Shizu Samurai
New Hero’s Despair (CD:5)
- Debuff DEF 50% for 3 turns (AOE + shaped)
- Direct Damage 110 - 140% of ATK (AOE + shaped)
- Debuff ATK 50% for 3 turns (AOE + shaped)
When Ally in Aura attack: 35% Chance to Ally Unleash Attack 100%
Evaluation: Pretty much a blanket buff to everything. Although the base dmg of the skill is lowered, I believe that it will deal equal or more dmg as compared to current since it debuffs DEF much more now (assuming debuff lands before dmg is dealt). As a generally flexible hero, Shizurai has become more consistent with her aura while at the same time becoming more specialized with her powerful offensive debuffs. which I assume is supposed to be her specialty. This may let her see slightly more play, but is not a big enough change to completely move her into or away from squad archetypes she currently fits in.
Overall rating: 6.5/10. The revamp makes her significantly better at her current job, while slight buff to flexibility, but not really to a degree that is enough to let her see play in more squad archetypes.
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Shizu Ninja
New Shadow Swap Technique (CD:4)
- SWAP
- Buff Self 10-40% ATK of ATK for 3 Turns
- Grant Stealth for 3 Turns
Overall rating: 7/10. The revamp changes her role significantly, but makes her a much more scary foe to deal with, she is now a bigger threat both offensively and defensively, but in return she lost her previous specialized advantage against high DEF enemies, which is actually pretty big. Overall a pretty balanced change, I would say that this doesn't amp her overall capability to a very overpowered degree, but it will definitely shake up the squad archetypes that she will fit in.
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Kiera Mind Warder
New Volt Paralysis (CD:6)
- Debuff MAG 30% 2 turns (3x3) --> Cast first
- Direct Damage 150 - 180% of MAG (3x3)
- Skill Delay for 2 Turns (3x3)
When Allies in aura gets hit: 35% Chance for Skill Delay for 1 Turns (Allies)
Evaluation: This revamp has turned MW Kiera into a specialized skill CD controller with a side order of massive nuking power. Gone is her aura of counter-attacking, which to be fair, even with MW's higher ATK and CRT stats, felt a little out of place on a MW. Instead, we now have something that can easily screw over enemies in Arena and control bosses in PvE. While her aura cannot do much to heroes with 2, 3, 4 turn CDs who cast their skill before even attacking, she can allow her team to better focus on those specific heroes while locking down or disrupting the rest of the enemy team. Her 180% MAG nuke is also further powered-up by the 30% MAG debuff, making it essentially equivalent to a 190 or 200% nuke. This is definitively stronger than the revamped EleKiera, who deals 1605+50%+50% = 260% MAG as total dmg (while arguably Ele also has higher MAG than MW), the damage is done over 3 turns, which allows the enemy to cast defensive skills or HoT skills, essentially mitigating the 100% MAG damage for the later 2 turns. Having an instant 200% MAG nuke is just incredible, and that's not even counting in the 2 turn skill delay across the board as well as a good setup for more nuking from your other characters.
Overall rating: 9/10. This revamp is bound to have the new MW Kiera see play in more squads than currently. Her powerful aura coupled with possibly the strongest instant MAG nuke in game, gives her a massive edge over the other Mystic sub-classes in both PvP and PvE content. The loss of her old aura reduces some flexibility, but what MW Kiera gained clearly more than make up for that.
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Kiera Warlock
New Infernal Gate (CD:6)
- Direct Damage 150-180% of MAG (AOE +)
- Confuse Enemies for 2 turns (AOE +)
- Team Leech 10% of the Damage (All allies)
When others in Aura get Hit: 45% Chance for Unleash Poison Damage 60% of MAG for 3 Turns (SELF)
Evaluation: The revamped Kieralock mainly swaps selfheal for team heal and random teleport for confusion, there is a slight buff to the consistency of her aura, but it's not that significant. If we consider the synergy between her active and aura, we can see that a team heal is better than a selfheal since Kieralock relies on her allies in aura getting hit in order for her to poison the enemy. While this is at the expense of her own sustain, I will say that the buffed 180% MAG as damage can still put out enough damage for a 10% heal to be somewhat significant. Here, I am unsure if the heal will be based on the total damage of the skill to all targets or the damage to a single target. If it is the former, then her sustain is easily capable of healing a team back to full since hitting even 5 with 180% MAG damage deals 900% MAG as damage, before reductions. 10% of that is almost 100% of MAG. So it would easily heal for 7k+ health. If you can hit even more it will heal even more. So, clearly from this we can see that Kieralock is getting a new role as a party healer, in addition to her previous disruptor role. As for the disruptor role, swapping the teleport for confusion is very difficult to evaluate, but I would say that the mass confusion would provides a little more consistency than the teleport.
