Wanted to get this made and posted before we get to St. Patrick's Day...
Most people can agree that Evolved Leprechaun is.... a lacking class.
Sure it has a "neat" gimmick, in that it's a crit focused class, however, other classes can and do get just as frequent and higher crits, AND have survivability too.
So it's my honest opinion that this class needs an overhaul.
Lower damage to 75% lower CD to 1.5 seconds, change to guaranteed critical hits. (Overall a "slight" damage, and DPS buff.)
Classes with "rogue" and "warrior" regen do no benefit from near infinite mana. They require both regular and critical auto attacks plus a secondary "source" for their mana, dodging in the case of "rogues." which happens to require luck in many circumstances, the mob had to target you, and you have to successfully dodge. This would both help increase the classes overall damage output, and help a little bit with mana.
Lower mana cost to 15 lower CD to 10, increase boost to 15%
20/20 is murder on a class that in most circumstances will only get back 3-5 (been a while since I tested) mana every 2 seconds. (Barring haste boosts, and dodges [which rely on luck.])
15 is a bit more fair, and 10 seconds allows you to keep the boost up, although spamming skills with poorer regen is risky...
Boost increased because c'mon, really? 5%?
It's damage can stay the same, because it's the boost you're after here...
Increase cost to 15, keep CD
Instead of damage mitigation, increase dodge by 60% Increase buff duration to 10 seconds, allowing upkeep.
"Lucky" would imply the ability to avoid damage and not take LESS, it'd play into the name, and the style of the class, and help with regen, and healing (although that's minimal it COULD help keep you alive...)
Keep cost and CD. Stalic buff is increased to 125% damage, and increase the bonus crit damage to 15%, remove critical hit chance, and replace with a minor lifesteal skill. (10% damage as health.)
Overall this skill works, but it's just needs a little more love.
The extra damage and changed effect help tie into the name, and again, help the class work with its crit focused theme. Crit chance is removed owing to the auto attack now being a guaranteed critical hit. (All the skills on this class are buffing skills, so their damage is mostly pointless)
Increase to 15%
The wording on this is unclear, but I assume it's critical chance. Instead change to critical damage.
Again, this class is all about the critical damage, so why not go all in?
Lower CD to 25 seconds.
This would help with keeping the skill up. Which boosts damage, and survivability and makes the class that much more viable. Using the recommended Luck enhancements makes this skill currently un-loopable, even a couple seconds without your dodge buff you can take a couple unlucky crits and die.
Yes, Evolved Leprechaun is pretty easy to get but so are a lot of other strong classes, this wouldn't necessarily put it above anything high tier, but it wouldn't be the "rank and bank" class that it is currently.
Going back to some other classes here;
Chaos Slayer X : Remove Courageous/Paragon.
Other players can trigger other players effects with this class, making 2 of them in the same party very dangerous, as you have no clue what the other chaos slayer had triggered on the mob, this is a pointless gimmick effect that can wipe parties with absolutely no way to avoid it, other than making someone change their class, or telling people to alert that courageous has triggered.
Star Struck: Change haste decrease to a 20% damage decrease.
Warrior regen needs you to strike your enemy, and your enemy to strike YOU, if they're hitting you less they're giving you less mana.
Lead the Charge, and Stolen Thunder are fine as is.
Lower mana cost to 20, lower CD to 15 seconds.
This skill requires setup before it becomes anything of note, and isn't even all that powerful, the Hot only triggers 3 times, and it's decent, yeah, but other classes can fully heal at the press of a button, and not have to worry about damage potentially outpacing a HoT.
I'm going to keep posting this till it gets changed, I'll die on this hill:
Sentinels Strike: Can remain unchanged.
Active Endurance: Increase healing of Active Endurance, at it's STRONGEST it's roughly a 500HP heal, and this requires you to be at roughly ~20% or less HP, meaning for this class sitting around 500HP. Now this wouldn't be so bad, but read on as to why I believe it needs a buff.
Adrenaline Rush: REMOVE. SELF. DAMAGE. FROM. ADRENALINE. RUSH.
Other classes have higher damage potential without a skill that will literally kill you.
No, this isn't hyperbole, depending on luck and weapon range the DoT can get in the 3-4 hundreds of damage, and boosted by your increased damage if you attempt to loop the skill, resulting in a DoT that could potentially hit 5-7 hundreds. The heal skill of this class cannot keep up with this kind of damage, especially when there's incoming damage to worry about on top of this ridiculously high self damage.
Demolish: Increase debuff time to 10 seconds, allowing for more upkeep, and aiding just that little bit more in survivability and group aid.
EDIT: Fixed a couple issues, and added some more class changes/ideas.
< Message edited by G Man -- 3/3/2020 15:08:46 >