Feedback:User/Damysticreaper/Marksmanship

=Marksmanship=

Bow attack. Deals + damage. Unblockable.

Elite Bow attack. Deals + damage. Interrupts an action. Interruption effect: inflicts Dazed condition ( seconds) if you interrupt a skill.


 * (Pvp version) Elite Bow attack. Deals + damage. Interrupts an action. Interruption effect: inflicts Dazed condition ( seconds) if you interrupt a skill.

Elite Bow attack. Deals + damage. Inflicts Burning condition ( seconds).

Bow attack. Unblockable.

Bow attack. Deals damage. Interrupts an action. Interruption effect: inflicts Dazed condition ( seconds) if you interrupt a spell.


 * (Pvp version) Bow attack. Deals  damage. Interrupts an action. Interruption effect: inflicts Dazed condition ( second[s]) if you interrupt a spell.

Elite Bow attack. Deals + damage. Inflicts Crippled condition ( seconds). Unblockable.


 * (Pvp version) Elite Bow attack. Inflicts Crippled condition ( seconds). Unblockable.

Bow attack. Deals damage. Interrupts an action. Interruption effect: causes energy loss if you interrupt a skill.


 * (Pvp version) Bow attack. Deals  damage. Interrupts an action. Interruption effect: causes  energy loss if you interrupted a spell.

Bow attack. Deals + damage. Recharges instantly if it hits. Recharges your other attack skills if it fails to hit.

Bow attack. Interrupts an action. Interruption effect: deals + damage if you interrupt a skill.

Bow attack. Shoot two arrows at target foe.


 * (Pvp version) Bow attack. Shoot two arrows at target foe.

Bow attack. Deals + damage. Always a critical hit.


 * (Pvp version) Bow attack. Deals + damage. Always a critical hit.

Bow attack. Shoot two arrows at target foe.

Bow attack. Deals + damage if target foe is attacking or using a skill.

Elite Bow attack. Deals + damage. Inflicts Bleeding condition ( seconds). Bow attack. Deals + damage. 20% armor penetration.


 * (Pvp version) Bow attack. Deals + damage. 20% armor penetration.

Bow attack. Deals + damage.

Elite Bow attack. Deals + damage. Gain energy if you have a Preperation active.

Elite Bow attack. Deals + damage. Interrupts an action. Interruption effect: deals + damage if you interrupt a skill.


 * (Pvp version) Elite Bow attack. Deals + damage. Interrupts an action. Interruption effect: deals + damage if you interrupt a skill.

Stance ( seconds). You attack 33% faster.


 * (Pvp version) Preperation ( second[s]). You attack 33% faster.

Preperation (36 seconds). Deals + damage. Your arrows move twice as fast.


 * (Pvp version) Preperation (24 seconds). Your arrows move twice as fast.

Elite Bow attack. Deals + damage.

Bow attack. Interrupts an action. Interruption effect: deals damage if you interrupt a spell.

Bow attack. Deals + damage. Inflicts Bleeding condition ( seconds).

Bow attack. Deals + damage. Deals Piercing damage to foes adjacent to target.

Bow attack. Inflicts Cracked Armor condition ( seconds).

Bow attack. Hits aditional foe[s] adjacent to your target.

Summary
My intention with this suggestion is to balance out bow attacks with eachother. Altough the ranger seems to be quite a balanced profession at first glance it is mostly due to the fact that about 50% of it's skills in marksmanship is mostly underused (and even more with Beast Mastery and Wilderness Survival) or never used at all because they are inferior to the ones that are used or simply too situational to use. Bow attacks can be divided into 3 types: damage, interrupts and utility.

The unblockable attacks. For Arcing Shot i slightly increased it's damage from 25 to 30 and decreased it's activation time to 1. Called Shot had it's activation time reduced to make it a fast unblockable attack that synergises with the dazed condition. These 2 together with Crossfire are now the only 3 non-elite unblockable attack skills within marksmanship.

