WARNING LONG POST:
You have to agree with me that the ranger class has many many skills which have problems to be competitive or solely designed about a niche function.
I thought about some suggestions to improve the weapon, utility,heal and elite-skills to make them more useful. I increased espiacially the number of fields and finisher to give the ranger a more skill based playstyle.
I do NOT make suggestions for Druid related things, this is just for the core class.
First Weaponskills:
Longbow:
3. could get use of quickness on hit or superspeed (for dmg output or repositioning)
5. give it a projektile destroy (this way you would provide better attack against ranged foes
Greatsword:
4. Give it a Block with a duration and IF you block you can activate the knockback if you want. If you do not you can still throw your greatsword. The Crippling Throw Skill also pulls enemies to you on his backway (like path of scars)
Torch:
Could get use of a little CD reduction.
Dagger:
4. Apply 3 stacks of poison and weakness to your foe instead of poison stacks.
5. I thought about a little mechanic change of this skill. ou throw the dagger and after impact you shadowstep (just with leafy animations) to your foe applying 3 stacks of Poison arround you, in addition you do a explosion Finisher.
Warhorn:
4. PbAoE Hit foes arround your target with Hawks and Apply dmg and Blind
Shortbow:
1. Apply 1 stack of Bleed on Default, Apply another one if you hit from the side and apply 2 more if you hit from behind.
2. Shoot a Poison Arrow at your target, which shatters in 6 fragments arround your Target creating poison fields.
3. Swiftness on Default and Quickness for 3s if you evade attack with it. Add projektile finisher
4. Apply Cripple and 2 stacks of torment on hit, apply 2 additional stacks of torment if you hit a foe, who is cripple, chilled, immobilized or disabled.
5. Apply 2 stacks of Confusion and daze your foe, if you hit from behind or the side apply 1 additional stack of confusion and stun your foe. If you hit a disabled foe knock him down instead (regardless of hit direction.
Sword:
1. Normal autoattack like warrior or guardian (not rooted and no leap at the end of the chain) Effects and speed stay the same, except the last attack gives you and your pet swiftness and the first hit of the chain applies bleed.
2. A mixture version of Monarchs leap (#2 chain 2) and serpents strike (#3). First you jump at your Target (with some fancy jumping snake animation) and apply vuln and poison (2 stacks) and after that you have access to the 2nd chain, which is serpent strike like default.
+15% all arround dmg increase
-> Here i tried to improve the shortbow, but still kept his unique skirmish like playstyle.
3. The old #2 Hornet sting skill, but with a little bit bigger range and you apply bleed (3 stacks) on the hit and create a hornetswarm line behind you (Which applies fury and swiftness to your companions and slows and dmg your foes).
->sword is now a mobile all arround weapon (base dmg on #1 good condi on #2 chain and even a little support on #3
Axe:
Mainhand:
1. a little dmg increase and apply cripple inside the range threshhold (240)
2. This skill no more applies bleeds but it hits about 3 targets per axe hit (this makes 15 Targets with 1 throw) + increase of dmg because of the remove of the bleeds.
3. AoE on Default, field also applies weakness, your pet gains might for every foe hit. (max stack of 9)
Offhand:
4. Leave a Trail of shards behind the projektile, every enemy crossing them gets immobilized.
5. Change animation so you can move
-> i made the axe a pure flat dmg weapon and not a condi weapon hibryd thing, because the sword takes its part as the condi onehand weapon.
Spear: (yeah i dont forgot them^^)
2. also gain retaliation
3. Gain superspeed to you and all alies you are passing through, only apply vuln on hit, but 8 stacks instead of 5.
4. like i the greatsword #4 ,block all hits in a duration and get acces to the kick IF you block a hit.
(if you dont block you can still use the throw spear skill)
5. is awesome as it is
Speargun:
2. Apply bleed (3 stacks) and 1 additional stacks of torment (up to 4) the further away he is.
3. Give your pet quickness instead of fury.
4. DO extra dmg per condition on your foe (10% per condition)
5. leave a smoke combofield behind you.
Slotskills:
Shouts:
Guard:
Name Change: Defend:
Ground Targeted: Pet runs to area, creates windsphere (similar to whirling defense animation, just 400 range) which destroyes projektiles and pushes foes outside the sphere (like the guardian bubbles)->good for recovering, bunkerin etc.
Duration about 7s cd about 50 s
Protect Me:
Name Change: Protect
Taunts foes and blocks attacks for Duration
Prevents downed allies from bleeding out.
Breaks Stuns.
Sic Em:
Pet Gains superspeed and Quuickness, reveales foes in an 600 range area. Your Pets attacks Apply vuln, cripple and Disabled foes get knocked down.
Search and Rescue:
Name Change: Rescue: Pet heals allies arround, apply protection and allies get automatically rescue if they were downed.
Explosion Finisher.
->Note: Change the Trait “Allies Aid” so that your pet lick the wounds of your allies, this wouldn’t change the effect of the trait, just the skill the pet is using (still counts as a shout)
We Heal as One:
No Change
Strenght of the Pack:
No change
Survival:
Quickening Zephyr:
No change
Lightning Reflexes:
No change
Muddy Terrain:
Slow foes instead of Cripple
Sharpening Stone:
CD reduction to 20s
Also applies Torment on Critical hits.
Troll Unguent: No Change
Entangle: Add Explosion Finisher and Stability(1 stack) on Cast
Signets:
Renewal:
Passiv: Also cleanses Condis from your pet every 10 s
Active: Cleanses 3 Condition from you and your Pet, get boons on the numberr of conditions removed:
-1.Vigor
-2.Protection
-3.Regeneration
Remove Stunbreak
lower CD to 40s
Instant Cast
->Better Utility for you and your pet, more boon generating, stun break removed to Wild
Wild:
Passive: No Change
Active: Base Heal and You and Your pet gain Might ( 7 stacks, 10s) and fury.
Add Stunbreak
40s CD
Instant cast
->more active dmg buff, add stunbreak on 40s CD, removed stability to stone
Stone:
Passive: No Change
Active: Add Resistance(6s) and Stability (2 stacks, 6s)
->better dmg resistance,->no condi dmg and no cc
Hunt:
Passive: No change
Active: do 10% more dmg while active. Immobilize your foes arround your target and your pet attacks apply cripple for the duration.
Duration:15 seconds
CD:35s
-> more control and better dmg buff
Traps:
Frost Trap:
Add Stunbreak
First Pulse on foe Freezes them into an ice block.
Vipers Nest:
Also Apply Torment per Pulse
increase Duration to 5s (5 pulses)
Spike Trap: No change
Flame Trap: Increase burning duration and duration of Trap.
->exactly how i would suggest the spirit changes should been made.
Except Natures Spirit effect.
Cleanses Condis in its area and pulses stability
Activate: Revives up to 3 Downed Allies in the Targeted Area and applies roots to your foes.
I also made a Trait Overhaul Topic matching to this one:
https://forum-en.gw2archive.eu/forum/professions/ranger/Trait-Overhaul-Suggestions/first#post5632252
I would like to hear some opinions from you guys and wha you think about it
9 Sylvari, 9 unique Builds.
(edited by InsaneQR.7412)