The Instigator uses mid range whispers, a profession-specific skill type, to undermine the enemy and reduce their defences. In particular, they seek to silence the leader of the enemy, and bring swift sapping of strength and energy.
The Instigator has 70 base armour, 15 base energy and 1 base energy regeneration.
Primary Attribute - Improvisation.
For every 3 ranks of Improvisation, the Instigator gains an additional pip of energy regeneration. This energy regeneration can not exceed +6 regeneration. This also improves skills linked to Improvisation.
Undermining
No inherent effect. Many skills linked to sapping the strength of enemies and armour/damage reduction are linked to Undermining.
Isolation
No inherent effect. Many skills linked to preventing aid from team-mates or reducing duration of skills are linked to Isolation.
Proximity
No inherent effect. Proximity skills include touch skills, skills that reduce the range of a foes operation, and skills that increase your own range.
I have a few examples of skills from each attribute - firstly, Improvisation.
I. "I am nothing to you.." Elite Whisper. For (1..7) seconds, all foes within earshot can not use skills on you.
I. Murmur of Fright. Chant. For 15 seconds, foes within earshot can not knock you down, but all conditions dealt during this time last twice as long.
I. Murmur of Worth. Chant. Gain 1 energy for every foe within earshot. If you gain more than 5 energy in this way, this takes an additional (10..4) seconds to recharge.
Undermining.
I. "Don't stumble..." Elite Whisper. For (2..11) seconds, the next time all foes within earshot are hit whilst moving, they are knocked down.
I. "You feel weak..." Elite Whisper. For 10 seconds, all foes within earshot strike for (5..25)% less damage, and can not acheive a critical hit.
I. Murmur of Impairment. Chant. For 10 seconds, all foes within earshot can not use speed boosts. (90% failure chance below 4 Undermining.)
I. Murmur of Pain. Chant. For 10 seconds, all foes within earshot take (5..35) damage the next time they are struck by physical damage.
Isolation.
I. "You can't trust them..." Elite Whisper. For (1..5) seconds, target foe receives 50% less benefit from healing.
I. Murmur of Unworth. Chant. For (2..8) seconds, target foe has -1 energy degeneration.
I. Sapping Murmur. Chant. Lose all energy. For (2..8) seconds, all of your energy regeneration is negated, and all foes within earshot have -(1..2) energy degeneration.
Proximity
I. Touch of Distress. Skill If target foe is below 75% health, you steal (2..5) energy.
I. Longsightedness. Elite Skill. For (1...9) seconds, target foe can not use skills on nearby foes.
CC: Instigator
Alathaea
Unholy Tank V
Only problem I see is that the main attribute, it would be used to fuel spell spamming on other profs such as a rit or ele
Leetwalrushunter
and "you cant trust them" is really overpowered
System_Crush
2 additional pips aren't that bad, especially when starting so low.
However they are unconditional, Leadership has small teams, soulreaping has good monks and energy storage has exhaustion.
Energy regen reduction is pretty much mesmer only and requires much of the skillbar to be occupied.
Becasue the counter for this is hard, It would definatly get nerfed down to 5 because of PvP gimic builds, unless the extra regen is conditional on something.
Also you said your whispers have half range like [skill=text]Healing whisper[/skill] but you are still hitting all foes in earshot with more than half of them.
However they are unconditional, Leadership has small teams, soulreaping has good monks and energy storage has exhaustion.
Energy regen reduction is pretty much mesmer only and requires much of the skillbar to be occupied.
Becasue the counter for this is hard, It would definatly get nerfed down to 5 because of PvP gimic builds, unless the extra regen is conditional on something.
Also you said your whispers have half range like [skill=text]Healing whisper[/skill] but you are still hitting all foes in earshot with more than half of them.