Feedback:User/Raine Valen/Skill suggestions/Ranger/Wilderness Survival

Current:

 * Preparation. (24 seconds.) Your arrows inflict Bleeding condition ( seconds).

Proposed:

 * Preparation. (24 seconds.) Your arrows inflict Bleeding condition ( seconds).

Current:

 * Trap. (90 seconds.) Affects nearby foes. Deals piercing damage. Inflicts Crippled and Bleeding conditions ( seconds).

Proposed:

 * Trap. (90 seconds.) Affects nearby foes.  Deals  piercing damage.  Inflicts Crippled and Bleeding conditions ( seconds).

Current:

 * Nature Ritual. Creates a level spirit ( second lifespan). Knocked-down creatures take 5 damage and begin Bleeding ( seconds).

Proposed:

 * Nature Ritual. Creates a level  spirit ( second lifespan).  Knocked-down creatures take  damage and suffer from Bleeding ( seconds), Crippled ( seconds), or Poisoned ( seconds).

Current:

 * See Marksmanship.

Proposed:

 * Elite Bow Attack. Deals  fire damage and inflicts Burning condition ( seconds) to adjacent foes.

Current:

 * Preparation. ( seconds.) + damage. Spreads Choking Gas to foes adjacent to target. Choking Gas interrupts spells.

Proposed:

 * Preparation. (24 seconds.) + damage.  Your attacks spread Choking Gas to up to  foe[s] adjacent to target on impact.  Choking Gas interrupts spells.

Current:

 * Nature Ritual. Creates a level spirit ( second lifespan). All arrows deal fire damage for creatures in range.

Proposed:

 * Nature Ritual. Creates a level  spirit ( second lifespan).  Whenever a burning creature in range is struck for fire damage from a non-spirit source, that creature takes  fire damage and begins burning ( seconds).

Current:

 * Stance. ( seconds.) You have 75% chance to block and + armor against elemental damage.

Proposed:

 * Stance. ( seconds.) You move 25% faster and have 50% chance to block attacks.  Whenever you are attacked in melee while moving, your attacker is crippled ( seconds).

Current:

 * Trap. (90 seconds.) Affects nearby foes. Deals earth damage every second (5 seconds.) Inflicts Blindness condition ( seconds) every second (5 seconds).

Proposed:

 * Trap. (90 seconds.) Affects nearby foes. Deals  earth damage.  Inflicts Blindness condition ( seconds) every second (3 seconds).

Current:

 * Elite Nature Ritual. Creates a level spirit ( second lifespan). Exhaustion is doubled for Exhaustion-causing spells cast within range.

Proposed:

 * Elite Nature Ritual. Creates a level  spirit ( second lifespan).  Effects on creatures within range expire after  seconds.

Current:

 * Elite Nature Ritual. Creates a level spirit ( lifespan). Deals  damage to creatures in range that reach 0 energy.

Proposed:

 * Elite Nature Ritual. Creates a level  spirit ( lifespan).  Causes -1 Energy degeneration for creatures in range.  Whenever a creature in range uses a skill, that creature steals 1 energy from every nearby creature with more Energy than them.  Whenever a creature in range drops to 0 Energy, that foe takes  damage.

Current:

 * Trap. (90 seconds.) Affects nearby foes. Deals fire damage every second (3 seconds). Inflicts Burning condition ( seconds).

Proposed:

 * Trap. (90 seconds.) Affects nearby foes.  Deals  fire damage.  Inflicts Burning condition ( seconds).

Current:

 * Nature Ritual. Creates a level spirit. ( second lifespan). Creatures in range cannot activate resurrection skills.

Proposed:

 * Nature Ritual. Creates a level spirit. ( second lifespan).  Creatures in range take % longer to activate resurrection skills.

Current:

 * Elite Nature Ritual. Creates a level spirit ( second lifespan). Converts physical damage to fire damage for creatures in range.

Proposed:

 * Elite Nature Ritual. Creates a level  spirit ( second lifespan).  Whenever a burning creature in range is struck for fire damage from a non-spirit source, that creature and all nearby creatures take  fire damage and begin burning ( seconds).

