Eh, with griffons, giants and merc.s, these skills are a bit rediculous. I'm actually sad someone is already playing one of my twinked out ideas. I'd have the uber RP to back it up, granted, but it would be easy PK.
I think this can be solved better with strict leadership, than some massive debuff. I know of a particular griffon that, if he prepared well enough, could probably come close to killing cabal guardians solo. That kind of power shouldn't be stripped so that those people who are playing the elf-whatever have to suffer it not being worth having the skills at all. That kind of power should be limited to those who RP very well and can back up whatever advantage they are given with fearless RPK.
Players with these combinations certainly, for many reasons, should not be straight up ganking anyone. That doesn't mean they can't kill. It means they should be able to be confident in their set up enough to RP before, possibily during, and after a fight. It is a lot of pressure, but it is up to the leaders to weed out the twinks from those who have an RP that is backed by a powerful build.
I am not making any judgements on anyone currently playing. I'm simply trying to stave off the easy solution of the nerf bat and save some poor person who wants to play a normally weaker set up from having a useless (PK-wise) character.
And Peso has it right, there are limitations to the skills. You can disrupt them with with your skills, maledict them, any number of strategies. It just means you have to work for it. I think the only 'problem' that we're seeing is the fact that the fist skills work very well together, more than any other cabal. Perhaps it is simply too well.
I am pissed off, though, that respectable players have gone so far as to not only name some of their "hidden abilities," but they've decided to flesh out exactly what they do, and then debate a few of their uses. I expect a little bit more class from these players. Not everyone needs to know exactly what the fist skills are.