So let us discuss these skills with examples how they could be used to maximum effect.
Warrior
Sunspear Skill "Whirlwind Attack": 6 Adrenaline, 1 Recharge
Melee Attack. Attack target and adjacent foes. Each attack that hits deals +5...17 damage.
At rank 10 this skill does +20 damage and is basically an adrenaline based Cyclone Axe. But it also works for Hammers and Swords. I just wonder why it has a recharge of 1 second. To prevent constant spamming if you hit 6 targets (=instant recharge)? In this case, 1 second is not really stopping this skill from being spammed.
IMO: A really good skill that goes well with Triple Chop and Cyclone Axe, but also with Hammers and Swords. Interestingly, this skill could also be used by Dervish/Warriors as non-energy based attack.
Kurzick/Luxon Skill "Save Yourselves!": 8 Adrenaline
Shout. For 3...5 seconds, all other party members gain 100 armor.
Barrage Rangers and Axe Warriors can make use of this. It is the highest armor boost ingame, as armor buffs sadly no longer stack (I still think this is wrong).
The short duration and relatively high adrenaline cost are probably meant to balance it, but two or three people can keep this up almost constantly, in situations where many mobs attack. Another thing I dislike is that this skill is so much more useful with a high rank. 3 seconds is rather clumsy, 5 seconds is so much more efficient.
IMO: I need to test this more. If you build around it you might be able to exploit the huge armor boost, if not it is not really that good at all due to the short duration. It is probably best to use the moment when you see a boss casting a spell.
Ranger
Sunspear Skill "Never Rampage Alone": 25 Energy, 20 Recharge
Skill. For 15...23 seconds, you and your pet attack 25% faster and have 1...3 Health regeneration.
Rampage as One on steroids. Add this to any of the common Barrage/Pet builds. You only need rank 8 (Castellan) for +3 Regeneration.
IMO: A very strong skill. Works together with stances, as it is a skill. Very powerful. What do you think? If you have a pet with you, this skill alost becomes a must-have, this is why I am not too happy about it.
Kurzick/Luxon Skill "Triple Shot": 10 Energy, 10 Recharge
Bow Attack. Shoot 3 arrows simultaneously at target foe. These arrows deal 50...30% less damage.
Use a preparation to increase damage like Glass Arrows, use Conjure Whatever or simply use it to shoot Splinter Weapon or Nightmare weapon at your target.
IMO: If you really want to spike something in PvE, use this. It is still not as good as Barrage/Splinter Weapon/Nightmare Weapon. I think this is a good skill. It is not vastly more powerful than current skills like Barrage or Dual Shot, which reduces Bow damage only by 25%.
Monk
Sunspear Skill "Seed of Life": 10 Energy, 1 Cast, 20 Recharge
Enchantment Spell. For 5...9 seconds, whenever target other ally takes damage, all party members are healed for 2 Health for each rank in Divine Favor.
The usual duration at ranks 8-10 is 9-10 seconds. Add a 20% enchantments wrapping and it becomes 12. With 11 to 16 Divine Favor you can heal for 22 to 32 damage per hit. Everyone. This is Healing Seed on steroids. I can also see this in duo farming builds. I recently tested it in Urgoz Warren and it simply rocks…
IMO: I think this skill is by far too good. Someone suggested dumping it on a bonder and bonding the whole party. I have not tested this, but just using it together with Healing Seed makes it very powerful. This skill is too good to be true, it should not exist.
Kurzick/Luxon Skill "Selfless Spirit": 5 Energy, 0.25 Cast, 60 Recharge
Spell. For 10...20 seconds, spells you cast on that target an ally cost 5 less energy. This enchantment ends if you cast a spell on yourself.
I have not tested this skill myself yet. It reminds me of Divine Spirit.
IMO: It seems to be fine, long recharge, but absolutely free healing… that is too good. I think Monk healing power should not be boosted even more. They already have a monopoly, Ritualists can still not compete and are still not accepted by most players as healers.
Necromancer
Sunspear Skill "Necrosis": 5 Energy, 1 Cast, 2 Recharge
Spell. If target foe is suffering from a Condition or Hex, that foe suffers 30...66 damage.
66 damage at rank 8, 75 at rank 10. This is Discord plus. Makes the elite useless for PvE. As it is not an area damage spell it does not break PvE, it is not too strong in the PvE environment. It is also not tied to Curses, Blood or Death magic.
