I’ve been playing ranger since launch and I love the class, I want to see good things out of it. Over time I’ve compiled thoughts I’ve had to make the Ranger class better. These suggestions are with sPvP in mind and a few will benefit other game modes too.
Weapon Skills:
Greatsword
· Auto attack chain needs a dps buff, its damage is very lackluster when compared to other classes’ great swords such as guardian and warrior.
· Hilt bash’s range is still too short for the indicated 300 range. bring the range up to where the tooltip says.
Shortbow
· Shortbow’s main problem is that it lacks pressure outside of auto attacks
· Increase the poison duration from poison volley from 4 to 5 or 6 seconds
· Change SB 4 from doing cripple on hit to 3 stacks of torment on hit. Take away the pet bleeding and make it so pet cripples.
· Add a functionality to concussion shot to apply 5 stacks of confusion when you interrupt the target.
Sword
· Auto attack is very clunky and the fact that the leaps lock you out of dodges is so hindering. Change it to act like other classes’ sword AAs and cleave each attack and just be slashes/jabs
· The interval in which you can use monarch’s leap is very small and forces you to use it soon after you leap backwards. The interval is 2.5 seconds right now, change it to 4 seconds to see how fluid it feels.
Axe
· The might duration on ricochet is short lived and its only purpose is synergy between it and fortified bond. If the might duration is increased to around ~5 seconds, the might will persist for a while after you stop auto attacking and help compensate for rangers lack of might stacking
· Whirling Defense is very lackluster, the biggest buff would be to let you move while using it so you can close the gap between you and the person ranging you down.
Warhorn
· I feel like warhorn can use the same treatment guardian shield got, reduce its CDs by 20% and keep the 20% CDR trait so you can get 40% CDR.
· Hunters call could apply vulnerability or blind per hit to give more incentive for using it.
Slot Skills:
Healing Skills
· Personally, I do not like how the new healing spring functions. My two biggest peeves are that if you are full health but have a condi on you such as chill or cripple, it will not trigger because you’re still at full health. Also, if you place HS down while running in a straight line, you will walk out of its radius before the arming time is over thus not triggering the regen or condi clear.
Shout Skills
· Protect me usually ends up in a dead pet and it’s strange that it prevents capture point progress. It should let you cap points and maybe have an added functionality of your pet gains protection or takes 50% less damage
Spirit Skills
· Making spirits immobile was not a good idea, it makes their active skills basically useless. Nobody will stand near a spirit unless it is on point and if it is on point, it will get easily cleaved out.
· Make spirits mobile and increase spirit health by 50% because normal spirits have ~5k health which isn’t the greatest.
· Having a spirit die when it uses its active promotes passive play in my opinion, why would you use the active when you can keep it alive and gain passive bonuses
Survival skills
· It would be an interesting concept if muddy terrain applied reveal to stealthed people who cross it (thematically it could be that you see the stealthed peoples foot prints). Increase the cooldown to keep it from being too powerful
Trap skills
· Flame trap could apply blinding to give trap rangers more defenses as they are fairly squishy as of now
· Frost trap can apply some vulnerability stacks to give more incentive to take it
· Reduce spike trap CD, it was increase by a lot just for a small knockdown
· Add viper’s nest tool tip to show it does 3 stacks per tip
(edited by BlazinFyre.2410)