Heathen wrote:Ice Elemental skill on Druid feels really weak, especially with the weird multi-homing projectiles not doing any initial damage.
It was nerfed not long ago. It used to be stupid OP, if I remember. I think they reduced the number of hits it has at the center of the explosion.
Heathen wrote:Wolf Druid is a cool concept, I dig his skills, but please fix his early game. I hate needing to respec into him.
I played a wolf untwinked one time. It's actually quite strong early game, you just have to manage around using harbinger/mana pulse strategically to maintain mana and location. Just needs mostly TU's, is all, which can be boring to farm, but it's certainly a faster/more intuitive build than a trap rat.
Heathen wrote:I feel like Assassin's Scorpion Blade isn't viable as a build whatsoever, at least not early on.
There was a build somewhere in the guides (maybe page 2 that gets overlooked all the time?), but it was never completed. It played heavily on the aspect of poison in the game with duration and additional sources.
Heathen wrote:I'd be happy to see Flametail Shot go the way of the oskill and be replaced. I dislike Angel of Death too, but it has it's uses on bosses.
What would you replace Flametail Shot with? I find it useful in specific scenarios (overall, obviously frag and voodoo shot are superior), but it definitely has its uses and can stun. Angel of Death is awful. It hits about 50% of the time for me while in Deathlord, for some reason, but on the plus side, it's an insanely good mobility skill, especially for early build/ladder Duncraig farming when you may get surrounded and don't have teleport to move from an incoming barrel. I use it very infrequently for attacking, but often for mobility.
Heathen wrote:I'd also love to see an HP buff with the Necromancer summons. They are just too flimsy and not fun to micromanage.
I would agree, only because I've seen your recent remarks concerning Necro summoner, meaning you have to scale damage along with life, and it becomes too much of a hassle to balance MO's and gear to make it effective in both aspects. I almost never have trouble with Necro summons' HP values though.
Heathen wrote:Delete Bearclaw on Barb. I don't even give a damn if it doesn't get replaced. I'd rather see a blank spot since that's all it is atm anyway.
Ever tried an untwinked throwbarb? This skill is godly for getting your Jitan charm

. Knockback pushes him into a wall and the brief stun/knockback allows you to simply sit and spam it til he slowly dies, as long as your attack rating is good enough that he won't escape and use Inner Fire.
Heathen wrote:The Spirit Tree on Barbarian just feels like bad design. I don't want to melee with a summoner, that would feel really horrible since they don't follow you. Also, they have what seems to be a 0.8 second to 1 seconds attack time-out after every attack. This feels clunky and doesn't look great.
I don't know if barb was ever meant to be a pure summoner type. This is quite opposite to your argument for batsin, how you don't want to melee with that char to summon them. Barb, on the other hand, has the ability to go melee range. I think the idea behind the build was for an actual shaman-type character, or hybrid, so to speak, as opposed to pure summoner. If barb spirits did actively follow you, I think we'd see many more barb summoners, but most people may find it clunky, as you said, that you have so many melee options to hybridize with the spirits. It can become chaotic. As for the attack animations, once you get to your uberskill, the build becomes noticeably more viable (as is many other builds and classes). Mahi had a stream a couple weeks ago where he was Toraja farming with 25-30 of the throwing axes spirits, and there was just a constant stream of Bear Claws and stampedes, even with Bear Stance, not Wolf.
Heathen wrote:Amazon Sunstrike seems just plain pointless when you have the other alternatives. It excels in neither mob killing or boss killing, and I feel as if it needs more arrows or much higher damage.
I'd argue to keep this skill because it gives an Amazon a chance for ranged heroics, as it's the only true Elemental skill they have, apart from added ele damage. Most bosses, you'd run in with Barrage in the face, and it'd be no issue, but there are heroics that don't allow you to get close. I've found this to be a decent option for ranged heroics, if you focus on 200 fire pierce, and you get quite a decent array of arrows with more points in the skills.
Overall, am I arguing for the sake of arguing? No. I appreciated some of the points you brought up (the ones I left out of my comments, or had nothing to say towards them). Just providing a devil's advocate kind of approach in terms of build viabilities, and what-if scenarios to consider.