Concept
Nothing is certain, so is your chance of victory (and loss) in the battlefield. Throw your sense of calculation off the table and fly into the fights as a real risk taker!
Class mechanic
Change functionality of steal. Steal becomes “Dice”. Rolling your dice will give you a certain outcome which may (or may not) change your fate in battle. All previous steal-triggered traits become “on next attack”. Traits that allows double uses of stolen items doubles your dice rolls (next 2 attacks)
Dice rolls – all outcomes have equal chances of turning up. Once you roll the dice, the effect will last for 4 seconds so think quickly!
Roll#1 – Your next attack deals 30% more damage
Roll#2 – Your next attack heals you for high amount
Roll#3 – Your next attack prevents enemy from getting boons for the next 5 seconds
Roll#4 – Your next attack causes an explosion that launches your enemy
Roll#5 – Your next attack removes reveal and grants you stealth for 3 seconds
Roll#6 – Your next attack inflicts all conditions on enemy
Weapon – Rifle
#1 Debilitating shot - Auto attack, 50/50 chances of inflicting vulnerability or weakness
#1 Disorienting shot (Stealth attack) - 33% chances to inflict 1 second of fear, daze or stun
#2 Impairing shot - 33% chances to inflict 1 second, 2 seconds or 3 seconds of immobilize
#3 Concussive shot - deals medium damage with 33% chances to inflict 5, 10 or 20 stacks of vulnerability
#4 Barrel attack - swing your rifle’s barrel and knock back enemies around you
#5 Mysterious shot - 60% chances to inflict X damage, 30% to inflict 2X damage and 10% to inflict 3X damage
Utilities – Cards - Triggering card skills is instant. Drawn skills will persist for 15 seconds before card skills go on CD. CD depens on card skills not drawn skills. Traits that effect CD of drawn skills are neglected.
#1 “The Priest” (Healing) - Draw a card and randomly obtain a healing skill from your core class. Increase healing effectiveness by 30% while the card is drawn. 25 seconds CD.
#2 “The Illusionist” - Draw a card and randomly select a skill from deception category utilities. 30 seconds CD. Grants 2 seconds of stealth.
#3 “The Inscription” - Draw a card and randomly select a skill from signet category utilities. 25 seconds CD. Breaks stun and grants 10 stacks of might.
#4 “The Trickster” - Draw a card and randomly select a skill from trick category utilities. 25 seconds CD. Gain 3 initiatives.
#5 “The Alchemist” - Draw a card and randomly select a skill from venom category utilities. 20 seconds CD. Your next 5 attacks siphon health.
#6 “The Deckmaster” (Elite) - Draw a card and randomly select an elite skill from core class. 60 seconds CD.
Traits
Minor #1 – The Gambler - Enable dice mechanic in place of steal. Gain access to rifle.
Minor #2 – Risky Returns - For every 5 initiatives spent, you have 20% chance to recover 1 back
Minor #3 – Opportunistic Incision - Attacking disabled enemy inflicts 5 stacks of vulnerability
Adept #1 – Lucky strike - You have 15% to deal 10% more damage on every attack
Adept #2 – Miss by a Hair - You have 20% chance to avoid incoming attack every few seconds. 10 seconds CD.
Adept #3 – Master Shuffler - Card skills recharge 20% faster and reduce Dice CD by 1 second
Master #1 – Hedged Investment - Gain a buff that ensures your next critical attack every few seconds. 25 seconds CD.
Master #2 – Hidden Stamina - 20% chance to regain 50 endurance whenever your dodge.
Master #3 – Swift Hands - Gain 1 second of quickness when using a card skill
Grandmaster #1 – Divine Intervention - When attacking from stealth, you have 5% chance to instantly down your enemy player or deal 50% extra damage to NPCs. 30 seconds CD.
Grandmaster #2 – The One That Got Away - When you take fatal strike, you have 20% chance to regenerate back to full health. 60 seconds CD.
Grandmaster #3 – All hands On Deck - Gain 2 stacks of might for 5 seconds every 1 second for each of the cards that is being drawn.