Since there are all these "Mesmers are baed" threads going around and Rangers are also inferior to other options in most PvE settings, I figured Rangers deserve a bit of attention.
While many aspects of the Ranger are ineffective, this thread is focused on Nature Rituals. Mainly because I can't figure out a way to buff traps without changing their purpose, bows aren't meant for DPS and their intended purposes aren't good for PvE, and Beast Mastery got updated recently (sort of).
Why Nature Rituals suck:
- Long casting times. Long casting times cause a Nature Ritual that could be useful to be neglected because it just isn't worth the effort (Favorable Winds is a great example). Summon Spirits could solve this, but it restricts you to either a R/Rt or a Rt/R. Also, casting times makes Rituals less practical because, if they die in the midst of a battle, you're out of luck.
- Terrible effects. Many Rituals are centered around damage conversion (usually not useful), energy denial (not useful), condition spreading (very unlikely to be useful), and increasing the effectiveness of conditions (not useful). In fact, most Rituals hurt a team more than they could possibly help.
- Better if used by Ritualists in many cases. Ritualists already have much to offer while Rangers have significantly less.
Solutions:
- Reduce casting times.
- Change effects.
- If possible, put important breakpoints at 13+ and buff Rangers so they have more to offer.
Suggestions:
Even though these ideas will probably never get read/considered by Anet and will only get skimmed by the masses of Guru, I wrote them anyway because I have nothing better to do.
All Nature Rituals:
- Reduce casting times. I would go from 3-5 seconds to 1-3 seconds. Or, they could be given casting times similar to their Ritualist counterparts (I wouldn't prefer this as it seems a bit OP).
- Improve Armor/Health. I would actually prefer this didn't happen (people should have to put some thought into their spirit placement).
- Reduce recharge times of non-elite Rituals. Preferably 45ish for the strong rituals and 30ish for the weaker ones.
Brambles- Significantly increase damage on knockdowns or apply cripple to knocked down creatures who are already bleeding.
Conflagration- Give it the current effect of Greater Conflagration.
Energizing Wind- Revert.
Equinox- No good ideas. Maybe remove the current effect and give a penalty to exhausted foes or slow down spell casting speeds.
Famine- No good ideas for this one, either, but the nerf to 600 will render it useless. Maybe make it positively affect life stealing (steal an extra x health, gain x health, gain 1 energy, etc) or make life steal worse (gain no health, lose x energy, etc).
Favorable Winds- Make it affect spears and possibly projectile spells.
Fertile Season- Remove current effect and make it increase healing by x%.
Greater Conflagration- Remove current effect and make it increase fire damage.
- Makes Kindle, Ignite, and Fire Magic less useless.
Pestilence- When any creature in range dies, all its conditions spread to creatures of the same type in the area.
Predatory Season- Take away healing reduction. Add +5 damage with attacks, increase the healing, or change the +health to 5 life steal/drain on attacks.
Primal Echoes- Shouts and Chants last x% longer.
- Fantastic synergy with Paragons/Warriors and the name makes more sense. Win-win.
Quicksand- No good ideas. Random idea: Deals x damage per second to knocked down foes. Maybe throw on an Earthbind effect since it's elite.
Winnowing- Scale +damage with Wilderness Survival and increase it slightly.
Some Elite Nature Ritual: Hexes last X% longer for all non-spirit creatures in range. Hexed creatures activate skills Y% slower.
- Courtesy of Ugh. Great way to bring Mesmers into play (by making hexing better and interrupting easier) and make monks sometimes more viable than ER eles (for hex removal).
- Courtesy of Ugh. Seems like it could help groups of casters or ranged attackers by making the mob more likely to stick behind the frontline. Possibly good with B/P groups, MMs, and tank n' spank.
Quicksand: earth damage increase, speed reduction
Famine: cold damage increase, weakness duration extended
Lacerate: physical damage increase, direct damage while bleeding
Equinox: lightning damage increase, -special effect goes here-
- All courtesy of Shriketalon. Great way to allow eles to do something other than ER or ward. Also makes conditions (which have always been weak in PvE) more effective.
Your suggestions/comments/criticism/insults are welcome, of course.
TL;DR:
Nature Rituals suck due to casting times and poor effects. They should be buffed. Rangers are lacking in the PvE department and they need something to bring to the table. Nature Rituals have much potential and they're an interesting mechanic, but they have been neglected over the years.