(edited by Dojo.1867)
Ranger should compete with thi/mes mobility
I agree with most of your points.
I don’t know if Rangers should bring quit the same in combat mobility as thief, or the same type of mechanics as shadow trap or portal, but they should, IMO, have more land speed mobility than a warrior. Right now getting access to swiftness, or even 25% movement speed on a Ranger gives up too much.
On the topic of weapon skills:
1. Warhorn 5 should give 3 stacks of might.
2. Warhorn 4 should proc retaliation one once.
3. Axe 5 should be slightly faster channel with the ability to move while performing it.
4. Torch 5 needs a larger untraited radius.
Finally, Sword auto is cool, but it should not lock you out of dodging. Dodging should immediately cancel the auto chain during any stage. Torch 5 needs a larger untraited radius. Axe autoattack is fine now.
In terms of pets, the two categories that should immediately be reworked are Bears and Devourers. Devourers do miserable DPS with bad F2 skills, overall the worst pet choice currently. Bears attacks need to cleave, and their F2 skills need shorter cooldowns.
In order to make traps viable, I suggest the following:
Fire Trap should apply blind.
Snake Trap should remove 1 boon per pulse.
Frost Trap should have its cooldown reduced and have damage added to the pulse.
Spike Trap should remove 1-2 boons from those affected by it.
Shouts are currently an odd mix of strange utilities. I would suggest changing Protect Me’s effect to something different entirely, considering Ranger now already has a good Invulnerability type skill with Signet of Stone. “Guard” needs a rework. Search and Rescue is really dreadful and needs to be changed. Sic Em would benefit very much from a greatly reduced cooldown, but also a reduced Reveal duration. It also needs to be bug fixed so that giving pets commands during it doesn’t cancel its effect.
Beastmastery in general is a very weak traitline which needs improved pet traits and overall more effective traits.
I also think that Entangle needs its cooldown increased to something like 75 seconds (traitable to 60). Right now it feels a bit gimmicky and overtuned.
I think traps would be greatly helped if their traits were moved to the Marksmanship line (so you at least get condi duration). Getting precision and ferocity aren’t really that helpful. You kill the build if you put trap traits in wilderness survival, and it doesn’t really benefit from being in nature magic or beastmastery.
Also, like with many other classes, some of the minor traits are just bad. I would try to rework some of the underwhelming traits before making every change.
Finally, even adding something like “superior rune of the trapper” to pvp would be very interesting, although its still probably not optimal for any build.
same could be said of necro.