Suggested Changes: Changed FP Costs, Increased Damage, Removed Unmarkable Condition and Fear/Claret Call mandatory requirements, added additional Claret Call effects.
Death Gaze has been in a really weak spot since it's inception. Even with the changes making it scale on 200% Dark ATK, it's still not quite there with other skills. On top of that, you need Fear and Claret Call before you can even use it and it applies Unmarkable for 2 Rounds. This all means this skill isn't really practical.
A piercing gaze that seems to come from the grim reaper itself. Targets one enemy and deals magical Darkness Damage that ignores Armor equal to 50 + 100% (+25% per additional Rank) of your Dark ATK.
If an enemy is marked with Claret Call, it is consumed and this will instead deal Akashic Damage. Additionally, if the target is already Feared and Claret Call is consumed, this may instantly kill non-boss monsters or otherwise may inflict Silence for 3 Rounds.
Cannot be used while Blinded.
Suggested Changes: Reduced FP Costs, Removed Unmarkable Condition, Guard Break applied before Damage, Increased damage from Claret Call (despite being magical damage).
Nothing too drastic, simply felt that the FP costs were too high and the Unmarkable condition making it feel more of a downside to use it to Guard Break.
Axe Skill. A deadly blade that cannot be protected against. Deals Slash magic damage based on Scaled WPN ATK (determined by Rank) + bonus damage if the target is marked with Claret Call. If the target is Guarding, and is marked by your Claret Call, they lose Guard and instead gain Guard Break before damage is applied, the Claret Call is then consumed.
Suggested Changes: Increased Damage, Increased Duration at Higher Ranks, Increased/Additional Effects.
Gravestone while thematically cool doesn't have enough impact to be worth using right now, the damage is minuscule and the added effects not really pronounced enough so here's hoping to change that.
Creates an impassable Gravestone at target location. Anyone occupying that square is pushed away from it, and if they are an enemy, they take Earth magic damage equal to 15 (+15 per additional Rank) + 150% of your Earth ATK. The gravestone remains for 3 rounds (+1 round at Rank 3 and 5) or until you create another one. Enemies within 3 Range of the Gravestone will take triple the bonus damage from Claret Call and cannot be revived while incapacitated.
Suggested Changes: Pretty much everything, it's essentially an entirely new skill.
Okay, this one is the most drastic change but this is because I consider Painproof to be the worst skill in Ghost's arsenal. Here's why:
It costs a large chunk of your HP for 30% DEF/RES. 30% sounds good on paper but consider the following: If you don't have a lot of DEF and RES, you won't get much out of this. (30% of 10 is only an extra 3.)
Meanwhile on the high end, 30% of 50 is 15. That sounds great until you take into account diminishing returns meaning that's not really giving you 15% more DR. Further, that DR you would get does not make up for the HP you spent to put it up.
The skill I'm pitching will hopefully address all the shortcomings of Painproof while being more unique and useful.
Costs 15% of your Maximum HP to use. Cause damage to yourself in order to lessen the pain you feel from enemies.
Gain a full damage shield with a LV equal to 15% of your Maximum HP + a bonus based on Rank. Before your HP is damaged, this shield's LV will be reduced.
While the shield is active, you also will take no ongoing damage caused by debuffs (such as Poison, Burn, Lingering Damage, etc) but healing effectiveness on you is halved.
Rank 1: Cost: 15% HP, Bonus: 15, Duration: 3 Rounds
Rank 2: Bonus: 30
Rank 3: Bonus: 45, Duration: 4 Rounds
Rank 4: Bonus: 60
Rank 5: Bonus: 75, Duration: 5 Rounds
Suggested Changes: No FP Cost but increased HP Cost, Applies a Higher Level of Claret Call and Fear
The problem I found with Red Rain is while you could use it to mark enemies, it was almost always better to do so while dealing damage (for instance Sanguine Star). By giving it a little more oomph, this will hopefully make Red Rain a little more appealing. The added fear also adds some synergy with the changes I've put on Death Gaze.
Cost: 5% HP
Use your own blood to mark enemies. At the cost of 5% of your Maximum HP, all enemies within Range are marked with an enhanced Claret Call (LV is further increased by this skill's Rank*5) and are inflicted with Fear for 3 Rounds.
Suggested Changes: Increased Duration, Increased Dark Damage
Dark Imbue is a little outdated and could use an update in the same vein as the Elemental Augment one. Making it last a bit longer and add a bit more damage will hopefully help out Axes a bit as they could use the help considering how unpopular they are when compared to Swords and Spears.
Rank 1: 20FP, Hit Bonus: +5, Damage: 10% Dark ATK, 3 Rounds
Rank 2: 18FP, Hit Bonus: +10, Damage: 20% Dark ATK
Rank 3: 16FP, Hit Bonus: +15, Damage: 30% Dark ATK, 4 Rounds
Rank 4: 14FP, Hit Bonus: +20, Damage: 40% Dark ATK
Rank 2: 12FP, Hit Bonus: +25, Damage: 50% Dark ATK, 5 Rounds
Suggested Changes: Added bonuses for using lightweight Armor.
A big reason people prefer Kensei over Ghost is due to the passive "Evade" it gets, by adding some to Fitting Form, I think we can even the scales a bit more for dodge focused characters.
Ghosts, as in the spectres, do not typically carry a lot of weight in their appearance, so it is only fitting when Ghost duelists follow suit. Increases your Hit and Critical when using weapons with 5 Weight or less based on Rank and your Evade and Magic Armor when using armor with 5 Weight or less based on Rank.
Rank 1: Weapons: +4 Hit, +2 Critical, Armor: +4 Evade, +2 Magic Armor
Rank 2: Weapons: +8 Hit, +4 Critical, Armor: +8 Evade, +4 Magic Armor
Rank 3: Weapons: +12 Hit, +6 Critical, Armor: +12 Evade, +6 Magic Armor
Rank 4: Weapons: +16 Hit, +8 Critical, Armor: +16 Evade, +8 Magic Armor
Rank 5: Weapons: +20 Hit, +10 Critical, Armor: +20 Evade, +10 Magic Armor