User:Anvil God/Ranger Skill Changes

Expertise
''For each rank of Expertise, the Energy cost of all of your attacks, Rituals, touch skills and Rangers[sic] skills are decreased by 4%. Several skills, especially those related to Energy costs and skill recharge times, become more effective with higher Expertise. ''

Skills:

General
Increase Movement Speed skills:

5e 1s cast 30s recharge Skill. ( seconds.) You gain 1 Energy whenever you use an Air Magic skill. Your Air Magic skills cost ( less energy.

5e 1s cast 30s recharge Skill. ( seconds.) You gain 1 Energy whenever you use an Earth Magic skill. Your Earth Magic skills cost (% less energy.

5e 1s cast 30s recharge Skill. ( seconds.) You gain 1 Energy whenever you use an Fire Magic skill. Your Fire Magic skills cost (% less energy.

5e 1s cast 30s recharge Skill. ( seconds.) You gain 1 Energy whenever you use an Water Magic skill. Your Water Magic skills cost (% less energy.

5e 1/4s cast 30s recharge Skill. ( seconds.) You gain 1 Energy whenever you use an elemental skill. Your elemental skills cost (% less energy and your Elemental attributes increase by (.)

Increase Attack Speed skills:

5e 1s cast 15s recharge Enchantment Spell. (60 seconds.) Target ally's attacks hit for + lightning damage and have an additional +% armor penetration. No effect unless ally's weapon deals lightning damage.

(PvP) 5e 1s cast 45s recharge Enchantment Spell. (60 seconds.) Your attacks hit for + lightning damage. No effect unless your weapon deals lightning damage.

5e 1s cast 15s recharge Enchantment Spell. (60 seconds.) Target ally's attacks hit for + fire damage and causes burning for seconds. No effect unless ally's weapon deals fire damage.

(PvP) 5e 1s cast 45s recharge Enchantment Spell. (60 seconds.) Your attacks hit for + fire damage. No effect unless your weapon deals fire damage.

5e 1s cast 15s recharge Enchantment Spell. (60 seconds.) Target ally's attacks hit for + cold damage and has a % chance to interrupts foes suffering from an Elemental hex. No effect unless ally's weapon deals lightning damage.

(PvP) 5e 1s cast 45s recharge Enchantment Spell. (60 seconds.) Your attacks hit for + cold damage. No effect unless your weapon deals cold damage.

5e 2s cast 15s recharge Elite Enchantment Spell. ( seconds). Target ally's attacks deals + earth damage, has +24 defense, and is immune to critical hits. No effect unless target ally's weapon deals earth damage.

(PvP) 5e 2s cast 45s recharge Elite Enchantment Spell. ( seconds). Target ally's attacks deals + earth damage. No effect unless target ally's weapon deals earth damage.

Preparations:

Spirits and Traps

 * Spirit effects are less niche.
 * Spirit cast time has been decreased.
 * Spirit recharge time has been decreased.
 * Traps now provide a more dynamic gameplay now.

Spirits:

10e 3/4s cast 30s recharge Nature Ritual. Creates a level spirit ( second lifespan). Knocked-down creatures take 30 damage, are Crippled and begin Bleeding ( seconds). Does not affect spirits.

(PvP) 10e 4s cast 30s recharge Nature Ritual. Creates a level spirit ( second lifespan). Knocked-down creatures are Crippled and begin Bleeding ( seconds). Does not affect spirits.

5e 1s cast 30s recharge Nature Ritual. Creates a level spirit ( second lifespan). All projectiles deal fire damage and cause Burning ( seconds) for creatures in range. Does not affect spirits.

(PvP) 5e 3s cast 30s recharge Nature Ritual. Creates a level spirit ( second lifespan). All projectiles deal fire damage and cause Burning ( seconds) for creatures in range. Does not affect spirits. Spirit loses ( health whenever a foe begins Burning because of this.

10e 1s cast 45s recharge Nature Ritual. Creates a level spirit ( second lifespan). Deals 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.

(PvP) 10e 3s cast 45s recharge Nature Ritual. Creates a level spirit ( second lifespan). Deals 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.

25e 1s cast 25s recharge Nature Ritual. Creates a level spirit ( second lifespan). Creatures in range gain 3 energy whenever they use a skill. Does not affect spirits.

(PvP) 25e 3s cast 25s recharge Nature Ritual. Creates a level spirit ( second lifespan). Creatures in range gain 1 energy whenever they use a skill. Does not affect spirits.

