User:Crunchy-Staccato-017
Hypothetical Ranger Update[edit]
The purpose of this page is to imagine what a hypothetical Ranger update might look like for fun. In around 2012, ArenaNet mentioned they were planning to overhaul and balance the skills and attributes of some classes that had fallen out of favor in the meta-game. Prior to discontinuing skill balance updates, Rangers were slated to receive a profession overhaul. Historically, Rangers have occupied a strong position in PvP especially in 4v4 or 8v8 formats flexibly playing the role of front, mid, or back line pressure with outstanding spike potential and ability to supply utility to the team through damage, conditions, interrupts, traps, and more. In PvE, outside of flavor of the month builds or niche speed clear roles, Rangers have historically struggled to find an adequate damage role in PvE utilizing their core Marksmanship and Beast Mastery traits. Other than Barrage spam, most of the general PvE Ranger meta revolves around using melee martial weapons such as daggers or scythes. Because of this, I will be paying closer attention to Marksmanship, Beast Mastery, and Wilderness Survival to bring forth the necessary adjustments towards greater overall damage and utility that Rangers need to distinguish themselves from borrowing upon other professions.
My aim is to target weak, underutilized skills in both the PvE and PvP formats while preserving key skills that otherwise excel in either format. As most of my time spent playing Guild Wars today is in PvE, this hypothetical Ranger update is primarily imagined under the framework of a PvE update (with some attention paid to the effects of skills as they hypothetically affect PvP). As such, I will be leaving core, staple PvP skills mostly untouched such as: Crippling Shot, Distracting Shot, Natural Stride, or Troll Unguent. Instead, the focus is generally redirected towards modifying skills that are lackluster in either format. The point of this page is not to provide a definitive balance update in PvE or PvP which is virtually impossible in any proper quality without extensive collaboration and play testing, but to entertain the notion of re-balancing skills as a thought experiment of what a profession overhaul could look like. Part of these efforts will be to preserve the design philosophy and functionality of ArenaNet's skills in a way that is faithful to the spirit of what I believe they envisioned Rangers to be. Of course, this is all subject to my personal perspective, judgments, and bias, so take all of this with the necessary skepticism afforded by a fan made mock up.
Beast Mastery[edit]
Secondary Attribute. In PvE, for every 2 points in Beast Mastery, when attacking the same target, you and your pets's attacks deal +1 damage (maximum +5 damage).
- Bestial Fury: 5 15 Stance. (1...8...10 seconds). Attack 25% faster. Disables all attack skills for 1...8...10 seconds.
- Bestial Mauling: 5 8 Pet Attack. Deal +1...12...15 damage and inflict bleeding for 1...12...15 seconds.
- Bestial Pounce: 5 15 Pet Attack. Deal +1...12...15 damage. If target is moving, this skill causes knockdown.
- Brutal Strike: 5 10 Pet Attack. Deal +1...12...15 damage. Deals +1...12...15 more damage if target foe is under 50% health.
- Call of Haste: 10 30 Shout. (15...27...30 seconds.) Your pet moves and attacks 25% faster.
- Call of Protection: 10 30 Shout. (1...4...5 seconds.) Send animal companion to protect target and nearby allies granting them +24 armor and 50% chance to block.
- Charm Animal: 10 10 Skill. Charm target animal to become your pet. If target animal is five levels or higher than your own, it is immune to Charm Animal.
- Comfort Animal: 5 1 5 Skill. Heal your pet for 30...102...120 health. If your pet is dead, they are resurrected with 50% health. While Comfort Animal is equipped on your skill bar, your animal companion will travel with you.
- Companionship: 10 2 10 Skill. Heal both you and your pet for 30...102...120. If your pet is dead, they are resurrected with 50% health. While Companionship is equipped on your skill bar, your animal companion will travel with you.
- Disrupting Lunge: 5 10 Pet Attack. Deals +1...12...15 damage. Interrupt an action. If a skill was interrupted, it is disabled for +10 seconds.
