Speaking in terms of PVP
Leap Attack - Always Hit
Leap Attack is slow / cumbersome. Therefore, it should be always hit, just like Impale.
Berserk - Unblockable
Casters attacks always hit, with the logic that the character has low defense to compensate. Berserk removes all of the players defense, leaving you wide open for attack. Yet, it often requires multiple attacks to land a single hit, vs shield. In the mean time, your character is dead.
Alternate option is to increase max life by 100% while Berserk is active;
(decrease defense by 100% & increase life by 100%)
The magic damage/“high” (normal when compared to other classes) damage doesn’t make up for the loss of defense, considering the above.
Double Throw - Unblockable
Similar to above, Most ranged attackers are bestowed with always hit, and or some form of wide area damage / following missile, allowing the player to attack arbitrarily while they run. However, Double Throw requires a full stop to perform an attack, and a direct aim to potentially hit, leaving very little distance between opponents. In the mean time, Double Throw is not only attack rating dependent, but also blockable. While the character must sacrifice defense ( #1 - shield, and #2 defense for throw speed ) the ranged benefit just isn’t there due to the skill mechanics.
Stun - Always Hits
The damage is so weak that it needs this to give a reason for use, especially considering that stun no longer functions as it did since the FHR change.
Warcry - Unblockable
It is supposed to be sound, and sound will not be blocked by a shield. The damage is low at the very highest skill investment, and damage reduction reduces it. Also, Warcry no longer stuns continuously since the FHR change, so you are left with a weak, blockable attack.