25e 1s cast 60s recharge Elite Nature Ritual. Creates a level spirit ( second lifespan). Creatures in range are exhausted whenever they cast a spell. Does not affect spirits.

5e 1s cast 30s recharge Elite Nature Ritual. Creates a level spirit ( lifespan). Creatures in range have -1 energy regeneration. Creatures with less than 2 energy take damage every second. Does not affect spirits.

(PvP) 5e 5s cast 30s recharge Elite Nature Ritual. Creates a level spirit ( lifespan). Deals {{gr|10|40} damage to creatures in range that reach 0 energy. Creatures in range have -1 energy degeneration. Does not affect spirits.

5e 1s cast 45s recharge Creates a level spirit ( second lifespan). Arrows move twice as fast and hit for +6 damage for creatures in range. Does not affect spirits.

(PvP) 5e 5s cast 45s recharge Creates a level spirit ( second lifespan). Arrows move twice as fast and hit for +6 damage for creatures in range. Does not affect spirits.

15e 1s cast 30s recharge Nature Ritual. Creates a level spirit ( second lifespan). Creatures in range are healed for more health. Does not affect spirits.

(PvP) 15e 5s cast 30s recharge Nature Ritual. Creates a level spirit ( second lifespan). Creatures in range are healed for more health. Does not affect spirits.

10e 3/4s cast 30s recharge Nature Ritual. Creates a level spirit. ( second lifespan). Creatures in range cannot activate resurrection skills. Does not affect spirits.

(PvP) 10e 5s cast 30s recharge Nature Ritual. Creates a level spirit. ( second lifespan). Creatures in range cannot activate resurrection skills. Does not affect spirits.

5e 1s cast 15s recharge Elite Nature Ritual. Creates a level spirit ( second lifespan). Converts physical damage to fire damage for creatures in range. Does not affect spirits.

5e 1s cast 15s recharge Elite Nature Ritual. Creates a level spirit ( second lifespan). Doubles adrenaline gain for creatures in range.

(PvP) 5e 3s cast 15s recharge Elite Nature Ritual. Creates a level spirit ( second lifespan). Doubles adrenaline gain for creatures in range.

15e 1s cast 8s recharge Elite Nature Ritual. Creates a level spirit (8 second lifespan). Initial effect: Bleeding creatures within earshot are inflicted with Deep Wound ( seconds. Creatures suffering from Deep Wound have - health degeneration.End effect: Inflicts Deep Wound condition ( seconds) to bleeding foes. Does not affect spirits.

(PvP) 15e 3s cast 25s recharge Elite Nature Ritual. Creates a level spirit (25 second lifespan). Initial effect: Bleeding creatures within earshot are inflicted with Deep Wound ( seconds. Creatures suffering from Deep Wound have -2 health degeneration.End effect: Inflicts Bleeding condition ( seconds) to foes suffering from Deep Wound. Does not affect spirits.

5e 1s cast 30s recharge Nature Ritual. Creates a level spirit ( second lifespan). Creatures in range have 33% slower movement: also negates speed boosts. Creatures within earshot take damage every second while moving. Does not affect spirits.

(PvP) 5e 3s cast 30s recharge Nature Ritual. Creates a level spirit ( second lifespan). Creatures in range have 33% slower movement: also negates speed boosts. Does not affect spirits.

5e 1s cast 45s recharge Nature Ritual. Creates a level spirit ( second lifespan). For creatures in range, enchantments and hexes take twice as long to cast and it costs twice as much Energy to maintain enchantments. Does not affect spirits.

(PvP) 5e 5s cast 60s recharge Nature Ritual. Creates a level spirit ( second lifespan). For creatures in range, enchantments and hexes take twice as long to cast and it costs twice as much Energy to maintain enchantments. Does not affect spirits.

5e 1s cast 30s recharge Nature Ritual. Creates a level spirit ( second lifespan). When any creature in range dies, conditions on this creature spread to any creature. Spirits are not affected.

(PvP) 5e 5s cast 45s recharge Nature Ritual. Creates a level spirit ( second lifespan). When any creature in range dies, conditions on this creature spread to any creature. Spirits are not affected.

5e 1s cast 25s recharge Nature Ritual. Creates a level spirit ( second lifespan). Creatures in range receive 20% less from healing. Creatures steal health with their attacks. Does not affect spirits.

(PvE) 5e 3s cast 25s recharge Nature Ritual. Creates a level spirit ( second lifespan). Creatures in range receive 20% less from healing. Creatures steal 6 health with their attacks. Does not affect spirits.

