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Old Jul 29, 2007, 11:32 PM // 23:32   #1
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Default How to play a BA ranger in AB

this guide is the follow up of my "how to play a cripshot in AB" guide, and will not only describe how to play a BA ranger, but also wrap up a few tricks to help you play both characters. this will be my last guide based on the ranger, since there are still no viable alternatives to the BA ranger and cripshot.

The build

the attributes of the two ranger builds are the same:
exp: 12+2
wild: 9+1
marks: 9+1
prot: 3

BA Ranger
burning arrow {e}
pin down
distracting shot
savage shot
mending touch
apply poison
troll unguent
natural stride

weapon 1: poisonous recurve bow of fortitude, 15^50 (or equivalents)
weapon 2: -5 energy sword/axe of fortitude, +30 hp shield
weapon 3: crippling recurve bow of fortitude, +5 energy (or equivalents)
weapon 4: longbow/flatbow with +30 hp of your choice.

The mindset
the BA ranger is a more conventional AB character. it possesses good offense with the same mobility of the cripshot. as such, playing a BA ranger is a bit more straightforward. you can use this character to fight off opponents, you can use this character to solo cap, and you can use this character to assist in skirmishes. all in all, this is an offensively oriented character.

Player skills required
this character is slightly easier to play than the cripshot. however, much of the same skills are needed to play this character effectively. you need to be good at interrupting and possess excellent battlefield awareness. you cannot instantly snare anything you want anymore, so be extra aware of what's going on around you. be extra prepared to retreat at the first sign of trouble with your excellent mobility.

The characteristics
the BA ranger is a straight-up duelist. in fact, it's probably the most dangerous character in AB. it is not as subtle as the cripshot, and does not have the same degree of survivability, but its offensive power allows it to blast away most opponents in 1vs1 or skirmish situations. it is also an excellent solo capper, and can easily bring down any shrine quickly.

Playing to the character's strengths
be more aggressive with this character. its ability to punch its way through most opponents means that you can reasonably win most of your battles while out solo capping. your team truly have little consequence to you. you can safely ignore them if they die and leave you out there by yourself. as such, you should play this character like most capping characters: actively seek out shrines to cap, and blow away any opponents who stand in your way with your interrupts and burning arrow. pin down is mostly an offensive snare: use it on fleeing opponents. it's unwieldily slow recharge means that it's not all that good if used defensively. if a target manages to escape, don't bother chasing after it. your main purpose is to cap.

if you are ever outmatched, the response is the same as the cripshot's: run. this character have the same mobility as the cripshot, so use it to your advantage. run towards a shrine you possess, run to your teammates, or just run in a big circle. if your opponents follow, great. let them waste their time.

Tricks of the trade
these tricks will generally work with any character, but tend to work the best with cripshots and BA rangers.

the run in a circle trick
this trick works the best with cripshots and playing on the two "castle defence" maps. use this trick if you are badly outnumbered. simply run in a big circle around the map, throwing out a few snares if needed. it's surprisingly how often this trick works, and you'll have a small mob of opponents doing nothing but running after you. you can buy your side plenty of time and space to cap by drawing the mob after you. eventually though, the mob will pull away to do something more constructive, but the damage will already be done.

the turtle to a shrine trick
i've been called noob and coward plenty of times for doing this, but it remains one of the best defensive strategies available to you. simply run into the nearest shrine you own (the necromancer and elite elementalist shrines are the best for this trick). run a little behind your npcs, and force whoever's after you to aggro the npcs in order to get at you. then simply sit back as the npcs blast your opponents away, and throw out a few snares/attacks/interrupts to finish your opponents off.

the sacrifice your shrines trick
if ever your single shrine cannot hold up against your opponents, then use this trick. as your shrine collapses, throw out interrupts and snares to keep the npcs alive as long as possible, and retreat towards the next shrine you own. obviously, the cripshot is the best for this trick. the purpose is to slow down your opponent's capping as much as possible, as well as slowly picking out weak targets to gradually weaken the mob.

the turtle behind your teammates trick
don't do this unless you are sure you can finish your opponents off. simply run into the nearest group of teammates you can find and let the melee ensue. snare as much as possible, and help spike out low hp targets. hopefully you can completely break up the mob or weaken it enough for you to pick off.

the run into your base trick
you won't believe how often this works. after you've exhausted all your other options, then simply make a beeline towards your own base. for a surprisingly large number of times, your opponents will attempt to run in with you and die to the base defender. obviously, don't do this if there's a mob camping the entrance.

Conclusion
the BA ranger is a straightforward solo capper, with excellent dueling abilities to finish off opponents along the way. this character is a more conventional AB character than the cripshot, and you should play this if you wish to play that particular style.
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Old Jul 31, 2007, 12:08 AM // 00:08   #2
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agodo guide, i just recommend putting in reasons and tips on why/when to use each bow

overall good guide
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Old Jul 31, 2007, 07:58 AM // 07:58   #3
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Long/Flat = Shrine capping from safe distance.
Recurve = Fighting against human enemies.

That pretty much sums it up.
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Old Jul 31, 2007, 10:10 AM // 10:10   #4
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Imo, Natural Stride =/= good mobility. It does suck that BA is one of the only builds worth using for rangers.

