What Base Ranger needs: An Overview
The goal of these changes is to bring up the power level of all Ranger weapons other than Longbow, increase Pet survivability and utility while reducing their yolo damage potential, smooth out the Ranger traitlines by buffing the worst traits, and give Rangers more condi clear.
Marksmanship:
1. Predator’s Instinct: Added 3 stacks of torment in addition to the cripple, reduced ICD to 20 seconds.
2. Predator’s Onslaught: Added functionality: Your damaging conditions last 33% longer on foes affected by disabling conditions or stuns.
3. Remorseless: Interrupting a foe also recharges Opening strike
I try here to give Marksmanship some benefits of use as a condi build while buffing the rarely used Predator’s traits
Skirmishing:
1. Trapper’s Expertise: Traps now also remove boons when triggered
2. Strider’s Defense: Additional functionality: Evading an attack while wielding a sword grants you and your pet Might, 1 stack for 8 seconds
3. Hidden Barbs: Bleeding damage increased by 33%
4. Light on your Feet: Now also increases Shortbow range to 1200
5. Most Dangerous Game: Now drops a Spike trap when your health falls below 50% in addition to the might stacking, 45 second ICD on spike trap
These changes attempt to address Shortbow being outclassed by Longbow, Traps being horrendous compared to things like Necro Marks, Engineer Grenades/bombs, the additional functional to MDG would be very fun imo
Wilderness Survival:
1. Soften the Fall: Name changes to “Survivalist”: Added back in the old Sharpening Stone at 75% health trait in addition to the fall damage muddy terrain bonus. This trait is one of the worst in the game at the moment
2. Expertise Training: Duration increase of Pet condis was randomly reduced by 60%, let’s bring it back up to 33%.
3. Empathic Bond: Your pet removes 1 condition from you and nearby allies every 4 seconds. Moved into the Beastmastery tier/swapped with Honed Axes.
4. Poison Master: Poison damage increased by 33% instead of 25%
Empathic bond is moved to a traitline to where it belongs, and now the pet removes conditions instead of being destroyed by them, the new Survivalist trait becomes actually worth taking in a Survival condi build while still having the falling damage functionality that Arenanet loves
Nature Magic:
1. Bountiful Hunter: You and your pet deal more damage per boon that is on you AND your foe.
2. Instinctive Reaction: Increased power gained based on Healing power to 14% from 7% since healing power has no base stat.
3. Windborne Notes: Call of the Wild now also removes 2 conditions from affected allies.
4. Invigorating Bond: Now scales with the Ranger’s healing power and radius increased to 450.
Just some buffs to increase lesser used traits and give Ranger more support potential
Beastmastery:
1. Natural Healing: You and your pet gain health regeneration depending on how close you are to each other: <300 range: 150 healing, >300 range: 100 healing, >600 range: 50 healing
2. Honed Axes: Gain condition damage when wielding a Mainhand Axe and Power damage when wielding an Offhand Axe. Axe skills recharge 33% faster. Move 25% faster when wielding an Axe.
Tried to fix the abysmal Axe trait and make it worthwhile as a general mobility and cooldown reduction, since axes are rarely used together, I suggest splitting the bonus effects between offhand/mainhand, Natural Healing is now a positional play trait which would help melee rangers be tankier and fight along side their pets
Weaponset issues:
Shortbow:
1. Autoattack now attacks at 60% previous speed but with guaranteed bleeds and torment if attacking from 180 degree radius behind target (current it’s like a 270 or 300 radius for bleed application)
2. Shortbow #3 becomes a Leap finisher, for use with things like Healing Spring or Pet based combo fields
4. Shortbow 5 now applies 3 stacks of confusion
Axe Mainhand:
Auto attack reworked into a condition chain doing Bleed, Torment, then Chill on final hit
Axe Offhand:
Axe #5 now is mobile while channeling and does 50% more damage
Warhorn Offhand:
Warhorn 4 now is a multitarget attack which summons a bird for each enemy within a 600 radius causing Blind and 5 stacks of vulnerability (only hits once on each enemy, up to 5). Name is changed to “Call the Crows” or something similar
Torch:
Torch 4 now applies 3 stacks of burn for 5 seconds
Bonfire now applies two stacks of burn per hit.
Sword:
Sword autoattack no long roots the ranger in place and also no longer tracks targets.
Sword 3 now applies 3 stacks of vulnerability
Sword 2 stuns the target for 1 second on the second half of the chain.
General pet changes:
Pet damage is reduced (by something like 40-50%) and substantially increased power scaling is added to Greatsword, Sword, Mainhand Axe, Shortbow, Offhand Dagger. Note the lack of longbow damage scaling increases, please.
Overall pet survivability is doubled in return for the large pet damage nerfs. Pets now do far less damage and are used more for their utility skills rather than untelegraphed burst.
Devourer’s receive a large base damage buff.
Dog cooldowns other than Wolf and Drakehound are reduced substantially.
Bears with physical f2 attacks receive a very hefty damage buff.
Spiders other than Jungle Spider/Black Widow receive f2 cooldown reductions
Pig f2s now function like Thief steal: the item found is slotted in the F2 space.
Cats receive F2 cooldown reductions.
Moas receive increased damage and F2 buffs
General Utility changes:
Spirits now are indestructible, providing their passive buffs at target location until their active is used, destroying the spirit. (Spirits still die after 60 seconds if no active is used) OR Spirits can move again but still have health.
Protect Me: Your and your pet gain 4 seconds of protection and resistance, breaks stun, and your pet takes 50% of the damage you would take for the next 6 seconds.
Guard: Your pet patrols the target area, revealing stealthed targets.
Sic Em: Now still works if Pet is commanded to use F2 skill during the duration (a bug fix which has been needed for literally years.