Basics: I was thinking about the ranger and being unhappy with what it does/where it is at. Simultaneously I felt like crap and couldn’t sleep. End result: this served as a distraction from feeling like crap. Fair warning: I’m partial to ranger; some of this will probably be OP. Its also super long. But yeah, if I could change the ranger, it’d end up something like this.
Leave feedback if you want.
Trait lines:
- Marksmanship
- Skirmishing
- Wilderness Survival
- Beast Mastery
- Expertise
Utility skill types:
- Shout, Signet, Spirit, Survival, Trap
Class Mechanic:
Preperations (6 sec duration, 1 sec cast, 32 sec cd, only 1 active at a time)
Down-state skill 3: Nature’s Revival: Summon a Spirit of Revival to heal you. (only available when using Preperations)
Alt class mechanic:
Pet (select by using menu on f1 skill; replaces Preperations if chosen)
Preperations:
- f1: Apply Poison: for 6 seconds, attacks cause X second(s) of poison
- f2: Disruptive Accuracy: for 6 seconds, critical hits have an X% chance to interrupt skills
- f3: Incendiary Materials: for 6 seconds, attacks cause X second(s) of burning
- f4: Rapid Fire: for 6 seconds, weapon skills activate/channel X% faster
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Weapons:
Longbow (range 1500):
- Long Range Shot: no change
- Full Draw: channel; deal more damage the longer the channel (3 stage, same time-frame as current Rapid Fire for full charge)
- Point Blank Shot: no change
- Hunter’s Shot: gain stealth on successful hit. (edit: changed back to stealth apply)
- Barrage: no change
Shortbow (range 1000):
- Needling Shot: basic damage skill. fast refire
- Splintering Shot: deal x damage to target and nearby targets. (edit: made my version not suck)
- Quickshot: no change
- Crippling Shot: cripple target. short immobilize if already crippled.
- Concussion Shot: no change
Greatsword:
- Counterattack: faster animation
Sword:
- no change
Dagger:
- no change
Torch:
- no change
Warhorn:
- no change
Axe (MH):
- Ricochet: bleed instead of might
- Splitblade: no change
- Winter’s Bite: no change
Axe (OH):
- no change
Utilities:
Shouts:
- “We Heal As One!” (heal); Heal you and your pet (if applicable). If your pet is downed, it revives with 10% hp.
- “Sic ’Em!”; Mark target. Pet follows and attacks marked target, even through stealth. If the pet hits the marked target, the marked target becomes Revealed.
- “Strike As One!”; For 8 seconds, the next time you hit with an attack, your pet shadowsteps to that enemy with an attack.
- “Protect Me!”; your pet moves to your side and gains protection; your pet absorbs incoming direct damage that you would otherwise take.
- “Search and Rescue!”; no functionality change; pet gains swiftness and increased revive speed
- “Strength of the Pack!” (elite): no change
Signets:
- Signet of Renewal: passive: Cure a condition on you and your pet every 10 seconds
- active: Remove X conditions from you, your pet, and nearby allies.
Spirits (base passive range: 1200; With Nature’s Vengeance: 1800)(active effects sacrifice the spirit):
- Spirit of Renewal (heal): passive: conditions expire X% faster.
- active: heal yourself while removing conditions
- Spirit of Extinction: passive: Creatures/players that die within range deal X% of their max HP in damage to other creatures/players in range that share a type
- active: Deal X damage to nearby targets
- Spirit of Tranquility: passive: boons expire X% faster
- active: Remove up to 5 boons from nearby targets
- Spirit of Predation: passive: heals are 10% less effective, steal life on hit.
- active: Heal nearby allies and steal life from nearby targets
- Spirit of Permafrost: passive: players/npcs cannot be revived (note: this affects revival by allies by using resurrections effects such as Signet of Renewal, Battle Standard, and healing. Rally on kill still possible)
- active: AoE chill field
- Spirit of Muddy Terrain (elite): passive: movement enhancing effects do not work. Leaps/charges/dashes have their range reduced to 150
- active: AoE immobilize
Survival:
- Troll Unguent (heal); no change
- Lightning Reflexes: no longer deals damage; break stun, evades backwards, removes impairing effects (immobilize, cripple, chill, slow)
- Quickening Zephyr: no change
- Dodge: evade the next X attack(s)
- Antidote: remove poison and torment; gain regeneration
- Entangle (elite): change vines’ immobilazation from targetted applicaiton to untargetted PBAoE application.
Traps:
- Healing Spring (heal): change triggers to: <100% hp and/or condi present
- Flame Trap: no change
- Viper’s Nest: no change
- Spike Trap: lower cd
- Dust Trap: pulse blind and damage
(edited by Shadow Phage.9084)