I also use Read the Wind from time to time because I get tired of recurve shots getting dodged.
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Old Jul 31, 2007, 10:19 AM // 10:19   #5
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Quote:
Natural Stride =/= good mobility
Well actually, it's good recharge and 50%Block does make it good mobility.
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Old Aug 01, 2007, 09:21 AM // 09:21   #6
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Meh I still prefer Pious Haste, Flame Djinn's Haste, even Dash over NR.
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Old Aug 01, 2007, 09:46 AM // 09:46   #7
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Maybe so, but since the build is R/Mo you cannot have any that you listed.
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Old Aug 01, 2007, 09:56 AM // 09:56   #8
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Awesome guide. This will definitely help out the newer AB rangers
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Old Aug 02, 2007, 03:05 AM // 03:05   #9
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with this, my guide to rangers is done (unless someone needs me to describe how to play a thumper or a toucher, which i'd rather not).

anyways, what other class(es) do everyone want a guide for next? i might not be able to play them particularly well, but i'm always open to new ideas.
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Old Aug 02, 2007, 06:48 AM // 06:48   #10
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Quote:
Originally Posted by Perfected Shadow
Imo, Natural Stride =/= good mobility. It does suck that BA is one of the only builds worth using for rangers.

I also use Read the Wind from time to time because I get tired of recurve shots getting dodged.
Natural stride is good mobility because of the fact that it's difficult to be pinned down because of the 50% block. Rangers have a good amount of builds that can be used: BA, BHA, thumper, Poison Arrow. That's about as many as monks...who have LoD, SoD, RC?

Using read the wind isn't worth it imo since the ranger is all about utility, not pure damage. Though faster arrow time is nice, you lose out on the great utility to poison their entire other team.
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Old Aug 02, 2007, 09:01 AM // 09:01   #11
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Quote:
Originally Posted by holymasamune
Using read the wind isn't worth it imo since the ranger is all about utility, not pure damage. Though faster arrow time is nice, you lose out on the great utility to poison their entire other team.
Maybe so, but in AB, I think it helps more to kill/spike targets from flatbow/longbow range and not miss, rather than pressuring with degen. At least that's how I play a ranger in AB. <3 being on top of the bridge in Ancestral/Kaanai.

Quote:
Originally Posted by Shuuda
Well actually, it's good recharge and 50%Block does make it good mobility.
Quote:
Originally Posted by holymasamune
Natural stride is good mobility because of the fact that it's difficult to be pinned down because of the 50% block.
There are plenty of sins in AB packing SP and Expose. But I guess NS is the only
running stance that's worth running on rangers now > <.
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Old Aug 02, 2007, 10:07 AM // 10:07   #12
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Quote:
Originally Posted by Perfected Shadow
There are plenty of sins in AB packing SP and Expose. But I guess NS is the only
running stance that's worth running on rangers now > <.
Most don't have Expose. I'm sure you can come up with more things worth blocking than assassin spikes anyway, the fact that it gives you a decent on-demand block AND a strong run stance begs the question of why you WOULDN'T take it.

Quote:
Using read the wind isn't worth it imo since the ranger is all about utility, not pure damage.
This makes no sense, last time I crunched the numbers, Apply caused more damage from health loss anyway. The point of RtW is not damage, the point is reliability, and of course, being able to use long-distance bows. The point of Apply is more health loss and much greater difficulty removing the money conditions.

Last edited by Riotgear; Aug 02, 2007 at 10:12 AM // 10:12..
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Old Aug 03, 2007, 12:18 AM // 00:18   #13
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Quote:
Originally Posted by Perfected Shadow
Maybe so, but in AB, I think it helps more to kill/spike targets from flatbow/longbow range and not miss, rather than pressuring with degen. At least that's how I play a ranger in AB. <3 being on top of the bridge in Ancestral/Kaanai.
Agreed. Didn't notice it was AB and not GvG :P

I don't visit the AB section very often...

Quote:
There are plenty of sins in AB packing SP and Expose. But I guess NS is the only
running stance that's worth running on rangers now > <.
I'd say only half the sins run expose, so it's still good against the other half. Plus I was thinking more about stuff like cripslash or other nasty warrior stuff when they chase after you with rush :O

Quote:
Originally Posted by Riotgear
This makes no sense, last time I crunched the numbers, Apply caused more damage from health loss anyway. The point of RtW is not damage, the point is reliability, and of course, being able to use long-distance bows. The point of Apply is more health loss and much greater difficulty removing the money conditions.
Maybe it wasn't clear enough to you, but I meant utility as the ability to pressure and shut down different targets along with a nice cover condition. By pure damage, I mean the ability to deal additional damage to cause direct damage and/or spike down the target. I don't see a great need to use long distance bows other than capping shrines, and when you are capping shrines the NPCs aren't smart enough to dodge.
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Old Aug 03, 2007, 07:56 AM // 07:56   #14
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Quote:
Originally Posted by holymasamune
I don't see a great need to use long distance bows other than capping shrines, and when you are capping shrines the NPCs aren't smart enough to dodge.
Hitting runners with Pin Down from flatbow range has its uses.
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