Hallowed Ground : 6sec Immunity to dmg. The paladin gains a buff which grants him 2 stacks of Holy Spirit and Clemency, making both instant and by using one or the other 1 stack is consumed.Clemency has increased healing potencys. 5min cd.
Living Dead: "living dead" part is a 3sec duration, during that time the next hit kills you (any hit) and turns you into (the walking dead part) a "zombie" (or something edgy/dark knightish) for 10sec. In the "walking dead" state the drk gets the following effects: TBN will now heal the DRK for 25% of his own health instead of granting him a shield which prevents dmg and it won't grant dark arts anymore during the duration. He gets 2 Stacks on TBN and TBN has no mana cost, 2 stacks on every gauge ability. Using 1 stack of either TBN/Gauge ability will consume the stack on both, meaning he must decide on using tbn or dmg skills.He needs to be healed back to 70% before "walking dead" ends or he dies. 5min cd
Holmgang : can't drop below 1hp for 10 sec,trows out chains and sets the enemy or enemies in a 5yalm range around you in a rage status, increasing their dmg dealt to you(to account for some aoe's which may happen while they deal increased dmg,we don't want to wipe the grp :P) for the duration of the effect and forces him/them to attack only you.Grants 2 stacks of Equilibrium,some Gauge skills (same as drk/pld), using any of those skills reduces the stack by 1. 5min cd.
Superbolide: 60% dmg reduction for 8sec, 20%(maybe 10%?) dmg reflect shield for the duration it lasts(a better vengeance basically).Gives 2 stacks of Aurora (also increasing its potencys) and 2 stacks on skills that uses cartridges (not sure which skills thou). 5min cd.
The idea behind this is:
a) give self heal capability in some way(in 8/24man content not that important,but helpful for 4man or solo content)
b) give potential dps ability (high hitting one/aoe) to spice things up, but be very close potency wise so it stays balanced and make more use of the "charge's system"
c) have same cd and almost same duration (duration differs due to difference in damage mitigation,difference in healing needed)
d) be useful when soloing things/solo content
e) keep them different so that every job has its own "job identity"
For paladin i cant really decide which offensive skill to pick to give the stacks, the option for single target or aoe dps should be there, but limited to only 2 uses and since they don't use gauge for anything offensive its a bit hard to decide. Maybe grant 2 uses ,to pick from,of Clemency (with increased healing potencys), Holy Spirit,Holy Circle and/or Attonement. I don't know, it should just be very close aoe/single target to the other 3tanks potencys.