i tested out a few classes, i'll do them in order of testing

Hunter

- they seem to be good as it is on current power changes, dont think they need anything else, maybe change up burn hot bonus damage, since i've seen reports of wardens and captains hitting close to 800k dps due to many % based cooldowns, no idea if this is from mitless dummies tho, but biggest i've seen is 850k on a warden, which was not on a mitless dummy, it's getting close to ridiculous how much dps people can put out

Champion

- Second wind might need a slight buff, but overall good cooldown to have

- excisting buffs, they have a high number of good damage based cooldowns, overall they seem to outperform other dps classes on that account, i'm not the most proficient champion, i'm about 90k under the top ones on live, but from what i've heard others say, their number of % based cooldowns with mastery changes might make them a bit OP compared to other dps classes, maybe tweak them a bit, but again, not the best champ, so not the best source of knowledge, as long as their raid damage is somewhat equal to others, leave them be

Rune-Keeper

- healing, i love how their heals are now, good job on the scaling, finally we have some oh #### heals we can use, mostly talking about epic

- power cost, without some changes to LI's, which i assume was the intention with making their power cost as it is on BR3, it's hard to heal, however, with the new power traceries, i had no problem going full ham with food, so if the intention was to just make us swap out a couple of traceries, you did a good job, not really any issue after that, not including any potential power drains from instances

Guardian

- power cost, did you change anything at all? because i had no issue what so ever with power, and it more or less seemed like nothing had changed, i tried my best to waste power on the dummy, but no visible change at all, maybe up the power cost if it's meant to make a difference from live to u35, i even tried the 6man, tier 1 solo, no issue with power, even with a power drain on me

Captain

- Yellow Captain, i had issues here with power, inspire didnt help much on self restore of power, i did however not slot power traceries, but overall i dont see how that small amount will help, it seems that the yellow captains self healing is costing too much, best case either increase the power restore that we get ourself from inspire(maybe not the fellowship restore) or lower the cost of our own self heals


Overall, i think you did a good job on the power revamp, gg for that, but maybe went a bit overboard on the cost for healing skills, mainly minstrel, as i've heard some people think the power cost is too much on the big heals and the balance of power cost on some skills are ridiculous, as in ballad only cost like 500 power, this will lead to people spamming ballads, and not using all their skills in fear of running out, in a group setting, where you have multiple sources of power and power over time, it might work fine, but it's better to make every class able to go full ham solo, and rather have mechanics in instances that hamper power more than actuall skill use, note i dont mean overuse of big heals that make healing "easy"

i have not had the opportunity to test out the 3man and 6man in full groups, so most of my testing have been on the dummy without any outside sources of power restore, as i think solo play should be "easy" and not too punishing, but group content however should be a challange and test the player in their knowledge of their class