Feedback:User/Fia/Ranger update (mostly PvE)

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General trends (PvE): quick single-target take-downs, late-game use for charmable animals, viable trapping in general play, and tactical manipulations with nature rituals and their end ("equilibrium") effects.

  • In PvE, each rank of Expertise also reduces recharge of attack skills by 1%.
  • Reduce nature ritual activations to 3s, increase spirit levels (with size scaling, like minions), make effects more noticeable and more widely usable.
  • Reduce most pet attack recharges in half, or have each rank of BM reduce recharge by x% (minimum base 10s).
  • Fix the Melandru's Assault bug.
  • Ability to flag pets.
  • 2 factors affecting chance to miss with bows: distance to target (low correlation) and Marksmanship attribute (medium correlation).

BM[edit]

  • Comfort Animal Comfort Animal 5 Energy 1 Activation time 1 Recharge time Skill. Your pet gains 20...116...140 Health and +1...4...5 Health regeneration (5...9...10 seconds). Resurrects your pet (10...42...50% Health.) If you have Comfort Animal equipped, your animal companion will travel with you.
  • Companionship Companionship 10 Energy 10 Activation time 60 Recharge time Pet touch skill. Target animal will travel with you as an ally that gains 5...9...10 times experience (cannot become higher level than your pet and cannot be resurrected). Cannot target an animal that is a higher level than your pet. Maximum 1...3...3 allies.
  • Heket's Rampage Heket's Rampage 5 Energy 1/4 Activation time 8 Recharge time Skill. You and target allied animal Shadow Step to each other's location and gain 50...170...200 Health.
  • Feral Aggression Feral Aggression 25 Energy 25 Recharge time Skill. (5...17...20 seconds.) Your pet deals +3...9...10 damage and hits adjacent foes when it attacks.
  • Predatory Bond Predatory Bond 15 Energy 5 Recharge time Shout. (0...4...5 seconds.) Your pet attacks 25% faster and you gain 0...1...1 adrenaline whenever your pet makes a successful attack.
  • Ferocious Strike Ferocious Strike 4 Adrenaline 8 Recharge time Elite Pet Attack. Deals +10...26...30 damage. If this attack hits, you gain 0...4...5 adrenaline and 3...9...10 energy, and your pet gains 0...32...40 Health.
  • Edge of Extinction Edge of Extinction 5 Energy 3 Activation time 60 Recharge time Nature Ritual. Creates a level 5...9...10 spirit (30...126...150 second lifespan). Deals 14...43...50 damage to creatures in its range whenever a creature of the same type dies. End effect: creatures in range are resurrected with 25% Health and 0 Energy if a creature of the same type is alive. Does not affect spirits. No damage to creatures above 90% Health.
  • Energizing Wind Energizing Wind 25 Energy 3 Activation time 45 Recharge time Nature Ritual. Creates a level 5...13...15 spirit (5...25...30 second[s] lifespan). Skills cost 5 less energy (minimum cost 5 energy) and recharge 50...34...30% slower for creatures in range. Initial effect: causes 30...18...15 energy loss to creatures in range. End effect: causes 15 Exhaustion to creatures in range. Does not affect spirits.
  • Fertile Season Fertile Season 15 Energy 3 Activation time 30 Recharge time Nature Ritual. Creates a level 5...9...10 spirit (10...22...25 second lifespan). Creatures in range have +50...170...200 maximum health and +16 armor. End effect: creatures in range are Weakened (1...8...10 seconds). Does not affect spirits.
  • Lacerate Lacerate 10 Energy 3 Activation time 15 Recharge time Elite Nature Ritual. Creates a level 1...16...20 spirit (2...10...12 second lifespan). Bleeding creatures in range lose 0...16...20 Health each second and deal 0...16...20 less damage. End effect: inflicts Bleeding condition (2...10...12 seconds) on creatures in range that have less than 90% health. Does not affect spirits.
  • Predatory Season Predatory Season 15 Energy 3 Activation time 30 Recharge time Nature Ritual. Creates a level 5...15...18 spirit (10...38...45 second lifespan). Creatures in range receive 20% less from healing and gain 15 health each time they hit with an attack. End effect: creatures in range take 10 fire damage for each equipped attack skill. Does not affect spirits or minions.
  • Primal Echoes Primal Echoes 15 Energy 3 Activation time 45 Recharge time Nature Ritual. Creates a level 5...13...15 spirit (5...13...15 second lifespan). Echoes last 10...18...20% longer and signets cost 10 energy for creatures in range. End effect: Echoes and signets are recharged for creatures in range. Does not affect spirits.
  • Symbiosis Symbiosis 10 Energy 3 Activation time 30 Recharge time Nature Ritual. Creates a level 1...8...10 spirit (10...50...60 second lifespan). Creatures in range have +40...208...250 maximum health and +1...3...3 health regeneration for foe in earshot. End effect: creatures in range lose 1 Energy for each foe in earshot. Does not affect spirits.
  • Toxicity Toxicity 15 Energy 3 Activation time 30 Recharge time Nature Ritual. Creates a level 1...15...18 spirit (15...51...60 second lifespan.) Poisoned or Diseased creatures within range have -3 Health degeneration and move 5...17...20% slower. End effect: creatures in earshot are cured of Poison and Disease.

