Overhauled the class and rounded it out with one last new tree. The class relies heavily on Willpower but will need equal investment in either Cunning or Dexterity to make a well rounded character, likely with some investment in the third stat as well. Prowlers now have a tree dedicated to daggers which requires dexterity, and Psiblade Combat now always requires cunning. Prowlers should now have two distinct styles: Wil/Cun with mindstars or Wil/Dex with daggers.
You augment every strike with your Will. Increases physical power by %d and physical crit rate by %0.2f%% . Power increases with your Mindpower and crit rate with Dexterity.
Also, when using knives, you now use your Willpower instead of your Strength for bonus damage.
You know nature's deadly secrets. You use your knowledge to craft a potent acid and through force of Will you project it through your daggers. While active, your dagger hits will deal %d Acid damage and increase your Equilibrium by 1. Critical hits will cause an acid splash, dealing %d Acid damage to all targets in a radius 2 of the attacker, including the primary target. At raw talent level 3 the damage will become blinding acid.[Damage increases with Willpower, I forgot to put that in the description apparently.]
Waiting for the right moment is as important as striking from the right spot. You are a master hunter and anticipation heightens your power. The damage of your critical hits is passively increased by %0.2f%% .
Additionally, when moving you will gain the Anticipation effect, increasing your physical and acid damage by %0.2f%% and APR by %d for one turn. Further moves will refresh the effect and the damage, APR and duration will stack up to 3 times. APR is based on Willpower and damage is based on Dexterity. This effect will only occur when there are enemies nearby.
4)Tip the Balance:
You dominate the battle through force of will, tipping the balance of nature in your favor. Activating the talent will restore %d%% of your maximum stamina and while active your Physical and Mind Power are increased by %d and your Physical and Mind crit rates are increased by %0.2f%% . All melee attacks will restore %0.2f Stamina and increase your Equilibrium by %0.2f . Critical hits will have %0.2f%% chance, based on Cunning, to instead restore twice the amount of Stamina and reduce, rather than increase, your Equilibrium. Each turn that Tip the Balance is active your Equilibrium will increase by 3 and a check will be made. The talent will deactivate if the check fails.
The last talent of Ecomancy has been changed from Ecoport to Eyal's Wrath, a cone blast that deals slowing nature damage based on Willpower (very similar to Wyrmic breaths).
The activated effect from Prowl is now a short range teleport with a margin of error (basically the old Ecoport effect) that has a chance to confuse enemies within the margin of error when you appear. I originally imagined this class using stealth heavily, but with the more pronounced split between Dex and Cun I felt that Prowl should do something that was useful for either build. The Ecoport teleport was useful, but it was buried at the end of the Ecomancy tree which felt like it should just be a Nature blasting tree. Which it now is
Removed Cunning/Dirty. Removed Harmony, Lethality, Eyal's Fury, and Moss as locked talents. Added Technique/Combat Techniques and Cunning/Trapping as locked talent trees at 1.1 mastery.
Your daggers now start equipped in your off set.