- All skill changes are for PvE only since I retired from GvG a very long time ago and I am not familiar with the current meta. Anet can split skills between PvE and PvP so there should be no problem.
- The function of ranger attributes will remain untouched.
- I assume most know that pet AI is horrible and has been discussed before on other threads. I am sure the live team knows this so its all in their hands.
- As a quick reference all spirits remain unchanged except for the casting and recharge times (this excludes Favorable Winds). All spirit casting times are 1 second and recharge times that were 60 seconds are now 45 seconds.
- As a quick reference traps are no longer easy to interrupt by themselves but the rest of their stats and descriptions are unchanged.
- If you don't like a certain skill change don't let it be a deal breaker for the rest. Please state the skill(s) and why you don't like it/them and offer some of your own ideas if you think they are better. If it your idea is better I will change it. If the skill seems too powerful(or funky) I will revert it back.
- If a skill is not listed it is because I feel it does not need to be changed at all. If you think there is a skill not listed that should be changed speak up but just an FYI I am trying to keep the list short as possible.
- Some skills have been moved to other attributes. The goal is to make rangers more fun, not assassins.
- Even if all I did was change the casting time or something small I included entire skill descriptions to give it a polished look and to make future changes if necessary.
Beast Mastery(Nothing but spirits listed)
Edge of Extinction
Energy: 5
Activation Time: 1 second
Recharge Time: 45 Seconds
Nature Ritual. Creates a level 1...8...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. Does not affect spirits. No damage to creatures above 90% Health.
Energizing Wind
Energy: 15
Activation Time: 1 second
Recharge Time: 30 Seconds
Nature Ritual. Creates a level 1...8...10 spirit (1...25...31 second lifespan). Skills cost 15 less energy (minimum cost 10 energy) and recharge 25% slower for creatures in range. Does not affect spirits.
Fertile Season
Energy: 5
Activation Time: 1 second
Recharge Time: 30 Seconds
Nature Ritual. Creates a level 1...8...10 spirit (30...54...60 second lifespan). Party members and pets in range have +20...56...62 maximum health and +8 armor.
Lacerate
Energy: 10
Activation Time: 1 second
Recharge Time: 15 Seconds
Elite Nature Ritual. Creates a level 1...8...10 spirit (30...54...60 second lifespan). Bleeding foes in range have -2 Health degeneration. End effect: Inflicts Bleeding condition (5...21...25 seconds) on foes in range that have less than 90% health. Does not affect spirits.
Predatory Season
Energy: 10
Activation Time: 1 second
Recharge Time: 30 Seconds
Nature Ritual. Creates a level 1...8...10 spirit (30...54...60 second lifespan). Foes in range receive 1...7...10% less from healing. Party members and pets in range gain 5 health each time they hit with an attack.
Primal Echoes
Energy: 5
Activation Time: 1 second
Recharge Time: 30 Seconds
Nature Ritual. Creates a level 1...8...10 spirit (30...54...60 second lifespan). Pets in range have a +6...18...21% chance to critically hit when their owner activates a pet attack.
Symbiosis
Energy: 5
Activation Time: 1 second
Recharge Time: 30 Seconds
Nature Ritual. Creates a level 1...8...10 spirit (30...54...60 second lifespan). Party members and pets in range have +5...17...20 maximum health for each enchantment on them. Does not affect spirits.
Toxicity
Energy: 10
Activation Time: 1 second
Recharge Time: 30 Seconds
Nature Ritual. Creates a level 1...8...10 spirit (30...54...60 second lifespan.) Poisoned or Diseased foes within range have -1 Health degeneration.
Expertise
Disrupting Accuracy
Energy: 10
Activation Time: 1 second
Recharge Time: 12 Seconds
Preparation. (24 seconds.) Your arrows deal +3...9...10 damage and interrupt actions when they critical. No effect unless Expertise 8 or higher.
*** Moved to discourage crit barragers ***
Expert Focus
Energy: 10
Activation Time: 1 second
Recharge Time: 8 Seconds
Preparation. (36 seconds.) Your arrows have a 0...4...5% chance to critically hit and do +1...8...10 damage.
