Wrong and wrong.
And as stated in previous points, it seems you already skimmed over it.
I stated that Intensity gives you immunity to fear. It does not clear it. Battlerage has bondbreaker and behind enemy lines, that clears nearly every single CC in the game.
The problem we're having with Darkrunners is that the moment they touch you, it's game over.
Boneyard can't be shot through, except with snipe or with a great enough height advantage with float (and pressed right against it.) Darkrunners can escape this one Behind Enemy Lines.
They can escape all snares and inflict snare themselves with one skill. Our snare >mostly< works at close range, within five meters. Unless if you float to use it.
We have 1 slow combo that lasts four seconds. Dark Runners have Charge, which Snares, and their next attack trips. Charge has a 12 Second Cooldown baseline, and Triple Slash trips, which has infinite use.
Throw Dagger shouldn't scale off of melee damage to begin with.
Our "endless" CC can both miss, fail, and be shrugged off. It goes: Stealth* > Shadowstep* > Leech* > Snare > Snipe > ~Overwhelm* > ~Shadowsmite* > Drop Back* > ~Throw Dagger* > Charged Bolt. The abilities marked with * are pretty much "base line" for Dark Runners. The abilities with ~ can miss. If they miss, the combo fails, and you're dead. Dark runners nearly never miss, and have enough gems to penetrate your evasion.
I already know we do more damage on poisoned and slowed targets. You must think I'm braindead, but that would be an assumption, something I'm trying not to make too many of here.
Double Recurve is a good buff. Yes. What I'm saying is, we could just have the 17% increased damage baked into the skill tree to begin with, and make Double Recurve into a new ability. It's not that I forgot intensity, more so that I'm trying to make it a more powerful temporary buff. If anything, it could just be made into a Push Ability, which would have waaaay more utility. I could understand raid wide buffs, like health lift, boon, and hummingbird deity - they apply buffs to everyone. But this is a required skill that only gives you more damage for 30 minutes.
I already have Feral Claws. You're implying, again, that I do NOT understand the class. I do understand the class. And in comparison to other classes, it's garbage... UNLESS if you have Godly gear. But at that point, you're playing a different game - your normal attacks already do stupid damage. Since you're saying you hit 12k with Charged Bolt, you made this obvious. You've distanced yourself from the majority of players, new and old, who have lower gear score, haven't min-maxed to the point that killing others is laughably easy.
And finally, I don't think Endless Arrows should chunk health bars. I think it should be able to damage players who have average gear. A lot of required Archery equipment gives Armor Penetration, which you mostly get after a long ass time in ArcheAge. On top of having a lot of focus, a player at end-game would have no problems against most players, because their stats simply cut through damage absorption that mid-level players can't penetrate. My point was to make Puncturing Arrow also puncture armor, making it easy to damage targets (as Endless Arrows is a rapid fire, low damage attack. Which even leather armor destroys.)
Now I'll round back out to the problems with Dark Runner, which you don't have issues with because you can kill them before they catch you once. Most players have issues fighting them because Dark Runners have more gap closers than you have gap wideners. From our perspective, it's entirely tipped in their favor - and it really is.
We have these abilities, mind you, DRs share all of them (if they choose):
Drop Back
Teleport
Mirror Teleport
Comet's Boon
Freerunner
DRs also have, on top of these:
Charge
Tiger Strike
Behind Enemy Lines
Lasso
Now with your claim that we have a lot of CC options, let's look at Bondbreaker, Behind Enemy Lines, Deflect and Retaliate, Dual Wield Proficiency, and Reckless Charge.
Taken from the Wiki:
Bondbreaker: Removes
Snare, Slowed, Launched, Lassitude, Telekinesis effects from you and gain immunity to them for several seconds.
Behind Enemy Lines: Triggers a high leap that lands at a designated site and deals (576 +400% Melee Attack) Physical Damage and Snares enemies for 3.5sec. Can cancel the Shackled debuff. Snare duration reduced -50% in PvP.
On top of that, they have:
Deflect and Retaliate: Permanently increases Parry rate +2%; each successful parry resets the cooldown of all Battlerage skills. Can't be triggered more than once every 3 seconds. (That's right. 3 Seconds.)
Dual Wield Proficiency: When dual-wielding, Parry deflects Ranged Attacks as well. Increases Melee Crit Rate +8%.
Reckless Charge: Decreases the duration of Shackle, Move Speed Reduction, Snare, and Impared -15% and increases your move speed +40% for 3 seconds after using Physical Charge, Tiger Strike, and Behind Enemy Lines.
Are you starting to see a problem here? Baked into their skill line, they pretty much have immunity to most CC and resistance to a lot more of them.
We have a +10% to our evasion. Which can be pushed through with Focus. Easily. If focus didn't affect Evasion, it might be useful. But it does. A lot.
They also have Puncture, which reduces armor by 2,000 on any melee critical hit. And Battle Focus, which essentially gives them infinite amounts of Parry.
If you took every Battlerage ability and passive, and NOTHING else, you would be able to overwhelm MOST players of equal Gear Score, if you could catch them once. They also have Frenzy to reduce incoming Magic Damage by 21%, too, so they're viable against mages as well.
On top of that, Sunder Earth gives up to three stacks of Inspired. They don't even have to >take< Auramancy to benefit from it.
Either nerf Dark Runners to fall in line, or improve Archery to be somewhat viable against being totally overwhelmed. It's a serious issue. Even in Arenas, where advantages are supposed to be neutralized somewhat, DRs run train on everyone except for maybe a few mages and a lucky Primeval.
Also, on a stun for stun basis, Battlerage has several in its tree alone. And resistance to stun. It's stupidly broken. Shadowplay and Auramancy aren't broken - they're tuned well. It's the battlerage tree that's OP. Archery just needs a few buffs to be more viable against them.