Class Adjustments

Actually, not very many that I feel are necessary. Particularly if we're assuming we get that HP bump (I'm assuming it would be in the 10% range.) The only remaining outliers that I really feel exist right now are:

- Gunbreaker. No Mercy back to 10% damage/healing *or* 20% damage and 10% healing. Draw and Junction may target allies.

- Black Mage. Revert all Ice spells back to original potencies *or* change Deep Freeze to a bind effect, rather than a stun effect.

- Astrologian. Draw will never draw the same card twice in a row. Aspected Benefic no longer has charges; instead is a single cast at 10 sec cooldown. Aspected Benefic restored to 6000 base healing, 12000 maximum *or* 4000 base, 8000 maximum with 2 charges at 15 sec.

- Ninja: Revert Shukuchi sprint change. Nerf Shukuchi cooldown to 20 sec. Seiton Tenchu snapshots enemy HP earlier in the "cast time." Execution threshold lowered to 35%. Seiton is a tad too unreliable for an LB, in my opinion. Making it snapshot earlier/more reliably and reducing the threshold seems like a good idea.

- Samurai: Kuzushi only activates on direct attacks against the Samurai, not AOE effects. Kuzushi duration increased to 5 sec.

- Dancer: I feel like they could use some love, but with how widely DNC's performance varies based on whether or not they get competent teammates, I'd frankly be worried about creating a new overpowered meta-monster. My gut tells me that they're perfectly fine, just not suitable for solo queue environments. I don't like the idea of creating "overpowered with friends" classes for the sake of solo queue.