Stalwart Defender
Stand Fast: You also gain +4 bonus on all saves for 20 seconds.
Last Stand: +2 Constitution, +2 Strength, +10 PRR and MRR.
Vanguard
Fix the Shield Charge bug to its DC.
Kensai
Core Abilities
Strike with No Thought: You also gain a +1 competence bonus to critical multiplier.
Power Surge: You gain +8 Psionic bonus to all attributes for 60 seconds. If you possess the ability to generate Ki, you gain On Hit: +2 Ki
Alacrity: Changes: Replace Strength bonus with +2 to all ability scores, increase the additional action boosts to 4.
Tier One
Action Boost:
Attack Boost now adds +4/+6/+8 to hit and damage for 20 seconds.
Fix the bug with the 3rd Haste Boost to last 30 seconds.
Reed In the Wind: Cooldown is reduced to 15 seconds. Now does +1/+2/+3[W].
Tier Two
Improved Dodge AP cost changed to 1/2/3.
Improved Dodge now has a multi-selector.
Improved Defense: +2/+4/+6 Physical Resistance Rating.
Weapon Meditation is removed.
Ascetic Training:
Conditioning changed to +1/2/3 Fortitude Saves, +5/+10+15 Hit Points, +5/+10+15 Fortification
Weapon Group Specialization: You gain +1 to hit and +2 damage with one handed weapons and repeating crossbows, and +1 to hit and +4 damage with two handed weapons and non-repeating crossbows.
Tier Three
Critical Accuracy changed to Critical Mastery.
Add Critical Mastery: +1/2/3 bonus to critical damage and to confirm critical hits.
Improved Mobility removed.
Add Athletic Mastery: +1/+2/+3 Maximum Dexterity Bonus and Dodge Cap, -1/-2/-3 Armor Check Penalty. Works in any armor.
Shattering Strike: Cooldown reduced to 10 seconds, Fortification loss no longer has a saving throw. No longer requires Weapon Mediation.
Weapon Group Specialization: You gain +1 to hit and +2 damage with one handed weapons and repeating crossbows, and +1 to hit and +4 damage with two handed weapons and non-repeating crossbows.
Tier Four
Critical Damage removed as it was combined into the tier three Critical Mastery.
Add Opportunity Attack: Melee Attack: Deals +1/2/3[W] Damage. Your Melee Power is boosted by 10 for 6 seconds. Cooldown: 60 seconds. Each time you damage an opponent, but no more than once per second, you have a 10% chance to reset the cooldown on this ability.
Alternately, depending on the tech.
Add Opportunity Attack: 2 Charges, Melee Attack: Deals +1/2/3[W] Damage. Your Melee Power is boosted by 10 for 6 seconds. Each time you damage an opponent, but no more than once per second, you have a 10% chance to add a charge up to a maximum of 2.
Add Strike at the Heart: Your weapon attacks have the Improved Destruction effect.
Weapon Group Specialization: You gain +1 to hit and +2 damage with one handed weapons and repeating crossbows, and +1 to hit and +4 damage with two handed weapons and non-repeating crossbows. Requirement changed to Weapon Focus.
[Tentative, depending on tech] Drunken Master: You gain +25/50/75% more effect from healing potions.
Tier Five
A Good Death: Cooldown reduced to 15 seconds. Extra damage now activates if target is below 30% health. Extra damage scales with Melee Power. Remove requirement.
One with the Blade: Passive: You also gain +20 Melee Power and Ranged Power. Remove requirements.
Deadly Strike: No longer requires an action boost. Cooldown reduced to 20 seconds. Change the on vorpal ability to cause an extra 500 damage which scales with 400% melee power.
Weapon Master: You gain +3 to hit and damage with all weapons.