- Edge of Extinction: 5 5 45 Nature Ritual. Create a level 1...12...15 spirit for 30...54...60 seconds. Whenever a creature dies, deal 15...43...50 damage to creatures of the same type below 90% health. Affects all creatures in range except spirits.
- Energizing Wind: 15 5 45 Nature Ritual. Create a level 1...12...15 spirit for 30...54...60 seconds. Energy Storage and Expertise attributes increased by +1. Creatures affected by increased move speed gain +1 energy regeneration. Affects all creatures in range except spirits.
- Enraged Lunge: 5 20 Elite Pet Attack. Deal +10...22...25 damage. If target is below 50% health, inflict deep wound for 1...4...5 seconds.
- Feral Aggression: 10 2 30 Skill. (30 seconds.) Your pet moves and attacks 25% faster and deals +1...10...12 damage. Pet suffers a -20 armor penalty.
- Feral Lunge: For every condition on target deal +X more damage (max Y damage).
- Ferocious Strike: 5 15 Elite Pet Attack.
- Fertile Season: 10 5 45 Nature Ritual. Creates a level 1...12...15 spirit for 30...54...60 seconds.
- Heal as One: 10 2 15 Elite Skill. Remove one condition from both yourself and your pet. Heal yourself and your pet for 30...102...120 health. If your pet is dead, it is resurrected with 50% Health. While Heal as One is equipped on your skill bar, your animal companion will travel with you.
- Heket's Rampage: 10 25 Skill. (1...8...10 seconds). You and your pet attack 25% faster. Ends if you use a skill.
- Lacerate: 5 10 Elite Pet Attack. Deal +5...17...20 damage and inflict bleeding for 1...12...15 seconds. If target is already bleeding, inflict crippled for 1...12...15 seconds. If target is already both bleeding and crippled, apply deep wound for 1...4...5 seconds.
- Maiming Strike: 5 10 Pet Attack. Deal +1...12...15 damage and inflict crippled for 1...8...10 seconds.
- Melandru's Assault: 5 10 Pet Attack. Deal +5...17...20 damage to target and nearby foes.
- Otyugh's Cry: 10 2 20 Skill. (1...12...15 seconds). Turn enemy pet hostile against their master's party.
- Poisonous Bite: 5 8 Pet Attack. Deal +1...12...15 damage and inflict poison for 1...12...15 seconds.
- Pounce: 10 25 Pet Attack. Deal +1...12...15 damage and inflict knock-down.
- Predator's Pounce: 5 10 Pet Attack. Deal +1...12...15 damage. If target is bleeding, crippled, or weakened, this attack critically hits.
- Predatory Bond: 10 2 30 Skill. (15...27...30 seconds). For every condition on a foe, you and your pet gain +1% chance to critically hit with attacks and heal for 10...22...25 health whenever a critical hit occurs. After using 1...4...5 attack skills, this skill ends.
- Predatory Season: 10 5 45 Nature Ritual. Creates a level 1...12...15 spirit for 30...54...60 seconds. Beast Mastery attribute increased by +1. Creatures receive 10% less healing, but steal 10 health upon any successful critical hit. Affects all creatures in range except spirits.
- Primal Echoes: 10 5 45 Nature Ritual. Creates a level 1...12...15 spirit for 30...54...60 seconds. The duration of shouts, chants, and echoes are increased by 10%, and
- Rampage as One: 10 25 Elite Skill. (1...12...15 seconds.) You and your pet attack move and attack 25% faster.
- Revive Animal: 10 5 30 . Skill. Send animal companion to revive target party member within earshot with 50...70...75% health and 25...45...50% energy. If your animal companion is dead, this skill fails.
- Run as One: 10 30 Stance. (1...12...15 seconds.) You and your pet move 25% faster.
- Savage Pounce: 5 15 Pet Attack. Deal +1...12...15 damage. If target is casting a skill, attack causes knockdown.
- Scavenger Strike: 5 8 Pet Attack. Deals +1...12...15 damage. If target suffers from a condition, gain 1...10...12 energy.
- Strike as One: Elite Shout.
