Echoing Soul
- Your soul is fractured, shifted, or connected to another in some way. Perhaps your past or future is affecting your present soul, or perhaps some other entity is inextricably linked with you. In any case, it manifests in knowledge and fears that aren't your own.
- +3 to all Skills plus an additional 1 for every 2 Character Levels you have
- +1 to all Saving Throws, plus an additional 1 for every 3 Character Levels you have
- When you get hit with Melee or Ranged attacks, there is a very small chance your Echoing Soul will cause you to become Afraid, Blinded, or Immobilized for six seconds with no save. Immunities to these conditions do not apply to this effect.
I would never take this one on any toon which runs high skull reaper. An unavoidable 6s stun AFTER you just took one hit would be a death sentence. Ditto and possibly even more so for push raiding.
Ironically, the higher difficulties are where the increased skills and saving throws would be most desirable, so if this stays as is, that's a shame. Most players don't need big skills and saves boosts in non-reaper difficulties.
- Living Shadow
- Your Shadow extends your reach, acting out your dark impulses.
- Your basic Melee attacks have extended range, hitting further in front of you.
- Whenever you land a Critical Hit, there is a small chance your shadow exerts its will, causing your damage to be reduced by 15% for 6 seconds. This can only occur once every 30 seconds.
- This is the same extension effect that Shadowdancer grants, and does not stack with that skill.
This one seems to meet the stated goals reasonably well
*IF* the extended range feature is working as intended and not bugged.
- Mist Walker
- You have learned how to navigate the Mists with time and a little luck.
- You gain Misty Step: As Abundant Step, but you disappear. +5 Reflex Save and 20% stacking incorporeality while Stepping. (Shares a cooldown with other abundant steps). 12 second cooldown.
- When you use this Misty Step, there is a chance the Mists catch up with you and you gain Exhaustion for 6 seconds (-50% penalty to movement speed, -6 penalty to Strength and Dexterity, and cannot tumble). This exhaustion cannot be warded or removed by effects that remove Exhaustion.
What is the % chance on the Exhaustion proc? That will play a large part in whether this is worth taking or not. Slow movement is one of the bigger fun killers in the game. For example, if it's a 5% chance, maybe it's worth it. If it's a 20% chance, I would never take this. There are enough other ways to get Step-like abilities that the penalty cannot be too onerous on this one.
- Touch of Death
- Your every touch is pain, but you can use that to deliver death to enemies.
- +3 Negative Spell Power per Character Level
- +3 Negative Healing Amplification per Character Level
- -5 Positive Spell Power per Character Level
- -5 Positive Healing Amplification per Character Level
The benefits on this seem pretty good and possibly don't come with a strong enough downside. For any undead form build, the downside to this will be minimized to a large extent.
- Form of Pain
- Your body is cursed to be prone to all manner of damage, but with the ability to withstand it.
- When you take damage your body changes and you gain the Form of Pain effect which grants +2 PRR/MRR but also reduces movement speed and increases spell costs by 1% as the pain distracts you. This can stack 10 times, with one stack being removed every 5 seconds.
Again, movement speed penalties are one of the biggest fun killers in this game. This should be at least 3 PRR/MRR. If the MRR bonus can exceed the MRR cap on cloth and light armor, that might be a decent incentive to take it on non-tank builds.
- Webtouched Wretch
- You've become entwined with a great cosmic web, which occasionally becomes coterminous with reality.
- Your offensive spells, mele and ranged attacks attacks occasionally cause strange spectral webs coat your enemies either slowing them or entangling them for up to six seconds with no save.
- This does not work on bosses , raid bosses or oozes but will work on incorporable or fiery creatures which are normally immune to web include monsters or champs protected by freedom of movement.
- When you get hit with Melee or Ranged attacks, there is a small chance the webs turn on you, applying a weakened slow effect which lasts 6 seconds but can stack 3 times. Spells/Immunities like Freedom of Movement do not prevent this.
What's the percent chance for the Slowing/Entangling proc?
Slowing/entangling trash mobs isn't that much of a benefit in many scenarios as trash mobs tend to die so fast that it doesn't matter much. And again, movement speed reduction is a huge fun killer, especially in fast moving groups.
I don't see any builds/scenarios where I'd be inclined to take this.
- Minion of the Eldritch
- Your soul has touched something beyond the planes, and a connection has formed there.
- Activate: You gain +5 Spell Power per Character Level, and +1% Spell Critical Damage for every 2 Character Levels you have for 12 seconds. 2 minute cooldown.
- When you use this ability, there is a chance the Eldritch Being you reach out to will grow tired of your petitions and decide to punish you instead. This chance increases each time you use this ability between rests.
- Punishment: Activate: You lose 3 Spell Power per Character Level, and 1% Spell Critical Damage for every 2 Character Levels you have for 30 seconds.
This one seems reasonably balanced.