This is how I’ve been reading the changes. I’ve included a little sentence after each change describing it, if it was combined with others and the exact changes to each. I don’t know if this helps anyone understand some of the changes, but it didn’t hurt to post it. Have fun everyone!
Ranger Trait Changes
Marksmanship:
Minors:
Opening Strike: Cause 5 stacks of vulnerability for 5 seconds with your first strike on entering combat.
No change, but has synergy with grandmaster.
Alpha Training: Your pets gains Opening Strike.
No change.
Precise Strike: Your opening strike always critically hits.
No change.
Adept:
Enlargement: When your health drops below 50%, you cast Signet of the Wild.
Moved from Nature Magic and threshold increased 25% to 50%.
Predator’s Instinct: Apply 10 seconds of Cripple to foes below 50% when you strike them. This trait has a 30 second internal cooldown.
Cripple duration decreased by 3s.
Clarion Bond: Cast Call of the Wild when you swap pets.
New. Duration and cooldown unclear. Warhorn’s CotW has 30s CD and 15s duration. Pet swap has a CD of 20s.
Master:
Brutish Seals: Activating a signet grants 3 stacks of might for 15 seconds to you and your pet. Your signets gain 20% recharge reduction.
Combination of Beastmaster’s Might and Signet Mastery.
Steady Focus: Deal 10% increased damage when at full endurance.
No change.
Moment of Clarity: When you interrupt a foe, you and your pets’ next attack deal 50% more damage. Your daze and stun durations are increased by 100%.
Moved from Skirmishing.
Grandmaster:
Predator’s Onslaught: You and your pet deal 10% increased damage to foes affected by disables or movement impairing abilities.
Pet’s damage increased from 5% to 10%. Encompasses new movement impairing conditions.
Remorseless: Regain opening strike whenever you gain fury. Your opening strike deals 25% more damage.
Changed from “…kill a foe…” to “…gain fury”. Additional 25% more damage. Synergizes well with clarion bond (pet swap); skirmishing minor, Furious Grip (weapon swap); Beastmastery master, Two-Handed Training (50% chance 3s on hit, ICD 10s); and Wilderness Survival grandmaster, Wilderness Knowledge (6s on survival skill use).
Lead the Wind: While wielding a longbow your attack speed is increased by 10% and your arrows pierce. Longbow and Harpoon gun skills recharge 20% faster.
Encompasses current Read the Wind (10% attack speed); Piercing Arrows; and Skirmishing master, Quick Draw (-20%recharge).
Skirmishing:
Minor:
Tail Wind: Gain 9s of swiftness by switching your weapons in combat. This trait has a 9 second internal cooldown.
Increased duration 5s to 9s. Added 9s ICD.
Furious Grip: Gain 5s of fury by switching your weapons in combat. This trait has a 9 second internal cooldown.
Increased duration 5s to 9s. Added 9s ICD. Note: normal weapon swap has a CD of 10s.
Hunter’s Tactics: Increase your chance to critically strike by 10% when attacking from behind or the side.
Functionality changed from +10% damage to +10% crit chance.
Adept:
Sharpened Edges: You and your pet have a 66% chance to cause 3s of bleeding when you critically strike.
Duration increased from 2s to 3s.
Primal Reflexes: When you successfully evade an attack gain 5s of Vigor. This trait has a 8 second internal cooldown.
Functionality changed from “…hit by critical hit” to “…successfully evade…”. ICD reduced from 15s to 8s.
Trapper’s Expertise: Boons and conditions caused by your traps last 60% longer. Your traps recharge 20% faster and your offensive traps cause 2s of cripple.
Duration decreased from 100% to 60% and added boons and 2s cripple to functionality.
Master:
Spotter: Nearby allies gain up to 150 precision.
Moved from Marksmanship.
Strider’s Defense: Your melee attacks have a 25% chance to destroy projectiles. Your sword skills recharge 20% faster.
Increased from 20% to 25%. Added -20% sword recharge functionality.
Hidden Barbs: Bleeding you cause deals 33% more damage.
New.
Grandmaster:
Quick Draw: Combat only. Upon swapping weapons, your next ranger weapon skill used has 66% reduced recharge. This trait has a 9 second internal cooldown.
New.
Light on your Feet: After dodging your damage and condition duration is increased by 5% for the next 4 seconds. Short bow skills recharge 20% faster and pierce.
New. Combined functionality of Quick Draw and Piercing Arrows.
Most Dangerous Game: While your health is below 50% you gain a stack might for 8 seconds every second.
New.
(edited by UnitedChaos.8364)