I thought of some more. Any of these look good or great?
- specialist defense - +1 def vs defl/fort/refl/will when hit, -1 def all others
- thinly veiled - -5% damage from non-veil percing
- dazzling motions - distract 10% when grazed or hit
- cross hazard - if foe is stunned, after 10s, paralyze 6s
- suscept - AfflictionResistance -1 (upgrade affliction) to dex afflictions on non-resistant or immune foe
- +1 armor if engaged or engaging two or more foes or flanked
- insider threat - +10% damage when near 3 foes but not engaged, flanked, or suffering hostile damage within 6s
- pin - immobilize flanked foe nearby after 6s if still flanked and the owner and another ally is still near
- tailor-made - first hostile attack recieved yields +5 of the targeted defense until end of combat
- setup - +2 acc with aoe attacks per engaged foe
- mulligan - instant recovery if attack launches and no hits are scored within 2s, per 12s
- settler - after attack launch, +10% damage on the next attack until movement
- voyager - movement adds +10% damage for an equivalent number of seconds moved
- if any enemy is stunned within 20s of combat, +5 acc to constitution afflictions until end of combat
- first enemy damaged is immobilized via Halt casted on them
- one chance - maximize damage, +100% hit-to-crit, +100% Recovery for one attack
- +10 fort if under the effects of a damage shield
- +10 will if under the effects of an arcane reflection or arcane veil
- +1 penetration vs foes you crit vs reflex
- Miss Understood - +1% atk spd when missed, if 10x then +1% crit damage per stack but removes stacks on crit, max 20 stacks
- Still Moving - if you are still and any enemies are moving, +10 accuracy to dex afflictions
- Wuthering, Wuthering, Wuthering Fights - +15% freeze damage or with wind attacks
- +15% atk speed until three foes slain
- cleared - if a nearby foe is killed and three foe corpses are also nearby, +20% damage on your next attack
- try someone else - range -50% on ranged attacks on foe if foe isn't engaging, is engaged by owner and another, and has no concentration
- +25 reflex vs dex afflictions after hit by a dex affliction from a hostile foe
- streaking - on crit, +50% hit-to-crit, -10% on each successive crit
- chance to stun per burn and shock damage dealt, same for paralyze w/ freeze and poison
- -1 armor when dealing corrosive damage
- On the Wrong Foot - Halt to the first enemy to enter an 8m radius around you at start of combat
- Early Deafening - -10 Accuracy to foes' affliction attacks in aoe aura around you
- +100% when grazed to miss vs Will until hit or crit
- when allies are hit but you are not (cleared), +1% dmg up to 25% (aoe 10)
- when you are hit with damage but allies are not, +2.5% max hp up to +50%
- whirling - when you crit with slash damage -2% recovery up to +50%
- fusillade - when you crit with pierce damage, +3% atk spd up to +30%
- scorch - +50% chance to crit with fire attacks (impossible?), foe receives +1 armor vs burn when crit with fire attacks by you
- crack - when you crit with crush damage, -1 crush armor on foe. When you crit again, -1 to all armor
- slamming - +20% damage vs prone targets
- taxing venom - 10% of poison damage increases the enemy's damage from poison attacks
- restraining cold - 5% of freeze damage lowers enemy attack speed
- crystal dusting - when you crit with freeze damage, the foe receives 20% increased damage from spells for 8s
- dissolving - when you crit with acid attacks, foe receives +3% damage from all attacks, up to +30%
- sleep a target, a quick cast spell vs Will
- your first hostile spell pushes back foes, slows movement by 50% and deals 6 burn/frost damage per sec for 6s
- stun nearby foes for 1s whenever you receive a might inspiration, but -5 dexterity and -5 resolve during might inspirations
- essential phantom on all foes for 6s, unaffected by intelligence
- ghastly haunt - 5m aoe frighten per 3s for 12s, around target foe (so big you might hit allies)
- seal of the tyrant - if foes leave 4m aoe, stunned 6s and 18 shock damage vs fortitude
- invidious - 10% instant recovery vs charmed or dominated foes
- umbral corruption - party ability - for 15s allies recieve 60 degree 4m cone aura in front of them, each adding +5% damage received to enemies affected
- umbral shine - party ability - for 15s allies recieve 60 degree 4m cone aura in front of them, each adding -3 Accuracy to enemies affected
- blessing of the meek - party ability - +1 power level to all allies with <50% HP
- ebullient defense - +10% attack speed to allies 4m around you until hit by foes
- stinging third - every 3rd non-spell single-foe ability gains 100% hit-to-crit
- blinding haze - foe ranged accuracy in a 4m aoe aura around you is reduced by 12/9/6/3 when 3/6/9/12m distance targeted
- compounding blows - your melee attacks deal +50% damage but increase the armor of the foe by 1
- deft strokes - 20% increased damaged with non-spell abilities
- trapper - +10 accuracy versus foes with a dexterity affliction
- consequence - +10% damage to afflicted foes
- isolator - +5 accuracy vs foes alone within 4m
- blunt affectation - +20% damage until scoring a crit on foes