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Quick Recovery: Quick Recovery and Fast Metabolism merged. Lifegain scales with CON.
Martial Trance: If more than one enemy is visible, take reduced damage, improving as you see more enemies.
Spell Shield: Spell save unchanged. 4-15% Arcane/Fire/Cold/Lightning resist added. When you save against a magical effect, daze the caster for 1-3 turns.
Unending Frenzy: Once a turn when you hit an enemy in melee you gain a 2 turn 0.5%-2.5% combat speed bonus which stacks up to 10 times. Kills while frenzying restore life/stamina, lifegain scales with CON and is once/turn.
The normal tree contains only passive bonuses, is given to only warrior classes, and is themed around sustaining your ability to remain in the fight. So with that in mind, the changes are mostly defensive passives.
Some notes:
Quick Recovery: With no investment in CON at all, the lifegain is slightly worse than the original Fast Metabolism. It catches up before 20 CON and ends up at +21.5HP at 60 CON.
Martial Trance isn't a bonus to resists, but rather a outright percentage reduction to all damage, maxing out at about 23% if swarmed. Even so, I don't imagine experienced players would be interested in this talent much.
Spell Shield is odd. I like dazing enemies on save, but magical effects honestly aren't terribly common; even with this effect the talent's much worse than that one Radiance talent that noone uses, thus a small res bonus to the usual arcane elements.
Unending Frenzy's the most significant departure from the original tree; I tried that making the talent with 'frenzy' in its name benefit from the tree's theme of long-term sustained melee battle. The stam gain from the original talent is still here but halved, since I feel the speed bonus is pretty strong on its own. I believe that classes which relied on the original combat vet should still be fine on stamina with this & quick recovery.
To compare the speed bonus to something well known, you earn more turns than 5/5 Blinding Speed at >18 turns, if you attack continuously and land those hits. These actions are in a much larger window than blinding speed, too - less useful as a burst damage assistance option. Frenzy isn't very useful outside of fights that last <10 turns (you've only earned about 90% of one turn by then), unless you manage to reengage new targets to keep the frenzy going. Overall I quite like how it plays out - It's strong if you can continue fighting and will help you overpower durable foes, but pretty negligible for short-to-medium battles whether they're easy or dangerous.
Edit: Did a complete playthrough of the main campaign and thus far everything seems good, no issues. Let me know what you think.