About Ranger
Ranger’s Problem: Ranger is designed and is supposed to fight together with his pet companion. Thus, rangers “suffer” damage punishment which cause that rangers can just do less damages than other professions. However, pets can be killed easily. As a result, in many situations (such as dungeon runs and boss fights), rangers are often considered “useless”. They lack team support skills and even lack basic damage outputs.
To resolve the situation, please
- Improve pets’ survivabilities
or
- When no pet is available to fight, please provide ranger a tempory buff (called “rage of the hunter” or something) which provide extra damage bouns so rangers can have compete damages.
About Stealth and Penetrate
1.) please only make canines have Stealth penetrate skill.
2.) Allow traps to remove Stealth and provide much longer extra Revealed to the touch-trap-sneaker. (It doesn’t make any sense when you lull a thief to touch your traps and see the thief jump into stealth immediately to cure all conditions and backstab you with full hp again).
3.) provide special effect to the professions who can stealth. For example, rangers regain Opening Strikes when they stay in stealth long enough (3 seconds, not require a grandmaster trait); mesmers can create a clone when they leave stealth; or engineers can recharge their skills faster when they are in stealth.
About Pets and summons
I think pets and summons all need some spcial abilities which are not only for better surviabilities but also for more significant differences. The following pets and summons I mention will just be examples; and it doesn’t mean those I don’t mention need no improvement.
Rangers pets
- canines gain stealth penetrate
- bears gain knockdown skill
- spiders immune to poision
- birds can evade very often when they are hovering.
Rangers’ spirit
- moveable
- Sun spirit immunes to burning
Nec’s summons
- All immune to fear
Engineers’ turrets
- Become object and immune to conditions.
Guardians’ spirit weapons
- All have attack skill (at least one) and support skill (at least one)
- These summoned weapons are based on guardian’s mind. They aren’t like rangers’ spirits whose origins are from nature. Therefore, I think, maybe we can do something different to these spirit weapons.
For example,
1.) Only provide 1000 hp to these weapons
2.) But make them immune to all attacks and conditions
3.) They can be damaged only if the summoner, guardian, is damaged. (exp: when guardian suffers a 1250 damage attack, a summoned weapon suffers 125 damages.) So the tougher guardian is, the longer these summoned weapons can exist (before expire).
4.) They can share the damages if more weapons are summoned. (exp: guardian suffers 2000 damages — 1 weapon suffers 200, or 2 weapons suffer 100.)
About steal
Make some steal slots (F2~F4) for thieves. ’Cause currently it is annoying that thieves must USE previous steal before they can use the steal skill again. If there are these slots (F2 ~ F4) then thieves can use F1 whenever they can and decide when to use the steals.