5e 1s cast 25s recharge Nature Ritual. Creates a level spirit ( second lifespan). Signets, shouts, and chants cost an additional 5 energy for creatures in range. Whenever an echo is renewed, that creature loses 3 energy. Does not affect spirits.

(PvP) 15e 5s cast 45s recharge Nature Ritual. Creates a level spirit ( second lifespan). Signets, shouts, and chants cost an additional 5 energy for creatures in range. Whenever an echo is renewed, that creature loses 3 energy. Does not affect spirits.

15e 1s cast 30s recharge Nature Ritual. Creates a level spirit ( second lifespan). Skills cost 30% more Energy and recharge twice as fast for creatures in range. Does not affect spirits.

(PvP) 15e 4s cast 30s recharge Nature Ritual. Creates a level spirit ( second lifespan). Skills cost 30% more Energy and recharge twice as fast for creatures in range. Does not affect spirits.

10e 1s cast 30s recharge Elite Nature Ritual. Creates a level spirit ( second lifespan). Creatures lose 1 Energy and every second while moving. Does not affect spirits.

(PvP) 10e 3s cast 30s recharge Elite Nature Ritual. Creates a level spirit ( second lifespan). Creatures lose 1 Energy and every second while moving. Does not affect spirits.

10e 1s cast 60s recharge Nature Ritual. Creates a level spirit ( second lifespan). Chants and shouts cost last 50% longer for creatures in range.

(PvP) 10e 5s cast 60s recharge Nature Ritual. Creates a level spirit ( second lifespan). Chants and shouts cost last 50% longer for creatures in range.

5e 1s cast 45s rechargeNature Ritual. Creates a level spirit ( second lifespan). Creatures in range have + defense for each enchantment on them. Does not affect spirits.

(PvP) 5e 5s cast 45s rechargeNature Ritual. Creates a level spirit ( second lifespan). Creatures in range have + defense for each enchantment on them. Does not affect spirits.

15e 1s cast 45s recharge Nature Ritual. Creates a level spirit ( second lifespan.) Poisoned or Diseased creatures within range take 10 damage every second.

(PvP) 15e 5s cast 45s recharge Nature Ritual. Creates a level spirit ( second lifespan.) Poisoned or Diseased creatures within range take 10 damage every second.

15e 1s cast 60s recharge Nature Ritual. Creates a level spirit ( second lifespan). Enchantments and hexes expire % faster on creatures in range. Does not affect spirits.

(PvP) 15e 5s cast 60s recharge Nature Ritual. Creates a level spirit ( second lifespan). Enchantments and hexes expire % faster on creatures in range. Does not affect spirits.

5e 1s cast 30s recharge Nature Ritual. Creates a level spirit ( second lifespan). Increases physical damage by +15 for creatures in range. Does not affect spirits.

(PvP) 5e 3s cast 30s recharge Nature Ritual. Creates a level spirit ( second lifespan). Increases physical damage by +7 for creatures in range. Does not affect spirits.

5e 1s cast 30s recharge Nature Ritual. Creates a level spirit ( second lifespan). Converts elemental damage to cold damage for creatures in range. Creatures cannot be inflicted with Burning. Does not affect spirits.

(PvP) 5e 5s cast 30s recharge Nature Ritual. Creates a level spirit ( second lifespan). Converts elemental damage to cold damage for creatures in range. Creatures cannot be inflicted with Burning. Does not affect spirits.

5e 1/4s cast 5s recharge Skill. All of your nature rituals shadow step to your location.

(PvP)5e 2s cast 15s recharge Skill. All of your nature rituals shadow step to your location.

Traps:

5e 8s recharge Glyph (15 seconds.) Your next spell cannot be interrupted,is unaffected by the Dazed condition, and cannot be disabled.

5e 15s recharge Glyph. (25 seconds.) Boosts your elemental attributes by +2 for your next 10 spells.

5e 30s recharge Elite Glyph. (15 seconds.) Your spells cost 0 energy and your next two spells that would have caused Exhaustion does not cause Exhaustion. Ends after you expend energy.

5e 20s recharge Glyph. (15 seconds.)Your next spell casts instantly and causes Exhaustion. You are Exhausted.

5e 10s recharge Glyph. (15 seconds.) Your next spell[s] that target[s] a foe also inflicts Burning condition ( second[s]).

5e 30s recharge Glyph. (15 seconds.) Your spells cost 0 energy. Ends after you expend energy.

5e 10s recharge Glyph. (15 seconds.) Your next spell recharges instantly.