*** First part changed because Barrage and Volley would be too cheap ***
Glass Arrows
Energy: 5
Activation Time: 1 second
Recharge Time: 12 Seconds
Elite Preparation. (18 seconds.) Your arrows deal +5...17...20 damage and inflicts Bleeding condition (4...10...11 seconds).
Infuriating Heat
Energy: 5
Activation Time: 1 second
Recharge Time: 15 Seconds
Elite Nature Ritual. Creates a level 1...8...10 spirit (30...54...60 second lifespan). Increases adrenaline gain for party members in range by 25%.
Lightning Reflexes
Energy: 10
Recharge Time: 30 Seconds
Stance. (5...10...11 seconds.)
Practiced Stance
Energy: 5
Recharge Time: 15 Seconds
Elite Stance. (5...15...18 seconds.) You attack 25% faster and bow attacks recharge 10...22...25% faster.
*** Changed since preparations have faster casting and recharge times ***
Trapper's Focus
Energy: 5
Activation Time: 1 second
Recharge Time: 8 Seconds
Elite Preparation. (12...22...24 seconds.) If a trap would be interrupted you instead lose 2 energy or Trapper‘s Focus ends. You gain +0...2...2 to your Wilderness Survival attribute.
*** First part changed because traps by themselves are no longer easy to interrupt ***
Marksmanship
Barrage
Energy: 5
Recharge Time: 1 Second
Elite Bow Attack. Deals +5...17...20 damage. Hits 6 foes adjacent to your target.
*** Yes, this skill no longer removes preparations and fires 1 arrow at the target and up to 6 arrows at adjacent foes like in the description. ***
Body Shot
Energy: 5
Recharge Time: 8 Seconds
Bow Attack. If this attack hits, you deal +5...17...20 damage. If it hits a foe with a condition, you gain 0...3...4 Energy.
*** Changed since Forked Arrow inflicts cracked armor ***
Determined Shot
Energy: 5
Recharge Time: 10 Seconds
Bow Attack. Deals +5...17...20 damage. Your next non-elite attack skill recharges instantly.
*** Changed to be more useful than the current in game version ***
Dual Shot
Energy: 10
Recharge: 10 Seconds
Bow Attack. Shoot two arrows simultaneously at target foe. These arrows deal 30...23...20% less damage.
***Moved from No Attribute to Marksmanship since Forked Arrow has been changed***
Favorable Winds
Energy: 5
Activation Time: 1 second
Recharge Time: 30 Seconds
Nature Ritual. Creates a level 1...8...10 spirit (30...126...150 second lifespan). Arrows move twice as fast and are unaffected by low elevations. Does not affect spirits.
*** The latter effect applies to shooting arrows uphill and acts is if the target(s) are at the same elevation as you(shooting them downhill still increases damage) ***
Forked Arrow
Energy: 5
Recharge Time: 6 Seconds
Bow Attack. Deals +5...17...20 damage. Inflict Cracked Armor (5...17...20 seconds) if you land a critical hit.
*** Current in game version sucks ***
Rapid Fire
Energy: 5
Recharge Time: 10 Seconds
Stance. (1...6...7 seconds.) You attack 33% faster. -10 armor
Read the Wind
Energy: 5
Activation Time: 1 Second
Recharge Time: 8 Seconds
Preparation. (36 seconds). +3...9...10 damage. Your arrows move twice as fast.
Splinter Shot
Energy: 10
Recharge: 5 Seconds
Bow Attack. Deals +3...13...15 damage. Deals 5...13...15 damage to adjacent foes if it hits.
*** AoE damage from this attack would be armor ignoring ***
Volley
Energy: 10
Recharge: 2 Seconds
Bow Attack. Deals +1...8...10 damage. Hits up to 2 foes adjacent to your target.
Wilderness Survival
Apply Poison
Energy: 15
Activation Time: 1 Second
Recharge Time: 12 Seconds
Preparation. (24 seconds.) Your physical attacks inflict Poisoned condition (3...13...15 seconds).
Barbed Arrows
Energy: 10
Activation Time: 1 Second
Recharge Time: 24 Seconds
Preparation. (18 seconds.) Your arrows inflict Bleeding condition (3...13...15 seconds).