IMO: Fine, still sad to see that it outclasses Discord.
Kurzick/Luxon Skill "Signet of Corruption": 1 Cast, 20 Recharge
Signet. Target foe and all nearby foes take 15...27 damage. For each affected foe suffering from a Condition or Hex, you gain 2 Energy (maximum 12...18 Energy).
It is like an Elite version of Signet of Lost Souls. I am not sure how to use this. Soul Reaping still gives me enough energy, so I would rather have another skill. If you are constantly struggling with energy, it might be worth it. SoLS seems to be more reliable and gives a similar amout of energy.
IMO: Despite so many Necros having issues with energy, I really do not need another energy management skill. I still get enough energy. I think this skill can stay like this.
Mesmer
Sunspear Skill "Cry of Pain": 10 Energy, 0.25 Cast, 20 Recharge
Spell. Interrupt target foe's skill. If that foe was suffering from a Mesmer Hex, that foe and all foes in the area take 40...88 damage.
At rank 10, it is 100 damage. It has a 20 seconds recharge, best use it with a staff to have the 20% recharge of all spells bonus. It is 88-100 armor ignoring damage in the area!
IMO: Works with Illusion and Domination, a worthwhile addition. Still: Will it make Mesmers wanted for PvE?
Kurzick/Luxon Skill "Ether Nightmare": 10 Energy, 3 Cast, 25 Recharge
Hex Spell. Target foe loses 4...7 Energy. For each point of Energy lost in this way, that foe and all foes in the area suffer -1 Health degeneration for 10 seconds.
Okay, -7 area degen for 10 seconds. The wording could be improved. Now this is powerful indeed. It only needs a simple SF Ele to achieve constant max -10 degeneration.
IMO: It will only give -4 degen to most people, as it is tied to the much more grind intensive Kurzick/Luxon title track. Mesmers will want to use both skills for PvE. Maybe together with Energy Surge, Cry of Pain and Shatter Hex. Will this fix Mesmers for PvE? Not sure about that, but these skills are good. A pity that Ether Nightmare is the Kurzick and not the Sunspear skill.
Elementalist
Sunspear Skill "Intensity": 5 Energy, 1 Cast, 30 Recharge
Enchantment Spell. For 15 seconds, your spells deal 15...23% more damage.
You want to use this skill. It works best with Fire Elementalists, spamming Searing Flames as usual. While this is pretty one-dimensional, it works and together with the Kurzick Skill you can have 20 Fire Magic. It also buffs the damage of Lightbringer's Gaze!
Also read the Wiki note:
This skill does not boost the spell itself, instead the damage boost is to all spell damage while this enchantment is in effect. In other words, if the user has it up, throws down a Meteor Shower and then it wears off, none of the Meteor Shower hits will have the boost. Conversely, if the user throws down a Meteor Shower and then puts it up, the meteors will start hitting for more damage.
IMO: More damage. A pure damage buff. This is bad. GW PvE is already in a state of power creep. Effective and not overpowered IMO, but a bad choice for the Elementalist skill. It lacks any appeal or creativity.
Kurzick/Luxon Skill "Elemental Lord": 10 Energy, 1 Cast, 45 Recharge
Enchantment Spell. For 30...54 seconds, your elemental attributes are boosted by 2.
Okay. All Elementalists are now at 18 Fire Magic. Add +2 if you use the Glyph, combine with the Sunspear skill for major carnage.
IMO: Moooar damage! Powerful indeed. But a testament that PvE Eles are nothing but area nuke spamming dudettes. Very one-dimensional, but probably needed to excel in Hard Mode areas, where damage Hexes still rule. I do not like it for the fact that both skills will become pretty much standard must-haves on the bar. At least it scales nicely at low levels, despite being a Kurzick/Luxon skills
Assassin
Sunspear Skill "Critical Agility": 5 Energy, 1 Cast, 30 Recharge
Skill. For 6...13 seconds, you attack 33% faster and gain 10...22 armor. This Skill reapplies itself every time you land a critical hit.
Oh, an IAS skill, not even stance! Plus an armor buff. Now this can really make Assassins worthwhile and closer to the Armor Levels of Dervishes and Warriors in PvE.