- Symbiosis: 10 5 45 Nature Ritual. Creates a level 1...12...15 spirit for 30...54...60 seconds. Leadership attribute increased by +1. For every party member within spirit range, gain +1 armor and +10 health (maximum +10 armor and +100 health). Affects both friendly and enemy parties.
- Symbiotic Bond: 10 2 30 Skill. (15...27...30 seconds). You and your pet gain +1...3...3 health regeneration and redirect half of all damage taken to the other. If you or your pet drop below 50% health, skill ends.
- Tiger's Fury: 5 15 Stance. (1...8...10 seconds). Attack 25% faster. Disables all non-attack skills for 1...8...10 seconds.
- Toxicity: 15 5 45 Nature Ritual. Create a level 1...12...15 spirit for 30...54...60 seconds. Creatures affected by disease or poison suffer an extra -1 health degeneration and receive a -1 penalty to all their attributes. Affects all creatures in range except spirits.
Expertise[edit]
Primary Attribute. For each rank of Expertise, the energy cost of attack skills, touch skills, rituals, traps, and all other Ranger skills are decreased by 4%.
- "Together as One!": 10 20 Elite Shout. (1...12...15 seconds.) When you and your pet are within earshot of the other, deal +1...12...15 damage with all attacks. PvE only skill.
- Archer's Signet: 2 20 Elite Signet. (20 seconds.) While wielding a bow, attack 25% faster, and conditions you inflict last 25% longer. After using 1...4...5 bow attack skills, signet ends.
- Distracting Shot: 5 1/2 10 Bow Attack. Interrupt an action. If a skill is interrupted, it is disabled for +20 seconds. Attack unable to critically hit.
- Dodge: 5 25 Stance. (10 seconds.) Move 25% faster, and the next 1...4...5 attacks against you miss. Ends upon getting hit by an attack.
- Escape: 5 15 Elite Stance. (1...7...8 seconds.) Remove one condition. Move 25% faster with a 50% chance to dodge. Ends upon using a melee attack.
- Expert Focus: 10 2 15 Preparation. (30 seconds.) Attack skills cost one less adrenaline or energy and deal an additional +1...7...8 damage.
- Expert's Dexterity: 10 25 Elite Stance. (1...12...15 seconds.) Attack 25% faster. For each attribute point more than your weapon's base requirement, deal an additional +1 damage (maximum +10 damage).
- Glass Arrows: 15 2 30 Elite Preparation. (30 seconds.) Arrows deal +5...17...20 damage. If blocked, arrows deal 10...22...25 piercing damage and inflict bleeding condition (1...12...15 seconds) to all adjacent foes.
- Infuriating Heat: 15 5 45 Elite Nature Ritual. Creates a level 1...8...10 spirit (30...54...60 second lifespan). Creatures in range generate 50% more adrenaline. For every point of adrenaline an attack skill requires, deal an additional +1 damage (maximum +10 damage).
- Lightning Reflexes: 10 30 Stance. (1...8...10 seconds.) You attack 25% faster and have 50% chance to dodge. For every attack dodged, duration increased by one second (maximum +5 seconds).
- Marksman's Wager: Charge shot type skill
- Oath Shot: Charge shot type skill
- Point Blank Shot: 5 5 Bow Attack. Shoot an arrow at your target that deals +10...34...40 damage (maximum +40 damage). This attack has half the normal range.
- Practiced Stance: 5 15 Elite Stance. (1...12...15 seconds.) For every second spent stationary, arrows deal +2 damage (maximum +10 damage). Upon moving, stance ends.
- Throw Dirt: 5 1 20 Touch Skill. Inflicts blindness for (5...9...10 seconds) to target and adjacent foes.
- Trapper's Speed: 10 25 Stance. (1...12...15 seconds.) For every trap skill equipped on your skill bar, move and attack 10% faster (maximum +25% bonus to movement and attack speed).
- Trapper's Focus: 10 2 15 Elite Preparation. (30 seconds.) Wilderness Survival attribute increased by +2. For 5 seconds, foes hit by your traps take +1...12...15 damage from both you and your pet's attacks. Trap skills are no longer easily interrupted.
