A list of traits I feel could use some improvements.
Marksmanship:
The Opening Strikes mechanic in general (consists of all 3 fixed traits): For 25 points you get 10 stacks of vulnerability for 5 seconds and a guaranteed critical (you must exit combat for 10 seconds for it to reapply).
- Because this cannot be reapplied in lengthy fights its effectiveness is very limited. Outside of PvP this mechanic makes a very insignificant impact. Opening strikes needs another method for reapplication, such as a 10% chance when flanking (20 second cool-down).
Predator’s instinct: Apply 2 seconds of cripple when you hit a foe below 25% health (15-second cooldown).
- 2 seconds is too short, it should be at least 4.
Piercing Arrows: All arrow attacks pierce targets.
- Although useful, this effect alone is too little. This trait should be given a secondary effect.
Beastmaster’s Might: Using a signet gives 1 stack of might for 5 seconds.
- 1 stack of might is too weak, 3-5 would be more appropriate especially considering the effects and cool-downs of the signets.
Signet of the Beastmaster: Active effects of signets also affect you.
- This effect should be on signets by default or at least be an adept trait. Requiring a grandmaster trait for this is too much.
Remorseless: Regain Opening Strikes when you kill a foe.
- An effect like this isn’t worthy of a grandmaster trait and would be much better suited as a replacement or addition to the third fixed trait. This trait needs a complete rework.
Skirmishing:
Trapper’s Defense: Create a spike trap while reviving an ally.
- This may sound like a nice thing to have at first, but in realistic situations you can’t reviving people that often and in the off chance something triggers this trap, it isn’t going to help much at all.
Companion’s Might: Critical hits give 1 stack of might for 1 second to your pet.
- With a fast attacking weapon or AoE and high critical chance you might be able to get around 3-5 stacks of might on your pet for a few seconds, but it’s your pet so this isn’t going to help much. This should be modified to something like this: You and your pet grant 1 stack of might for 5 seconds on each-other with critical hits (cool-down 1 second).
Agility training: Your pet moves 30% faster.
-Given the availability of movement speed bonuses on the ranger, this isn’t very useful. Buff it to 50% or give it some other function.
Honed Axes: 10% more critical damage while you have an axe in your main hand.
-This effect alone isn’t strong enough. Give it a second effect like a range increase.
Moment of Clarity: Gain an attack of opportunity for you and your pet on interrupting a foe. This effect can only trigger once every 5 seconds. Daze and stun durations you inflict are also increased by 50%.
- With the limited availability of interrupts (and their cool-downs), and considering this is a grandmaster trait, this trait isn’t nearly as helpful as it sounds.
Wilderness Survival:
Healer’s Celerity: Grants 3 seconds of swiftness to you and your ally when you revive someone.
- 3 seconds of swiftness? Buff its duration and give it something useful like of stealth, protection, vigor, or healing.
Nature Magic:
Two-handed training: Greatsword and spear damage is increased by 5%.
- This needs a secondary effect.
Beastmastery:
Master’s Bond: Your pet has a bond with you that increases its attributes each time you kill a foe. When it is defeated, deactivated, or swapped it loses these bonuses.
- This is like saying if the player uses a heal skill or dodge (common uses of the pet swap) they lose all stacks of bloodlust. This should only reset if the pet actually loses all its health.
(edited by Bri.8354)