All of the veteran players know the issue about ranger weapons.
Both MH are kinda something condi and kinda something power but do not have a specific role. That improved since launch but could be better.
All OH weapons are kind something melee and kinda something range, except WH which is a range weapon.
My Qol/Skillchange suggestions to give these characteristics to weapons:
Sword: Power-Melee
Axe: Range-Condi
Dagger: Melee-Condi
Torch: Range-Condi
Axe OH: Power-Melee
WH: Power-Range
Sword:
-AA: One attack cripples, one gives might to you and pet and one has high base power, all of them cleave.
-swap monarchs leap and hornet sting, we need a gap closer.
-serpent strike: Swap it with stalker strike from dagger, you do not apply bleed animore but do raw damage and more damage per % health missing from your foe.
Axe:
-AA: Targets get one additional stack of bleed if they bleed or are crippled/chilled/immob, gain two stacks of might if you hit a second target (similar to DH Longbow)
- Splitblade: Similar to Guardian sword #3, throw several projectiles at your target each if them apply bleed and are projectile finishers (20%).
-Winterbite: AoE is baseline and add an explo finisher.
Dagger:
-Stalker Strike: swap stalker strike with serpent strike.
-Crippling Talon: Add a shadowstep to this skill and applies poison instead of bleed.
Torch:
-make Bonfire a groundtarget skill
Axe:
-moving while whirling defense (and maybe give protection instead of retal <- this is just personel taste)
WH: Is fine as it is
Traits:
Sword: After evading an attack gain some sec projectile destruction/reflection
Axe: Chance of appling cripple while wielding an axe, crit chance against crippled foes is improved.
Torch: Condition duration improved, skills recharge faster for a small amount when finishing a combo.
Dagger: Condition dmg improved, reduces dmg from poisoned foes.
Other opinions are welcome.
Pale Raiders united.
9 Sylvari, 9 unique Builds.