| Skill rebalance/Ranger2|
|Categories|| Skill feedback|
This suggestion overhauls the Ranger and gets inspiration from the Dervish Overhaul update. As a profession, the Ranger is wrought with issues. The one truly unique mechanic of Rangers (pets) is lackluster, barely functional and generally unwieldy. The other unique mechanics, namely traps, preparations and nature rituals, are each some combination of being too specific or conditional, interfering with other mechanics or requiring highly split attribute spreads. Ranger skills also have this paradoxical flaw due to the profession's Expertise attribute mechanic: with even moderate points spent in Expertise, it reduces costs so significantly that to be balanced the skills used need incredibly high Energy costs (Rangers have more 25 energy cost skills that some of the spell-casting professions and are one of only two martial professions to have skills that cost 25 energy).
The Role(s) of Rangers
This entire suggestion is centered around the idea that Rangers exist to be a long-range "striker" profession, doing damage from afar while their pet engages foes in close combat. To accomplish this, the Ranger skills have been rebalanced to have a blend of single-target pressure and spike abilities, while limiting the amount of AoE and direct support Rangers can offer. Several new mechanics have also been implemented to both bring Rangers up to par with the other martial professions but also to provide a unique play-style for Rangers.
- Expertise: changed functionality to "Each rank in Expertise reduces the energy cost of attack skills, Preparations, Rituals, Stances and Traps by 3%."
Rangers are one of the most condition-focused professions in Guild Wars. The only profession that rivals the Ranger's access to conditions is the Dervish, which had recently received a massive overhaul shortly before development ended.
Access to conditions
As of this suggestion, Rangers will have access to all conditions (including the usually Necromancer-exclusive Disease) to varying degrees.
- Bleeding and Poison — easy to apply and unconditionally available
- Blind, Burning, Cracked Armor and Weakness — moderately available, sometimes conditionally
- Dazed, Deep Wound and Disease — difficult to apply and conditionally available
Benefiting from conditions
A small number of Ranger skills already benefit from conditions, and this suggestion improves those skills and expands that list significantly.
Nature Rituals are an oddity among both Ranger skills and Guild Wars skill design; they are the only skill type that can affect both foes and allies with no regard for which affiliation an affected individual is. As they currently stand, Nature Rituals are only brought on team bars to fuel gimmicky builds (for example, Winter and Edge of Extinction) and are otherwise never brought. In addition, Nature Rituals are the only Ranger skills (except Healing Spring) that can affect allies. Nature Rituals will now feature a conditional effect on nearby foes (or allies, as applicable) as well as a passive buff to an appropriate group.
Here is an example of a new Nature Ritual.
10 2 30 Nature Ritual. Create a level 1...12...15 Spirit of Winter with a 10...50...60 second lifespan. Self effect: while in range, your attacks deal +3...9...10 cold damage. Foe effect: whenever you take cold damage while in range, the damage is increased by 5...13...15% and you move 10...28...33% slower for 1...4...5 seconds.
Many of the existing Nature Rituals have been converted to this format.
Offensive Nature Rituals
10 2 30 Nature Ritual. Create a level 1...12...15 Spirit of Brambles with a 10...50...60 second lifespan. Self effect: while in range, your critical hits [SOMETHING]. Foe effect: whenever you are knocked down while in range, you take 5...33...40 piercing damage and suffer from Bleeding for 5...17...20 seconds.
10 2 30 Nature Ritual. Create a level 1...12...15 Spirit of Conflagration with a 10...50...60 second lifespan. Self effect: while in range, your attacks deal +3...9...10 fire damage. Foe effect: whenever you take fire damage while in range, the damage is increased by 5...13...15% and you suffer from Burning for 1...3...3 seconds.
15 2 30 Nature Ritual. Create a level 1...12...15 Spirit of Extinction with a 10...50...60 second lifespan. Self effect: while in range, your attacks deal +5...17...20% damage against foes not within earshot of a living ally. Foe effect: whenever a non-summoned ally within earshot dies while in range, you take 10...42...50 earth damage.
- Viper's Nest changed attribute to Wilderness Survival