I haven't been a Ranger as my main as long as a few of you have I'm sure but after playing it since July 2008. I think this list should suffice as everything that needs to be done to this class in order to make us on par with most other dps classes. Issues fixed so far: 1. Current bug(updated 5/24/09): With the Shadow AA Ranged Mastery, the AoE component to the Explosive arrow doesn't increase 10% base damage, or any damage at all. The aoe portion of explosive arrow is spell damage, so only spell crit would increase this part of the damage. The aoe portion should be ranged also and take advantage of the ranged crit and accuracy we have instead of just resisting because our disruption is nonexistent. Update: The aoe portion as of GU52 will be melee damage according to a post by Aeralik. This should be ranged damage (as it is a portion of a ranged combat art. (and it should be effected by the Ranged Mastery aswell. Update (8/9/09): Since GU52 Explosive arrow's aoe portion is based off of ranged crit. Well done! I need to verify that the aoe portion increases with the ranged mastery AA, so I will be checking this soon (TM). 2. Itemisation problems(rangers getting the short end of the stick) When it comes to loot there is no question that there is more melee speced gear that rangers find useless. And there is some gear visa versa. In t7 it was a lot worse for rangers, there was no ranged double attack, on basicly anything, and there was a bit more da (for melees). With RoK we see a lot more RDA but only on select pieces of gear. With the change to disarming band, there was one gap filled but on the whole there really isn't many options for gear as a raiding ranger. Only the dead-eye shoulders and the 5 crit ones from pr area widely used(the class ones from vp are never used). I'm currently likeing Azleya's view on the situation where he suggested that fyreflyte should be putting more equal statting on items, for example, make things that have 4 crit (melee or ranged) have it's counter part on there aswell. Same for double attack (though they always put less rda vs da on items cuz our auto attack does big dmg). Itemisation that makes one or the other class off dibs of the item seems kind of a waste. Heartbreaker wrist from tangrin is only useful for a ranger, add some melee crit or melee da on it, and then u have something desireable for both. same with many other items with only ranged or melee speced effects on it. Make it more equal! Update: Number 6 seems to have been taken care of with TSO, there is many pieces of gear that have melee and ranged crit on them, and don't discriminate as much. Good Job Fyreflyte! Current Issues: 1. Hawk Attack useful, but dies easily. Attack hawk is sort of useful, it transfers 10 or 15% (i forget which) of the groups hate to it, but it dies very quickly and has no use on most epic named because it dies to any aoe. It would be useful if it was immune to aoes, just like the shaman pet wolf can be if speced correctly. This would give the ranger much more utility in a group. This ability was created in KOS, when epics did do aoes, but not nearly as many as current TSO raid targets. Make it immune to aoes, or even just immune if it isn't in front of the mob. 2. Nature's focus, Does it do that much? (Holding this issue until I get more data) It increases melee's chance to hit by 25%, and lasts for 15 seconds (assuming AAs in it). This group buff seems not as useful as the wizard's frigid gift. The new TSO AA's give a bonus to the amount of accuracy the group portion provides, but Aeralik thinks that this increase is huge, but I'm not so sure. Update (8/9/09): Currently I have 4 points in the accuracy bonus that is given to the group. I did a palace trash raid run without casting focus aim at all to see how much it would effect accuracy vs when I was starting focus aim and clicking it off instantly to start the recast more quickly, and still getting the accuracy bonus which lasts 15 seconds. The difference the buff made for me personally was 2.25% hit rate for my bow. I didn't check the other group members yet but I will in future tests. It doesn't seem like much of an increase to me, but perhaps the overall amount it helps the group is worth it how it currently is. I understand that too much accuracy can be game breaking, so I'll gather more data before I think this needs to be changed. 3. Sniper shot cast time & damage vs assassin's assasinate: Assassin's big hit is assasinate. They have near instant cast for it, and hit upwards of 100k. Sniper shot's cast time is 5 seconds, and highest hits are 76k. Ranger's can do it without being close, so i could understand the cast time, somewhat, but 5 seconds makes casting it very difficult on most raid encounters because you can be knocked out of stealth by any number of aoes. Anashti Sul comes to mind. The damage should be dead even though, and it wouldn't make rangers overpowered by increasing a 15 min reuse ca by that amount. 4. Repeating Arrows current status:Useless, Take Daze Off Repeating Arrows, is a combat art that lasts 30 sec, can be reduced duration with aa's as well as the cast time of each stream arrow which does 1k. The issue is this: auto attack is the biggest part of a ranger's dps. Combat arts are secondary to ranged auto attack. REPEATING ARROWS is a combat art, that lasts 30 seconds. So you know what happens when a combat art is being cast? That's right, no auto attacks can happen. So while this combat art is up, you are losing dps. In summary this skill has no use to a ranger at all. I'm sure many have taken it off their hotbar by this point. My suggestion would be to rework the skill completely. Take stifle off, or the daze or the root, or any combination. I know this was responded to at fan faire and we were told that daze wouldn't be removed because the auto attack damage is too high, but I disagree. In order to be able to say that taking daze off would be overpowered, you would have to know what you are comparing the amount of dps expected from the combat art to be. I havn't heard anything about what damage is to be expected from Stream as far as Devs posting. 5. Change Ranged CAs min range to 0 Most important change of all would be this. Ranger's "sweet spot" is between 2m and 5m away from the mob. Reasoning for this: ranged ca's have a min range of 2m, melee combat arts (most of them) have a max range of 5m. Now staying in this 2-5m range can be easy, depending on the encounter. Ones that move around a lot such as the tank being feared or knocked back means constant readjusting. Melee people have to readjust as well, but they don't have to worry about the 2m min range like we do. EXAMPLE: Protector's realm: where every mob knocks back, has problems for rangers because we have to move back and forth every time it moves to get back into the sweet spot. If <2m: we can only use melee cas and ranged auto. EXAMPLE: in RE2, the sand goblin fight, where the idea is to bring everyone under a tent and kill the mob in the tent, rangers dps is limited; Same for trakanon. 6. Used arrows (aka self summoned arrows) These arrows are useless to a ranger, unless you are poor or forgot to buy arrows. Hand crafted arrows are always better than Used Arrows. Here are two solutions to this: a) Changed into a skill where it gives you an IMBUED stack of arrows. These arrows should be special for the ranger class, and give a nice ability on them. b) Make Used Arrows the new tenderwood arrows, which have a 30-40 damage proc on them (this would scale with level of arrows) Now I'm not a cheap guy, I buy arrows like everyone else and it doesn't break my bank, but RANGERS should be given an ability so that they dont have to rely on BUYING arrows. Rangers should have the ability to make the best arrows in the game as they are nessisary to our damage and thus we should get the privilged arrows just like we have the best bow in the game. 7. Change coverage: A) Too near to mobs = coverage rendered useless. With all the new ae encounter mobs in TSO, this makes coverage very useless. If there are multiple mobs around the ranger, they are not able to use coverage, which means in most named fights you cannot use it, because of addsin every encounter. B) The 20m range that you need to be at to cast Coverage with even one mob involved is more annoying that nessisary. Having to back up, hit coverage and then run back in to attack is a bit annoying. I can understand if you want to put some restrictions, as long as you reduce the cast time of sniper arrow (see item 3). C) The cast time of coverage is not instant, as the spell says it is, it has a delay before and after going into it. These are the major changes that should be made in order to make us equal to other classes. Feel free to offer more problems to this list, but this list currently has a bunch of people agreeing with me in the world wide channel. These are confirmed issues that people have with this class.