User:Raine Valen/Musings/Gambler

From Guild Wars Wiki
Jump to navigationJump to search

Gambler[edit]

Because lol, probability.


Luck[edit]

Primary attribute. Each rank in Luck does fuck knows.

  • Ace in Hand. –

5 Energy8 Recharge time – Skill. Your next skill does not fail. Initial effect: gain 2...4...5 Energy.

  • Luck. –

5 Energy3 Activation time – Enchantment Spell (60 seconds). +0...12...15% chance to land a critical hit, to block incoming attacks, for incoming attacks to miss, for incoming hostile spells to fail, to cast spells 50% faster, to recharge spells 50% faster, for incoming physical damage to be reduced by 5, and to have their attributes boosted by 1 while using skills.

Draws[edit]

No inherent effect. Draws affect the Gambler.

  • Flush. –

5 Energy¼ Activation time8 Recharge time – Enchantment Spell (20 seconds). Converts damage you deal to Fire damage. Ends after 5 attacks.

  • Four of a Kind. –

15 Energy¼ Activation time12 Recharge time – Enchantment Spell (20 seconds). Converts damage you deal in melee to Fire damage. Whenever you deal Fire damage, deal exactly 20...60...70 damage. Ends after 4 attacks.

  • Royal Flush. –

10 Energy¾ Activation time12 Recharge time – Elite Enchantment Spell (20 seconds). Converts damage you deal in melee to Chaos damage. Whenever you deal Chaos damage, deal 15...43...50 damage, and an additional 5...17...20 Chaos damage for each hit while under the effects of this enchantment. Ends after five attacks.

  • Sleight of Hand. –

10 Energy1 Activation time20 Recharge time – Skill. (60 seconds). Your spells cast 25% faster, but have a 50...18...10% chance to fail.

  • Straight. –

5 Energy¼ Activation time12 Recharge time – Enchantment Spell (20 seconds). Converts damage you deal in melee to Fire damage. Whenever you deal damage, deal 5...25...30 damage, and an additional 5...9...10 Fire damage for each hit while under the effects of this enchantment. Ends after five attacks.

  • Straight Flush. –

10 Energy¾ Activation time12 Recharge time – Enchantment Spell (20 seconds). Converts damage you deal in melee to Fire damage. Whenever you deal Fire damage, deal 10...26...30 damage, and an additional 5...13...15 Fire damage for each hit while under the effects of this enchantment. Ends after five attacks.

Entertainment[edit]

No inherent effect. Entertainment boosts the Dealers' allies' chances of success.

  • Bender. –

15 Energy2 Activation time12 Recharge time – Enchantment spell (8 seconds). Increases target ally's attributes by 0...2...2. Renewal: if that ally hits with an attack or uses a skill. Ends if that ally fails to use a skill or fails to hit with an attack.

  • Liquid Courage. –

10 Energy2 Activation time12 Recharge time – Enchantment spell (8...22...25 seconds). Target ally takes 3...9...10 less damage and deals 3...9...10 more damage. That ally has a 10% chance to miss with attacks and their spells have a 10% chance to fail.


Dealings[edit]

No inherent effect. Dealings sometimes affect foes negatively or affect allies randomly.

  • Blackjack. –

10 Energy2 Activation time8 Recharge time – Spell. Target foe takes 1...8...10 damage times a random number between 1 and 11, then takes 1...8...10 damage times a random number between 1 and 11.

  • Burn. –

10 Energy2 Activation time12 Recharge time – Spell. Removes an enchantment and a hex from target. Inflicts Burning (3...7...8 seconds).

  • Doom. –

10 Energy2 Activation time7 Recharge time – Hex spell (3 seconds). End effect: target foe dies (0...2...3% chance).

  • Double Down. –

10 Energy2 Activation time5 Recharge time – Hex spell (12 seconds). The next time target foe takes damage, that damage is doubled. The next time target foe is healed, that foe is healed for twice as much.

  • Scissors. –

5 Energy1 Activation time12 Recharge time – Hex Spell. Target foe's next attack skill deals +10...42...50 damage, but has a 33% chance to miss and a 0...40...50% chance to strike the user.

  • Shuffle. –

10 Energy2 Activation time12 Recharge time – Spell. Affects target and creatures in the area. Up to 1...3...3 Enchantments and Hexes on these creatures are redistributed randomly to creatures in the area.

  • Snake Eyes. –

5 Energy¼ Activation time8 Recharge time – Elite Hex Spell (0...2...3 seconds). Target foe's attacks miss and that foe's spells fail. 80...32...20% failure chance.

  • Table Limit. –

10 Energy2 Activation time12 Recharge time – Hex Spell. Target foe takes double damage. That foe cannot take more than 10...50...60 damage.