****Section 1 Contains General Complaints and Issues and can be found in the other thread**** Section 2: Suggested Solutions to Correct Issues The following suggestions regarding corrections to our class are designed based upon an overall increase in dps for multiple functions of a ranger. Certain suggestions can be dropped in favor of larger increases in other sections than what I have suggested below. The majority of all suggestions below is based upon current in-game mechanics and should require little coding changes to resolve in my opinion. 1. Inferior Raid DPS Capability. All ranger combat arts should receive a 15% increase in damage across the board. There is currently a 25% to 35% dps gap between rangers and other T1 dps classes. 2. Lack of Raid/Group Utility. The Focused Attacks AA under the ranger Shadows tree should be converted to have a component that turns Focus Aim into a raid wide buff. The Focus Aim base spell should also have a bonus to dps casting classes added such as +Disruption, etc., so that we can be of some buffing benefit when grouping/raiding with mages. There are already abilities that allow conversions to raid wide buffs such as Chime of Blades for reference. 3. Discriminatory Combat Mechanics. There is no reason rangers shouldnâ€™t be able to Flurry. Period. The code for double attack is already there. Just add flurry. As far as AE Auto attack is concerned, since AE attacks are initiated from the player, having them proc from a ranger who is possibly 40+ meters away would not work. I propose that our Shadows end line ability Explosive Arrow be converted into a buff that mimics Quick Shot on our offensive stance. The ability would proc the Explosive Arrow attack which would land and initiate the AE based off the mobs position. I would suggest an initial 25% proc rate to test with. 4. Excessive Reuse Timers on Ranged Combat Arts. I suggest that all ranged combat arts with a reuse greater than 45 seconds have their base reuse time reduced by 25%. Sniper Shot should be excluded from this. 5. Dual Wielding Out Parses Ranged. T9 raid bows need to have their damage increased by a minimum of 16%. There is no valid argument against this. 6. AA Discrimination. I would prefer that Opening Volley be renamed to Finishing Volley and have the same stats as Killing Fury. If this isnâ€™t allowed, then extend Opening Volley by 10% at the beginning and raise the damage amount on it to 20% to offset the fact that the mob isnâ€™t de-buffed fully at start. Also, since initial aggro is a factor, add a de-aggro proc to the ability to counter the crit bonus listed on Killing Fury. 7. Inferior Combat Arts and Excessive Cast Times. Sniper Shot needs to have additional 15% increases in both its base minimum and maximum on top of the increase proposed in Suggestion 1. This combat art is actually that far below Assassinate. All ranged combat arts with cast times greater than 1 second need to have their cast times reduced by 25% while all combat arts with cast times greater than 2 seconds need to have their cast times reduced by 40%. 8. Mythical Nerf by removing 0 Range. We have been told there is absolutely no chance of 0 meter bows being added back into the game. If this is going to be the hard line stance, then why not allow us to convert one of our AA abilities into a buff that reduces our required bow range to 0 meters. This would give the ranger class a completely unique ability. My personal suggestion is to add the additional component to Extension on the ranger AA tree and rename the ability to Superior Archery. If the developers intention is to completely remove any ability to use bows at point blank range, then reverse the process and add a buff to Extension that increases our melee combat art range by 25 meters. The Collected Memories of a Champion charm off of Miragul already does something similar to this but only effects auto-attacks. If you ask the majority of rangers, I am sure you will find out that we do NOT want to have stay at 4 meters but you donâ€™t give us a choice because of our dependence on melee combat arts to sustain our dps while ranged combat arts recycle. 9. Extra Costs Only Incurred by Rangers. There is a lot of contention that if rangers are no longer required to buy arrows, then the woodworker class will be devastated. Our question is why should a tradeskill profession have to depend on a single class in game to support it? Many of us rangers have already leveled woodworkers or have access to guild members who make our arrows for free. Unless we are lazy or pressed for time, we completely bypass the broker and market for our supply. I propose that you change the current arrow recipes to mimic the Spirit Blessed Arrows so that 500 arrows are produced on a single combine instead of 100. Raise the fuel costs to three ethereal sandpapers for the titanium versions. Woodworkers can still make some money off of the arrows; however neither they nor we are required to spend ridiculous amounts of time grinding out single stacks of arrows to support a single class. 10. Hawk Attack is Useless. Change the Hawk Attack buff to a group buff that lowers non-fighters in group by 1 hate position every tick. Something along the lines ofâ€¦Your Hawk screams at mob distracting it from attacking your group. This gives the mage group that we are in a chance to dps more and also gives us a way to save our group in mem-wipe and over-aggro situations. AE immunity or more hit points on the bird would be nice if possible. Section 3: Personal Requests and Wish Lists 1. Remove the stealth requirement from Natural Selection. 2. Add a newer tier of Stupefying poisons. 3. Remove the crushing/piercing/slashing designations on arrows and just list them as ranged. There seems to be quite a bit of confusion for new rangers on which category of arrows are best to use. They do not understand that all arrows use the ranged skill and the only important stats are the Hit Bonus and Damage rating number.