Current:

 * Trap. (10 seconds.) Affects adjacent allies. Heals for every 2 seconds.

Proposed:

 * Trap. (20 seconds.) Affects allies in the area. Allies have + Health Regeneration and gain  Health each second.

Current:

 * Preparation. (24 seconds.) Your arrows and deal fire damage to target and foes adjacent to target.

Proposed:

 * Preparation. (24 seconds.) Your arrows deal  fire damage and inflict Burning condition ( seconds) to foes adjacent to target.

Current:

 * Elite Bow Attack. Hits 2 foes near your target and inflicts burning ( second[s]).

Proposed:

 * Elite Preparation. (24 seconds.) Your arrows deal  fire damage and inflict Burning condition ( seconds) to target and adjacent foes.

Current:

 * Preparation. (24 seconds.) + fire damage. Your arrows deal fire damage.

Proposed:

 * Preparation. (24 seconds.) Your arrows deal an additional fire damage and inflict Burning condition ( second[s]).

Current:

 * Elite Preparation. (18 seconds.) Your arrows inflict Bleeding condition ( seconds) and deal + damage to enchanted foes.

Proposed:

 * Elite Preparation. (24 seconds.) Your arrows inflict Bleeding ( seconds) and Poisoned ( seconds) conditions.  They also inflict Crippled condition ( second[s]) if they strike a moving foe.

Current:

 * Elite Stance. ( seconds.) You have +4 Health regeneration and +1 Energy regeneration for each condition and hex on you.

Proposed:

 * Elite Stance. ( seconds.) You move 33% faster and hexes and conditions on you expire 50% faster.  End effect: lose a condition and  hex[es].

Current:

 * Nature Ritual. Creates a level Spirit ( second lifespan). Creatures in range have 10% slower movement: also negates speed boosts.

Proposed:

 * Nature Ritual. Creates a level  Spirit ( second lifespan).  Creatures in range have % slower movement: also negates speed boosts.  Creatures knocked down in range are knocked down for an additional second, but take 50% less damage while knocked down.

Current:

 * Nature Ritual. Creates a level spirit ( second lifespan). For creatures in range, enchantments and Hexes [sic] take twice as long to cast and it costs twice as much Energy to maintain enchantments.

Proposed:

 * Nature Ritual. Creates a level  spirit ( second lifespan).  Whenever an effect ends on a creature in range, the affected creature and the effect's originator gain 2 Energy and all adjacent creatures gain 1 Energy.

Current:

 * Nature Ritual. Creates a level spirit ( second lifespan). When any creature in range dies, conditions on this creature spread to any creature in the area with a condition.

Proposed:

 * Nature Ritual. Creates a level  spirit ( second lifespan).  When any creature in range drops below 50% Health, conditions on this creature spread to any creature in the area with a condition.

Current:

 * Trap. (90 seconds.) Affects nearby foes. Deals piercing damage. Deals  more damage to any foes with Cracked Armor.

Proposed:

 * Trap. (90 seconds.) Affects nearby foes.  Deals  piercing damage and inflicts crippled condition (2 seconds) each second (5 seconds).  Whenever a foe in Piercing Trap is knocked down, that foe suffers a deep wound ( seconds).

Current:

 * Elite Bow Attack. Inflicts Poisoned condition ( seconds).

Proposed:

 * Elite Bow Attack. Fast-moving arrow.  Inflicts Dazed condition ( second[s]) if target foe is not poisoned.  Inflicts Poisoned condition ( seconds).

Current:

 * Signet. (60 seconds.) Inflicts Poisoned condition ( seconds) with your next attack.

Proposed:

 * Signet. Your next attack inflicts Dazed condition ( seconds) if you strike a non-Poisoned foe and inflicts Poisoned condition ( seconds).

Current:

 * Nature Ritual. Creates a level spirit ( second lifespan). Skills cost 30% more Energy and recharge twice as fast for creatures in range.

Proposed:

 * Nature Ritual. Creates a level  spirit ( second lifespan).  Skills recharge twice as fast for creatures in range.

Current:

 * Elite Nature Ritual. Creates a level spirit ( second lifespan). Creatures lose 1 Energy each time they attack or use a skill.

