Maybe I’m alone in thinking this, but in my opinion, the utility skills for rangers are the worst in the game. Every other professionhas stronger effects on comparable (if not better) cooldowns, and it is my opinion that this is the area that the ranger class needs the most love. At present, rangers need to spend important traits to bring their utilities in line with the utility skills of other professions — when un-traited. Every profession has a few different mechanics that are unique to it, and I’m not suggesting adding new mechanics to replace the current ones, just tweaks to put them in line with other classes abilities. I know lots of balance changes are made for sPvP and tPvP, but most of my suggestions will be focused towards WvW and PvE.
Below I’ll go through what I personally would like to see happen to the current ranger utilities:
Spirits:
At present spirits have a % chance to trigger their effect whenever an ally in range takes or receive damage (depending on the skill) and then the effect goes on cooldown (generally 10s) — and can be killed by enemies. The unreliability of WHEN these effects will take place coupled with the fact that the skill can be entirely negated by the enemy so long as they spend ~2 attacks (or just hit it with AoE) make these sub-par skills unless heavily traited. The active portions of these skills are generally in a good place.
Frost Spirit: gives a 10% damage boost to an ally’s outgoing damage packet every 10s. This is exceedingly underwhelming, when you consider it is unlikely to trigger more than twice in a fight. I suggest making it a flat 5% dmg buff to allies while it is alive, without a cooldown. The fact that this skill can be killed by the enemy is enough of a drawback. Making it larger threat forces the enemy to make the tactical decision of either destroying the spirit (and potentially sacrificing a second or two of dps on the ranger) or take increased dmg.
Stone Spirit: Chance to gain protection for 3s on 10sCD. Again I’d suggest removing the cooldown and modifying the effect. Here I would like to see it effect 5 allies and reduce incoming damage by 10% (does not stack with protection). Alternatively, a buff that makes 5 allies immune to critical hits.
Storm Spirit: Chance to gain swiftness on outgoing dmg on 10s CD. I object to this one the least of the four, but I’d still like to see the CD removed (dropping the swiftness duration to compensate)
Sun Spirit: Chance to burn foe on hit for 2s every 10s. Can’t do the same as the others, but I suggest using a system similar to the Guardians virtue of justice: every ‘x’ attacks cause burning. This way you can plan on WHEN you will burn the foe, and if you stack things like quickness or aoe effects, the spirit’s effect will trigger more often.
Water Spirit: Heal on hit every 10s. Firstly, I think this heal is a joke. At present, the healing you get from this (unless you stack a fair amount of Healing Power) is only marginally stronger than a Mango Pie. As a Profession Heal. I’d suggest changing it to “Receive 10% of outgoing damage as healing”
Some of these effects may seem strong, but remember: the enemy can kill the spirit to end it prematurely. A system similar to ritualist skills in gw1 could be used as well: on the stronger spirits, make a set number of times the effect can trigger.