5e 8s recharge Glyph. (5 seconds.) Your spells heal for and you are healed for % of the Energy cost of each spell. Ends after you are healed for.

5e 5s recharge Glyph. (15 seconds.) Your next spell casts instantly. You lose half your current health.

5e 10s recharge Glyph. (15 seconds.) Your next spell[s] recharge 25% faster and projectiles from them move 200% faster.

Marksmanship
Skills:

5e 1s cast 6s recharge Spell. Deals lightning damage. Deals lightning damage to one nearby foe for each Water Magic hex on target foe. 25% armor penetration.

5e 3/4s cast 6s recharge Spell. Inflicts Blindness condition. You are Exhausted.

10e 1s cast 10s recharge Spell. Deals lightning damage three times. Hits one foe near target for half damage. 25% armor penetration. You are Exhausted if not enchanted.

5e 1s cast 5s recharge Hex Spell. seconds. Also affects nearby foes. Water hexes on target foe lasts % longer. Initial effect: cold damage.

{PvP} 5e 1s cast 12s recharge seconds. Water hexes on target foe lasts % longer. Initial effect: cold damage.

10e 1s cast 10s recharge Elite Hex Spell. (10 seconds.) Deals damage each second to adjacent foes. Ends if you use a skill that targets this foe.

5e 1s cast 5s recharge Elite Spell. Deals air damage. Deals Earth damage if target is hexed with Earth Magic. Deals Water damage if foe is hexed with Water Magic. Causes knock-down.

(PvP) 5e 1s cast 8s recharge Elite Spell. Deals air damage.Causes knock-down if foe is hexed with Water or Earth Magic.

10e 1s cast 12s recharge Elite Spell. Deals lightning damage. Hits two foes near target. 25% armor penetration. You are Exhausted if not enchanted.

(PvP) 10e 1s cast 6s recharge Elite Spell. Deals lightning damage. Hits two foes near target. 25% armor penetration. You are Exhausted if not enchanted.

25e 2s cast 20s recharge Spell. Deal lightning damage and inflicts Cracked Armor ( seconds). Causes knockdown (4 seconds). 25% armor penetration. You are Exhausted.

(PvP) 25e 2s cast 20s recharge Spell. Deal lightning damage. Causes knockdown. 25% armor penetration. You are Exhausted.

15e 1s cast 5s recharge Spell. Projectile: deals lightning damage and inflicts Cracked Armor ( seconds). 25% armor penetration.

(PvP) 15e 2s cast 5s recharge Spell. Projectile: deals lightning damage. 25% armor penetration.

5e 1s cast 0s recharge Spell. Deals lightning damage. 25% armor penetration.

15e 1s cast 10s recharge Elite Hex Spell. (3 seconds.) End effect: deals lightning damage and causes knock-down. Adjacent foes' skills are disabled for 3 seconds. 25% armor penetration.

(PvP) 15e 1s cast 10s recharge Elite Hex Spell. (3 seconds.) End effect: deals lightning damage and causes knock-down. 10% armor penetration.

5e 0s cast 60s recharge Elite Skill. 5 seconds. Your Air Magic spells have an additional armor penetration and you move % faster. Renewal bonus: Cast an Air Magic spell.

5e 2s cast 15s recharge Elite Hex Spell. 3 seconds. Also affects nearby foes. Initial effect: Deals damage. End effect: Inflicts Dazed condition ( second[s]). 25% armor penetration.

5e 1s cast 15s recharge Spell. Hits foes adjacent to your target. Deals lightning damage and causes knockdown foes attacking.

5e 1s cast 15s recharge Spell. Hits foes adjacent to your target. Deals lightning damage and causes knockdown foes attacking.

5e 2s cast 45s recharge Enchantment Spell. ( seconds.) Target other ally's skills cast and recharge 33% faster. You are Exhausted.

Beast Mastery
Skills:

5e 1s cast 15s recharge Spell. Hits foes adjacent to your target. Deals earth damage. Deals more earth damage to knocked-down foes.

15e 2s cast 15s recharge Spell. Deals earth damage each second (5 seconds). Hits foes near target's initial location. Causes knock-down to foes moving faster than normal.

15e 3/4s cast 15s recharge Spell. Deals damage to target foe and half damage to foes adjacent. You are Exhausted.

15e 3/4s cast 15s recharge Spell. Deals damage to target foe and half damage to foes adjacent. You are Exhausted.

15e 2s cast 15s recharge Spell. Also hits foes near target. Deals earth damage. Causes knock-down. You are Exhausted.

