User talk:Xani

Hey Xani, just a heads-up on how to use your Feedback suggestion page. You'll notice that on the right-hand side of the page, there is a text box where you can enter in the title of your suggestion (such as "Ranger Tweaking"). That will take you to a new page where you enter in all of the details concerning your ideas (which I have copied below for you).

When you enter your suggestions using this manner, they get categorized so that Anet and other contributors can see them; They were unfortunately out of sight from the populous where you had them. If you have any questions, you can ask me on my talk page, or take a look at the help links provided on your feedback page. G R E E N E R 07:26, 4 March 2011 (UTC)

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Ranger Tweaking.

Since the total revamp of the Dervish, and the alterations to Asuran Scan, I, along with many others in my guild, have fell very much out of love with the Ranger in PvE. Sure I could swap to other weapons via secondary professions, but to me, a Ranger is about a bow, and pet, if your that way inclined. I feel the ranger made poor use of its unique skills, especially once in combat, what was the last ranger build you saw that used traps (Except in specific area farms), Nature Rituals, and overall any good way of dealing with energy management without using an elite?

I don't think a huge change is required, at least not like the Dervish, most of the ranger skills are fine, however id like to put forward the following ideas. Plus as most of the changes revolve around expertise, non primary rangers will not benefit from anything, making the Ranger a unique class again.

Reduce cost of all Ranger skills (As now) per point in expertise, reduce casting time of Nature Rituals and Traps by % per rank, and  to extend duration by 1 second per rank of all Preparations, making preparations less of a bore during fights. I feel it should no longer affect skills from other classes, in particular melee attacks, and touch attacks. However I respect many would want those to remain, but i'm trying to balance it out with the gains it offers to Ranger Skills, which to me, is what a ranger should be experienced in!
 * Expertise

Limited traps to 1 per ranger (per trap type), with changes to expertise rangers can now use them easier in a fight (Rather than spamming hundreds before it, much like the ritulist was changed to make it more PvE friendly). They can still have a long recharge or cool off time, but as only 1 can be cast, they may need a slight buff to damage etc. Casting a trap that already exists, removes the previous instance. If this isn't possible then just leave as it, the change in expertise makes them more viable.
 * Traps

With the proposed changes to expertise, Rituals can now be cast without a very long setup time (With high expertise), not only making them more viable during a fight, but also for getting started in one!! (Currently having to wait several seconds to get a spirit up means you can miss the fight!). Otherwise leave Rituals as they are (Unless anyone can think of some that need updates).
 * Nature Rituals

Move to expertise. Make it a "skill". Otherwise remain unchanged, if anything change to your next 1....10 attacks rather than duration, but either way, let me explain. I feel "Read the Wind" should be a skill (Not preparation) as a Ranger should be able to use the weather (The Wind) to assist attacks, making bows more deadly in the hands of rangers. I don't feel a ranger should have to "prepare" for this, instead just use experience to " read the wind" to their advantage. This then means the ranger can use other preparation's to boost damage, making up for some of the loss of damage from Asuran Scan changes, and more variation in bow builds.
 * Read the Wind

Unless i'm having a bad luck dealing with this, i find especially on bow attacks, the ranger soon runs out of steam when letting arrows fly, especially those costing 10+ energy. The only skill ive found which counters this is "Prepared Shot", which then ties up an elite. As most other classes have non elite energy management now, I think the ranger needs something similar. Perhaps a nature ritual that reduces the cost of bow attacks by 1....2 energy (Minimum 2), or a ranger skill that reduces the cost in a similar manner, even maybe for the next x number of attacks. In either case, it should be tied to expertise so only the ranger can benefit from it.
 * Energy Management

With the above minor changes (Its not a huge revamp like the Dervish), I feel it would make traps viable, nature rituals appear on more bars and Rangers actually using bows, rather than discussing daggers and hammers as "better" ranger weapons! It also means more variation, as a ranger is free to take any preparation, with read the wind to assist attack speed and damage, and some way of dealing with energy, other than using an elite (Unless of course they prefer prepared shot), plus then a huge choice of elites to be spoiled by, and if they so wish a pet! Some skills could be juggled around, but as already mentioned, I feel most ranger skills are fine, its just the limitation of setup times and energy costs that make most unpopular on builds.

Thanks for reading.

Xani