I'd rather have the Junundu skills fixed so they become fun.
Look at siege devourers. They have neat armor, not too much health, and they are good for the party. They are fun.
Junundu in the other hand are DP-gathering machines. With sluggish skills that people just randomly spam.
The only way to heal oneself is retreat out of battle and wail. But during the time it takes to wail, an enemy may easily get within earshot.
They also have incredibly low armor that changes depending on profession base armor, and most enemies you'll face around there have elemental or physical damage.
With the lack of dedicated healing, they just lose health and die, to be resurrected all the time.
They need to have some things changed:
* Reduce HP to 1000.
* Fix armor at 70 instead having -20 armor.
* Give permanent 10 damage reduction.
And also the skills. Something like this.
* Strike: Change type to 'melee attack'. Reduce recharge to 1 second. Change functionality to 'steal 50HP and gain 1 adrenaline'.
* Smash: No change.
* Bite: Increase recharge to 10s. Reduced damage and health gain to 250. (No hp stealing this time, you'll get 250HP even if the enemy is low on HP.)
* Siege: Reduce energy cost to 5, activation to 1, increase recharge to 20, add 10 exhaustion, reduce damage to 250 Earth and make it hit foes nearby.
* Feast: Heals for 250 HP when consuming a corpse and change into another skill for 60 seconds. Functionality of the skill depends on profession:
** Warrior: Rock Skin. 4 adrenaline. +250 max HP, +30 physical armor and 20 damage reduction for 10 seconds.
** Ranger: Obsidian Skin. 5 energy, 25 recharge. +75% block and +30 elemental armor for 10 seconds. 15 damage to adjacent foes each time you block or take elemental damage.
** Monk: Junundu Prayer. 10 energy. 1/4s activation 20 recharge. Remove one hex from all Junudu allies. Transfer 1 condition from each Junundu ally to self. Heal self 50HP for each condition transferred.
** Necromancer: Junundu Summon. 15 energy, 3s activation. 15 recharge. Consumes a corpse summon a
Junundu Young from the sands that stays with the party until they die. Only one Junundu Young can be controlled by a player at a time.
** Mesmer: Chocking Breath. Interrupts target. Knocks down for 1 second if a skill was interrupted. Knocks down target and adjacent allies for 4s if a spell was interrupted.
** Elementalist: Burning Breath. Increase cost to 10. reduce damage to 150. Make it hit also nearby foes.
** Assassin: Ebon Jaws. 10 energy. 3/4 activation. 15s recharge. For 10 seconds, next 10 attacks deals +100 earth damage and have 50% chance to double strike when wielding daggers.
** Ritualist: Wurm Bile: 5 energy, 1s activation. 15s recharge. Hold a blob of wurm bile for 10 seconds, and your junundu skills deal poison for 5 seconds. When you drop the wurm bile, all adjacent enemies take 150 damage and suffer poison for 10 seconds.
** Dervish: Blinding Breath. Reduce cost to 5. Reduce damage to 150.
** Paragon: Junundu Chant. 10energy, 1s activation, 20 recharge. Each junudu ally within earshot gains 1 adrenaline, 2 energy and 50HP the next 3 times they use a junundu skill.
* Wail.
** Resurrect junundu allies within earshot with 50% health and energy if any is dead.
** If no allies are dead, wail heals 200 other junudu allies, but not self, even if there's enemies around.
*** If there are no dead allies and no enemies are around, also heals self 125 for each Junundu ally within earshot.
Hm... yep. Something like that would make them fun. At least for me.