With all the debate going on whether or not Ursan Blessing should be nerfed, I'd like to discuss whether we could have the best of both worlds.
- Ursan Blessing stays as it is, allowing people to play an easy and powerful build.
[LIST]All the Sunspear and Kurzick/Luxon profession-specific PvE skills get a huge buff, encouraging people to play the non-tank/nuke/heal professions more in Hard Mode and Elite PvE: Mesmer, Assassin, Ritualist, Dervish and Paragon.
A few examples to go with it, just to give an idea of what I'm hinting at.
(note that these should only work with their primary profession)
- Ether Nightmare: Target foe loses all energy and all nearby foes suffer -4...-7 Health degeneration for 10 seconds. (90% chance to fail with 4 Fast Casting or less) [10 En, 3 Cast, 15 Rech]
-> Zap! Energy of pesky Monk or Boss goes bye and some decent Degen to boot. If anything, we would get Mesmerway with this. Finally. And I don't even have a Mesmer.
- Shadow Sanctuary: For 10 seconds, Spells against you fail, Attacks against you miss and you gain 5...9 health regeneration. (90% chance to fail with 4 Critical Strikes or less) [5 En, 1/4 Cast, 30 Rech]
-> Mini no-penalty Shadow Form that actually heals you.
- Vampirism: Create a level 1...8 Spirit that dies after 30...126 seconds. Attacks by the spirit steal up to 20...36 Health, and Party Members are healed for 20...36 Health. (90% chance to fail with 4 Spawning Power or less) [10 En, 3 Cast, 30 Rech]
-> Quite a bit more powerful and heals the entire party when it steals health.
Sure, it's completely overpowered, but even so, not quite as powerful as a team of 6 Ursan Blessings and two Monks.
If PvE balance doesn't matter anymore, at least with these skills there will be some creativity left on the rest of people's bars.
If it can entice half the group to go without Ursan Blessing, it would be a victory.