Overall rating: 6.5/10. The revamped Kieralock would definitely see play in more squads, as well as perform more consistently. Her only drawback is still her relative irrelevance to the meta due to her limited impact when fighting against meta heroes. In short, she is strong, but at the same time, best used to deal with situations most players aren't currently dealing with/having problems with.
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Darrion Paladin
New Mirror Force (CD:4)
- Inflict Taunt all for 3 turns (ALL)
- HP Shield 100% for 3 turns based of DEF (SELF)
- Reflect 90 - 150% damage taken for 3 turns (SELF)
When Allies in aura Gets hit: 75% Chance to Heal Shield 25% for 2 Turns (ALLY)
Evaluation: Now this is a powerful Darridin. Having 75% uptime on his taunt, reflect and shield on a mere 4-turn CD, this is the go-to PvE tank. The massively buffed dmg return now ensures that, while tanking, Darridin still has pretty significant damage output. Well, actually, there is a small caveat here, which is on how damage reflect works. If it reflects the damage dealt to Darridin before reductions back to the source unit, then it is reduced by the source unit's defenses, that would be optimal. But if the reflected damage is taken after Darrion's own reductions then back to the source unit and still has to be further reduced by their defenses, then the damage capability of the reflection may not be so strong after all. His new aura is also quite a beast. Instead of a very consistent absorb 30% dmg from allies in aura, he now gets a 75% (still quite consistent) chance to grant a 25% heal shield to allies (but not himself). While fundamentally not far from the old aura, this is an awesome change that effectively prevents 50% of all incoming dmg AND can proc on-heal effects. The only weakness I can think of is that, since it only really mitigates 25% of the dmg taken, if the heal is applied post-dmg (post-heal), then it is possible for the ally to die in a single hit that kills the target outright even after the 25% dmg mitigation. The old Darridin would be able to absorb a slightly larger margin - 30% of incoming dmg, so that is possibly one small nerf. Of course, if the heal is actually applied pre-dmg (pre-heal), then this does't happen unless the ally's total health pool is below the dmg source *75%. Also, pre-healing can lead to weird situations where the heal would not have any effect, especially when the ally is already at full health when attacked. In PvP, Darridin is still somewhat useful due to his aura. His own reflecting shield may also spell doom for enemy nukers or single-target heavy damage heroes such as berserkers and assassins.
Overall rating: 7/10. Darridin now has a good reason to be in almost every PvE squad, while still not being completely ignorable in PvP. While his damage mitigation technically is reduced by 5%, his newfound versatility in the heal shield as well as a ridiculously powerful defensive active that has negligible downtime (which is only balanced by the fact that it doesn't do much for the team) would likely allow him to find his spot in certain specific PvP teams, and once on a point in Arena, would prove to be incredibly difficult to deal with. However, if he does not manage to capture a point in arena, he can be rather lackluster.
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Darrion Blood Knight
New Will of the Blood Lord (CD:5)
- Inflict Taunt 1 for 4 turns (TARGET ENEMY)
- Direct Damage 150-180% of DEF (TARGET ENEMY) AND Team Leech 30% of Damage (All Allies)
- Bleed 80% of DEF for 2 turns (TARGET ENEMY)
Overall rating: 8/10. The changes are definitely for the better as BK Darrion becomes much stronger at protecting his glass cannon allies while still maintaining his high single-target output and single-target taunt. While his own average DEF in a round has been reduced due to the removal of the self-buff, I would argue that this is barely a setback for BK Darrion as the bleed effect only furthers his single-target dmg capabilities. He probably can't tank as much as he used to, but he can provide a better output environment for his allies during the period he is alive. While this revamp is not likely to make BK Darrion suddenly become viable in new squads, BK Darrion himself is already a rather versatile Guardian, with his consistent lifesteal aura, he can technically be combo-ed with any high physical damage dealer.
EDIT: Changed some of the rating values