This was written in 2 parts because it was too long
Hi again guys, Griften here, I’ll be talking about Rangers (the ‘pew pew’ class) and the improvements we should see in: weapon skills, utility skills, pet’s active skills, and some of the traits.
I’ll be trying to make this short (failed) so don’t panic (sorry).
And as always, there’s a much shorter version at the end for your convenience.
Weapon Skills
I’d like to start with the off-hand weapons, as I think they are the most under-powered.
Improving those would automatically improve the efficiency of using a sword or axe mainhand.
- Of-Hand Axe:
“Path of Scars” misses the pulling part 50% of the times. The first part of this skill should either knockdown or immobilize the target so it could actually pull as intended.
“Whirling Defense” is ok-ish, it should deal about 10%-20% more damage considering how long you have to stand still and cast it (5 seconds).
- Dagger:
“Stalker’s Strike”, Rangers have enough access to poison without it. This skill should apply torment or blindness instead. These conditions are more “Stalkery” than poison.
“Crippling Talon” is fine as it is.
- Warhorn:
“Hunter’s Call” should inflict 2 seconds of blindness per second, resulting in a maximum duration of 12 seconds of blindness. This change will make this skill a lot more useful and add more utility to any Ranger build. This actually makes sense considering a swarm of hawks are pecking the head of the target!, this skills simply demands to inflict blindness.
“Call of the Wild” is nice since it became a blast finisher.
- Torch:
“Throw Torch” is a pretty great skill, nice damage and low cd.
“Bonfire” has to be traited with “Off-hand Training” in order to be effective. A base radius of 120 is really not impressive. It should be 180-200.
- Longbow & Greatsword
Both suffer from the same problem, too slow and too weak. A damage boost to the longbow would be enough to make it viable (at least +30% to every skill). None of the Greatsword’s weapon skills are reliable enough, auto attack should be stronger. a rework is needed for the Greatsword though I don’t have any ideas for it.
- Axe
This is the “meh” weapon of rangers in PvP. If the auto attack would be stronger than it would be vaible to use it on a power build with the “Honed Axes” trait (+10% crit. damage while using an Axe in mainhand)
- Sword
“Hornet Sting” and “Serpent’s Strike” are fine, even great. But the auto attack… the auto attack is horrible.
The chain auto attack is: Slash(1/2 sec) -> Kick(1/4 sec) -> Pounce(3/4). During Kick and Pounce you’re locked on the target and cannot dodge while casting them. So if you attack your target with the auto attack, you won’t be able to dodge 2/3 of the time. The whole buggy behavior of this skill makes it pretty confusing and annoying to use.
ANet doesn’t want to change the auto attack behavior of the sword because “it is a unique behavior”. Thank god it’s unique, if more weapons would work this way I would quit the game. This alone forces rangers into the Greatsword even if they don’t like the concept of it.
- Shortbow
This is the only weapon that works fine for the Ranger. ENJOY.
Utility Skills
I promise you, this one is shorter!
Ranger’s Utility skills are too much “trait’em to use’em”, and that’s a shame. You can’t really use spirits, traps, signets and shouts effectively without the right traits. My suggestion to ANet?
Signets:
1. make signets affect the player without the “Signet of the Beastmaster” trait.
1. Change “Signet of the Beastmaster” trait to the following: “A signet’s passive benefit remains while it’s on cool down.” Exactly like the Elementalist’s signet trait.
Shouts:
1. The trait “Nature’s Voice” should also apply 3 seconds of Aegis to all targets affected by shouts.
2. “Sic ’em” should have a 25 seconds cd instead of 40. And should apply “Revealed” as AoE without the need to have a target. This way it can counter “Shadow Refuge” and “Mass invisibility”
3. “Guard” should be completely deleted from the game and be replaced by another low cd shout.
Lightning Reflexes
This skill should be reworked like warrior’s “Stomp” skill. It should apply stability for the duration of the skill.