Well this just goes with what i've been saying with how the skills need more depth, function, and synergy.
This is supposed to be a team game but I feel the only reason any teamwork exsists is to stun-chain people, which is a completely broken game mechanic.
They're all suggestions i've been thinking over for the past week, discussing with other people on IRC and ingame, and taking mental notes.
I honestly think it's premature to suggest skills like this now. But it seems like phase2 might not be until like the end of October, so I feel maybe i could give input on what could be in there.. And Tyo did say in a recent interview thing that they'd be :adding more skills per class so people can play the characters differently, and looking at the community for suggestions on skills" sooooooo. 
Information and what how i reached suggestions on the classes not in the beta are based on hands-on previews that told of the classes, and on information in the LUA files.
Basically what I believe is:
- Skills should work together "naturally". As in, they should work together because of how they're effects just work, not like in D2 where it's synergies have putting points in one skill add modifiers to another.
- Higher levels should give better bonuses usually, NOT dimenishing returns, on skills.
With good synergy a diverse set of skills is better. Putting more skill poitn sinto one skill should give a higher bonus to offset that then, or something is wrong. Snipe is an example of how I hate this.. you get longer range and lots of damage with the first point, but each point is only raising the damage slightly!
- A large part of how you build your character should depend on your allies and your enemies.
There should be no perfect builds for each character because you should have to adapt every game based on who you're playing with, and who you're playing against.
Currently this is FAR from the case. And even if skills where balanced out better you would still be able to just play what you like the most.
Think of it like FA.. If you're against Cybran you might have to play differently because you could get jester rushed than if you where against Aeon, and depending on the race you are. This same mechanic should exsist in Demigod because your enemy will use builds that happen to be better against your demigod, or your team, and your will have to use skills that will work better with your allies Demigods.
- Debuffs should be easy to recognize without hovering over.. You should be able to tell whats going on just by glancing at the icon, not having to mouse-over. This means more changing their duration, less changing their effects!
- INFORMATION NEEDS TO BE CLEAR. Like.. what is the splash range on Hammer Slam?!
- Stuns are overpowered and should not last over 2 seconds. They should all be .5-2 seconds.
Anything that lasts longer than 2 seconds should not be a stun.
I think the best way to show what I mean with synergies and situational skills, skills with multiple functions, and so on, is to give examples.
The only examples currently in the game are:
- Rook can plant a tower of light and use his structural transfer to heal himself without needing to be near the enemy buildings.
- Rook's tower of light on his shoulder links up with other towers of light to make it deal more damage.
- Boulder so he can actually get close to people and hammer slam. But this one isn't as much a synergy as the above too.. but it's more so than any other 3rd thing in the game.
The game needs more like those first two. So here are my suggestions for a few skills, and skill changes. And some suggestions are just to fix how I think some skills are broken in how they work, or could be better.
All the values are more of an idea of around where they should be. Hell if I know what they really should be without testing it against everything else in the game. But that's what beta is for.. But just to say when I mean chance to do something i think it should be around 25%, not 75%.
Thorns should be % chance to do damage so skills can be made to synergize with thorns without being powered! Like 25% chance to return 400% damage.
Stun Gloves should change to 15% chance to interupt.
-Key:
#/#/#/#etc. means effect at level 1/2/3/4etc...
- Skill branch start subject.
- General suggestion.
- New skill.
- Changes to current skill.
- Skill requiring aforementioned skill.
-Regulas
- Mines: Reduce Mines to 3 points to max them.(270 damage at level 3.) Tripple damage vs. Demigods. Reduce maximum number of them by a ton. Reduce cooldown.
- Instant Prep: 50% chance of instant cooldown on mines, requiring level 3 mines.
- Throw mine: Requires level 1 mines. Ability to throw mines 6/15 meters (rather than have to walk right where you want to place them.) giving the ability to throw mines onto someone, or a crowd, or throw a mine on someone that just tripped your mine(in which case you'd do 1620 damage in a short amount of time).
- Disallow stacking same-type mines. (mine ontop of stun mine is okay. But not mine ontop of mine.)
- Snipers Scope: Buffs yourself +4/+7 as it does currently, but also have an aura that buffs nearby allies ranged attacks by +2/+4(so it buffs allies range more than yourself. Would stack if you have two regulas, so 7+4 range with 2 regulas since it's two seperate buffs, one self buff and one aura. But wouldn't stack twice as one aura would just replace the other.)
Would benefit Rooks shoulder towers, even.
- Angelic Fury: Heal all allies for 250/500/750 in 2x/3x/4x larger AoE than the damage dealing AoE range. STILL doing damage, but also healing at the same time.