Choking Gas
Energy: 15
Activation Time: 1 Second
Recharge Time: 8 Seconds
Preparation.(3...8...12) Your arrows deal +1...7...8 damage and spread Choking Gas to foes adjacent to target. Choking Gas interrupts spells.
Dryder's Defenses
Energy: 5
Recharge: 30 Seconds
Stance. (5...10...11 seconds.) You have 75% chance to block and +18...30...33 armor against elemental damage.
*** Changed to give Rangers a bit more defense since Lightning Reflexes lost its block mechanic ***
Dust Trap
Energy: 25
Activation Time: 2 Seconds
Recharge Time: 30 Seconds
Trap. (90 seconds.) Affects nearby foes. Deals 10...22...25 earth damage every second (5 seconds.) Inflicts Blindness condition (3...7...8 seconds) every second (5 seconds).
Equinox
Energy: 10
Activation Time: 1 Second
Recharge Time: 15 Seconds
Elite Nature Ritual. Creates a level 1...8...10 spirit (30...126...150 second lifespan). Exhaustion is doubled for Exhaustion-causing spells cast within range.
Famine
Energy: 10
Activation Time: 1 Second
Recharge Time: 15 Seconds
Elite Nature Ritual. Creates a level 1...8...10 spirit (30...78...90 lifespan). Deals 10...30...35 damage to creatures in range that reach 0 energy. Does not affect spirits.
Flame Trap
Energy: 10
Activation Time: 2 Seconds
Recharge Time: 20 Seconds
Trap. (90 seconds.) Affects nearby foes. Deals 5...17...20 fire damage every second (3 seconds). Inflicts Burning condition (1...3...3 seconds).
Frozen Soil
Energy: 10
Activation Time: 1 Second
Recharge Time: 15 Seconds
Nature Ritual. Creates a level 1...8...10 spirit. (30...54...60 second lifespan). Resurrection skills have a 50% chance to fail for foes in range. Does not affect spirits.
Greater Conflagration
Energy: 5
Activation Time: 1 Second
Recharge Time: 15 Seconds
Elite Nature Ritual. Creates a level 1...8...10 spirit (30...126...150 second lifespan). Converts physical damage to fire damage for creatures in range. Does not affect spirits.
Healing Spring
Energy: 10
Activation Time: 1 Second
Recharge Time: 20 Seconds
Trap. (10 seconds.) Affects adjacent allies. Heals for 15...51...60 every 2 seconds.
Ignite Arrows
Energy: 10
Activation Time: 1 Second
Recharge Time: 8 Seconds
Preparation. (24 seconds.) Your arrows deal 3...15...18 fire damage to target and foes adjacent to target.
Kindle Arrows
Energy: 5
Activation Time: 1 Second
Recharge Time: 8 Seconds
Preparation. (24 seconds.) +3...20...24 fire damage. Your arrows deal fire damage.
Melandru's Arrows
Energy: 5
Activation Time: 1 Second
Recharge Time: 8 Seconds
Elite Preparation. (24 seconds.) Your arrows deal +1...13...16 earth damage. When your arrows hit a foe with a condition adjacent foes take 1...13...16 earth damage. No affect unless wielding an earth weapon.
*** Changed because glass arrows inflicts bleeding condition ***
Muddy Terrain
Energy: 5
Activation Time: 1 Second
Recharge Time: 30 Seconds
Nature Ritual. Creates a level 1...8...10 spirit (30...54...60 second lifespan). Foes in range have 15% slower movement. Does not affect spirits.
Nature's Renewal
Energy: 5
Activation Time: 1 Second
Recharge Time: 30 Seconds
Nature Ritual. Creates a level 1...8...10 spirit (30...78...90 second lifespan). For foes in range, enchantments and Hexes[sic] take 50% longer to cast and it costs twice as much Energy to maintain enchantments. Does not affect spirits.
Pestilence
Energy: 5
Activation Time: 1 Second
Recharge Time: 30 Seconds
Nature Ritual. Creates a level 1...8...10 spirit (30...78...90 second lifespan). When any foe in range dies, conditions on that foe spread to one foe in the area with a condition. Spirits are not affected.
