I gave reasons why the saints shaman tree is more balanced than other classes.
Just look the amount of dmg other classes can get through x-mastery (except Dual Guns-Mastery). Maxed skills are about 450 max. PH. About 200 points on Str or Int. Take a look on skills whose increase your hit (except Insight of Magic). About 250 points. These skills allow us making PvP characters by using points on con. This makes me say : >>Unbalanced, too powerfull etc.<< That's why these skills should be nerfed I think.
You dont mind not hitting all the time? Well im assuming you havent got high lvl enough to do serious pvp's where hitting is the most important thing. One miss can ruin a whole pvp for you.
Well, you hope for receaving a "miss", too? It's the nature of this game to dodge and hit.
ofc no one hits 99% of the time, but having something like 2xx magic hit from a passive skill would help. Take for example, at lvl 90 my shaman had 690 hit, without any dex points or fusions. Andi had to use alot of fusions to get around 900 magic hit. And even so i only hit like 90% of the time, and that 10 % is really important, for con build pvp;ers.
Indeed, saints got a problem bringing some hit here. But PvP-shaman and priest are more "passiv" or rely on their defense (healing, buffs, indirect dmg) etc.. We cannot create a character which can do anything, just like a super allrounder. If we can we have to let other classes get some new skills, too (merc gets a avoidence skill xD). That's why I'm against a damage increase in DoS
Shade never misses i know, but thats CM, we talking about saints here. Youre saying all skills have different hit rate, not for saint, all OFFENSIVE saint skills have 95% chance of hitting, so its the same.
I really wish skills are linked to your hit and opponents avoidence/resistence (of course they can get a hit bonus/malus). Bye bye con-based builds, welcome mixed builds.