The multi-arrows attacks. Dual Shot i decreased the cost and recharge and scaled it's damage reduction downwards, the pvp version still has it's original recharge, Forked Arrows now deals less damage while enchanted or hexed. Volley now has it's cost increased to 10 and ir's recharge to 5, it still hits the same ammount of foes but no longer has bonus damage and no longer removes preperations (or glyphs) and now is mainly meant for condition spreading and ganking outside the elites Barrage and Incendiary Arrows, but for a higher cost. The spike attacks. For Penetrating attack i decreased it's damage to 20, increased it's armor penetration to 20%, recharge and activation time, it's pvp version deals less bonus damage and has a normal activation time but has an armor penetration of 20%. For Focused shot i decreased it's bonus damage from 25 to 20 but gave it an auto critical hit and now has the same cost, activation and bonus damage total as Penetrating Attack but trough a different method, same goes for it's pvp version, Precision Shot is now a cheap fast activation damage skill with a decent recharge and no longer unblockable and no longer easily interrupted. I compared it with Crossfire. This should give the ranger a decent mix of spike skills for PvE and PvP alike and the pvp versions should prevent it from being too strong.

Utility. Sundering Shot has been changed from a copy of Penetrating Attack to a utility skill that inflicts a condition like Pin Down and Hunter's Shot but in this case inflicts cracked armor. It now has the same cost, recharge and activation time as Hunter's Shot but it's cracked armor duration does not exceed it's recharge, combines it's it's long recharge it cannot be readily reaplied once removed. This change should bring back Body Shot as well giving the ranger a non-elite energy management attack.

The Interrupts. Concussion Shot has it's cost reduced significantly from 25 to 10 but also it's dazed duration from 20 to 7 against a recharge of 10. It can now interrupt any action but only aplies dazed on a interruption of a spell. This should make the skill more balanced. Debilitating Shot now is an interrupt skill, dealing the same ammount of damage as Concussion Shot and Distracting Shot. It's energy loss now only applies on the interrupt of a skill for PvE and the interrupt of a spell for PvP. Disrupting Shot has it's recharge reduced to 10 and it's damage reduced to 30 so it's more balanced against Savage Shot wich has it's damage changed from to  so it scales in a more clear and proper method.

The remaining damage attacks. Marauder Shot has it's damage decreased to 30 and it's activation time decreased to 1/2 and it's recharge has been increased to 5 has and no longer disables skills, Altough activating very fast and being cheap it can only deal bonus damage if the target foe is attacking or using a skill. Determined Shot has it's cost and recharge increased but no recharges itself if it hits and has now only recharges on expertise rank 6. Screaming Shot is like Determined Shot a utility damage skill. It now inflicts bleeding unconditionally but deal less bonus damage. Splinter Shot now is more of a gank skill instead of a skill that punishes blocking. It's cost and recharge have been swapped and now deals more bonus damage to the target but less damage to adjacent foes and no longer relies on blocking to inflict aoe damage.

And as last the elites. Broad Head Arrow is now a proper elite version of Concussion Shot. It now deals damage unconditionally and has the activation and flight time of an interrupt skill. However it can only inflicts dazed condition on interrupt of a skill and no longer unconditionally. Burning Arrow has only had a small change, it's recharge has been increased to 6 making it harder to upkeep burning wich lasts 7 seconds (and making it a bit less harder on your energy) but now has an activation time of 1 so the burning condition can still be maintained on a target. Crippling Shot now has a reduced arrow flight time amd reduced activation time, it's recharge has been increased and added bonus damage for PvE only. Melandru's Shot now is an elite of what it used to be, an elite version of Hunter's Shot. Having it's recharge reduced from 10 to 6 and dealing damage unconditionally but no longer inflicts crippled condition eliminating it's competition of wich skill does cripple better with Crippling Shot. Prepared Shot has it's activation time decreased to make it a bit more playable, it's energy gain and condition remains unchanged. Punishing Shot now functions more like an interrupt dealing aditional bonus damage on interrupt of a skill rewarding good play of it. Quick Shot now deals bonus damage, it's flight time has been reduced and combined with it's fast activation time and cheap cost it's more elite worthy (It used to be non elite with it's current function). Well thats Marksmanship for now.