I've killed one of my character once when the enemy used shackle of pain and I didn't notice. I think it has good synergy with a tank, not on a squishy mage. I made a 2H strength/Intel hybrid with necromancer skills and it's my strongest character in terms of usefulness + damage. I keep a 2h staff and a 2h axe and I swap em when the need to hit armour or magic armour arises.
*Necromancer: Pain Link
Think Shackles of Pain but instead of the target receiving the damage that you take it will link two enemies together and they will take damage when the other is damaged
I like this idea but I would tweak it as where it stands it's incredibly strong (2X total damage potential for the whole team while the debuff is on)
Instead, I would share the damage that is dealt between two character ( ally or foe ). It could be used in two ways.
1. Redirect some damage from an accessible CC'd target to a squishy mage/ranger on top far away foe example.
2. Redirect some damage from YOUR squishy to someone else
And of course the damage could be tweaked, some additional effect could occur if the targets are bleeding/blessed/cursed ( synergy with the necro theme, rain of blood etc...). This could be a staple skill for the necro to help spread the pain around in any way!
*Displacement topic*
I think that positioning(heights) plus effects on grounds are taking even more importance in this game than the previous DOS:EE. I would love to see more displacement effects put on some skills.
Aeorothurge Tree
Gust/Burst of wind : displace characters towards a target position. This can be used to push or pull characters (allies or foes or both? The troll is real :D) towards a certain area ( cursed fire, poison fields, static clouds, push off a ramp and take fall damage)
Warfare Tree
Brutal throw : Throw target character ( in melee range) XYZ distance at the targetted position based on Strength attr
Scoundrel Tree
Trip : Push back a character a few feets backwards ( enough to disengage the attack of opportunity) and maybe make them knockdown until they play ( Not make them lose their turn, but make bully work until the character gets up)
These could also be affected by the weight of the character. A Heavy armoured warrior could not be thrown far compared to a little ranger with a bow.