- Whirling Defense: 10 30 Stance. (10 seconds.) You have 50% chance to block. Deals 1...12...15 physical damage to adjacent foes whenever you block a projectile attack.
- Zojun's Haste: 10 25 Stance. (1...12...15 seconds.) Move 20% faster. Ends if hit by an attack.
- Zojun's Shot: 10 10 Bow Attack. Shoot an arrow at your target. For every meter of distance the arrow flies, deal +1...3...3 damage (maximum +40 damage). This arrow flies 50% slower.
Marksmanship[edit]
In PvE, each rank of Marksmanship increases bonus armor penetration from bow attacks by 1% (maximum 10% bonus armor penetration).
- Arcing Shot: 5 1 8 Bow Attack. Deal +5...17...20 damage. Unblockable. Arrow flies half as fast.
- Barrage: 5 5 Elite Bow Attack. Deal +10...22...25 damage. Hit target and four adjacent foes.
- Body Shot: 5 8 Bow Attack. Deal +5...17...20 damage. If target foe is bleeding, has cracked armor, or suffers from a deep wound, gain 1...7...8 energy.
- Broad Head Arrow: 10 15 Elite Bow Attack. Inflict dazed for 1...12...15 seconds. Arrow flies half as fast.
- Burning Arrow: 10 5 Elite Bow Attack. Deal +10...22...25 damage. Inflict burning for 1...7...8 seconds.
- Concussion Shot: 10 25 Bow Attack. If target suffers from both a condition and hex, inflict dazed for 1...8...10 seconds. Arrow hits for no damage.
- Crippling Shot: 10 5 Elite Bow Attack. Inflict crippled for 1...10...12 seconds. Unblockable.
- Crossfire: 5 8 Bow Attack. Deal +1...12...15 damage. If target is near an ally, this attack deals an additional +1...12...15 damage and is unblockable.
- Debilitating Shot: 10 10 Bow Attack. Drain 1...8...10 energy from target. If target is dazed or weakened, gain 1...4...5 energy.
- Determined Shot: 5 10 Bow Attack. Deal +5...17...20 damage. Charged Bow Attack: Hold skill activation for 2 causing arrow to fly twice as fast. If the charged bow attack hits, gain 1...7...8 energy. While charging a bow attack, easily interrupted.
- Disrupting Accuracy: 5 2 15 Preparation. (30 seconds). Arrows deal +10...22...25 damage to foes activating skills. If a skill is interrupted, a critical hit occurs.
- Disrupting Shot: 10 1/2 20 Bow Attack. Interrupt an action. If a skill is interrupted, target and adjacent foes are interrupted and take 10...22...25 piercing damage.
- Focused Shot: 5 1 10 Bow Attack. Deal +5...17...20 damage. Charged Bow Attack: Hold skill activation to double resource costs to 10 2 20 , but guarantee an unblockable, critical hit. While charging a bow attack, easily interrupted.
- Hunter's Shot: 5 1 8 Bow Attack. If target is bleeding, moving, or knocked down, deal +1...12...15 damage.
- Incendiary Arrows: 5 5 Elite Bow Attack. Hits target and two nearby foes inflicting burning for 1...3...3 seconds.
- Keen Arrow: 5 8 Bow Attack. Deal +5...17...20 damage. If your pet is attacking the target, this attack critically hits.
- Marauder's Shot: 10 1 10 Bow Attack. Deals +5...17...20 damage. If target is attacking, deals an additional +5...17...20 damage.
- Melandru's Shot: 5 1 8 Elite Bow Attack. Deal +10...22...25 damage. If target is moving or knocked down, inflict bleeding and crippled for 1...12...15 seconds.
- Penetrating Attack: 10 1 8 Bow Attack. Deal +1...12...15 damage. 10% armor penetration.
- Pin Down: 10 10 Bow Attack. Inflict crippled for 1...8...10 seconds.
