So lets do this. I’ll try to note all skill changes and the pros and cons, aswell as a short statement by the players. If you want anything to add, just leave a comment.
Patchnotes have been pulled from dulfy.net.
I will not go over the trait changes (just yet).
Traps
Changes
- All Ranger Traps now have a 0.5s arming time.
- All Ranger Traps now have a 180 trigger radius and a 240 effect radius.
- Frost Trap: Trap duration once triggered has been decreased from 5s to 3s. The chill duration per pulse has been increased to 3s. This skill has gained a pulse damage component.
- Spike Trap: Now has a knockdown component on initial trap trigger. Bleed stacks increased to 6 and duration increased to 6.25s. Cripple duration increased to 2.66s.
- Flame Trap: Increased the duration from 1 seconds to 2.5 seconds per pulse.
- Viper’s Nest: This skill now applies 3 stacks of poison for 5 seconds every pulse. The pulse strike damage on this skill has been increased.
- Healing Spring is now a trap (unconfirmed!)
Traits
- Skirmishing Adept, Trapper’s Expertise: Boons and conditions caused by your traps last 60% longer. Your traps recharge 20% faster and your offensive traps cause 2s of cripple.
Pros
- Traps being larger is now baseline
- Traps have been buffed individually, Spike Trap the most
Cons
- Traps can’t be thrown anymore
Opinions
Not being able to throw traps will kill a current build, limit the use of traps and will make Trapper Runes for the Ranger obsolete
Spirits
Changes
- All Ranger Spirits have had their chance on hit buffs increased to 75%.
- All Ranger Spirits now have a 30s cooldown.
- All Ranger Spirit active abilities have had their maximum targets increased to 5.
- All Ranger Spirit active abilities are more potent and sacrifice the spirit.
- Water Spirit: The cast time from the water spirit’s active ability has been removed.
- Sun Spirit: This spirit’s buff now applies 2 stacks of burning for 3 seconds. The activate ability now inflicts 3 stacks of burning for 5s and its blind duration has been increased to 8s.
- Frost Spirit: The activate ability now inflicts 3s of chill initially.
- Storm Spirit: This spirit’s buff now applies 9.5s of swiftness. The activate ability now inflicts a 3s daze.
Traits
- Nature Magic Grandmaster, Nature’s Vengeance: Each of your spirits pulses 1s of a particular boon every 3s. Your spirits gain 100% increased health. The range of spirit activated abilities is increased by 50%.
Pros
- Passive buff trigger chance incrased to 75%
- Active now affects 5 targets
Cons
- Spirits can’t be traited to move anymore
Opinions
I expected the spirits to have a more active playstyle. I can’t see more than one spirit in a build being viable, if at all, and only the Frost Spirit being viable in PvE. So in my opinion, spirits haven’t gotten much of an upgrade
Shouts
Changes
- “Guard!” no longer has a cast time
- Healing as One is now a shout (unconfirmed!)
- Rampage as One is now a shout (unconfirmed!)
Traits
- Beastmastery Adept, Resounding Timbre: Your shouts apply 10s of Regeneration and 10s of Swiftness to nearby allies. You shouts recharge 20% faster.
Pros
- The one build ever using Guard! got buffed
Cons
Opinions
Shouts have not gotten much of an upgrade, let alone rework. They still will be fillinf niches at best, or simply being useless at worst.
Survival Skills
Changes
- Quickening Zephyr: No longer reduces healing by 50%. Gain Super Speed in addition to quickness when activating this ability.
- Lightning Reflexes: Movement speed adjustments no longer affect the intended travel distance.
- Troll Ungent is now a Survival Skill (unconfirmed!)
Traits
- Wilderness Survival Grandmaster, Wilderness Knowledge: Survival skills have 20% reduced recharge, grant 6s of fury and remove 2 conditions.
Pros
- Quickening Zephyr now grants Super Speed
Cons
Opinions
QZ got a neat little update, but other than that, nothing has changed
Signets
Changes
Traits
- Marksman Master, Brutish Seals: Activating a signet grants 3 stacks of might for 15 seconds to you and your pet. Your signets gain 20% recharge reduction.
Pros
Cons
Opinions
Thieves get the trait in a slightly less effective form as minor trait.