Piercing Trap
Energy: 10
Activation Time: 2 Seconds
Recharge Time: 30 Seconds
Trap. (90 seconds.) Affects nearby foes. Deals 5...41...50 piercing damage. Deals 6...12...18 more damage to any foes with a condition.
*** Changed because forked arrow inflicts cracked armor ***
Quickening Zephyr
Energy: 25
Activation Time: 1 Second
Recharge Time: 45 Seconds
Nature Ritual. Creates a level 1...8...10 spirit (15...39...45 second lifespan). Skills cost 30% more Energy and recharge twice as fast for creatures in range. Does not affect spirits.
Quicksand
Energy: 10
Activation Time: 1 Second
Recharge Time: 30 Seconds
Elite Nature Ritual. Creates a level 1...8...10 spirit (30...78...90 second lifespan). Creatures lose 1 Energy each time they attack or use a skill. Does not affect spirits.
Roaring Winds
Energy: 5
Activation Time: 1 Second
Recharge Time: 30 Seconds
Nature Ritual. Creates a level 1...8...10 spirit (30...54...60 second lifespan). Chants and shouts cost 1...4...5 more Energy for foes in range.
Serpent's Quickness
Energy: 5
Recharge Time: 45 Seconds
Stance. (15...27...30 seconds.) Your skills recharge 33% faster.
*** No longer ends if health drops below 50% ***
Smoke Trap
Energy: 10
Activation Time: 2 Seconds
Recharge Time: 20 Seconds
Elite Trap. (90 seconds.) Inflicts Blinded and Dazed conditions (5...9...10 seconds) to nearby foes.
Snare
Energy: 5
Activation Time: 2 Seconds
Recharge Time: 20 Seconds
Trap. (90 seconds.) Affects nearby foes. Inflicts Crippled condition (3...13...15 seconds).
Spike Trap
Energy: 10
Activation Time: 2 Seconds
Recharge Time: 20 Seconds
Elite Trap. (90 seconds.) Affects nearby foes. Every second, (for 2 seconds), this trap deals 10...34...40 piercing damage, causes knockdown, and inflicts
Crippled condition (3...21...25 seconds).
Tranquility
Energy: 10
Activation Time: 1 Second
Recharge Time: 30 Seconds
Nature Ritual. Creates a level 1...8...10 spirit (1...25...31 second lifespan). Hexes expire 15% faster on party members and pets in range.
Tripwire
Energy: 10
Activation Time: 2 Seconds
Recharge Time: 30 Seconds
Trap. (90 seconds.) Deals 5...17...20 piercing damage to nearby foes. Causes knock-down to Crippled foes.
Troll Unguent
Energy: 5
Activation Time: 1 Second
Recharge Time: 10 Seconds
Skill. (13 seconds.) You have +3...9...10 Health regeneration.
Viper's Nest
Energy: 10
Activation Time: 2 Seconds
Recharge Time: 20 Seconds
Trap. (90 seconds.) Affects nearby foes. Deals 5...29...35 piercing damage. Inflicts Poisoned condition (5...17...20 seconds).
*** Moved to be with its family ***
Winnowing
Energy: 5
Activation Time: 1 Second
Recharge Time: 30 Seconds
Nature Ritual. Creates a level 1...8...10 spirit (30...54...60 second lifespan). Increases physical damage by +4 for party members and pets in range.
Winter
Energy: 5
Activation Time: 1 Second
Recharge Time: 30 Seconds
Nature Ritual. Creates a level 1...8...10 spirit (30...126...150 second lifespan). Converts elemental damage to cold damage for creatures in range. Does not affect spirits.ttributes will remain untouched.
- I assume most know that pet AI is horrible and has been discussed before on other threads. I am sure the live team knows this so its all in their hands.
- As a quick reference all spirits remain unchanged except for the casting and recharge times (this excludes Favorable Winds). All spirit casting times are 1 second and recharge times that were 60 seconds are now 45 seconds.
- As a quick reference traps are no longer easy to interrupt by themselves but the rest of their stats and descriptions are unchanged.
