I’ve seen a few on this topic, and I wanted to throw out ideas.
I thought about a Duel wielding DPS class and how to make that work, comparing to other classes. If you have a weapon in each hand(note, weapons would likely come in pairs, much like a bards mallets come in twos), it could make it so that you to time your trigger so that only one sword is ‘charged’ at a time, and consecutive uses of the same hand weapon yields less and less damage, while holding both triggers(unless it’s for a super move) yields minimal damage. Thus for a duel wield, your damage output it controlled by switching between your weapons for strikes, so the faster you can switch, the more damage you can get out of it. The super move could be an auto charge that allows you to go all out for a short period for a flurry of blows with enhanced damage.
Card caster seems another possible idea, as cards are present in the game. The idea would be you have cards to construct a hand in your inventory, unlike the scoundrel, who has random draws, this stays consistent hand you are looking at. The card could have two ‘modes’, either throwing them on the ground to create a trap with the cards effect or buff, triggered when an enemy steps on it(or any ally if its a buff), or activating them in your hand to make a launchable attack that triggers on impact. Unlike the shaman totem, cards would not be an effect that repeats, but one time triggers, so a Card caster excels at setting up for his traps before engaging, but must balance that with the cards he has to use in his hand. Trapped cards would be unavailable unless you return then to your hand or they are triggered, and all cards have a cool down after their effects are triggered.
Anyway hope this sounds interesting, love the game and looking forward to new content.