- Poison Arrow: 5 2 Elite Bow Attack. Inflict poison for (1...12...15 seconds). Unblockable.
- Power Shot: 10 1 8 Bow attack. Deal +5...17...20 damage.
- Precision Shot: 10 1/2 8 Bow Attack. Deal +1...12...15 damage. If target is activating a skill, deal +1...12...15 damage.
- Prepared Shot: 5 10 Elite Bow Attack. Deals +10...22...25 damage. If this attack hits while under the effect of a preparation, the preparation is refreshed and you gain 1...7...8 energy.
- Punishing Shot: Charge shot type move.
- Rapid Fire: 10 2 30 Preparation. (30 seconds). While wielding a bow, attack 33% faster. Bow attack skills deal +1...7...8 damage.
- Read the Wind: 5 2 15 Preparation. (30 seconds). Arrows fly twice as fast and deal +1...8...10 damage.
- Savage Shot: 10 1/2 5 Bow Attack. Interrupt an action. If a spell is interrupted, deal +15...27...30 damage.
- Screaming Shot: 10 6 Bow Attack. Deal +1...12...15 damage. If under the effect of a shout, chant, or echo, this attack deals an additional +1...12...15 damage.
- Sloth Hunter's Shot: 10 10 Bow Attack. Deal +5...17...20 damage. If target is not moving, deal +1...8...10 damage, and if not using a skill, deal +1...8...10 damage.
- Splinter Shot: 5 8 Bow Attack. Deal +5...17...20 damage. Inflict 10...22...25 piercing damage to all adjacent foes.
- Sundering Attack: 10 15 Bow Attack. Inflict cracked armor for 1...7...8 seconds.
- Volley: 5 4 Bow Attack. Deal +1...12...15 damage. Hits target and two adjacent foes.
Wilderness Survival skills[edit]
Now, nature rituals are generally much stronger with many of their annoying negative effects reworked to provide buffs for well-prepared teams that build their compositions specifically around Nature Rituals. Resource requirements for Nature Rituals have been standardized to 5 second casts, roughly 30-60 seconds of uptime, and 45 seconds of cooldown to correlate to roughly 30-60 second windows of beneficial spirit effects. Spirits have had their levels adjusted to give them greater survivability in narrower, tighter windows needed to maintain their effects for 100% uptime. These changes should provide much more tactical and strategic elements around incorporating nature rituals into team compositions.
Preparations have been annoying for Rangers to use (especially in PvE) as they take a long time to cast, sometimes last for a very short time, and cost massive amounts of energy to maintain. All preparations have been standardized to 2s casts with 30s skill uptimes with adjustments to energy costs, cooldowns, and rebalanced functionality. Across the board, preparations are more energy efficient and functionally useful with the trade off of longer cooldowns. Now, Rangers will have to play around half-minute windows of preparation uptime which is less disruptive to gameplay, but allows counterplay by enemy AI or players which may disable or interrupt those activating preparations punishing careless Rangers for 15-30s.
All traps have been moved to either Wilderness Survival or No Attribute as well as standardized to last for 60 seconds with lower overall energy requirements to compensate for their shorter durations. Additionally, traps have had their cooldowns reduced around this 60s duration. As such, players will be able to place and maintain two or three traps (per trap skill) in a given 60 second window. Overall, traps deal slightly less damage, their conditions have slightly reduced durations, and less may be placed in a given window of time. However, incorporating traps into Ranger or cross-profession builds is less burdensome due to lower overall energy costs.
- Apply Poison: 15 2 15 Preparation. (30 seconds). Physical attacks inflict poison for 1...12...15 seconds.
- Barbed Arrows: 10 2 15 Preparation. (30 seconds). Arrows inflict bleeding for 1...12...15 seconds.
- Barbed Trap: 10 2 20 Trap. (60 seconds.) Inflicts bleeding and crippled for 1...12...15 seconds to all nearby foes. Easily interrupted.
- Brambles:
- Choking Gas: 10 3 30 Skill. (30 seconds.) The next bow attack skill applies choking gas to target and all foes in the area dazing them for 1...4...5 seconds.
