- 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.