- If you don't like a certain skill change don't let it be a deal breaker for the rest. Please state the skill(s) and why you don't like it/them and offer some of your own ideas if you think they are better. If it your idea is better I will change it. If the skill seems too powerful(or funky) I will revert it back.
- If a skill is not listed it is because I feel it does not need to be changed at all. If you think there is a skill not listed that should be changed speak up but just an FYI I am trying to keep the list short as possible.
- Some skills have been moved to other attributes. The goal is to make rangers more fun, not assassins.
- Even if all I did was change the casting time or something small I included entire skill descriptions to give it a polished look and to make future changes if necessary.
Beast Mastery(Nothing but spirits listed)
Edge of Extinction
Energy: 5
Activation Time: 1 second
Recharge Time: 45 Seconds
Nature Ritual. Creates a level 1...8...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. Does not affect spirits. No damage to creatures above 90% Health.
Energizing Wind
Energy: 15
Activation Time: 1 second
Recharge Time: 30 Seconds
Nature Ritual. Creates a level 1...8...10 spirit (1...25...31 second lifespan). Skills cost 15 less energy (minimum cost 10 energy) and recharge 25% slower for creatures in range. Does not affect spirits.
Fertile Season
Energy: 15
Activation Time: 1 second
Recharge Time: 45 Seconds
Nature Ritual. Creates a level 1...8...10 spirit (15...39...45 second lifespan). Creatures in range have +50...130...150 maximum health and +8 armor. Does not affect spirits.
Lacerate
Energy: 10
Activation Time: 1 second
Recharge Time: 15 Seconds
Elite Nature Ritual. Creates a level 1...8...10 spirit (30...126...150 second lifespan). Bleeding creatures in range have -2 Health degeneration. End effect: Inflicts Bleeding condition (5...21...25 seconds) on creatures in range that have less than 90% health. Does not affect spirits.
Predatory Season
Energy: 10
Activation Time: 1 second
Recharge Time: 45 Seconds
Nature Ritual. Creates a level 1...8...10 spirit (30...126...150 second lifespan). Creatures in range receive 20% less from healing. Creatures gain 5 health each time they hit with an attack. Does not affect spirits.
Primal Echoes
Energy: 5
Activation Time: 1 second
Recharge Time: 45 Seconds
Nature Ritual. Creates a level 1...8...10 spirit (30...126...150 second lifespan). Signets cost 10 energy for creatures in range. Does not affect spirits.
Symbiosis
Energy: 5
Activation Time: 1 second
Recharge Time: 45 Seconds
Nature Ritual. Creates a level 1...8...10 spirit (30...126...150 second lifespan). Creatures in range have +27...125...150 maximum health for each enchantment on them. Does not affect spirits.
Toxicity
Energy: 10
Activation Time: 1 second
Recharge Time: 45 Seconds
Nature Ritual. Creates a level 1...8...10 spirit (30...78...90 second lifespan.) Poisoned or Diseased creatures within range have -2 Health degeneration.
Expertise
Disrupting Accuracy
Energy: 10
Activation Time: 1 second
Recharge Time: 12 Seconds
Preparation. (24 seconds.) Your arrows deal +3...9...10 damage and interrupt actions when they critical. No effect unless Expertise 8 or higher.
*** Moved to discourage crit barragers ***
Expert Focus
Energy: 10
Activation Time: 1 second
Recharge Time: 8 Seconds
Preparation. (36 seconds.) Your arrows have a 0...4...5% chance to critically hit and do +1...8...10 damage.
*** First part changed because Barrage and Volley would be too cheap ***
Glass Arrows
Energy: 10
Activation Time: 1 second
Recharge Time: 20 Seconds
Elite Preparation. (18 seconds.) Your arrows deal +5...17...20 damage and inflicts Bleeding condition (4...10...12 seconds).
Infuriating Heat
Energy: 5
Activation Time: 1 second
Recharge Time: 15 Seconds
Elite Nature Ritual. Creates a level 1...8...10 spirit (30...54...60 second lifespan). Doubles adrenaline gain for creatures in range.
Lightning Reflexes
Energy: 10
Recharge Time: 12 Seconds
Stance. (3...9...10 seconds.) You attack 33% faster. You have -10 armor.