15e 2s cast 15s recharge Spell. Also hits foes near target. Deals earth damage. Causes knock-down. You are Exhausted.

15e 1s cast 15s recharge Spell. Deals earth damage each second (5 seconds). Hits foes near target's initial location. Inflicts Blindness condition (10 seconds).

5e 3/4s cast 12s recharge Hex Spell. Hexes foes near you for ( seconds). These foes move 50% slower.

5e 1s cast 0s recharge Hex Spell. ( seconds.) Target foe takes damage whenever other nearby foes take Lightning damage. This foe has immunity to all damage except lightning.

5e 1s cast 5s recharge Spell. Deals damage. You are Exhausted.

(PvP) 5e 1s cast 20s recharge Spell. Deals damage. You are Exhausted.

5e 1/4s cast 5s recharge Elite Enchantment Spell. ( seconds.) The next time target ally is the target of an enemy spell, that foe takes 100 damage, is knocked down, and is Exhausted.

(PvP) 5e 1/4s cast 20s recharge Elite Enchantment Spell. ( seconds.) Whenever a foe casts a spell on target ally, that foe is Exhausted. You are exhausted whenever target ally casts a spell.

5e 1s cast 25s recharge Elite Spell. Hits foes in the area of target foe's initial location. Deals earth damage each second (10 seconds). Hits attacking foes for more earth damage each second. Foes move 33% slower.

15e 1s cast 5s recharge Spell. Projectile: deals earth damage. Causes knock-down and moves twice as fast if target foe is Weakened.

10e 1s cast 6s recharge Elite Spell. Deals earth damage each second (3 seconds) and causes knock-down to attacking foes. Hits foes near target's initial location.

(PvP) 10e 2s cast 20s recharge Elite Spell. Deals earth damage each second (5 seconds) and causes knock-down to attacking foes. Hits foes near target's initial location.

Wilderness Survival
Skills:

5e 1s cast 15s recharge Enchantment Spell. seconds. Inflict Burning( seconds) and deal ( damage) to foes knocked down adjacent to target ally. Ends when that ally is knocked down.

5e 2s cast 15s recharge Spell. Deals fire damage each second (3 seconds). Hits foes adjacent to target's initial location.

5e 3/4s cast 15s recharge Elite Spell. Deals fire damage. Hits foes nearby target's location. You have + to Fire Magic ( seconds).

10e 3/4s cast 15s recharge Deals fire damage to foes adjacent to target ally.

10e 2s cast 12s recharge Spell. Deals fire damage each second (5 seconds). Hits foes adjacent to target ally's initial location.

25e 2s cast 15s recharge Spell. Deals fire damage and causes knock-down every 3 seconds (9 seconds). Hits foes adjacent to target's initial location. You are Exhausted.

5e 1s cast 5s recharge Elite Hex Spell. seconds. Initial effect:Deal fire damage. Deal fire damage and inflict Burning condition ( second[s]) every second you have more energy than target foe. You are Exhausted.

25e 2s cast 15s recharge Spell. Projectile: deals fire damage to target and foes adjacent to target. Initial effect: All party members within earshot are resurrected (% Health and % Energy). Resurrection effect: Deals fire damage to foes adjacent to resurrected members.

(PvP) 15e 2s cast 15s recharge Spell. Projectile: deals fire damage to target and foes adjacent to target. Initial effect: deals fire damage to foes adjacent to you.

5e 1s cast 10s recharge Elite Spell. Deals fire damage for each second since casting this spell (3 seconds). Hits foes near target's initial location.

(PvP) 10e 1s cast 20s rechargeElite Spell. Deals fire damage for each second since casting this spell (3 seconds). Hits foes near target's initial location.

15e 1s cast 4s recharge Spell. Hits foes near your target. Deals fire damage to foes already Burning. Inflicts Burning condition ( seconds) to foes not Burning.

15e 1s cast 4s recharge Spell. Hits foes near your target. Deals fire damage to foes already Burning. Inflicts Burning condition ( seconds) to foes not Burning.

15e 1s cast 10s recharge Spell. After 3 seconds, affects foes nearby to target's initial location. Deals fire damage to foes already burning.

10e 1s cast 7s recharge Hex Spell. Deals fire damage. Inflicts Burning condition (3 seconds) and causes knockdown if target foe is not moving after 3 seconds.

(PvP) 10e 2s cast 7s recharge Hex Spell. Deals fire damage. Inflicts Burning condition (3 seconds) and causes knockdown if target foe is not moving after 3 seconds.