- Conflagration: 10 5 45 Nature Ritual. Creates a level 1...8...10 spirit (30...54...60 second lifespan). Arrows deal an additional +5 fire damage and bow attack skills have a 10% chance to inflict burning for 1 second. Affects all creatures in range except spirits.
- Dryder's Defenses:
- Dust Trap: 10 2 30 Trap. (60 seconds.) Deals 20...44...50 earth damage and inflicts blindness for 1...12...15 seconds to all nearby foes. Easily interrupted.
- Equinox: 10 5 45 Elite Nature Ritual. Creates a level 1...8...10 spirit (30...54...60 second lifespan). Mysticism and Spawning Power attributes increased by +1.
- Famine: 15 5 45 Elite Nature Ritual. Creates a level 1...8...10 spirit (30...54...60 second lifespan). Death Magic and Soul Reaping attributes increased by +1. Whenever a creature dies, nearby creatures suffer disease and weakness for 10 seconds. Affects all creatures in range except spirits.
- Favorable Winds: 10 5 45 Nature Ritual. Creates a level 1...8...10 spirit (30...54...60 second lifespan). Air Magic and Marksmanship attributes increased by +1. Arrows move twice as fast. Affects all creatures in range except spirits.
- Flame Trap: 10 2 30 Trap. (60 seconds.) Deals 20...44...50 fire damage and inflicts burning for (1...4...5 seconds) to all nearby foes. Easily interrupted.
- Frozen Soil: 15 5 45 Nature Ritual. Creates a level 1...8...10 spirit (30...54...60 second lifespan). Enemies cannot activate resurrection skills, but allies take 100% longer to activate resurrection skills. Affects all creatures in range except spirits.
- Greater Conflagration: +1 Fire Magic
- Ignite Arrows: 10 2 15 Preparation. (30 seconds.) Arrows deal 5...17...20 fire damage to target and adjacent foes.
- Kindle Arrows: 5 2 15 Preparation. (30 seconds.) Arrows deal fire damage instead of physical and deal +10...22...25 damage.
- Melandru's Arrows: 15 2 30 Elite Preparation. (30 seconds.) Arrows inflict bleeding for (1...12...15 seconds). For each condition target foe suffers, arrows deal +1...7...8 damage (maximum +20 damage).
- Melandru's Resilience: 10 5 45 Elite Nature Ritual. Creates a level 1...8...10 spirit (30...54...60 second lifespan). Earth Magic attribute increased by +1. For each condition suffered, gain +1 health regeneration and take 1 less damage. Affects all creatures in range except spirits.
- Muddy Terrain: Negates all increased movement speed buffs.
- Natural Stride: 5 12 Stance. (1...7...8 seconds.) Move 33% faster with 50% chance to block. Ends if you become hexed or enchanted.
- Nature's Renewal: +1 Expertise. Healing or resurrection bonus effects?
- Pestilence: Condition duration increased by 10%.
- Piercing Trap: 10 2 30 Trap. (60 seconds.) Deals 20...44...50 piercing damage and inflicts cracked armor for 1...12...15 seconds to all nearby foes. Easily interrupted.
- Quickening Zephyr: +Fast Casting, move speed, activation times, cooldowns
- Quicksand: 10 5 45 Nature Ritual. Creates a level 1...8...10 spirit (30...54...60 second lifespan). Creatures with impaired movement speed suffer -1 energy degeneration. Affects all creatures in range except spirits.
- Roaring Winds: 10 5 45 Nature Ritual. Creates a level 1...8...10 spirit (30...54...60 second lifespan). Shouts, Chants, and Echoes cost 20% more adrenaline and energy. All projectiles have a 10% chance to miss. Affects all creatures in range except spirits.
- Scavenger's Focus: 15 2 15 Elite Preparation. (30 seconds). Against foes suffering from a condition, attacks deal +1...12...15 damage, heal for 1...8...10 health, and cause you to gain 1 energy.
- Serpent's Quickness: 5 45 Stance. (15...27...30 seconds.) Skills recharge 33% faster. Ends if health drops below 50%.
