Tracking:
Effect: Take a moment to aim and deal 200%+SkillLV*100% ATK damage with your shot. You must have a Handgun or Rifle equipped. At Lv. 10: 1200% ATK, Aim Time 3 sec
Upgrade: Raise damage to a much higher amount, 1500-2000% maybe
Reason: 3 second cast time, might as well make this skill worth it. It does just about as much damage as Rapid Shower for a LOT more delay.
Ground Drift:
Effect: Scatter multiple grenades on the ground. A grenade detonate if an enemy steps on it or until a certain time has passed. The attacks element depends on the used grenade and gets a +50*SkillLV bonus to damage. You must have a Grenade Launcher equipped. At Lv. 10: Damage +500, lasts 30 sec
Upgrade: Increase duration of the skill to about the same time of the sniper traps
Reason: High Rate, 'nuff said.
All Monk/Champion combo skills:
blahblah, a lot of skills.
Upgrade: Increase damage of these skills
Reason: Adding more variety, not just TSS and Asura
Fire Pillar:
Effect: Creates a Fire Pillar trap effect on the targeted cell. Tripped when any monster (or player in a PvP area) walks over it. When tripped, the trap delivers Fire property damage equal to (50 + MATK/5)*(2+SkillLV) on a 3x3 area around the tripped cell. This damage ignores MDEF and INT. While the target is taking damage from Fire Pillar, it will not be able to move until all the hits have been dealt (0.2*Hits sec). You can not have more than 5 Pillars active at any time.
Upgrade: Fuck that and cast as many as you want. Catalysts should still remain.
Reason: Good defensive skill that's barely used.
Quagmire
You cannot cast more than 3 instances of this skill before the first one expires.
Upgrade: Read above
Reason: Read above