First up apologies for the long post and, probably, bring up stuff that has been raked over several times.
However I have been playing a longbow ranger since launch (both PvE and PvP) and wanted to give the latest changes a chance before posting here with my suggestions for how to develop the Ranger further, it still feels very much like a work in progress.
The marksmanship traitline seems too heavy on the 2nd tier major traits, so there may be some argument for moving one to the 3rd tier or swapping one with Honed axes here’s my reasoning although I haven’t yet come up with a suggestion that won’t unbalance the traitline more.
As it is Remorseless doesn’t give as large a damage boost as Eagle Eye for high damage rangers, as in Power > 2,000 (not sure if it is the same for lower damage versions) which means that most longbow Rangers will still be using Piercing Arrows and Eagle Eye (or Spotter) as major traits and as Longbow is the only Ranger weapon to give invis Remorseless isn’t much use with other weapons.
Longbow changes
• Remove vulnerability from Rapid Fire
• Add vulnerability (10 stacks) to Hunters shot
• Chain Invis on hunters shot, with a locked target if the first shot hits
• 14sec cooldown from invis, 12sec from vulnerability
Adding invis to the longbow is a great improvement to the weapon, however moving vulnerablility has created a damage nerf for the reasons outlined above (Remorseless doesn’t give you enough of a damage bonus to use it instead of Eagle Eye), currently Hunters Shot is used as an escape or repositioning tool and therefore the pet swiftness is now wasted. Whereas previously it was your opening shot which combined with the pet swiftness could put down 20stacks of vulnerability immediately. Obviously this could be countered easily with Aegis but opening with Long shot and Hunters second would mean you only lost 5 stacks of vulnerability.
The problem with any ranged weapon is that there has to be a damage trade-off compared with melee weapons as the char is safer which means that a direct damage weapon like the longbow needs to another niche and the ability to enter combat with 20 stacks of vulnerability and keep 10 up almost constantly was it.
Issue my suggested change would create in a PvP setting is that the 2nd shot would be easier to dodge nullifying invis; the solution to this is that the second arrow becomes ‘Seeking’ on your target if the first arrow hits (although only if it is the same target).
Finally, the pre-cast on the longbow (except Hunters shot) seems longer than those on other weapons which seems the wrong way around since it makes them much easier to dodge.
Warhorn changes
• Add blind to Hunters Call
Reasoning: the Warhorn is either a charge call or a panic button a single target blind would make this skill really useful, rather than something to use while you’re waiting for the weapon swap cooldown or because you like the animation. It also makes sense as you’re not going to see much with a flock of birds buzzing around your head.
Greatsword changes
• 6 stacks of bleeding to Maul
• Remove the vulnerability
• Make Maul a blast finisher
Reasoning, the bleed gives condition rangers more choice and does more damage than vulnerability anyway. The vulnerability isn’t much use in a 1:1 situation while the blast finisher gives the skill an excellent team focus that would be lost by removing the vulnerability.
I’ve seen in other posts that suggest a blast finisher on this that the conditions are completely removed, do you think both would be OP?
Sword changes
I’ve only started using this recently and am really enjoying it now, with the only exception being that the middle chain on the number 1 skill blocks your dodge this has killed me a few times as sometimes the number 2 skill doesn’t go anywhere.
Torch, Axe, shortbow, Dagger – I can’t really suggest anything for these weapons as I don’t use them enough.
LB Ranger from GH
RPS Officer