One of the things that people have been asking for is a something to help differentiate each Weapon Class from the others around it. These ideas are to try and add variation between weapons so that Each Weapon Class Does not operate the same as other.
These ideas are collected in a series of steps and groupings.
1. Remove Native AOE from all skills and spells.
2. Any Skill that loses its uniqueness because of the lack of its previous AOE gets rebalanced to be more unique without having AOE.
3. Introduce a toggleable modifier that changes All attacks from Single Hit to AOE. Each Weapon Class doing AOE differently. Essentially this is the same thing that happens for the current Mage Classes but is spread to all Weapon Classes and is not done at the actual Skill Performance but is toggled back and forth before a skill is performed not while selecting it. This could be toggled by pressing L2+R2 together on the gamepad or CTRL and ALT at the same time on the keyboard.
If you need a better example of this, think of Age of Conan's Modified Attack. You can go from being a Single Directional hit, to a wide range hit that hits multiple monsters.
Now that the steps are taken the following types of attacks modifiers are present on all classes.
Physical Weapon Classes: AOE only works on Weapon Skills.
Gladiator:
Attack Mode 1: Slash - An up and down, or down and up attack that only hits one target. Has a higher chance to deal a critical hit, especially from behind the monster.
Attack Mode 2: Circle - A Wide arch attack that hits all monsters directly in front of the Gladiator. Does slightly less damage, but hits more then one monster. 180 Degree Forward Cone, lower chance to deal a critical hit but higher critical hit damage when a critical hit is performed.
Archer:
Mode 1: Single Shot - A single hit arrow strikes a single monster. Uses one arrow, and has a chance to nock the next arrow faster reducing the stamina cost of the next hit.
Mode 2: Multi Shot - 5 arrows are fired into the sky and rain down on all the monsters in a circle area around the main target. Is slow and costs more stamina then a normal hit but if only one monster is in range all the arrows hit him for a lower damage per arrow over 2 hits. (Example: 100 dmg +100 dmg +75 dmg +50 dmg +25 dmg = 350 Damage)
Pugilist:
Mode 1: Punch - A Single target hit that has a low chance to stun a monster.
Mode 2: Spin Kick - A Circle attack that hits all monsters around the Pugilist. 360 degree hit, the closer to the front of the Pugilist the monster is the more damage they take. Requires much more stamina then normal but has a low chance to push the monster back and force an enmity recheck.
Marauder:
Mode 1: Crush - A Diagonal hit that hits one target and deals more damage if you have maintained your balance in one spot. Has a higher chance to cause a stun or knock back if you have been in one spot for more then 15 seconds.
Mode 2: Swipe - A ravaging attack that hits everyone around the Marauder. Deals more damage if you have maintained your balance in one spot. 360 Degree attack costs more stamina to perform but the longer you are in one spot the more damage it performs.
Lancer
Mode 1: Poke - A Quick single hit has a chance to create a weakness in a enemies armor.
Mode 2: Pierce - A slow rough hit that hits all monsters in a straight line. 30 Degree forward cone. Can hit up to 3 monsters in a row but deals more damage the closer they are together.
Magic Class: AOE Only works on Spells.
Thaumaturge:
Mode 1: Chaos - A Single cast that hits one monster. Damage over time spells do more damage/healing. Costs normal MP. Grants TP it modifies elemental weakness.
Mode 2: Cone - A magical blast hitting everyone forward of the caster.
Conjurer:
Mode 1: Balance - A Single Cast that hits one target and deals more Direct Damage and costs normal MP. Grants TP if elemental Damage.
Mode 2: Surround - A Magical blast hitting everyone around a central point. Cost 3x MP but positive effect spells last longer.
Again these are just ideas.