Long time lurker, first time poster.
I have spent a lot of time reading the posts on this forum and wanted to put in my $0.02 with ideas for improving the Ranger, which is by far my favourite class but is so disadvantaged compared to a few others in GW2. I played my ranger for over 3000hrs in GW1 but this new incarnation is just not as fun, here are my ideas for making it so again, whatcha think?
Longbow
Long Range Shot
Add 2 stacks of Torment for 2s at ranges below 500.
Rapidfire
Normal – Reduce arrows to 6 and double damage per arrow, 2 stacks of vulnerability per arrow, 3s cast time. (essentially a 20% increase in damage over a shorter time period)
While Stealthed – “Sloth Hunter’s Shot”, Channeled 4s. Marks target. This arrow does
same dmg as ‘maul’ and applies 6 stacks of Bleeding and Torment for 3s. 60s CD. 1500
range.
Hunter’s Shot
Normal – Arrow moves twice as fast. Stealths more reliably. Cancels AA.
While Stealthed – “Called Shot” You fire an arrow that moves twice as fast and cannot
be blocked, if you hit, your pet shadow steps to target foe and gains an attack of
opportunity. 12s CD. 1200 range.
Point Blank Shot
Normal – Add 3s of vigor and swiftness on hit.
While Stealthed – “Debilitating Shot” Applies 8s of Cripple and weakness. 12s CD. 1200
range.
Barrage
Normal – Drop 1/2 second off the cast time, allow movement but at 50% speed.
While Stealthed – “Ignite Arrows” Preparation. Your next 3 arrows explode on hit,
dealing damage and applying Burning and Blindness for 1s to foes in a 240 radius. You
are revealed. 60s CD (cancels AA)
Shortbow
Crossfire
Remove condition for bleed, make it 2 stacks for 2s base.
Concusion Shot
Add 5 stacks of Confusion for 5s on interupt.
Axe
Whirling Defense
Increase base Retaliation to 5s
Cause AoE weakness for 5s.
(See traits for main hand improvement)
Sword
Make the AA go, Pounce/slash/kick instead of slash/kick/pounce. Make chain break more responsive to #2,3 and dodge and movement. Improve the pathing of the other skills so that you hit your target most of the time, make them actually path to the mob, not away. Mostly a problem on uneven terrain.
Greatsword
Maul
Blast finisher.
Make the skills path correctly.
Dagger
Stalker’s Strike
Increase damage significantly
Crippling Talon
Increase cripple to 8s
Torch
Throw Torch
Explodes on hit dealing dmg and causing 3s of Blindness and Burning to foes near
target foe. Blast finisher.
Bonfire
Increase size to 240, ground targetable, more damage. Removes Weakness & Chilled from allies and give them 25% endurance.
Warhorn
Reduce cast time on both skills.
Call of the Wild
Increase might to 3, add functionality remove immob. Reduce CD.
Hunter’s Call
Add 1s of torment per hit, make dmg AoE with small radius.
Elite Skills
Rampage as One
Halve Durations and recharge.
Nature Spirit
Halve Durations and recharge.
Utility Skills
Sharpening Stone
Make this skill affect 6 arrows and always critical. (so it fits with the improved rapid fire above). Reduce the CD by 20% base.
Guard
Remove cast time. Add functionality, Your pet gains an attack of opportunity.
Protect Me
Add functionality, your pet gains protection and regeneration for 6s.
Make this work when a shout is used or the pet is given an order, pet should still
attack during.
Search and Rescue
Reduce CD, give pet stability for the duration and make revive 100% speed not 33%.
Lightning reflexes
Remove damage and instead Confuses foes in a 240 radius, 8 stacks for 2s. Remove
Cripple, chill, immob and weakness.
Sick Em
Stays on the pet until duration ends. Remove need for targeting, applies the revealed
if there is a target. Revealed duration needs to be substantially longer, like 12s. Then it would be an actual counter to stealth.
Signets
Should always affect the ranger.