My thoughts regarding Champion:
Champion/Rogue
Very strong class if played with 2h, ridiculously overpowered when using a 1h. Killing all 3rd boss rofl organs on my own took me 1 minute and 43 seconds, which should say more than enough.
I get that you want the class to be played with 1h, which is totaly fine, but the 1h hammer damage bonus is far to much. I'd suggest replacing the 15% one-handed-hammer damage on Shadow Explosion with 5% attackspeed while wielding a one handed hammer. Playing the class with 1h is even without any additional benefits a good option, because of more Shock Overload and Chain Drive procs.
Moreover, Shadow Pulse overall damage should be lowered by ~ 10% imho.
Champion/Warlock
Fun class that's in the right place now.
Champion/Mage
Nice support capabilities(and tyvm for the mana spammable - much appreciated change), but lacks damage to be competitive and keeping all the short-time buffs up is very stressful.
My suggestions to change this are:
- Heavy Bash:
Remove gcd trigger while under the effect of Elemental Defense
-Backlash Armor:
let it trigger on any damage received, not only parried hits
-Rapid Spread:
Currently serves no purpose, since it does lower damage than Heavy Bash.
increase damage to 650% physical mainhand weapon dps at lvl 104
lower buff duration to 15 seconds
-Bloody Experience:
Buffrotation is already very long, so I just don't use this skill, it has very little impact anyway.
Could be changed to: "Inflicts 750% physical mainhand weapon dps, while under the influence of Rapid Spread buff." 503 mp cost, 5sec cd
-High Energy Barrier:
As already mentioned, keeping Rune Growth and Barrier up and generally buffing up is unpleasant atm.
increase duration from 15 to 30 sec
Champion/Priest
Has interesting skills, but can't really shine either as dps or tank atm. Suicide Advance buff is strong though, that should be kept in mind. Having no mana based spammable makes it very clunky to play.
Some suggestions:
-Runecraft - Devotion:
change to: "Improves your Rune Growth, making it increase phsical attack by 20% instead while in Dissasembly Mode and reducing damage received by 25% while in Shield Form respectively."
-Divine Vengeance:
reduce damage dealt to 600% mainhand weapon dps physical light damage, remove it's cd, cooldown reduction for Holy Aura & change the cost to 503 mp
add x2 aggro multiplier while in Shield Form
-Rune Energy Consecration:
increase rage gain from 5 to 10
-Light Pulse:
add x4 aggro multiplier while in Shield Form (this would help tremendously as a tank) and change the damage type to physical light damage
-Holy Attack:
The debuff removal is random and not useful. Replace it with: "Deals 800% mainhand weapon dps physical light damage to the target and reduces it's physical and magical attack by 15% for 8 seconds."
-Explosion of Righteousness:
change damage type to physical light damage and increase the buff duration from 15 to 30 sec
-Reviving Blast:
increase cd to 5 minutes
change to: "sacrifice 50% of your health to return a fallen player back to life. This ability can be used while in combat."
Champion/Warrior
I like the changes so far, definitly an interesting tank combination. However, having only access to rage makes ressource managment difficult. Furthermore, the class has no spammable with aggro multiplier, which adds to the inconvinience.
This could be solved by two simple changes:
-Power Slash:
add: "Removes the rage cost of Slash and makes it increase your aggro while in Shield Form(x2 multiplier)."
-Arc Strike:
remove rage cost and add x3 aggro multiplier while in Shield Form
General
-Energy Influx Strike:
Does less damage than a Heavy Bash and is not used in any way atm. Please consider increasing it's damage.
I apologize for posting twice in such a short period of time, but I wanted to keep my thoughts on both classes separated.