Spells:
Stun Line Issues (Timer ID 4):
Whirling Wind - flagged as Outdoor only, most other stuns along the same line are indoor / outdoor
Dizzying Wind - flagged as Outdoor only, most other stuns along the same line are indoor / outdoor
Fury of Air - flagged as indoor / outdoor
Breath of Karana - flagged as Outdoor only, most other stuns along the same line are indoor / outdoor
Storm's Fury - flagged as indoor / outdoor
Stormwatch - flagged as indoor / outdoor
Gale of the Stormborn - flagged as indoor / outdoor
Tempest of the Stormborn - flagged as indoor / outdoor
Suggestion:
Change at minimum Breath of Karana (spell ID 1604) to be indoor / outdoor to ensure logical progression of the line.
Spell: Ice (Spell ID 29)
Ice has a duration of 3 ticks. During the patch of 10 / 5 / 2006 the Fire Debuff was removed. Ice has a Fire Counterpart called Fire (Spell ID 433) which has a 3 tick Cold Debuff. The -50 Fire Debuff should be re-added to Ice.
Immolation spell line error:
Level 62: Immolation of Ro (Spell ID 3437) Has the following effect:
Decrease Hitpoints by 144 per tick
Decrease Fire Resist by 35
Decrease AC by 27
The upgrade Level 65 Sylvan Embers (Spell ID 4885) has the following effect:
Decrease Hitpoints by 132 (L65) to 142 (L70) per tick
Decrease Fire Resist by 40
Decrease AC by 30
The level 65 Spell thus debuffs Fire and AC more, but also deals less damage. The damage on Sylvan Embers should be increased slightly to bring it in with the progression to Immolation of the Sun at level 67.
Spells: Spore Spiral, and Vinelash Cascade (Spell IDs 8010, 9917, 9918, & 9919) all have a knockback value of 2. Since the intent for these spells is to provide a knockback and root, the knockback needs to be increased to actually move the mob out of melee range after casting.
Spells: Skin Like Nature, Protection of Nature, and Nature Skin (Spell IDs 423, 2515 & 1559) out of of logical progression with the rest of the line (Protection of the Cabbage, Protection of the Nine, Steeloak Skin, Direwild Skin and Ironwood SKin) in that they have hitpoint regen as opposed to mana regen common to the remainder of the line. Hitpoint Regen built into the buff was attached to all Ranger skins at later levels. A more logical progression would be to make the Hitpoint values of 2 (Skin like Nature / Protection of Nature) and 4 (Nature Skin) to be mana regen instead to ensure a linear progressive development of the line.