- Smoke Trap:
- Spike Trap:
- Storm Chaser:
- Tranquility: 10 5 45 Nature Ritual. Creates a level 1...8...10 spirit (30...54...60 second lifespan). Divine Favor attribute increased by +1. Creatures without conditions or hexes gain +1 health regeneration. Affects all creatures in range except spirits.
- Troll Unguent: 5 3 10 Skill. (13 seconds.) Gain +3...9...10 health regeneration.
- Viper's Nest: 5 2 20 Trap. (60 seconds.) Deals 20...44...50 piercing damage and inflicts poison for 5...17...20 seconds to all nearby foes. Easily interrupted.
- Winnowing: 10 5 45 Nature Ritual. Creates a level 1...8...10 spirit (30...54...60 second lifespan). Critical Strikes and Strength attributes increased by +1. Against targets with lower health, attack skills deal +5 damage. Affects all creatures in range except spirits.
- Winter: 10 5 45 Nature Ritual. Creates a level 1...8...10 spirit (30...54...60 second lifespan). Water Magic attribute increased by +1. Creatures suffering from impaired movement speed suffer -1 health degeneration. Affects all creatures in range except spirits.
No Attribute[edit]
- Antidote Signet: 1 15 Signet. Remove one condition from you and your pet. For each condition removed, you and your pet heal for 25 health (maximum +50 heal).
- Called Shot: 5 5 Bow Attack. Shoot an arrow that deals +10 damage, flies twice as fast, and is unblockable.
- Dual Shot: 10 10 Bow Attack. Shoot two arrows simultaneously at target. Arrows deal 25% less damage each.
- Forked Arrow: 10 8 Bow Attack. Shoot an arrow at target enemy. If you are enchanted or under a weapon spell, fire an additional arrow at a nearby target.
- Healing Spring: 10 2 20 Trap. (60 seconds.) Heal allies in the area for 10% of their maximum health per second for 5 seconds. Trap activates when below 50% maximum health. Easily interrupted.
- Needling Shot: 5 1 10 Bow Attack. Hold skill activation for 1 to shoot one arrow, for two arrows, or 3 for three arrows, but increase skill cooldown by 5 for each additional arrow. While charging a bow attack, easily interrupted. Attack unable to critically hit.
- Magebane Shot: 10 1/2 5 Elite Bow Attack. Interrupt an action. If a spell is interrupted, it is disabled for +10 seconds. Unblockable.
- Poison Tip Signet: 1 15 Signet. (30 seconds.) The next 3 attack skills with a piercing or slashing weapon inflict poison for 10 seconds.
- Quick Shot: 5 1 5 Elite Bow Attack. Deal +15 damage. If target is moving, arrow flies twice as fast. If target has increased movement speed, attack critically hits.
- Seeking Arrows: 10 2 30 Preparation. For the next 30 seconds, The next 3 arrows deal +5 damage, move twice as fast, and will not miss. If any arrow fails to connect, this skill ends early.
- Snare: 5 2 20 Trap. (60 seconds.) Inflict crippled for 10 seconds to all nearby foes. Easily interrupted.
- Storm's Embrace: 10 25 Stance. (10 seconds.) Move 25% faster. The next time you take elemental damage, reduce damage taken by half. Stance ends upon taking elemental damage.
- Tripwire: 5 2 20 Trap. (60 seconds.) Inflict knock-down to all nearby foes. Easily interrupted.
PvE Skills[edit]
- Never Rampage Alone: 10 25 Skill. (10...20 seconds.) You and your pet attack 25% faster and have +1...3 health regeneration.
- Triple Shot: (Luxon) 10 10 Bow Attack. Shoot 3 arrows at target and two nearby foes. Arrows deal 40...25% less damage each.
- Triple Shot: (Kurzick) 10 10 Bow Attack. Shoot 3 arrows simultaneously at target foe. Arrows deal 40...25% less damage each.
Skill Resource Icons[edit]
- Core resources
- Additional resources