After my Ranger Trait Evaluation , I’ve decided to do the same regarding our utilities, which in my opinion is the next spot where the Ranger needs the most help.
The scores are always given “untraited”, with the score in brackets with the relevant traits. Comments are welcome.
Note: I think many good things will happen with the trait rework making some old traits “baseline”. As you will see, one of my main problems with current Ranger utilities is that they are average/bad without the appropriate traits.
Spirits Overall : 1/5 (2.5/5 with traits).
Spirits are the best example of ranger utilities that are unplayable without the appropriate traits, with the exception of the Frost Spirit in PvE (which leads me giving it 1 point, would otherwise be a clear 0 untraited). I think utilities should never rely on traits to be “just playable”.
Note that Anet tends to agree with this as it was announced spirits will get a total revamp soon with the revision of their related traits, reworking their utilities and making them immobile.
- Storm Spirit 0/5 (2/5) The damage coming from the active skill is pretty good, but the small radius, long cast time and unpredictable position in PvP/WvW makes it unreliable in fights. I still wonder why the passive requires the player to hit something, it would otherwise be a great team utility.
- Sun Spirit 1/5 (3/5) Probably one of the best spirit in PvP/WvW when traited, as its effects are both useful and easier to control. If burning stacks are a thing in HoT, I expect this spirit to get a MASSIVE boost in efficiency.
- Stone Spirit 1/5 (3/5) It gets one point untraited because 3 seconds of protection is good, but fully traited it almost gives a 30% protection coverage on the ranger when it’s up, which is a significant effect. The active though is pretty bad (for the same reasons than Storm Spirit, on top of a BIG cooldown).
- Frost Spirit 2/5 (2/5) In pure PvE only, this is probably 4/5, where it doesn’t even need to be traited. The very good passive is a stackable party-wide damage boost which is the be-all and end-all in that game mode. It’s much harder to exploit in other modes, and the active is pretty bad overall (for the same reasons as Stone Spirit).
Traps Overall : 1/5 (2.25/5 with traits, probablu up to 3/5 with traits AND Trapper runes)
Traps at the moment are not really traps, they’re like Wells of conditions you drop under the target’s feets. They lack severely in utility, efficiency AND flavor, and are in the same boat as spirits : being unplayable without the appropriate traits (and even runes, in this case).
Note that again Anet seems to agree with this as they’ll get a big revamp in the next balance update.
- Spike Trap 1/5 (2/5) Spike Trap is unimpressive regarding its cooldown, 2s of cripple and 3 stacks of bleeds is simply not enough for a 25s cooldown.
- Poison Trap 0/5 (1/5) Unimpressive condition application and no utility. Rangers already have tons of Poison application sources. If Poison stacks are a thing in HoT, this might get a lot better as-is.
- Flame Trap 2/5 (3/5) Two things plead in favor of this trap: one, its low cooldown. Two, its fire field which can be combo-ed. But the damage is still too low on an intelligent target.
- Frost Trap 1/5 (3/5) If you can bring a target in this trap you can apply immense Chill durations with its effect + combos, which can really screw some classes like Eles. The problem is its big recharge time.