Make class abilities more unique/identifiable
As someone who’s played 5 different classes, I can usually spot the actions of the professions I play quite easily. Its obviously much easier to spot the different animations when you’re more intimately familiar with them, which is the case if you play the class. On the other hand, when its one of the other 3 classes I haven’t played (Warrior, Necro, Thief) I pretty much haven’t a clue which profession I’m witnessing in action or what attacks are being used, other than knowing staff Necro’s for the scythe staff effect (and I can always tell an axe Necro from that sound effect >.>).
Of course, in massive groups or situations where you’re focused on heavy dodging or something (as in a hectic boss battle) you’re going to notice it less, because your attentions are elsewhere, you’re focused on yourself and what you need to do and not “wow, that guy next to me just used his skill really well”.
I don’t really think further “recognizability” is nessicary on a whole. As long as you’re familiar with the profession it feels pretty recognizable as it is, and I really don’t see the need for all that recognizability anyway, why do you need to know what everyone else is doing unless you’re going to yell at them and tell them to stop sucking?
There are certain skill trees / weapon sets that could use a bit of work, though. Ranger bows seem awfully generic, especially compared to the “animal spirit” concept / visual effects of stuff like the Greatsword or Warhorn, what happened to that idea when it came to the ranged weapons or even the second half of the GS moveset?. I hear Necro’s don’t have very many unikittenfects to thier attacks in general. Engineer elixirs seem pretty low-key, thrown ones are barely noticable (need a larger bottle and a bigger splash) and self-used ones don’t even get a graphic at all, just a drinking animation with an invisible bottle.