IMO, if there's a class that lends itself to gambit-like skills, it's the minstrel. I'd like to see something like this happen during our next 'month of the minstrel'. This would be a change to how we play the class today but not a huge change. Today we ballad up, use an anthem, possibly repeat, then coda. However, I do not think these skills, mainly the ballads, work like they should. As an example, in null stance, we have one healing ballad. I think that's just silly. For null stance healing, each ballad should augment the one played before it, and order should matter. In fact, I think the ballad/anthem/coda rotation can be replaced by Progressions. I also believe that all our healing induction skills can as well (RtS, IF, BC, FH).
For instance, our normal rotation consists of 3 ballads, an anthem and a coda. The idea of a progression is already there. However, the ballads do not affect each other and do not affect the anthem or coda, but the anthem does affect the coda. I propose that these skills be modified so that order of the ballads matter, and that each ballad affects the next in some way. Since I am talking about progressions, let's change the names of these skills to chords (I will talk about current 'chord' skills later).
Each chord has an initial effect when played for the first time in a progression, then it also has a multiplier effect if played again. In addition, each chord has an immediate effect, a range and possibly a duration (e.g. for buffs).
Here's an example set of chord skills. This is the set of Null stance chords where NO CHORD is required to damage a target or target's target:
Immediate effect: single target heal
Initial effect: +1% healing, reduce Second Chord range
Multiplier effect: 3x single target healing, 1.5x group healing
Immediate effect: group heal (similar to Major Ballad)
Initial effect: +1% healing, reduce First Chord range
Multiplier effect: 1.5x healing, 2x single target healing
Range: 15m (IF is currently 20m)
Immediate effect: applies (or reapplies) group Res/Mit buff
Initial effect: +1% group Resistance/Mitigation buff
Multiplier effect: 2x group Res/Mit buff
Immediate effect: applies group armor/evade/attack speed buff
Initial effect: +1% group armor/evade/attack speed buff
Multiplier effect: 2x group armor/evade/attack speed buff
Immediate effect: applies group outgoing dmg buff
Initial effect: +1% group outgoing dmg buff
Multiplier effect: 2x group outgoing dmg buff
Immediate effect: applies group ICPR/ICMR buff
Initial effect: +1% group ICPR/ICMR buff
Multiplier effect: 2x group ICPR/ICMR buff
Immediate effect: applies single target threat debuff (decreases threat of target, not just self)
Initial effect: +1% single target threat debuff
Multiplier effect: 2x single target threat debuff
Init effect: applies single target power return over time (PoT) buff
Initial effect: +1% single target PoT buff
Multiplier effect: 2x single target PoT buff
That may seem like a lot of 'new' skills, but potentially we could replace 3 ballads, 5 anthems, the coda as well as RtS, IF and BC. For FH, the skill would remain but would only be activated after 5 chords have been played. TS could also be replaced by a Progression.
Each chord would only be active for a short time (1-2s), so that letting the timer expire, or reaching the max number of active chords would signal the end of that progression. The next chord played would be the start of a new progression.
Single target heal example:
Current rotation: Major, Minor/Perfect, Major, Anthem of Composure, Coda
Effect: +3% healing, +1% healing, +3% healing, Resistance/Mit buff and Power Return, Big Heal
Here, the effect of % healing are additive up to +7%.
(With our current skills, doing Major/Minor/Major is faster than doing Major/Major/Major, but requires you to hit a target with Minor or Perfect)
New rotation: First Chord, First Chord, First Chord, First Chord, First Chord
Possible Effect: +1% healing, 3x healing, 3x healing, 3x healing, BFH (big freaking heal)
Here, the effect of % healing multiply to +27%! And the speed at which you can do 3 of the same chords in a row needs to be the same regardless of what chords are played.
The initial and multiplier effect numbers I listed above are simply meant as placeholders for actual numbers that would need to be tested and tweaked. In addition, the cooldown of playing any chord should affect all chords so fiddling with this cooldown number can also be tweaked for gameplay.
As for current 'chord' skills (is there just one?) and the immediate skills would stay the same.
The idea is that the Minstrel class lends itself to this type of play. Let's help the devs make the next 'month of the minstrel' be a true revolution for the class!
Now for the kicker. When I go to learn the 'First Chord' skill, there is not just one 'First Chord'. There are many. Each of these would play a different sound when used. For instance, there could be a 'First Chord in F' and a 'Third Chord in G minor'. In fact, there could be 100s! How about 'Fifth Chord in Caug7' (formed by the notes C-E-G♯-B♭). In this way, a player can literally customize his music to have his/her own unique sound. In fact, you could even hotbar 4 or 5 'First Chord' skills so instead of playing the same chord for '1-1-1-1-1', you could play 5 different chords to create your personalized Progression!
Anyway, that's what I think!