Ranger had a limited support options back in the day. Sadly the visual noise and some other unknown circumstances made Anet to remove that opportunity. Having the other two medium classes filling the niches or burst damage and tank, core ranger could fill somehow the niche with some support capabilities for teams.
Trait line is redefined grouping the traits to avoid overstacking effects and some traits replaced to define the trait line as team support.
Fortifying Bond trait becomes baseline to core ranger
Define the trait line as team support.
Oriented to provide team sustain.
This block would be more focused in the offensive support capabilities limited to specific situations .
Spirits are reworked to look like floating small light balls called Spirit Wisps. This is to reduce visual noise as those also allow to ignore terrain while floating around the ranger.
They follow the ranger baseline. Spririts have 30s CD except the Life spirits which has 60s. The Spirits are designed to be a ranged AoE solution for the ranger.
Spirits last 60 seconds or until used the Active skill which sacrifices them . Spirits can be killed, they possess the equivalent to 2K armor and 20K hp.
As a gameplay change the spirits are not offensive by default, effects trigger when struck . This is so to avoid over buffing ranger using offensive traitlines and spirits while keeping the core functionality.
Pasives: Radius 400 affects up to 5 allies. 1 application every 6 seconds.
It applies 6 charges that last 6 seconds, which are consumed everytime the ranger is struck. The boon is applied every 6 seconds to 400 radius around the ranger.
Actives: 900 Ranged ground target AoE Radius 300. The wisp is launch like a projectile as such may be destroyed or reflected. They benefit from ranger unblockable effect thou
Spirits Wisps are different colors:
Consume 1 stack when struck.
Removed pulses from actives. Actives should be explosions like of freed energy from the Wisp. Actives scale with ranger's stats. Actives can't crit. Actives affect up to 5 foes.
Small rework to empower the utility skill of Hunter's Call.
Another lengthy post about how IMHO the ranger should be reworked to keep up with the actual times. Core ranger right now has very limited impact in the game which drag the specialisations down to be memes or useless. Having more options with my suggested changes should improve the possibilities of how ranger can be desired in instanced content and squad for other than the additional buff spirits brings.
This changes could make the sidelines support ranger a thing and a good baseline for specialisations to thrive in their niche design.
Show spirits and pet in an interface similar to when party view in the squad comp. Thus there is no need to change the UI but the player can keep tabs in the boons/conditions/hp of the minions and pets. This could be beneficial to also other classes as temporal minions may have an specific boon which shows how many seconds are left (as stacks in the boon)
What do you think? Are those changes an step in a good direction for a limited support type or you would like to see other changes?