- Improved Angelic Fury: requires just one point in angelic fury, adds 6/10 meter knockback.
- Snipe: Rework it completely to be ground targeted, 4 points to max it not 5. Targets ground, shot goes in a straight line, penetrates all enemies.
Damage equal to Base damage+50/115/170/225damage+a multiplier based on its range.(more max range would mean potentially more damage if you can hit that far.) Should hit for something like 1,000
Bonus Damage reduced 20% for each enemy it hits. (100%/80/64/51.2/40.96/32.768/26.2144 etc..)
So, potentially very deadly if you get all creeps in the way killed, or if you get behind them where no creeps are in the way. Even more deadly if you hit it from far away, which would likely require LoS from an ally.
Cooldown increased from 10 to 15 or 20.
- Peirce: Shots have a 20/40/60% chance to penetrate from one target.
* Two issues I realise with this.. One: Splash gloves. But splash gloves are just imba in themselves, splash damage with them should do half or a quarter damage. Maybe half and using this skill reduces it further down to a quarter.
* The other issue.. Arrows are homing. Personally I think they should just move faster, but not home, then it'd be easy to code the peircing. :/
- Stasis Mine: Should "root" the target in place for 3/7 seconds, not stun them. They can still attack, and still cast spells, still use consumables. Teleports disabled, however.
- something something..: Makes Demigods trapped in Stasis Mine take 20/35% more damage, but reduces the duration to 5/4 seconds.
- Maim: Change the slow duration, not the amount, so it's easier to tell when you see the debuff icon.
- Smite: 35% chance to deal an extra 25/50 damage when you deal damage. 100% chance when using Snipe.
Has a lightning striking the target effect.
Works with mines and Angelic Fury as well, just not the 100% chance like snipe gets. Works with thorns as well.. any time you deal damage!
- Improved Crit(Regulas): Adds 10/30% chance to penetrate on critical hit.
-Rook
- Boulder: Change it to 1 second stun. Maim(30% movement slow) for 4/7/9 seconds. Enemys hit by it can't use active abilities or consumables for 2/4/6 seconds(silenced).
Cooldown increased to 30 seconds or so. (So even with 30% or so cooldown you can only cripple for half the time.)
- Structural Transfers: Deal less damage than the amount healed for. At level 1 it should be 625 damaged, 625 healed, but it should scale at level 4 to be 1250 damaged, 2500 healed.
- Building damage: +30/+60% bonus damage to buildings.
- Shrapnel: Whenever the Rook damages a building he does splash damage(Big enough range to hit someone that is behind the rook attacking a building.) to all enemies equal to that damage.
This splash damage doesn't damage other buildings.
- Structure steal: Whenever the Rook damages a building he has a 25% chance to gain damage dealt as health.(would in effect add an additional 312.5 health gained from level 4 Structural Transfer after rebalancing it.)
- Healing Sacrifice: Every time the Rook would be healed, he is healed for 10/36% less, and all nearby allies are healed for that amount.
In effect, if a Regulas used level 3 Angelic Fury it would heal the Rook for 555 and everyone else for 1020, assuming they are right ontop of each other.
Effect halved with healing potions, possibly.
- Burning Oil: Whenever the Rook is dealt damage by a spell(DoT's wouldn't count. Fireball, snipe, nova, boulder, hammer slam, boulder, etc would.), or thorns damage is returned for more than 100 damage, burning oil is poured down from the Rooks Towers dealing damage in a circle.
Each time Burning Oil is triggered some mana is drained from the Rook.
- Improved Crit(Rook): Adds a +3/+10 larger splash range on critical hit.
-Torchbearer
- Ring of Fire: I know this is changed to Circle of Fire.. targeted aoe DoT spell. But that's just as boring and vanilla as the rest of the skills.
It should change to like ring, but targeted. The rings starts out far away, then within 2-4 seconds or something the ring gets smaller and smaller, condensing to a point in the center.
On the edges it'd just hit things for like 100 damage or so. But closer to the center, the stronger it gets, dealing more damage as it condenses. At the very center, with the whole ring coming together to a point, it'd do something like 1000 damage or something.(depends on the balance of peoples health and normal dps.. Presumably the people hitting for 800dps and having 6k health is going to be lowered some.)
So if someone doesn't move, they take a lot of damage.
Not only that! But if somenone is running to you, or away from you, and you target it in front of them then they'll get damaged by the outer ring, and it'll follow them to the center, so they could take more like 1500 damage or something if they don't stop moving or change direction.
