.1, Defense 5 → 10
These changes will help make Friars more attractive to groups, without adding too much power to Staff Friars. Spruces up some redundant/useless styles.
Wizard
New PBAE Bolt spell added to Ice.
New Self-Cure spell line added to Fire. All share the same 30s timer.
Level 16 Cauterize, cures bleeds and poisons
Level 26 Purify, cures disease
Level 36 Cleanse, cures stat debuffs
Level 48 Brilliance, cures nearsight
These changes would help lack-luster Wizard spell lines without making them clones of Elds/Runies, raising Fire’s spike potential, or stepping on the toes of other Alb casters.
Cabalist
Emerald Sim - Emerald DoT damage increased to compensate for interrupt nerf
Sorcerer
Telekinesis Spec Line, Total Revamp.
Stacking Self Absorb Buff
Level 5 2%
Level 15 3%
Level 25 5%
Level 35 7%
Level 45 10%
Stacking Armor Buff
Level 4 18
Level 14 22
Level 24 37
Level 34 48
Level 44 55
Self Parry and Evade Buff. Your char model hovers off the floor, and staff orbits around you telekinetically, spinning if you parry.
Level 22 5%
Level 36 7%
Level 48 12%
Instant PBAE DD/Snare – 20s cooldown
Level 16 Lesser Mind Blast 100 Radius, 55 DD, 20% Snare, 3s Duration
Level 28 Mind Blast 125 Radius, 108 DD, 30% Snare, 5s Duration
Level 38 Greater Mind Blast 150 Radius, 122 DD, 40% Snare, 8s Duration
Level 48 Psychic Scream 200 Radius, 160 DD, 50% Snare, 12s Duration
Combat/Dual Castable DD, 3s cast time
Level 5 Lesser Psychic Dagger 300 Range, 14 DD
Level 9 Psychic Dagger 400 Range, 26 DD
Level 21 Greater Psychic Dagger 500 Range, 54 DD
Level 34 Lesser Mind Blade 750 Range, 88 DD
Level 42 Mind Blade 850 Range, 108 DD
Level 50 Greater Mind Blade 1000 Range, 127 DD
Old Telekinesis was full of redundant and weak spells and made no sense on the Sorc. New TK would have “flavor”, allow Sorcerers a spec for self-preservation vs melee with close quarters CC/deterrents, but it would come at a major cost to utility and CC. Would work well for tank heavy groups where the Sorc is the only caster and wants to trade for survivability.
Theurgist
Ice Pets – damage scales more with higher levels.
Higher level ice pets are more or less worthless.
Necromancer
Abominations now spawn with your cloak, if you have /cloak on
PBAE DoT – cast time reduced to 2.5s in line with other PBAE
Champion
Insta DD – damage increased by 25%; it has a rather long RUT, in a somewhat thin line.
Druid
Baseline Heat DoT in Nature
New Blue Pet at 45 Nature
Warden
Self Regen increased by 300%, to about 80 at the final level.
Shortbow spec, for a fun damage option. Factor 19.
Speed Chant is now instant cast, fitting for a chants class
Warden is a great class, but a few touch-ups wouldn’t hurt for build diversity and fun factor.
Ranger
Pathfinding
Buffs equalized with spec buffs
New Spell line, Cure Wounds – melee range moderate heal, 3.2s cast
This will make Pathfinding a more worthwhile spec. A little something was needed to distinguish PF from BC.
Valewalker
Self Haste timer reduced to 60s
Eldritch
Void – baseline DD changed to Energy. Energy debuff lowered to 8s.
Void Elds will be able to self-debuff their 171 point base DD, making them a unique and viable debuff nuker. The line is not great at burst damage, like the Wizard, nor are their debuffs “on-train” for the realm, like RC. This will make Void a spec worth considering for some playstyles.
Enchanter
Mana – revert spell swap on resist debuff. This is from an era where resist debuffs could take you deep into negatives. The double nerf was not really necessary.
Enchantments – new group-cast melee buffer. 2000 Range, 3s Cast, 15s Duration
Level 21 Fervor 10% DPS increase
Level 30 Heightened Fervor 15% DPS increase
Level 39 Ensorcelled Fervor 18% DPS increase
Level 48 Enchanted Fervor 24% DPS increase
This will give Hib an answer to Celerity/AF debuff and broaden group comps, but its on a niche spec on a caster. This is similar to what BS did on Live, but not overpowered.
Mentalist
Light - power cost on charm removed. It is a good spell, but the power cost is too prohibitive.
Mentalism – Defense Bonus self-buff (increases miss rate). From 5%-15% at top level.
This spell line needs a little something even if it is a pretty good subspec.
Animist
Stat gain changed from INT/CON/DEX to INT/DEX/CON
Spec Pet cast time replaced. Now instantly drops a seed at groundtarget, and the pet fully grows into place over 3 seconds.
FnF Turrets – cast time decreased to 3.5s and power cost decreased 25%, but all pets die 15s after the Animist dies or moves 3000 units away, and are no longer directly stackable on top of one another. Total pet area limit removed. Spore cannon line pet spell range reduced to 1000.
