I made a big list of what I think the community generally thinks are some skills and traits in need of a buff along with an explanation as to why. I’m also going to post some suggestions in regards to skills that aren’t bad but in need of a few usability updates along with some area’s that should be nerfed.
Hilt Bash – The problem with this skill is it’s range. The tooltip says it’s 300 range, but I’ve tested it plenty of times in HoM and found that it won’t strike past the same range as Maul, which is 220. The increase to 1.5 stun/daze was a good QoL improvement and made landing a maul after the CC possible. But it’s range should be as it says it is in the tooltip.
Maul – I think a problem with the greatsword is that none of it’s skills are multiple strikes or channels, which makes it hard to use the weapon against foes with constant blocks and blinds, such as guardians and theives, or even mesmers. Maul’s damage is negated by a single blind or block, whereas other GS burst skills, like 100b or whirling wrath, are channeled so all their damage isn’t negated by a single one of these. I think that if Maul were to count as two strikes (it retains the same damage, just counts as two seperate attacks) instead of a single strike, it would give the greatsword much better usability in general as well as against block/blind heavy specs. I understand that this would reduce the effectiveness of an Attack of Opportunity burst, but I really think the benefit would outweigh the con on that one.
Ricochet – This skill is nice after the buff, but I think the duration is a bit too short. Once you stop autoing to use other skills, nearly all the might stacks will expire. Buffing the duration from 3 seconds to 4 should be fair.
Whirling Defense – The function of this skill is great as it’s a five second long reflect, but the root can make you ineffective. People have commonly suggested to remove the root, but I’d rather see this skill receive a big overhaul.
Hunter’s Call – I don’t like how this skill is simply straight damage. A common suggestion has been to add a second of blindness on each hit, but it seems that that could shut down an opponent for too long, since the skill last four seconds and can be traited to a 20 sec recharge. What I think would be balanced would be if the damage remained the same, but the skill only hit 8 times instead of 16, thereby reducing the channel to 2 second, while also applying a second of blindness each hit. This way, a foe is only being shutdown for 2 seconds and the skill itself is more than just damage. And if not this, then atleast have the skill apply vulnerability. Even though the activation time was recently reduced to 1 second, it is still easy to miss as any block, blind, or evasion during that 1 second cast will negate it.
Master’s Bond – This trait needs to be made so pet stacks are not removed on pet swap or deactivation, plain and simple. As it stands, the moment you swap your pet, deactivate it, or enter water, the stacks are removed. I don’t mind losing stacks on a water entry, but pet swapping is essential to be a good ranger, and this trait shouldn’t be punished for that.
Compassion Training – There are only two skills affecting the player which can take advantage of this trait. Fernhounds Rejuvenate and Moa’s harmonic cry. The trait just isn’t good as it provides little of a benefit, whereas might stacks on pet swap and reduced shout cooldowns can be put to better use.
Natural Healing – This is a grandmaster trait which only heals the pet for 125 a second and is unaffected by healing power. The whole point of this trait is to help keep the pet alive, which it isn’t good at. By comparison, Signet of the Wild heals your pet for a bit over 3x the regeneration you receive and is affected by healing power.
Expertise Training – Pet’s aren’t a good source of condition damage. This trait just isn’t good at all and there are much better alternatives. In fact, I don’t think it could be good in its current form in anyway. It should be overhauled to something different.
(edited by Soilder.3607)