Exp[edit]

  • Archer's Signet Archer's Signet (PvP) 3 Activation time 20 Recharge time Elite Signet. (1...12...15 second[s].) Your next bow attack skill inflicts a random condition (1...15...18 second[s]) if it hits. Conditions and hexes you apply while wielding a bow last 50% longer, and conditions and hexes applied to you while wielding a bow last 50% shorter.
  • Expert's Dexterity Expert's Dexterity 5 Energy 20 Recharge time Elite Stance. (1...16...20 second[s].) You attack 33% faster and you gain +1 to your Ranger attributes.
  • Trapper's Focus Trapper's Focus 5 Energy 2 Activation time 12 Recharge time Elite Preparation. For 12...38...45 seconds, your trap skills are not easily interruptible and your Wilderness Survival attribute is increased by +0...3...4. Easily interrupted.
  • Trapper's Speed Trapper's Speed 5 Energy 20 Recharge time Stance. For 5...13...15 seconds, your Traps recharge 25% faster (plus 0...6...8% for each party member in earshot) and activate 25% faster (plus 0...6...8% for each party member in earshot). You have 0...64...80% chance to block while activating a trap. This Stance ends if your trap is interrupted.

Marks[edit]

  • Rapid Fire Rapid Fire 10 Energy 2 Activation time 12 Recharge time Preparation. (5...21...25 seconds.) You attack 50% faster while wielding a bow but have 30...22...20% chance to miss.
  • Barrage Barrage 5 Energy 1 Recharge time Elite Bow Attack. Deals +5...9...10 damage. Hits foes near your target. All your stances and preparations are removed. 40...24...20% chance to miss each target.
  • Punishing Shot Punishing Shot (PvP) 10 Energy 1/2 Activation time 5 Recharge time Elite Bow Attack. Deals +5...13...15 damage. Interrupts an action. Skill interrupt effect: deals +15...23...25 damage.
  • Splinter Shot Splinter Shot 10 Energy 1 Activation time 5 Recharge time Bow Attack. Deals +5...21...25 damage. Deals 10...42...50 damage to adjacent foes if it hits.
  • Favorable Winds Favorable Winds 15 Energy 3 Activation time 30 Recharge time Nature Ritual. Creates a level 5...17...20 spirit (20...28...30 second lifespan). Projectiles move twice as fast and hit for +12 damage for creatures in range. End effect: the next projectile skill fails for creatures in range. Does not affect spirits.

WS[edit]