*** Changed to give Rangers a decent IAS stance instead of Bestial Fury/Tiger's Stance and a preparation (Rapid Fire) ***
Practiced Stance
Energy: 5
Recharge Time: 15 Seconds
Elite Stance. (5...15...18 seconds.) You attack 25% faster and bow attacks recharge 10...22...25% faster.
*** Changed since preparations have faster casting and recharge times ***
Trapper's Focus
Energy: 5
Activation Time: 1 second
Recharge Time: 8 Seconds
Elite Preparation. (12...22...24 seconds.) If a trap would be interrupted you instead lose 2 energy or Trapper‘s Focus ends. You gain +0...2...2 to your
Wilderness Survival attribute.
*** First part changed because traps by themselves are no longer easy to interrupt ***
Marksmanship
Barrage
Energy: 10
Recharge Time: 1 Second
Elite Bow Attack. Deals +5...17...20 damage. Hits 6 foes adjacent to your target.
*** Yes, this skill no longer removes preparations and fires 1 arrow at the target and up to 6 arrows at adjacent foes like in the description. ***
Body Shot
Energy: 5
Recharge Time: 8 Seconds
Bow Attack. If this attack hits, you deal +5...17...20 damage. If it hits a foe with a condition, you gain 0...2...2 Energy.
*** Changed since Forked Arrow inflicts cracked armor ***
Determined Shot
Energy: 5
Recharge Time: 10 Seconds
Bow Attack. Deals +5...17...20 damage. Your next non-elite attack skill recharges instantly.
*** Changed to be more useful than the current in game version ***
Dual Shot
Energy: 10
Recharge: 10 Seconds
Bow Attack. Shoot two arrows simultaneously at target foe. These arrows deal 30...23...20% less damage.
***Moved from No Attribute to Marksmanship since Forked Arrow has been changed***
Favorable Winds
Energy: 5
Activation Time: 1 second
Recharge Time: 45 Seconds
Nature Ritual. Creates a level 1...8...10 spirit (30...126...150 second lifespan). Arrows move twice as fast and are unaffected by low elevations. Does not affect spirits.
*** The latter effect applies to shooting arrows uphill and acts is if the target(s) are at the same elevation as you(shooting them downhill still increases damage) ***
Forked Arrow
Energy: 5
Recharge Time: 5 Seconds
Bow Attack. Inflict Cracked Armor (5...17...20 seconds) if your target is hit.
*** Current in game version sucks ***
Rapid Fire
Energy: 5
Activation Time: 1 Second
Recharge Time: 8 Seconds
Preparation. (36 seconds.) You attack 33% faster while wielding a bow.
Read the Wind
Energy: 5
Activation Time: 1 Second
Recharge Time: 8 Seconds
Preparation. (36 seconds). +3...9...10 damage. Your arrows move twice as fast.
Splinter Shot
Energy: 10
Recharge: 5 Seconds
Bow Attack. Deals +3...13...15 damage. Deals 5...13...15 damage to adjacent foes if it hits.
*** AoE damage from this attack would be armor ignoring ***
Volley
Energy: 10
Recharge: 2 Seconds
Bow Attack. Deals +1...8...10 damage. Hits up to 2 foes adjacent to your target.
Wilderness Survival
Apply Poison
Energy: 15
Activation Time: 1 Second
Recharge Time: 12 Seconds
Preparation. (24 seconds.) Your physical attacks inflict Poisoned condition (3...13...15 seconds).
Barbed Arrows
Energy: 10
Activation Time: 1 Second
Recharge Time: 24 Seconds
Preparation. (18 seconds.) Your arrows inflict Bleeding condition (3...13...15 seconds).
Choking Gas
Energy: 15
Activation Time: 1 Second
Recharge Time: 8 Seconds
Preparation.(3...8...12) Your arrows deal +1...7...8 damage and spread Choking Gas to foes adjacent to target. Choking Gas interrupts spells.
Dryder's Defenses
Energy: 5
Recharge: 30 Seconds
Stance. (5...10...11 seconds.) You have 75% chance to block and +18...30...32 armor against elemental damage.
