Makes sense! I'll have to decide what feels best, I guess...The 2h Man-at-Arms warrior also looks pretty fun, but I'll have to look into how those skills function and whether I can increase the ratio of using abilities to autoattacks for that spec, by reducing cooldowns and actually improving the abilities' AP/damage ratio so they're strictly more useful than basic autoattacks when available. Sitting around autoattacking everything just feels a little boring to me!
I noticed that there doesn't seem to be an "enemy" entry for skills like Flurry, Daggers Drawn, and Whirlwind. Do they use the player version? Or do they not use those skills at all?
As for loot, my thought was not to make Lucky Charm drop excessive amounts of loot, but simply to directly link increasing Lucky Charm to increased amounts of epic/legendary/divine quality loot. Something like:
LC1 - 1% Lucky Charm chance, 10% chance of high-quality (epic+ level loot)
LC2 - 1% Lucky Charm chance, 20% high-quality
LC3 - 2% Lucky Charm chance, 25% high-quality
LC4 - 2% Lucky Charm chance, 35% high-quality
LC5 - 3% Lucky Charm chance, 40% high-quality
LC6 - 3% Lucky Charm chance, 50% high-quality
The numbers would absolutely be subject to change, but it would always be 1 item that drops. The only difference would be that this way you would have a small chance of getting something amazing, and a large chance of getting nothing at all, as opposed to more moderate chances to get junk. In my mind that makes "Lucky Charm" feel a bit better, since whenever it triggers it's actually a meaningful drop, as opposed to most likely junk.