May 19, 2009, 09:56 PM // 21:56
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#21
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Wilds Pathfinder
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Should be pre-kiting melees, and if they keep coming, well, you're carrying pin down for a reason, aren't you? Cripple is a nice offensive and defensive movement control ability. If a sin's annoying you, dshot his lead attack and make him useless for 20s. Between dshot and stride, you shouldn't have that much of a hard time with them. If you're still having a hard time, retreat a bit (in stride) and call for help from your team. You're not alone for a reason.
As you've realized, don't pick fights you can't win. Is essentially giving the enemy points. You've got pretty high mobility as a ranger, use it to your advantage. Don't anchor fights, especially versus melees. If you do die and get separated, try to link up with your team again. Feel free to back up to a shrine you control/another group on your side for help if confronted with unfavorable odds.
Most of all, relax and enjoy. Sometimes you're just boned from the beginning, due to the 8/12 you can't control being complete morons.
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May 20, 2009, 12:00 AM // 00:00
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#22
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Jungle Guide
Join Date: Feb 2009
Location: RAH
Guild: Close Enough [XVII]
Profession: W/A
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Rangers are typically one of the most difficult classes to catch, so if you're easily caught chances are you're doing it wrong.
Tips for playing ranger:
1) Switch targets with apply poison, your main goal is to spread cripple and poison to as many opponents as possible. Moriz demonstrates correct target switching.
2) SAVE YOUR TEAMMATES WITH MENDING TOUCH. Use it to remove snares and poison. Remember, if someone has a deep wound mending touch will give them +100hp. I love bringing this skill for my open slot of hammer builds, as it makes me difficult to snare and helps to save eles/monks from sins.
Racing halfway across the map to save your teammates will make them love you and cause opponents to ragequit.
You'll get better with time. I've been playing for a few months and not only am I hard to kill, but I keep my team out of trouble and help us cap more efficiently. Gaining points by capping shrines is the goal, but wiping enemy teams can seriously further your ends as it keeps them from capping and damages morale.
Cap directly behind large enemy mobs to keep them from scoring points, just remember to bug out in short order if they turn around on you. It's possible to get very close to a huge enemy mob without them hurting you, then main thing is just to stay a bit out of earshot range to avoid snares / shadowsteps. Keep moving fast, be a difficult target and that doesn't mean bring 4 blocking stances.
Remember, you can actually tell the location of most other teams with the minimap.
Ability to do this is useful.
Last edited by Lux Aeterna; May 20, 2009 at 12:12 AM // 00:12..
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May 20, 2009, 12:14 AM // 00:14
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#23
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Frost Gate Guardian
Join Date: May 2006
Location: Sweden the land of blond tall sexy men
Guild: [Ze]
Profession: Mo/A
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Never pass up a chance to wipe an enemy team if it can be done quickly. escpecially tabers running around without monks are easy targets and a quick point boost.
1 shrine capped generates 1p/7sec
1 team wiped generates 12p
12x7= 1 min 24 sec
+ as long as you'r going 4 vs 4 you'r making sure that the target team doesn't give their side any points in any way.
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May 20, 2009, 11:37 AM // 11:37
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#24
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Academy Page
Join Date: May 2007
Guild: Playing A Game [TaG]
Profession: Mo/
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Use your time as good as possible, this can also means messing enemies time (for instance by taking them out).
Capping shrines isn't the only thing that is important. Preventing caps and "giving enemy teams 20 seconds respawn" time is also creating tactical advantage as wel as points.
Taking out & staying alive helps. Cannot cap shrine when dead.
Check out the professions of the enemies before engaging.
Follow the team leader. There are many different tactics around, as follower you can learn from it. Afterwards you can see the results from it.
Depending on the people on the team and their builds, the team leader can decide what the team is capable of, and adjust his tactic to it.
For the party leader: know where the enemy is capping, as well where the allies are capping.
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May 20, 2009, 02:33 PM // 14:33
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#25
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Krytan Explorer
Join Date: Dec 2007
Location: Somewhere over the rainbow
Guild: Descendents of Honor
Profession: Rt/
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All these suggestions and advice has me rarin' to go back in and try it again.
It's funny how sometimes the obvious needs to be pointed out? It's like "Hey Dummy! Don't do that!" like er... you're letting people get too close. DOH!
Thanks everyone.
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May 20, 2009, 11:52 PM // 23:52
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#26
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Jungle Guide
Join Date: Feb 2009
Location: RAH
Guild: Close Enough [XVII]
Profession: W/A
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If you see parties with shrine NPCs tagging along behind them, bull's strike or snare the npcs. Killing them will easily remove some advantage, and you can often do this without wasting time or drawing aggro from the players themselves.
I've been known to gank slowbie monks tailing behind their parties as well, if they're slow enough this can often be accomplished in 15 seconds or less and gives your side a strategic advantage.
Enlarge your compass.
See how mine is quite a bit larger than usual, this makes it easier to see player arrangement and predict how a fight will go.
Also note awful kurzick strategy:
This particular monk, rather than staying with her party, decided to run back into a large mob of 8-12 Luxons, who really knows why but I didn't see Kuku win a single round yesterday.
Last edited by Lux Aeterna; May 26, 2009 at 05:22 PM // 17:22..
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May 25, 2009, 04:51 PM // 16:51
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#27
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Krytan Explorer
Join Date: Dec 2007
Location: Somewhere over the rainbow
Guild: Descendents of Honor
Profession: Rt/
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Alright guys, I'm getting the hang of things. I spent all weekend playing JQ, FA and some AB.
As much as I love my ranger, and she is my favorite character, playing eles is second nature so I've been PvPing on my ele Falynn Firestorm. Knowing this, a guildmate gave me a really gimmicky ele/a build that is incrediblely fun to play and I can cap shrines by myself, but it only works in the above areas. Totally would not work PvE, lol. But these builds is, to me, what makes GW so much fun. Anyway, yesterday a monk saw what I was doing and attached herself to me and the two of us working together were 100% successful at capping shrines.
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May 25, 2009, 05:04 PM // 17:04
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#28
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Jungle Guide
Join Date: Feb 2009
Location: RAH
Guild: Close Enough [XVII]
Profession: W/A
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^ Always nice to have an AP nuker around, but I'd usually prefer a SH/SF with Rodgort's for the inevitable skirmishes.
I like wiping other groups 4v4.
Get a hammer war, searing flames nuker, skilled cripshot, and a good monk and you can just go around steamrolling people for sport.
Last edited by Lux Aeterna; May 25, 2009 at 05:14 PM // 17:14..
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May 26, 2009, 01:18 PM // 13:18
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#29
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Frost Gate Guardian
Join Date: Feb 2006
Location: Norway
Guild: Violent Desire [RAGE]
Profession: Mo/
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Just a quick note on the Ele - going E/P and bringing Fall Back and Make Haste will really help your team out. That way you'll all be boosted and can outrun (and outcap) most other parties.
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