*** Changed to give Rangers a bit more defense since Lightning Reflexes lost its block mechanic ***
Dust Trap
Energy: 25
Activation Time: 2 Seconds
Recharge Time: 30 Seconds
Trap. (90 seconds.) Affects nearby foes. Deals 10...22...25 earth damage every second (5 seconds.) Inflicts Blindness condition (3...7...8 seconds) every second (5 seconds).
Equinox
Energy: 10
Activation Time: 1 Second
Recharge Time: 15 Seconds
Elite Nature Ritual. Creates a level 1...8...10 spirit (30...126...150 second lifespan). Exhaustion is doubled for Exhaustion-causing spells cast within range.
Famine
Energy: 10
Activation Time: 1 Second
Recharge Time: 15 Seconds
Elite Nature Ritual. Creates a level 1...8...10 spirit (30...78...90 lifespan). Deals 10...30...35 damage to creatures in range that reach 0 energy. Does not affect spirits.
Flame Trap
Energy: 10
Activation Time: 2 Seconds
Recharge Time: 20 Seconds
Trap. (90 seconds.) Affects nearby foes. Deals 5...17...20 fire damage every second (3 seconds). Inflicts Burning condition (1...3...3 seconds).
Frozen Soil
Energy: 10
Activation Time: 1 Second
Recharge Time: 30 Seconds
Nature Ritual. Creates a level 1...8...10 spirit. (30...78...90 second lifespan). Creatures in range cannot activate resurrection skills. Does not affect spirits.
Greater Conflagration
Energy: 5
Activation Time: 1 Second
Recharge Time: 15 Seconds
Elite Nature Ritual. Creates a level 1...8...10 spirit (30...126...150 second lifespan). Converts physical damage to fire damage for creatures in range. Does not affect spirits.
Healing Spring
Energy: 10
Activation Time: 1 Second
Recharge Time: 20 Seconds
Trap. (10 seconds.) Affects adjacent allies. Heals for 15...51...60 every 2 seconds.
Ignite Arrows
Energy: 10
Activation Time: 1 Second
Recharge Time: 8 Seconds
Preparation. (24 seconds.) Your arrows deal 3...15...18 fire damage to target and foes adjacent to target.
Kindle Arrows
Energy: 5
Activation Time: 1 Second
Recharge Time: 8 Seconds
Preparation. (24 seconds.) +3...20...24 fire damage. Your arrows deal fire damage.
Melandru's Arrows
Energy: 5
Activation Time: 1 Second
Recharge Time: 8 Seconds
Elite Preparation. (24 seconds.) Your arrows deal Earth damage and deal +8...28...34 damage.
*** Rangers should have a prep that deals earth damage especially if the prep has their own earth goddess in the name
****** Changed because glass arrows inflicts bleeding condition ***
Muddy Terrain
Energy: 5
Activation Time: 1 Second
Recharge Time: 30 Seconds
Nature Ritual. Creates a level 1...8...10 spirit (30...78...90 second lifespan). Creatures in range have 10% slower movement: also negates speed boosts. Does not affect spirits.
Nature's Renewal
Energy: 5
Activation Time: 1 Second
Recharge Time: 45 Seconds
Nature Ritual. Creates a level 1...8...10 spirit (30...126...150 second lifespan). For creatures in range, enchantments and Hexes[sic] take twice as long to cast and it costs twice as much Energy to maintain enchantments. Does not affect spirits.
Pestilence
Energy: 5
Activation Time: 1 Second
Recharge Time: 45 Seconds
Nature Ritual. Creates a level 1...8...10 spirit (30...78...90 second lifespan). When any creature in range dies, conditions on this creature spread to any creature in the area with a condition. Spirits are not affected.
Piercing Trap
Energy: 10
Activation Time: 2 Seconds
Recharge Time: 30 Seconds
Trap. (90 seconds.) Affects nearby foes. Deals 5...41...50 piercing damage. Deals 6...12...18 more damage to any foes with a condition.
