It seems fairly well accepted on this sub-forum that ranger traits need work. So in the interest of being constructive I thought I’d outline what traits I think need to most work and why. Also some suggestions about what can be done to fix it.
Marksmanship
Opening Strike – 5 stacks of vulnerability for 5 seconds on the first attack when entering combat.
This one has always bothered me. It seems like a good idea in theory but in practice I find it severely lacking. On it’s own (only 5 points in MS) it’s actually pretty terrible. Against a single target 5% more damage for 5 seconds is either 1) pointless because the enemy is weak, or 2) Useless because it’s a hard enemy and 5% for 5 seconds is nothing (champs and such). Against a group of enemies it only effects one target so overall it is also completely useless.
The 15 point trait that gives it to your pet as well really doesn’t change anything. It’s still pretty bad.
At 25 you get auto-crit on opening strikes but that really isn’t that useful either. Sure a free crit to start a fight is nice but for a 25 point minor it’s BAD. Also without +crit damage crits really aren’t a huge DPS boost and if you’ve put enough into +crit% to make it worthwhile you’ve either got ~50% crit rate or you’re an idiot. With a 50% crit rate a free crit is really not useful.
The last part of this whole Opening Strike debacle is Remorseless (Regain Opening Strikes when you kill a for). This slightly improves OS but let’s be honest, the situations where you really want OS to be constantly reapplied things aren’t dying constantly. Situations like a hard boss fight in a dungeon/fractal, sPvP, or WvW there isn’t constant deaths and if there is you probably don’t really need 5% more damage for 5 seconds against a single target.
Solution (?)
What I would like to see is this:
5 points – You and your pet gain Opening Strike.
15 points – Opening Strikes always crit (Should probably be more than just a free crit but not sure what)
25 points – Regain Opening Strikes on weapon swap This is really the big thing for me. There needs to be a way to easily and reliably reapply that 5 stacks of vulnerability during the long drawn out fights you actually want it for.
Remorseless – Gone. Just get rid of it and make a new trait.
Skirmishing
Sharpened Edges – This needs to be either scrapped or improved. 1 stack of bleeding for 1 second is garbage and in any group setting can be VERY detrimental. If an enemy is floating around the 25 bleed stack cap and you apply a 1 second bleed 0.5 seconds before a necro tries to apply a nice 5+ second bleed you may have just screwed the group out of 4 seconds of bleeding.
Solution (?)
Scrap it or make the bleed 3+ seconds minimum.
Trapper’s Defense – Does anyone actually use this? I just don’t see why anyone would take this over other traits in this line.
Solution (?)
Scrap it.
Companion’s Might – This needs some serious work. 1 stack of might for 1 second to your pet on a critical hit is not worth taking. Might is great but a 1 second duration on your pet is terrible. Pets only attack every 2-3 seconds as it is so the odds of your pet actually attacking in that 1 second duration is only ~33% in the first place. When you then consider the odds of the pet actually hitting the target it gets even worse.
Solution (?)
Just increase the duration of the might stack to 3 seconds so that there’s at least a reasonable change the pet will hit something while the might stack is active.
Trapper’s Expertise and Trap Potency – The trouble with these traits is tied to the trouble with traps. Without at least Trapper’s Expertise traps are garbage. There’s also the matter of why they are in Skirmishing in the first place. Instead of beating a dead horse I’ll just propose solutions.
Solution (?)
1) Remove Trapper’s Expertise entirely and make traps ground target by default.
2) (new) Trap Potency – Traps recharge 20% faster, are 50% larger and conditions last twice as long.
3) Move Trap Potency to a Master level trait in Wilderness Survival.
Moment of Clarity – This trait seems great on paper and out of context. The problem is the Ranger’s severe lack of stuns and dazes and other interrupts. It’s just not worth taking with the Ranger’s current skill set especially since it doesn’t apply to interrupts done by pets.
Solution (?)
Scrap it entirely unless the Ranger is getting more ways to interrupt, especially more stuns and dazes to make it a worthwhile Grandmaster Trait.