These are my ideas for new skills. The common theme of all these skills is that they are "suicide" skills - that is, you die once you finish using them. Also, all the linked attributes are the primary attribute for that class.
WARRIOR - "Final Desperation" - Enchantment (cast on self). (Attribute: Strength) Gain 100-340 health when this enchantment is cast. While this enchantment is active, you receive +50% attack rate, +50% damage, and -15 health degeneration. This enchantment may not be removed.
MONK - "Gift of Life" - Spell. (Attribute: Divine Favor) When this spell is cast, you die. All other members of your party gain 30-100% of the amount of health you had remaining when this spell was cast.
ELEMENTALIST: "Energetic Surge" - Spell. (Attribute: Energy Storage). When this spell is cast, you die. All players (including allies) within a 3 meter radius take 3-7 points of damage for each point of energy you had remaining.
MESMER: "Distort Reality" - Enchantment (cast on self) (Attribute: Fast Casting). While this enchantment is in effect, all allies within 25 meters (except you) gain +3 health regeneration, +2 energy regeneration, and +10% damage, and all enemies within 25 meters suffer -3 health degeneration, -2 energy degeneration, and -10% damage. You suffer 12-7 energy degeneration and cannot move, attack, or use any other skills. When your energy reaches zero, you die. This enchantment cannot be removed.
NECROMANCER: "Death Vortex" - Enchantment (cast on self) (Attribute: Soul Reaping). You suffer (25-15) health degeneration and (50-25)% movement speed reduction. All enemies within 10 meters of you suffer (7-12) health degeneration. This enchantment cannot be removed.
RANGER: "Deadly Trap" - Trap. (Attribute: Expertise). After this trap is set, you may not move. Anyone coming within 2.5 meters of you sets off the trap. The trap kills you but does (100-280) points of damage to all enemies within 10 meters and also gives them the Bleeding, Crippled, and Deep Wound conditions for (7-15) seconds.
A

)