I agree it's not working well the way it is. I'm not sure the developers slowing the charge down is the solution. I can add a little additional info on it from another pespective..
As a Wizard my Snare (cold Snap I think it's called) with 60% slow to movement has no effect on a Bear or Boar's charge. However, Root will delay it and my Glint spell will interrupt it. the Charge has a 1 second cast time, my Glint is instant cast. My spell rotation for this is...
Root (they cannot charge while rooted), Snare, apply 2 DoT's (before the first one hit's and breaks the root) and then wait for the root to break... charge is cast at this moment... Glint to interrupt, and the mob wanders into me at -60% of running speed.
Maybe what's needed is a snare or a root or interrupt for rangers, a creative way to mitigate the charge as it is now.
Hamstring Trap @level 14 ---50% speed reduction.
Hidden Snare Trap @level 22 ---60 second root
Can something creative be done with these? Or maybe some changes are needed to these? Maybe you need them sooner than lvl22....?
I don't know I just don't like developers going right to the easy/obvious "fix" for a perceived problem. That leads to World of Warcraft. I prefer something more creative.
Was literally speaking to a Rogue just earlier this week that stopped playing her Wizard because "Wizards were Broke" because they couldn't even kill low level bears and bores because of the charge.... showed her this system and now she's leveling her Wizard again.
I haven't played my Wiz for a while, been focusing on my Shaman. But I remember running into those charge abilities when I tried to hunt Boars & Bears, it was a PITA for sure.
That's a nice solution you worked out there Zorkon, thanks for posting it. I'm gonna check it out this weekend.
Edit: I remember now, my solution at the time was just to go hunt the lowest level wolves I could find in AVP.
If you're going to try it, I'll clarify a few things... the "Dots" I'm speaking of are
Static Storm lvl-8 Shock (3 burst and 3 seconds after cast before the first one hits and breaks root 99% of the time)
and later for larger mobs
Personal Blizard lvl-24 Cold (2 sec cast time, can get this in before the first Static Storm breaks root)
And I fail to elaborate that you nuke with a DD of your choice while they "wander to me at -60% of running speed" the DoT's aren't enough to take them out alone. Since SS is Shock and PB is Cold You might consider a fire spell to spread out the focus usage.
Ok so playing my monk I stumbled across a solution, refined it a bit and seems to be working great. Use the Range of the Rush against them. It seems the Rush has a max range of 25, same as my Monks Soul Shuriken and most, if not all the Rangers Arrows (I checked). Exploit this.
I shoot the Shuriken at max range and then as soon as I shoot (1 second cast time on Rush), I turn and run back a few steps putting me out of range for his Rush, Rush fails, and he wanders up to me unable to recast as I assume he's on cool down. For my monk this is more just a novelty as he has no real ranged capability to make use of this, I've found a better solution is to just run up and kick them in the behind and start from there. Once I get this level on my monk I'll go apply this to my ranger and I'm expecting good results.