- Ice Nova: No longer freezes. Interupts current actions of all hit by it. Maim(30% movement slow) for 4/8 seconds. Slow attack speed by 66% for 4/8 seconds.
Extinquishes burning of friendly units in the same AoE range.
- Enhanced Ice Nova: Increased range and 10 damage per second added.
- Combustion Aura: Aura debuffs enemies. Enemies that are dealt fire damage are set on fire dealing 2% damage per second for 3/5 seconds.
Works in both Ice and Fire mode. Fire damage wouldn't nessisarily be from the Torchbearers attacks!
It WOULD work with fire modes normal attacks, but keep in mind each attack would REFRESH, NOT STACK the damage. so if you attacked once per second that adds 80DPS against someone with 4000 life.
- Soothing flames: Aura buffs allies. Whenever nearby enemies are on fire your allies regenerate 1% health per second.
- Deep Freeze: Have frozen enemies take 1/2 damage. Increase duration to 2/3.5/5 seconds.
Slow cast time to 1 or 1.5 seconds.
- Ice Armor: 10% chance to freeze an enemy for .25 seconds when the Torchbearer is struck. 50% chance on thorns damage. 100% chance against skills.(obviously the freeze is happening after the skill does damage though.)
Some mana is drained each time from the torchbearer.
- Improved Crit(Torchbearer): Adds 35/100% chance to deal small AoE damage on attack in Fire mode, 35/100% chance to slow for 3 seconds in Ice mode on critical hit.
-Sedna
- Holy Fire: Aura effecting allies. For every 100 health healed, all enemies in a close AoE(melee ranged basically) are set on fire for 1 second, dealing 2% damage per second.
This means life leach, healing potions, sedna's healing skills, other classes healing skills, all trigger this. Natural health regen or health regen potions(if they're added) would not.
- Something or other: Aura effecting allies. A random nearby enemy(melee range) receives damage equal to 25/50% of health healed. Targets Demigods first at a maximum of 3 times per second.(to stop aoe insta-kills)
Again, doesn't effect natural regen and such.
- Enhanced Degeneration Aura: Aura, effects enemies. All debuffs that deal damage-per-second last 30%/50% longer.
- Divine Intervention: Self passive buff. Any damage over /30/20/10% life that would be received is instead reflected back to the attacker. (lulz hammer slam).
Some mana is drained each time based on the damage reflected back.
- Improved Crit(Sedna): Gain .5x/2x damage done as mana on critical hit.
-Unclean Beast
- Some active skill..: Does something neat, like pulls towards with tongue and does damage, then afterwards for the next 10 seconds attacks against the target have a 50% increased chance to critical hit.
- Disrupting claws: 5/10/15% chance to interupt targets actions on attack. (If you do the same attack speed as someone you're basically lowering their DPS by 15%.. higher if you get lucky and interupt them casting spells!)
To be clear, i mean interupting anything. Using a potion, casting a spell, even just normal attacks.
- Silencing claws: Critical hits have a 30/85% chance to interupt and have a 50%/100% chance to disable all of the targets active skills and consumables for 5 seconds.
- Slowed Casting aura: debuff aura, effects enemies. Skills are cast 33% slower. 66% slower when poisoned.
- Enhanced Slows aura: Aura, effects enemies. All debuffs that slow last 20%/35% longer.
- dunno: Hitting moving targets stuns them for .25 seconds.
- Mana syphon aura: Aura, debuffs enemies. Enemy skills cost 25% more mana to cast. Nearby allies gain 2x that extra amount of mana.
- Toxin lacing aura: Aura, debuffs enemies. Whenever hit by critical damage enemys are poisoned for Damage/(25/10) seconds receiving .5% damage per second
-Vampire Lord
- Converted units should leach life with each attack by a considerable amount, and heal the Vampire Lord for that amount.
- Critical Damage Aura: Aura, buffs allies. Friendly units critical damage increased by 25%.
- Life steal Aura: (I believe this is already planned.)
-Queen of Thorns
- Queen of Thorns woodfolk units take double damage from burning. Burrowing extinquishes the fire.
- Critical Chance Aura: Aura, buffs allies. After friendly units score a critical hit, their critical hit chance is increased by 10/20/30% for the next 5 seconds.
- Vines Aura: Every 30 seconds nearby enemies are maimed(30% slow), for 10/17 seconds.
- Thorny vines Aura: Vines aura is upgraded to a thorny vines aura, dealing 4/10 DPS to creeps and 30/75DPS to Demigods.
'd work together well in variance ways, promote teamwork, and benefit from skilled people using them, then post away!