This is just a fun little thread on how you would like to see your main/favorite class reworked. Post all the changes you would like to see to your class, from basic altering of some underwhelming/under performing/unwanted abilities and their morphs to a complete reworking on how the class functions.
My main is a NB and while their DPS is great and healing abilities fair, their tanking leaves much to be desired since Sap Tanking has been killed off for the most part. I do like the concept of having a DPS/Tank/Healer skill line similar to Warden that it I'm going to adapt that premise for NB as well. I'd alter the placement of Blur and Veiled Strike so that Blur was a Shadow Skill and Veiled Strike was an Assassin skill, with Veiled Strike being placed as the 1st skill in Assassination and Assassin's Blade moving down to the 3rd Slot. Path of Darkness would then be bumped up to the 1st skill in Shadow and Blur the 3rd skill. This makes Assassination our DPS skill line and Shadow our Tank skill line. From there, it comes more to altering a few abilities and passives to better suit the needs of their specific role.
Assasination:
Death Stroke
Morph: Soul Harvest
New Effect: Silences the target for 2 seconds.
Not overly helpful in PvE but potentially broken in PvP as, although it doesn't stun like Incap, it would make Magic Melee NB a very real threat since the vast majority of heals are magic based and a silence effect can all but spell death for any player caught at the receiving end of a well timed Soul Harvest but I feel that it fits thematically with an Assassin that it was just too good not to suggest it.
Veiled Strike
Morph: Concealed Weapon
New Effect: Grant Empower. Increase sneaking movement speed while slotted.
Slight buff for this neglected skill. While not a huge buff, it would be able to empower itself, leading to a fairly damaging attack, like Surprise Attack.
Shadow:
Consuming Darkness
Morph: Bolstering Darkness
New Effect: Grant Major Vitality to self and allies, increasing healing received by 30%
The extra damage mitigation effect is nice in situations that require that much mitigation, such as rezzing dead allies in problematic locations or when we're taking a beating but NBs are in serious need of more group support and while the majority of tanks and healers will be using Warhorn, giving this some added utility wouldn't hurt it.
Path of Darkness - Ability now scales on Max Health
Morph: Twisting Path - Remains as it currently is on live, going back to scaling on Max Magic/Spell Damage
Morph: Refreshing Path
New Effect: Heals and grants Major Fortitude, increasing health regen by 20%
A slight nerf to NB healers as they lose Path but again, I'll be discussing changes to Siphoning for healer perks later on. This is a very minor change to help NB tanks have a bit more utility and while Health regen is far and away one of the most useless stats in the game, the heal itself would be much more effective as it now scales on the NB's health with the health regen bonus just being a little icing to it.
Aspect of Terror
Morph: Manifestation of Terror - Changed to Mesmerize
New Effect: Draw targets into a false sense of security, luring them closer to the NB.
Not as effective as DK chains but a unique way for a NB tank to get enemies to come closer together for group members to attack with AoE.
Summon Shades - Ability now scales on Max Health (Damage on this skill was trash regardless, hardly much difference will really occur as it was mostly a utility skill to begin with)
Morph: Dark Shades
New Effect: Summon 2 Shades that apply Minor Maim/Fracture/Breech to targets. Hitting the button again will teleport them directly towards their selected target.
Even if this ability was given Minor Fracture and Breech to make up for their lackluster damage, the issue of their mobility remained that I figured, I'd make them the opposite of Shadow Image and have them teleport to their target.
Shadow Barrier Passive
Activating a Shadow Ability grants Major Resolve and Ward for 20 seconds
After all these changes, NBs will be squishier than ever. Not only are they losing out on Veiled Strike offering all the old benefits of the Shadow Line (More health for slotting it and near constant Major Resolve/Ward from spamming it) but Refreshing Path being made to scale off health also lowers their HoT potential a little that giving a set duration to Shadow Barrier seemed the least I could do.
Siphoning
Soul Shred
Morph: Soul Siphon
New Effect: Grant Major Mending, Endurance and Intellect
Since Bolstering Darkness now has Major Vitality (a buff more fitting a Tank skill IMO) I figured that giving Major Mending to Soul Siphon was only fair. It's already under utilized as is due to Warhorn and Major Endurance/Intellect are already pretty much always active due to potions so this won't make it much more attractive an option to use but a buff's a buff.
Malevolent Offering - Changed to a Minor Lifesteal effect on enemy target for 15 seconds and to use magic
Morph: Healthy Offering
New Effect: Adds healing pulses every 3 seconds
Morph: Shrewd Offering
New Effect: Adds Minor Staminasteal
This ability sucks as it currently is. It's risky for little reward and the targeting for it is just a hassle. Making it apply Minor Lifesteal sounds like something a NB would be capable of with both morphs being useful as Stamina Builds can benefit from the Minor Staminasteal and the Healing pulses gives a safety net burst heal every few seconds and while I'm certain the Staminasteal morph will be abused by everyone, I think both are good changes.
Drain Power
Morph: Power Extraction
New Effect: Apply Minor Mangle to enemies, reducing their Max Heatlh by 10% for 12 seconds.
Worst AoE in the game. Needed a real kicker to make it worth a damn and Minor Mangle is a very rare debuff that no one uses since it's near useless in Trials and on bosses but its still useful enough that it would make Power Extraction at least usable.
I know, not the greatest of suggestions but I'm happy with them. How would you rework your class?