Ultimate ability cooldown.
Unchained ultimate is used as a fuse most of the time while playing on high overcharge for damage output (otherwise if surrounded or to save ally), and often it gives the impression that you have no ultimate at all. After using it, you forced to abstain from using your staff because overcharged means death, no matter how many health you have. In case you forced to use your staff (to kill specials) you became quite vulnerable for some period of time.
So I suggest to reduce ultimate cooldown.
Or I suggest to reduce cooldown of ultimate if it was used without overcharged state.
Autotrigger for ultimate ability.
When you accidentaly overcharged, it is taking some time to realise it, and whithin this period you can’t dodge, or block, or push, and you can take certain amount of damage up to lethal.
I think it would be reasonable for ultimate to trigger automatically when overcharged.
Or maybe this lifesaver effect could be remade into passive like Zealot have. This way ultimate will be used for it’s effect on enemies only.
Friendly Fire from ultimate ability.
When your ally is fallen, you can use your ultimate to clear space near him from the enemies. But if someone started to lift him, your ultimate will interrupt it, and can possibly doom him. Same thing when you accidently overcharged near downed ally when someone trying to save him. So I suggest to remove friendly fire from ultimate.
Boss stagger from ultimate ability.
It would be good if ultimate would stagger bosses. There is no reason for it to not do so. I was unpleasantly surprised that it is not doing so after I tried to free ally from Chaos Spawn.
Block cost reduction from Dissipate talent.
Dissipate talent gives you additional х0.5 block cost modifier when you have overcharge and allow you to vent overcharge when blocking attacks. This modifier gives you near shield level of block cost reduction (with smaller effective angle though) while you have overcharge. In the same time other Sienna’s careers have means to have 100% block cost reduction. I finding it kinda strange. Taking overhead strike venting all overcharge and leave you without this bonus. I think it would be reasonable if Dissipate gave you additional block cost reduction instead, so you could have 100% block cost reduction while you have overcharge. Or… maybe x0.5 modifier should stay no matter of overcharge presence. Personally I like second variant even more, because this way you will not underestimate your block cost reduction in critical situation, because it always the same.