IMO: A good skill, it is still up only 50% of the time, 15 seconds max with 30 recharge. The problem is that any melee class can use this! W/A, D/A, R/A… Yet another assassin skill that can be used even better by other professions? This is bad.
Kurzick/Luxon Skill "Shadow Sanctuary": 5 Energy, 0.25 Cast, 30 Recharge
Enchantment Spell. You are Blinded for 10 seconds. For 10 seconds, you gain +5...9 Health regeneration and +40 armor.
I could not test this skill. Again, it can be used by any melee class! The "Blinded" drawback cries for A/Mo, A/P, A/R or using Signet of Malice on a foe with a condition. This skill favors high faction rank. This skill can also be used by casters for free armor.
IMO: It has already been discussed if these skills should not be limited to the primary class, as you can otherwise have 4 PvE only skills on your skillbar, all being usually very powerful. I think this skill is a prime example why I begin to favor this approach of limiting the skill to primary classes.
Ritualist
Sunspear Skill "Vampirism": 10 Energy, 3 Cast, 30 Recharge
Binding Ritual. Create a level 1...8 Spirit that dies after 30...78 seconds. Attacks by this Spirit steal up to 10...18 Health, and you are healed for 10...18 Health.
Another spirit, can replace Bloodsong which went into the Channeling line. The only problem is that I would definitely go Channeling Ritualist in PvE and spam weapon spells on other party members. But this spirit is a nice addition and in combo with the Kurzick skill we might see Ritualists carrying a bunch of spirits around!
IMO: Fine. Use together with the Kurzick skill!
Kurzick/Luxon Skill "Summon Spirits": 5 Energy, 0.25 cast, 10 Recharge
Spell. All Spirits you control shadow step to your location, and gain 40...88 Health.
This skill fixes the problem of the low mobility of Spirits in PvE!
IMO: Very good skill. Must have for anyone going the spirit spammer route. Now Ritualists can carry their spirits with them. Damage Spirits + Vampirism together with this are quite sexy!
Paragon
Sunspear Skill "There's nothing to fear!": 15 Energy, 10 Recharge
Shout. For 10 seconds, all allies within earshot take 15...31..35% less damage. Affected allies are healed for 20...52..60 Health when this Shout ends.
The replacement for the PvP-nerfed Paragon skills. The energy cost could be even 25 and/or the recharge 20 seconds, and it still would be good. Even without the heal. Does it stack with "They are on Fire"??? Paragons can keep this up constantly, 33% damage less. Extremely powerful…
IMO: Do we really want a permanent, unconditional 30-35% damage reduction? Yeah, people will want a Paragon for this. I think this skill is just too good and needs some nerfs, then it would still be invaluable. By far too strong!
Kurzick/Luxon Skill "Spear of Fury": 5 Energy, 1 Cast, 8 Recharge
Spear Attack. Deals +20...36 damage. If this attack hits a foe suffering from a Condition, you gain 2...4 strikes of adrenaline.
Despite the icon being fugly as hell, I think this skill is quite balanced and a good addition to spearchuckers. I will use it, it is also a bit more interesting than straight damage buffs.
IMO: Okay as it is.
Dervish
Sunspear Skill "Eternal Aura": 10 Energy, 1 Cast, 30 Recharge
Enchantment Spell. All nearby foes take 40...88 holy damage. For 10 seconds, nothing happens. When this Enchantment ends, all other Dervish Skills are recharged.
Balthazar/Melandru forever. Enough said.
IMO: You love it? I hate it. It promotes the use of Avatars even more. I will never see the pretty arse of my Dervish again, but that of Melandru and Balthazar most of the time. The skill name is quite fitting. Nothing wrong with this skill… but as I stated above, it is a love-hate relation for me.
Kurzick/Luxon Skill "Aura of Holy Might": 10 Energy, 0.25 Cast, 25 Recharge
Enchantment Spell. All nearby foes take 30...46 holy damage. For 20 seconds, you deal 20...30% more damage with your scythe. When this Enchantment ends, all nearby foes take 30...46 holy damage.
Oh yeah, the melee version of Intensity. Why make a hard mode, when you buff damage even more.
IMO: Straight damage buff. Nothing too serious, Scythes have very variable damage anyways. It just lacks any appeal and is almost a must have, I do not like this skill.
Feel free to add your thoughts!
