Idea for New Trait System
Critical Strikes (I consider Critical Strikes line to be a pistol based, pure burst line)
5 points: Keen Observer , Critical-Hit Chance is increased by 5% while health is above 90%. Sharpshooter , +50 more pistol range. Planned Fight , Signets recharge 5% faster. Silver Bullets , +1% critical damage.
15 points: Opportunist , Critical Hits have a 20% chance to restore one initiative (one second cooldown). Long Barrels , +100 more pistol range. Powder Overload , Black Powder applies a smoke cloud at your targets location as well and requires one more initiative.
25 points: First Strikes , 10% increased damage when initiative is over 6. Perfected Pistols , +4% critical damage(stacks with Silver Bullets) and +150 more pistol range (total of 1200 range).
Shadow Arts (this is what you do while in and when coming from stealth)
5 points: Last Refuge Use Blinding Powder when your health reaches 25% ( 60-second cooldown). Quiet Recovery , conditions applied to you while in stealth deal 20% less damage. Hidden Healer , grant 3 seconds of protection to yourself and nearby allies when you stealth yourself. Trapper , traps recharge 10% sooner.
15 points: Meld with Shadows , stealth skills last 1 second longer. Become the Shadow , while in stealth you move 15% faster. Hidden Fury , grant 5 seconds of fury to yourself and nearby allies when you stealth yourself.
25 points: Hidden Assassin , gain might for 15 seconds when you go into stealth. Predator , shortbow damage is increased by 5% and shortbow skills cast 5% faster.
Acrobatics (this seems to be a evasive mini tanker, I use it for boon by dodge)
5 points: Expeditious Dagger , gain 2 seconds of swiftness on evade. Swift Delivery , +3% run speed while out of combat. Sharper Wounds , when you dodge your next attack applies bleeding ( effect does not stack, icon could be like Sharpening Stone for Ranger). Big Lungs , increase Vitality by 1% and increase endurance pool by 5%.
15 points: Feline Grace , dodging returns some of the endurance used. Refocus , when you dodge you gain 1 initiative (2 second cooldown). Huge Lungs , increase Vitality by 1% and increase endurance pool by 5% (stacks with Big Lungs).
25 points: Fluid Strikes , increase damage by 10% when endurance is not full. Massive Lungs , increase Vitality by 1% and increase endurance pool by 5% (replaces Stacked Huge Lungs and stacks with Big Lungs and Huge Lungs).
Trickery (I use this line to steal and keep a target from getting too far)
5 points: Kleptomaniac , stealing gives you 3 points of initiative. Twitchy , stealing has a 50% chance to reapply its effects. Clingy , you have a 20% chance to refund one of your initiative when using a skill that consumes initiative. Trickster , your Trick skills recharge 20% faster.
15 points: Preparedness , Increase maximum initiative by 3. Foundation , when you steal apply a smoke field. Frenzied Haste , reduce initiative cost of all skills that consume initiative by 1.
25 points: Lead Attacks , Increase damage by 1% per initiative. Overload , attacks are 1% faster per initiative.
Sorry for wall of text. Just a reminder, you would have the same choosing system as the Major Traits… Thoughts?