So with the Devs going over several classes and enhancement trees one that I believe really needs some help despite being fairly recent.
Now whilst there's ALOT of issues with EK I believe the first issue is adding it to both Wizard and Sorc as their far more different from each other than you'd think especially when you integrate their prestige trees so I really think the prestige needs to split in too whilst still being a Melee+Arcane mix...I also think neither shold have a Sword & Board focus...it doesn't fit thematically or Mechanically.
Anyways here's what I have so far..I'm quite open to suggestion but please keep on topic (especially the names...I suck at naming things)
Swiftblade (Wizard)
Cores
Core 1: +1 USP per point spent in tree, +1% Double Strike per core, Eldritch Strike (same as live except cooldown is 5 secs)
Core 3: Lesser Swift Surge (+5% AC, +2 Reflex, +1d6 Force DmG scales w/ Spellpower)
Core 6: Greater Swift Surge (+10% AC, +4 Reflex, +2d6 Force DmG scales w/ Spellpower)
Core 12: Ultimate Swift Surge (+20% AC, +8 Reflex,+3d6 Force DmG scales w/ Spellpower)
Core 18: Swift Strikes (Grants GTWF) *It's impossible for a Wizard to take GTWF*
Core 20: Haste Master (+2 Int/Dex, Haste cast becomes Undispelable & Lasts until rest *for you only*)
Note: Swift Surge only applies when under the effects of haste and whilst wearing light or no armor
Tier 1
Ability 1: Quick Wit: +1 Concentration, Spellcraft, Spot
Ability 2: Speed Force: +x Force Spellpower
Ability 3: Force Crit: +2% Force Crit
Ability 4: Haste Boost *Not a fan of Action boosts but I know others love em*
Ability 5: Uncanny Dodger: +1/2/3% Dodge.
Tier 2
Ability 1: Speed Training: Passive: You gain +2% doublestrike and proficiency with all One-handed melee weapons.
Ability 2: Speed Force: +x Force Spellpower
Ability 3: Force Crit: +x% Force Crit
Ability 4: Critical Perfection: Passive: +1/+2/+3 to critical confirm and Crit damage
Ability 5: Still Spell: Your Arcane Spell Failure from equipped armor and shields is reduced by 5%/10%/15%.
Tier 3
Ability 1: Blurred Alacrity: When under the effects of Haste you gain a 10%/20%/30% Concealment
Ability 2: Speed Force: +x Force Spellpower
Ability 3: Force Crit: +x% Force Crit
Ability 4: Masterful Strike: Int to Atk/Dmg
Ability 5: Int or Dex
Tier 4
Ability 1: Speed Drain: On Vorpal you apply a slow effect for x seconds
Ability 2: Speed Force: +x Force Spellpower
Ability 3: Force Crit: +x% Force Crit
Ability 4: Quick Step: Grants Mobility & Spring Attack
Ability 5: Int or Dex
Tier 5
Ability 1: Eldritch Tempest: Same as live except it only costs 2 AP and cooldown is reduce to 8 seocnds (about 40% longer than Great Cleave)
Ability 2: Arcane Reflexes: You now use your Int for reflex instead of dex
Ability 3: Diligent Rapidity: Due to your sheer speed no magical or mundane obstacles can affect you (basically permanrnt Feedom of movement)
Ability 4: Improved Haste: Haste Toggle except +50% Run Speed/+30% Attack Speed
Ability 5: Extend Master: Doubles the effect of Extend.
Rage Mage (Sorcerer)
Cores
Core 1: Arcane Rage: Active ability +2Str/Con duration is based on charisma, +1 HP per pt in tree
Core 3: Lesser Zen Rage: You can now cast spells whilst Raging with a 50% ASF
Core 6: Greater Zen Rage: Rage ASF is redcuced to 20% ASF
Core 12: Ultimate Zen Rage: Raging no longer causes ASF
Core 18: ?Name?: Grants GTHF *It's impossible for a Sorc to take GTHF*
Core 20: Eldritch Warrior: +2Str/Con, +10 Melee Power
Tier 1
Ability 1: Toughness: +5/+10/+15 maximum Hit Points
Ability 2: Item Defense: You have a 25%/50%/75% chance to negate potential item wear.
Ability 3: Battlemage: +1/+2/+3 Concentration, Intimidate, and Spellcraft
Ability 4: Wand and Scroll Mastery: as now (mainly to give Sorc access to it)
Ability 5: ???
Tier 2
Ability 1: Medium Armor Proficiency: You gain proficiency in Medium Armor, and you no longer suffer ASF whilst wearing it
Ability 2: Zweihander Training: Passive: You gain +2% Melee Power and proficiency with all Two-handed melee weapons.
Ability 3: ???
Ability 4: ???
Ability 5: ???
Tier 3
Ability 1: Arcane Barrier: Passive: When your HP drop below 50% of maximum, you are immediately protected by an Arcane Barrier that reduces all incoming damage by 25% for the next 10/15/20 seconds. This effect may only trigger once every 120/90/60 seconds.
Ability 2: Arcane Resistance: Reduce all spell based damage by 20%
Ability 3: ???
Ability 4: Mind Games: Cha to Atk/DMG
Ability 5: Str, Con or Cha
Tier 4
Ability 1: Raging Focus: Whilst Raging your Concentration is doubled for the purposes of resisting have you spells interrupted
Ability 2: ???
Ability 3: ???
Ability 4: Master of Destruction: +1/2/3 CL/MCL with Evocation & Conjuration Spells
Ability 5: Str, Con or Cha
Tier 5
Ability 1: Eldritch Tempest: Same as live except it only costs 2 AP and cooldown is reduce to 8 seocnds (about 40% longer than Great Cleave)
Ability 2: Turbulent Mind: Other spellcasters find it hard to control you due to the mix of rage and natural spellpower flowing through your mind. Your Will save now relies on your Cha Mod,
Ability 3: Raging Ignorance: Your buffs cannot be dispelled whilst raging.
Ability 4: Improved Tenser's Transformation: Toggle: Except penalties are removed.
Ability 5: Eldritch Shield: Passive: Every six seconds you gain Temporary Hit Points equal to Cha Mod.