  • Dryder's Defenses Dryder's Defenses 5 Energy 60 Recharge time Stance. (5...10...11 seconds.) You have 75% chance to block and +34...55...60 armor against elemental damage. Renewal: every time you lose more than 100 Health from a single source.
  • Incendiary Arrows Incendiary Arrows 5 Energy 1 Activation time 5 Recharge time Elite Bow Attack. Hits 4 foes near your target and inflicts burning (1...3...4 second[s]). Weapon spells cannot target you for 10 seconds.
  • Poison Arrow Poison Arrow 5 Energy 2 Recharge time Elite Bow Attack. Inflicts Poisoned condition (5...17...20 seconds). If target was suffering from Poison, this attack deals +5...17...20 damage to target and one adjacent foe.
  • Brambles Brambles 10 Energy 3 Activation time 30 Recharge time Nature Ritual. Creates a level 5...17...20 spirit (5...37...45 second lifespan). Creatures take 25 piercing damage each second while knocked down and then begin Bleeding (5...17...20 seconds). Bleeding creatures are Crippled (1...4...5 seconds). Creatures take 15 piercing damage each second while moving. End effect: creatures in range are knocked down for 3 seconds. Does not affect spirits.
  • Conflagration Conflagration 15 Energy 3 Activation time 30 Recharge time Nature Ritual. Creates a level 1...16...20 spirit (10...50...60 second lifespan). Creatures in range have -0...16...20 armor against cold damage. Projectiles deal fire damage for creatures in range. End effect: creatures in range take 90 cold damage. Does not affect spirits.
  • Equinox Equinox 5 Energy 3 Activation time 25 Recharge time Elite Nature Ritual. Creates a level 5...17...20 spirit (10...122...150 second lifespan). Spells cast within range cause an additional 1 Exhaustion. End effect: creatures in range gain 1 Energy for each equipped spell. Does not affect spirits.
  • Famine Famine 15 Energy 3 Activation time 20 Recharge time Elite Nature Ritual. Creates a level 15...23...25 spirit (10...26...30 second lifespan). Deals 20...44...50 damage and inflicts Weakness (1...4...5 seconds) to creatures in range that reach 0 Energy. End effect: creatures in range gain 0...16...20 Energy and lose 10 Health per point of Energy gained. Does not affect spirits.
  • Frozen Soil Frozen Soil 10 Energy 3 Activation time 30 Recharge time Nature Ritual. Creates a level 1...8...10 spirit. (30...78...90 second lifespan). Creatures in range cannot activate resurrection skills. End effect: creatures in range with less than 10% Health suffer 100 fire damage. Does not affect spirits or minions.
  • Greater Conflagration Greater Conflagration 5 Energy 3 Activation time 15 Recharge time Elite Nature Ritual. Creates a level 10...18...20 spirit (5...17...20 second lifespan). Converts physical damage to fire damage for creatures in range. Fire damage cause Burning (0...2...3 seconds). Burning spreads to adjacent creatures. Burning creatures in range deal 0...12...15 less damage and move 0...40...50% faster. End effect: creatures in range that are not on fire take 10 cold damage for each second this spirit was alive. Does not affect spirits.
  • Muddy Terrain Muddy Terrain 15 Energy 3 Activation time 20 Recharge time Nature Ritual. Creates a level 10...18...20 spirit (5...17...20 second lifespan). Creatures in range have 20% slower movement: also negates speed boosts. End effect: creatures in range suffer 60 earth damage. Does not affect spirits.
  • Nature's Renewal Nature's Renewal 25 Energy 3 Activation time 45 Recharge time Nature Ritual. Creates a level 10...18...20 spirit (5...25...30 second lifespan). Enchantments and hexes take 10...42...50% longer to recharge for creatures in range. End effect: a random enchantment or hex is recharged for each creature in range. Does not affect spirits.
  • Pestilence Pestilence 15 Energy 3 Activation time 30 Recharge time Nature Ritual. Creates a level 5...13...15 spirit (10...26...30 second lifespan). When any creature in range inflicts more than 60 damage on another creature, all conditions on the former creature spread to the latter creature(s) with double duration. End effect: creatures in range lose all conditions and are healed for 5...17...20 for each condition removed. Spirits are not affected.
  • Quickening Zephyr Quickening Zephyr 25 Energy 3 Activation time 60 Recharge time Nature Ritual. Creates a level 1...12...15 spirit (15...39...45 second lifespan). Skills cost 30% more Energy and recharge twice as fast for creatures in range. End effect: skills are disabled (5 seconds) for creatures in range. Does not affect spirits.
  • Quicksand Quicksand 10 Energy 3 Activation time 30 Recharge time Elite Nature Ritual. Creates a level 5...17...20 spirit (10...26...30 second lifespan). Creatures lose 1 Energy each second while moving and each time they attack or use a skill. End effect: creatures at 0 energy recover all energy. Does not affect spirits.
  • Roaring Winds Roaring Winds 10 Energy 3 Activation time 30 Recharge time Nature Ritual. Creates a level 10...18...20 spirit (5...17...20 second lifespan). Chants and shouts cost 1...4...5 more Energy for creatures in range. End effect: creatures in range Shadow Step in a random direction and suffer 40 chaos damage. Does not affect spirits.
  • Tranquility Tranquility 15 Energy 3 Activation time 45 Recharge time Nature Ritual. Creates a level 10...18...20 spirit (5...25...30 second lifespan). Creatures in range gain 10...42...50% less adrenaline if not enchanted. End effect: creatures in range gain 0...4...5 strikes of adrenaline and lose all enchantments. Does not affect spirits.
  • Winnowing Winnowing 10 Energy 3 Activation time 20 Recharge time Nature Ritual. Creates a level 5...9...10 spirit (5...17...20 second lifespan). Increases physical damage by +4 for creatures in range. End effect: attacking creatures take 30 lightning damage and are Weakened 3...9...10 seconds). Does not affect spirits.
  • Winter Winter 5 Energy 3 Activation time 30 Recharge time Nature Ritual. Creates a level 5...9...10 spirit (10...50...60 second lifespan). Converts elemental damage to cold damage for creatures in range. End effect: creatures in range take 50 fire damage and are set on fire (5 seconds). Does not affect spirits.

Other[edit]

  • Never Rampage Alone Never Rampage Alone 20 Energy 20 Recharge time Skill. (18...24...25 seconds.) You and your pet attack 25% faster and deal +1...3...3 damage for each Beast Mastery skill equipped.
  • Dual Shot Dual Shot 7 Adrenaline 4 Recharge time Bow Attack. You shoot two slow-moving arrows simultaneously at target foe. Automatic critical hits.
  • Triple Shot Triple Shot 7 Adrenaline Bow Attack. Shoot 3 slow-moving arrows simultaneously at target foe. Automatic critical hits. This skill is disabled for 15...11...10 seconds if it fails to hit.
  • Quick Shot Quick Shot 5 Energy 1/2 Activation time Elite Bow Attack. You shoot an arrow that moves twice as fast and deals 15...11...10 less damage. If target was moving, Quick Shot is disabled for 4 seconds.
  • Gaze of Fury Gaze of Fury 10 Energy 2 Activation time 15 Recharge time Binding Ritual. Destroys a spirit. Creates a level 1...12...15 spirit (30...54...60 second lifespan). Its attacks deal 5...21...25 damage (double damage to spirits).