I suggested this tree for the assassin: https://forums.elementalgame.com/441609 and this tree for the mage: https://forums.elementalgame.com/441558 but after i have played a few games and read many forum posts i would go one step further.
The paths in Legendary Heroes are very good, but the game has too many of them and that makes it very difficult to find interesting traits for every path. This results in boring trait lines (vital strike I, vital strike II, ...) and destroys the amazing idea of "Go big or go home".
I have reduced the number of paths and assigned the following traits to them:
Path of the Assassin (+ 15 % critical chance)
Bleed (- 3 hit points per action, passive ability like poison)
Executioner (+ 10 attack against champions)
Vital Strike (+ 15 % critical chance and + 50 % critical damage)
Acrobat (+ 25 dodge)
Precision (+ 25 accuracy)
Break (no defense for 3 turns, 3 turns cooldown)
Shadow Strike (50 % armor penetration)
Hobble (- 2 movement for 3 turns, works with melee and ranged attacks, 3 turns cooldown)
Rain of Arrows (3 turns cooldown)
Eviscerate (works with melee and ranged attacks, 3 turns cooldown)
Quick (+ 3 initiative)
Shadow Shift (3 turns cooldown)
Path of the Defender (+ 10 hit points)
Charge (3 turns cooldown)
Strength (+ 30 weight capacity)
Bruiser (+ 50 % damage when using the overpower ability)
Immune to Swarm
Obsidian Guard (+ 15 to the army's spell resistance)
Shieldwall (+ 5 to the army's defense)
Arcane Veil (3 turns cooldown)
Guard (3 turns cooldown)
Rescue (3 turns cooldown)
Endurance (+ 10 hit points and immune to critical hits)
Resist Elements (+ 50 fire, cold and lightning resistance)
Reap (heals 5 hit points whenever he damages an opponent with a melee attack)
Path of the Mage (- 20 % mana cost for tactical spells)
Aeromancy (+ 50 % damage with air spells)
Geomancy (+ 50 % damage with earth spells)
Hydromancy (+ 50 % damage with water spells)
Pyromancy (+ 50 % damage with fire spells)
Compassion (+ 50 % healing with life spells) OR Death Worship (+ 50 % damage with death spells)
Summon Air Elemental
Summon Fire Elemental
Summon Earth Elemental
Summon Ice Elemental
Summon Skeletal Horde OR Summon Wisp
Savant
Affinity (- 15 % mana cost for tactical spells)
Prodigy (+ 25 spell mastery)
Summoner (+ 3 level for summons)
General traits (10 of these traits are randomly available for every hero)
Merchant (+ 5 gildar per season)
Loremaster (+ 3 research per season)
Attunement (+ 2 mana per season)
Administrator (- 25 % unrest in the city this unit is in)
Adventurer's Boon (+ 10 hit points)
Tinker
Command (3 turns cooldown)
Medic (+ 5 to the army's health regeneration per season)
Finesse (+ 5 attack against targets with lower initiative)
Swordsman (+ 50 % to counterattack damage)
Tactician (+ 2 to the army's initiative)
True Strike (+ 25 accuracy and + 25 % armor penetration for the next attack, 3 turns cooldown)
Brute (+ 5 attack vs lower level units)
Axeman (+ 50 % damage when using the cleave ability)
Sweep (3 turns cooldown)
Spearman (+ 50 % damage when using the impale ability)
Stun (3 turns cooldown)
Spell Resistance (+ 25 spell resistance)
Summon Grave Elemental
Summon Delin