Proposed:

 * Elite Nature Ritual. Creates a level  spirit ( second lifespan).  Creatures in range lose 1 energy each second while moving.  Whenever Quicksand reduces a creature to 0 Energy, that creature is knocked down.

Current:

 * Nature Ritual. Creates a level spirit ( second lifespan). Chants and shouts cost  more Energy for creatures in range.

Proposed:

 * Nature Ritual. Creates a level  spirit ( second lifespan).  Projectile attacks made by or against creatures in range have a 50% chance to stray.  Shouts and chants used by creatures in range have half the normal range.

Current:

 * Elite Skill. (10 seconds). You gain Energy if you strike a foe who has a condition.

Proposed:

 * Elite Skill. (8 seconds). While you are within earshot of a creature with a condition, you move and activate attack skills 33% faster.  Whenever you strike a creature suffering from a condition, gain  Energy.

Current:

 * Stance. ( seconds.) Your skills recharge 33% faster.

Proposed:

 * Skill. ( second[s].) You move 50% faster and your skills activate and recharge 33% faster.  End effect: adjacent foes are Crippled and Poisoned ( seconds).

Current:

 * Elite Trap. (90 seconds.) Inflicts Blinded and Dazed conditions ( seconds) to nearby foes.

Proposed:

 * Elite Trap. (90 seconds.) Affects nearby foes.  Deals  earth damage and  fire damage.  Inflicts Blind, Burning, and Dazed conditions ( seconds).

Current:

 * Trap. (90 seconds.) Affects nearby foes. Inflicts Crippled condition ( seconds).

Proposed:

 * Trap. (90 seconds.) Affects nearby foes.  Knocks down crippled foes.  Inflicts Crippled condition ( seconds).

Current:

 * Elite Trap. (90 seconds.) Affects nearby foes. Every second, (for 2 seconds), this trap deals piercing damage, causes knockdown, and inflicts Crippled condition ( seconds).

Proposed:

 * Trap. (90 seconds.) Affects nearby foes.  Each second (3 seconds), Spike Trap deals  Piercing damage, inflicts Crippled condition ( seconds), and knocks down crippled foes.  Whenever a foe is knocked down in Spike Trap, that foe takes  Piercing damage and suffers a Deep Wound ( seconds).

Current:

 * Stance. ( seconds.) You move 25% faster and gain Energy whenever you take elemental damage.

Proposed:

 * Stance. ( seconds.) You move 33% faster and have + armor against elemental damage.  Whenever you take elemental damage, you gain 5 energy and this stance is recharged.  End effect: lose  Elementalist hex[es].

Current:

 * Nature Ritual. Creates a level spirit ( second lifespan). Enchantments expire % faster on creatures in range.

Proposed:

 * Nature Ritual. Creates a level spirit ( second lifespan).  Creatures in range cannot be interrupted.  Effects on creatures in range expire 50% faster, but cannot be removed prematurely.

Current:

 * Trap. (90 seconds.) Deals piercing damage to nearby foes. Causes knock-down to Crippled foes.

Proposed:

 * Trap. (90 seconds.) Affects nearby foes.  Deals  slashing damage and inflicts Crippled condition ( seconds) to moving foes.  Foes moving faster than normal take an additional  slashing damage and are knocked down.

Current:

 * Skill. (13 seconds.) You have + Health regeneration.

Proposed:

 * Touch Skill. ( seconds.) Target ally has + Health regeneration.

Current:

 * Nature Ritual. Creates a level spirit ( second lifespan). Increases physical damage by +4 for creatures in range.

Proposed:

 * Nature Ritual. Creates a level  spirit ( second lifespan).  Whenever a creature in range uses a skill, that creature steals  Health from all other creatures in the area with less Health than them.  Whenever a creature in range dies, all nearby creatures gain  Health.

Current:

 * Nature Ritual. Creates a level spirit ( second lifespan). Converts elemental damage to cold damage for creatures in range.

Proposed:

 * Nature Ritual. Creates a level  spirit ( second lifespan).  Converts elemental damage to cold damage for creatures in range.  Whenever a creature with less than % Health takes cold damage, that creature loses 1 Energy and is interrupted.