*** Changed because forked arrow inflicts cracked armor ***
Quickening Zephyr
Energy: 25
Activation Time: 1 Second
Recharge Time: 45 Seconds
Nature Ritual. Creates a level 1...8...10 spirit (15...39...45 second lifespan). Skills cost 30% more Energy and recharge twice as fast for creatures in range. Does not affect spirits.
Quicksand
Energy: 10
Activation Time: 1 Second
Recharge Time: 30 Seconds
Elite Nature Ritual. Creates a level 1...8...10 spirit (30...78...90 second lifespan). Creatures lose 1 Energy each time they attack or use a skill. Does not affect spirits.
Roaring Winds
Energy: 10
Activation Time: 1 Second
Recharge Time: 45 Seconds
Nature Ritual. Creates a level 1...8...10 spirit (30...54...60 second lifespan). Chants and shouts cost 1...4...5 more Energy for creatures in range.
Serpent's Quickness
Energy: 5
Recharge Time: 45 Seconds
Stance. (15...27...30 seconds.) Your skills recharge 33% faster.
*** No longer ends if health drops below 50% ***
Smoke Trap
Energy: 10
Activation Time: 2 Seconds
Recharge Time: 20 Seconds
Elite Trap. (90 seconds.) Inflicts Blinded and Dazed conditions (5...9...10 seconds) to nearby foes.
Snare
Energy: 5
Activation Time: 2 Seconds
Recharge Time: 20 Seconds
Trap. (90 seconds.) Affects nearby foes. Inflicts Crippled condition (3...13...15 seconds).
Spike Trap
Energy: 10
Activation Time: 2 Seconds
Recharge Time: 20 Seconds
Elite Trap. (90 seconds.) Affects nearby foes. Every second, (for 2 seconds), this trap deals 10...34...40 piercing damage, causes knockdown, and inflicts
Crippled condition (3...21...25 seconds).
Tranquility
Energy: 15
Activation Time: 1 Second
Recharge Time: 45 Seconds
Nature Ritual. Creates a level 1...8...10 spirit (15...51...60 second lifespan). Enchantments expire 20...44...50% faster on creatures in range. Does not affect spirits.
Tripwire
Energy: 10
Activation Time: 2 Seconds
Recharge Time: 30 Seconds
Trap. (90 seconds.) Deals 5...17...20 piercing damage to nearby foes. Causes knock-down to Crippled foes.
Troll Unguent
Energy: 5
Activation Time: 1 Second
Recharge Time: 10 Seconds
Skill. (13 seconds.) You have +3...9...10 Health regeneration.
Viper's Nest
Energy: 10
Activation Time: 2 Seconds
Recharge Time: 20 Seconds
Trap. (90 seconds.) Affects nearby foes. Deals 5...29...35 piercing damage. Inflicts Poisoned condition (5...17...20 seconds).
*** Moved to be with its family ***
Winnowing
Energy: 5
Activation Time: 1 Second
Recharge Time: 45 Seconds
Nature Ritual. Creates a level 1...8...10 spirit (30...126...150 second lifespan). Increases physical damage by +4 for creatures in range. Does not affect spirits.
Winter
Energy: 5
Activation Time: 1 Second
Recharge Time: 30 Seconds
Nature Ritual. Creates a level 1...8...10 spirit (30...126...150 second lifespan). Converts elemental damage to cold damage for creatures in range. Does not affect spirits.

). To have ignite not ending for example would maybe create a viable choice for barragers to compete with splinter weapon and the likes (to have the ranger actually dealing the damage and not the ritu) while chocking gas do not look like its a big deal compared to a panic mesmer with dual wastrels and mistrust that blows the entire mob up with rupts and damage in matter of seconds. Of course we do not want to powercreep them to an unwanted level, but right now it looks like some of these changes would leave rangers at nearly the same situation they where in before. As for spirits fixing the recharges and cast times is only fixing one part of the problem. The spirits are dual in their functions and the effect is commonly pretty weak since it got a huge aoe. And they are still stationary and easily killed even when put far back since mobs have this lust for smacking low armor and low health units. Then added to that we have the "nah let the ua grab it" situation. In thigh parties a non ranger could often use the spirit in question in the few situations it is viable to nearly its full extent. It is a tough nut to crack and i realize that. 



