The Channeler would involve two parts; a spell-caster that could manipulate other classes spells for their own use. They would be able to steal an opponent spell-caster's spells and abilities (possibly adding a temporary triary class corresponding to the effect time of the spell?), similar to the Mesmer's Arcane Theivery or Arcane Larceny, but as a profession, and able to use the spells as if they were the caster, instead of just using a copy of the spell at its lowest attributes. The other part would involve manipulating raw energy to heal themselves and others (nothing that could match a monk's healing) as well as the ability to restore energy. This may sound similar to a mesmer, but instead of being so versatile, they would be focused on certain aspects and have those abilities expanded to set themselves apart from the mesmer.
Channeling - (Class unique attribute) Every time you cast a spell, you gain 10% per 3 ranks of energy of the cost of the spell.
Focus - Enchantment. Lose all energy. For 6...18 seconds, you have +1...4 ranks in Channeling. When this enchantment ends, you become dazed.
Arcane Apprehension - Contains skills that mimic the enemies attributes or spells, as well as blocking out an enemies spells, or reducing their attributes.
Mimic Unique Attribute - Enchantment. For 10...32 seconds, this enchantment acts as the target enemy's unique attribute with a rank of 1...9. This enchantment ends if the target enemy dies, or if you mimic another attribute.
Block Attribute - Hex. Interrupt the target enemy's spell. For 6...18 seconds, any skills of that spell's attribute are disabled.
Mimic Elementalist - Enchantment. Interrupts any elementalist spell. This skill is replaced with that spell, and for 7...23 seconds, this enchantment acts as the attribute of the interrupted skill with a rank of 1...9. This enchantment ends if the target enemy dies, or if you mimic another attribute.
Scribe - Skill. Interrupt the target enemy's spell. If that spell is a Channeler spell, this skill is replaced with that spell for 10...25 seconds. If not, this skill is disabled for an additional 52...10 seconds.
Shifting - Would allow you to take on many forms.
Monk Shape - Shape. If the target is a Monk, you copy their attributes and skills for 30...102 seconds. Shape skills end if you run out of energy.
Plant Shape - Shape. For 30...102 seconds, you take the shape of a Stormseed Jacaranda. Shape skills end if you run out of energy.
Lance Shape - Shape. For 30...102 seconds, you take the shape of a Grub Lance. Shape skills end if you run out of energy.
(Shapes would be forms you take on. Dazed would end any Shape you currrently have activated.)
Replenishment - Contains skills that restore health at a reduced rate compared to Monks, as well as restore energy.
Channeler's Aura - Enchantment. You and all adjacent allies are healed for 20...42 health. For 9...20 seconds, you and all adjacent allies regenerate health at a rate of 1...4.
Drain Spells - Hex. For 4...16 seconds, the target foe loses 5 energy every time they cast a spell. Every time the foe loses energy in this manner, you gain 1...4 energy.
Pressure - Hex. Lose all energy. Target foe's spells take twice as much energy to use. When this hex ends, you lose half of your energy.
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