So today while day dreaming, I was thinking about what changes I would make to the Ranger class to fit what I think is the ideal Ranger play style in WvW.
While I don’t actually expect these suggestions to ever become reality, I have tried to keep the changes balanced and in line with the spirit of the class and of the game. Also, I have assumed that all bugs have been fixed. What changes to the class would you make if it was up to you? Please be constructive and keep balance in mind if you want to play :-)
Without further ado, here is my Dream WvW Ranger!
Weapon slot 1: Longbow
1. Long Range Shot. Fire three arrows in rapid succession, each traveling farther and doing more damage than the previous one. If your foe is not within range for the first shot, the successive shots will not be fired.
First shot: 1200 range (1500 with trait)
Second shot: +150 range, +x% damage (e.g. x=10%)
Third shot: +300 range, +2x% damage (i.e. if x=10%, then 2x is 20%)
(Note: The average damage and speed should be improved compared to the current Long Range Shot)
2. Rapid Fire. No changes.
3. Hunter’s Shot. Fire an arrow to make your foe vulnerable. Chance to cripple your foe.
(Note: No changes except that the pet swiftness is exchanged or complemented by a x% (e.g. 50%) chance to inflict 4s cripple [-50% movement speed] on your foe)
4. Point Blank Shot Charged Shot. Ready an arrow that pushes back your foe. The longer you charge your shot, the more damage and the higher chance for a critical hit. Edit: I removed the part about chance to knockback, it will knockback 100% of the time even at 0s charge
Knockback: No changes.
Charge:
>1s: +10% damage, +10% critical hit chance, +1% critical hit damage
>2s: +20% damage, +20% critical hit chance, +2% critical hit damage
>3s: +30% damage, +30% critical hit chance, +3% critical hit damage
>4s: +40% damage, +40% critical hit chance, +4% critical hit damage
>5s: +50% damage, +50% critical hit chance, +5% critical hit damage
Range: 600 (750 with trait)
(Note: If there is no charge up, or only a very short charge up [e.g. <2s], the damage should be lower than the current Point Blank Shot. At the higher charges [e.g. >3-5s], it should definitely out damage the current Point Blank Shot).
5. Barrage. No changes.
Weapon slot 2: Shortbow
1. Crossfire. No changes.
2. Poison Volley. No changes.
3. Quick shot. Fire a quick shot while leaping. Gain swiftness if the shot hits.
(Note: No changes except that instead of jumping backwards, you jump in the direction that you’re currently moving)
4. Crippling Shot. No changes.
5. Concussion Shot. No changes.
Heal: Heal as One. No changes.
Util 1: Quickening Zephyr. No changes.
Util 2: Signet of the Hunt.
Signet Passive: Grants x% increased movement speed to you and your pet.
Signt Active: Doubles your movement speed for 10 seconds (Cooldown: 35 seconds, during which the passive does nothing)
(Note: x = 25-33%)
Util 3: “Track Prey”
Shout. Your pet will sniff out and track foes that have recently passed through the area.
Footprints of the x closest foes are made visible for 20 seconds (Cooldown: 120 seconds), select one footprint to have your pet track down its source (infinite duration).
(Note: x could be, say, 1-5 foes. The footprints could be visible on the minimap and/or in your normal PoV. Tracking could either make the pet run towards the chosen foe so that you may follow it, and/or simply keep the footprints visible indefinitely [unless the foe logs out/dies])
Elite: Camouflage. Camouflage yourself and your pet, making yourself invisible to foes.
Camouflage (300s). You and your pet are invisible to foes (Casttime 5s during which you cannot move; Cooldown 150s; Camouflage breaks if you move or enter combat).
(Note: Camo is different from Stealth in that it has a lot longer duration, however, you cannot move while camouflaged. Its purpose is to avoid or ambush passing foes).
Camouflage also replaces the #1 weapon skill in similar fashion to the thief’s “Backstab”, “Surprise Shot”, etc. Examples:
Longbow:
1. Sniper Shot. Fire an arrow from the shadows that make your foe vulnerable. The arrow does additional damage if you hit from the side or from behind.
Vulnurability (10s): 10% Incoming Damage.
Side Damage: x + 50%
Back Damage: x + 100%
(Note: x should be roughly twice the normal Longbow damage. Side damage would thus equal 3x damage [e.g. 100 * 2 * 1.5 = 300], and back damage about 4x damage [100 * 2 * 2 = 400])
Range: 1200 (1500 with trait)
Shortbow:
1. Assault. Leap at your foe and hit them over the head with your Shortbow. Stun your foe if you hit them from behind or from the side; knock them back if you hit them from the front.
Stun: 1 second
Knockback: 600
Range: 600
(edited by Xaros.3986)