Health Regen Bomber – realm targetable, value doubled
Verdant Ablative Pet – buffer increased by 50%
Animist is an interesting concept. FnF turrets are staples of many RPGs. However, casting pets doesn't "feel good" for the Animist, and can be toxic for enemy players. With these changes, Animists will be more mobile/RvR group friendly but there will also be more counters readily available for their pets. Removing direct pet stacking will eliminate most cheese applications where single targets are spammed down instantly after triggering LOS conditions they have little control over.
Thane
Group POM chant.
Skald
Medium shield, minor change to make more “tank-like”
Shaman
Cave
Bolt cooldown reduced to 15s, new tier added at 50
DD cooldown reduced to 8s, cast time reduced to 2.5s, new tier added at 48
Mending Spec. Buffed and Revamped.
Group Friggs cast time reduced
New Spell, healing totem. Drops a healing totem at the feet of a target. Pulses healing on groupmates within 400 radius every 2 seconds.
Level 20 Ancestor’s Aid 30 Heal
Level 30 Ancestor’s Favor 55 Heal
Level 40 Ancestor’s Boon 80 Heal
Level 50 Ancestor’s Blessing 110 Heal
New Spell, FnF healer pet. When summoned on an ally, it slowly follows and heals that ally and then nearby allies within 1000 range. 3.5s cast time, 2000 range, lasts 20 seconds. Low HP and interruptible.
Level 1 Summon Lesser Healing Spirit 40 Healed every 2.5s
Level 7 Summon Minor Healing Spirit 75 Healed every 2.5s
Level 12 Summon Healing Spirit 90 Healed every 2.5s
Level 20 Summon Greater Healing Spirit 115 Healed every 2.5s
Level 32 Summon Ancient Healing Spirit 150 Healed every 2.5s
New Spell, Instant True-HoT. Duration 15s, ticks every 3s, 30s cooldown.
Level 11 Healing Salve 50 healed, 24 power
Level 21 Restorative Salve 90 healed, 40 power
Level 32 Mending Salve 135 healed, 62 power
Level 42 Reviving Salve 182 healed, 91 power
50/25% rez added at 24 spec
Although Mid already has a primary healer, Shamans are still a 1.0 spec class. Mending should be worth speccing in. High Mend Shamans should be viable main healers in certain situations. Cave is strong, but the DD and Bolt could be fixed up some.
Hunter
Beastcraft
Reptiles added to charm list
Self-buffs scaling equal to Shaman
New charms added at 41 and 50, 90% and 100% of level respectively
New insta wolf at 45, 88% of level, 220 move speed.
Would reward people for speccing higher Beastcraft.
Runemaster
Runecarving – revert spell swap on resist debuff. This is from an era where resist debuffs could take you deep into negatives. The double nerf was not really necessary.
Spiritmaster
Summoning
Expanded Rez line
Level 36 15%, 150 radius AOE Rez, max 4 Shortens rez sick 25%.
Level 48, 25%, 250 radius AOE Rez, max 8. Shortens rez sick 50%.
Would grant Spirit SMs a niche use in line with the class and line's theme
Bonedancer
Swap D/Q and S/C pet buffs between Darkness and Bone Army
Dark Body Resist Debuff – remove interrupt, add two lower tiers
Reduce cast time on summoning sub-pets to 4.5s
Reduce mana cost of summoning sub-pets by half
Suppression Pet Ablative – set to AOE, and increase values by 50%
Bone Healers – make regen instant cast to stop lagging and dragging
Bone Army Base DoT – raise damage to match other baseline DoT
Bone Army AOE DoT – raise to match other AoE DoTs
Bone Archers – increase bow firing speed
These changes will help normalize the BD class. They will rely more on sub-pets for interrupts rather than the instant debuff to interrupt.
RAs. Remove some awkwardness that Mythic added to cater to "solos" but implemented poorly.
Cast times removed from TWF, VP, Ichor NM, etc.
VR affects the caster
AM affects the caster. Cooldown reduced to 10m, delves reduced by 30%, and tick frequency changed to 2s but healed per second remains stable.
VP cooldown reduced to 10 minutes. Add a delay before activating, illustrated by a red glow under target's feet, rather than a cast time.
Juggernaut cooldown reduced to 10 minutes
Ichor is instant, but range and radius are lowered at lower levels
Wrath of Champions, radius increased to 150/175/200/225/250
New RA. Corporeal Disintegration, spreading DoT (like epic encounters) that avoids CCed targets. 50/85/125/150/250 damage every 4 seconds, lasts 32 seconds. Sets 1m immunity to itself. Added to Sorc, Mentalist and Shaman. Zerg-buster.
New RA. Hallowed Defense, instant group damage ablative. 10m cooldown, 1500 radius. Lasts 1m or until expiration. 200/300/500/650/900. Added to Friar, Valewalker, Thane. Anti-burst RA.