I'm really hoping builds that can burst out of invisibility and from a long distance, or with low cd get reduced so that pvp has less of the "oh, I didn't (or couldn't) dodge or use LOS in the 2s it took you to reduce my health to 0 from an ambush, so I'm down now" gameplay. In my opinion, that happens far too often with mirages and deadeyes and holos and soulbeasts and tempests (in that order). I want most fights to last at least 10 seconds from engage to a downed player; right now there are too many bursts (on almost every class) that take a player from full to down within 4 seconds or less, and when they can be done from range or from stealth, that makes it even worse for the overall pvp experience. On a somewhat separate note, the necro class, although strong in corruptions and in health pool, has 0 evade skills, 0 invulnerability skills, 0 block skills, 0 invisibility skills (and 0 smoke fields to blast), only 3 skills that provide stability outside of shroud or a transformation (Chilled to the Bone (90s CD and must hit an enemy - reaper only), Trail of Anguish (1 stack - scourge only), and Well of Power (1 stack for 1s total... really???)), and only 3 skills in all class variations combined (besides reaper shroud 2 skill) that even have the ability to maneuver any sort of blink/kiting/teleport (Summon Flesh Wurm (1.5s cast) then Necrotic Traversal to an enemy-known location that doesn't even work when you're too far away or a wall blocks your path to it, Spectral Walk to an enemy-known location of where you activated it (which doesn't let you escape without significant forethought and setup time), Sand Swell (1s cast and only moves 900)). If you look at Mirage for example, their evade can be done while channeling or immobilized!, they have multiple evade skills, multiple blink skills, blink skills are mostly instantaneous, invuln on low CD, invis skills, block skills, and still have great damage and/or condi output. In pvp, evade and blink and invuln and invis skills are some of the most highly used skills because of their effectiveness in kiting and in mobility and in disengaging from and/or pursuing opponents. I would love to see some of the less-used necro skills (Serpent Siphon, Well of Darkness, Well of Power, Summon Bone Minions, Signet of Spite) changed to skills that have at least some of these crucial capabilities that other classes seem to all have in more abundance.