Some spitball examples of how one could set particular actual effects, job-by-job, from a simple 3-stat system on gear.
The player would be able to lay out priorities (such as Haste 20% > Haste 12% > Deathward 15% > Deathward 10%, Precision=Might) such that any threshold that can be met would be met and skipped over if not, with the final stat priority (or pair) being one's dump stat.
In the example above, one would take Haste to 20% if able, else 12%, or skip all the way to Deathward (15% if able, else 10%), with any excess going to an equal allocation into Precision and Might. Like glamor plates, these could be swapped on the fly.
Speed- Haste: Reduces the recast time incurred by weaponskills and spells.
- Stream: Increases the efficacy of periodic effects (HoTs, DoTs, auto-attacks, and pet attacks).
- Chain: Increases the efficacy of actions unlocked by combos or effects.
- Swift: Increases movement speed and decreases the recast time of Sprint and other movement actions.
- Evasion: Increases your chance to dodge attacks or reduce them to a glancing blow (-25% damage taken).
Will- Vigor: Increases your damage and healing done, increasing with %HP.
- Tenacity: Decreases your damage taken. As your %HP decreases, this effect is increased and you also gain increased damage and healing done.
- Deathward: Prevents death if you'd have died by less than <[Modifier] x stat>, with an incurred cooldown based on nearness to Deathward's limit. Acts as Tenacity when not on cooldown.
- Deathblow: Instantly finishes off an enemy or a partition of their health if less than <[Modifier] x stat> of their HP remains, with an incurred cooldown based on nearness to Deathblow's limit. Acts as Vigor when not on cooldown.
Break- Precision: Increases your chance to score a critical hit.
- Might: Increases the multiplier of your critical hits.
- Opening: Your critical hits cause the enemy to take additional damage or ally to take additional healing.