
(I'll limit myself to two skills per profession):
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Warrior:
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Crude Swing
Hammer Attack. Attack all adjacent foes. Each foe you hit is struck for +1...16 damage. This action is easily interrupted.
- easily interupted just spoils it, you cant use it in sutuation you want to use it (huge amount of adjacent mobs)
buff reason: give Hammer PvE edge
dream buff:
Hammer Attack. Attack all adjacent foes. Each foe you hit is struck for +1...16 damage.
sane buff:
Hammer Attack. Attack all adjacent foes. Each foe you hit is struck for +1...16 damage. This action is easily interrupted when you are under effects of (echantement/shout/stance).
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Warrior's Cunning
Skill. For 5...10 seconds, your melee attacks cannot be "blocked".
- 60 second reacharge kills it. i mean, guided weapon can be up 24/7, dervishes and assassins have both better alternatives.
buff reason: Make this skill valied choice for GvG warr builds
dream buff:
30 second recharge, Skill. For 5...10 seconds, your next 2..4 melee attacks cannot be "blocked".
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Necromancer:
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Weaken Armor
Hex Spell. For 10...34 seconds, target foe has an armor penalty of -20 against physical damage.
- 3 second cast time, vs physical only. Totally outdone by Barbs.
buff reason: make it useable as secondary skill (cast time and spamability fitting assassin, usage fitting elementalist):
dream buff:
1/4 cast, 5e cost, 10 recharge, Hex Spell. For 5...17 seconds, target foe has an armor penalty of -20 against physical and elemental damage.
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Verata's Sacrifice
Spell. Sacrifice 15% maximum Health. For 5...9 seconds, all of your undead allies gain +10 Health regeneration. All Conditions are removed from those allies and transfered to you. If this Spell is successful and you have control of 3 or fewer minions, Verata's Sacrifice instantly recharges.
- it just does not cut it anymore, now that energy gain on SR is lower and keeping armies of even 10 minions is troublesome.
buff reason: this skill should see some secodnary class love when it is not allowed to wirk well for primary (i.e. making it nice skill for Rts or Rangers.)
dream buff:
Spell. Sacrifice 8% maximum Health. For 5...9 seconds, all of your non human allies gain +10 Health regeneration. All Conditions are removed from those allies and transfered to you. If this Spell is successful and affected 3 or fewer allies, Verata's Sacrifice instantly recharges.
- basically making it give regen to pets and spirits too. Rt communer with 3 spirits would enjoy it, just as ranger with his pet.
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Mesmer
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Signet of Disenchantment
Signet. Lose all Energy. Target foe loses one Enchantment.
- loosing all the energy is very harsh
buff reason: make it just usefull, reatinig some energy should help a bit
dream buff:
Signet. Lose all but 10 Energy. Target foe loses one Enchantment.
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Chaos Storm
Spell. Create a Chaos Storm at target foe's location. For 10 seconds, foes adjacent to this location suffer 5...12 damage each second. Chaos Storm drains 1...6 Energy whenever it strikes a foe casting a spell.
- this stinks both as edenial and as nuke.
buff reason: make it decent dot nuke on part with ele and necro damage possiblities
dream buff:
10s recharge, Spell. Create a Chaos Storm at target foe's location. For 10 seconds, foes adjacent to this location suffer 12...24 damage each second. Chaos Storm drains 1...6 Energy whenever it strikes a foe casting a spell.
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Ranger
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Tranquility
Nature Ritual. Create a level 1...8 Spirit. Enchantments cast by non-Spirit creatures within its range expire 20...44% faster. This Spirit dies after 15...51 seconds
- looks lacking compatred to natures renewall
buff reason: make it chouce when fighting hexway-alike build, as bonus, make t make wastrells worry mesmers work

dream buff:
Nature Ritual. Create a level 1...8 Spirit. Enchantments and Hexes cast by non-Spirit creatures within its range expire 20...44% faster. This Spirit dies after 15...51 seconds
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Dryder's Defenses
Stance. For 5...10 seconds, you gain 75% chance to "block" attacks and 34...55 armor against Elemental damage.
- 60 recharge makes this laughable defence
biuff reason: make it valid anti spike defensive skill for everyone
dream buff:
15 s recharge, Stance. For 2...6 seconds, you gain 75% chance to "block" attacks and 34...55 armor against Elemental damage.
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Monk
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Mending
Enchantment Spell. While you maintain this "Enchantment", target ally gains Health regeneration of +1...3.
- running jokes targeting this skill are just tiring by now, this skill needs to get serious!
buff reason: make it on par with other "mending skills" (m. refrain, recuperation.)
dream buff:
Enchantment Spell. While you maintain this Enchantment, all allies in area gain Health regeneration of +1...2.
- make wammo walking well of blood

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Supportive Spirit
Enchantment Spell. For 5...19 seconds, whenever target ally takes damage while knocked down, that ally is healed for 5...29 Health.
- this skill usually does too little, too late.
buff reason: make "too little" less little, make it synergize with something ... like drunken blow
Enchantment Spell. For 5...19 seconds, whenever target ally takes damage while knocked down, that ally is healed for 5...29 Health and whenever target ally would be knocked down, that ally is healed for 16...51 Health.
- prevented KDs would trigger that bigger heal.
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Elementalist
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Magnetic Aura
Enchantment Spell. For 5...17 seconds, Magnetic Aura has a 75% chance to "block" melee attacks.
- yet another of those 60s rechanrge useless defensive skills.
buff reason: make it really defensive skill that is not usefull just agaisnt a bit of meele.
20s rechanrge Enchantment Spell. For 5...10 seconds, Magnetic Aura has a 75% chance to "block" incoming attacks.
- i wouldnt be afraid to make it 24/7 with 30 recharge, 30 duration on high earth.