[url=]R-Mo Basic Ranger Runner[/url]|
This build has been successfully vetted by the GuildWiki community according to the vetting procedure. This build has been designed for the following use: |
This is a basic ranger running build, capable of completing all runs from Ascalon to the Crystal Desert, some of the Southern Shiverpeaks runs, most runs in Cantha, and even with a variant for the Droknar's Forge run. The build is also suited for mapping if you are going for the Grand Master Cartographer title.
| Attribute Rank | |
|---|---|
| Expertise | 12 + 1 + 1 |
| Healing Prayers | 12 |
| Protection Prayers | 3 |
Note #1: It is possible to mix Druid's Armor for energy with Sentry's Armor for higher armor. Note that the armor bonus is location specific.
Note #2: If you use Sentry's Armor only, it is advised to polish up your energy pool with weapons as explained below.
Note: Of course, you are free to use the collectors' shield versions instead of the Green ones.
The Running Sequence gives you a constant high speed boost and a high chance to evade missiles, and attacks. Holy Veil against hexes and the healing skills against conditions and degeneration help you survive.
Note #1: Dodge and Zojun's Haste only evade missile attacks.
Note #2: Avoid knockdown if possible.
Note: There are enemies which strip enchantments such as Stone Summit Heretics or Avicara Guile. You have to decide then which enchantment (Holy Veil or Mending) you want to use as cover, and which you do not want get stripped right away. Cast the cover enchantment that you want to get stripped last. Pay attention to Chilblains which mostly strips two enchantments.
The Bold Forge Runner variant can be used to solo-run Droknar Forge. It is highly reliable and you will notice that it is easier to run Lornar's Pass with, actually. Snake Dance and its Tundra Giants need a bit practice, though. Below are specific Ranger hints for this run:
Note #1: It is advised to use a weapon with 20% longer enchantments for the sake of Healing Breeze.
Note #2: Mend Ailment can replace Purge Conditions for countering two or more Barbed Traps. Crippled will always hit you last.
Note: When HB fades out, and after a Giant Stomp recast it as often as needed. Mending and HB should keep you alive without problems.
Attention: When Stone Summit Heretic(s) and Ice Golem(s) get spawned and you cannot avoid them, immediately run back and rezone. Reasons: 1) Two different slow-down spells (Crippling Anguish & Deep Freeze), 2) covered with different hex-spells 3) accompanied by Gnashers & companions 4) with a Tundra Giant group to be passed at full health with Healing Breeze, and fully recharged Escape only. Smite Hex and Holy Veil will not make you survive this - no matter how high your running level is.
The variant SB Ranger Runner is optimal for solo-running Copperhammer Mines -> Iron Mines of Moladune and vice versa as ranger. Spell Breaker lasts long enough to overcome the Mesmer spawns at the hardest parts of the run. The success rate with this build is very high.
Note: A weapon with 20% longer Enchantments is a must.
Note #1: It is known that bosses will still follow you, especially when running the route in a reversed way. This is the point where Holy Veil is of good use to get rid of the last hex-spell being a slow-downer if a Mesmer boss, or Golem boss got spawned.
Note #2: Mend Ailment can replace Purge Conditions for countering multiple traps. Downside is the longer casting time, and that you cannot clean up from all conditions at a time.
Listed below are all the possible high-level routes that this build and its variants can be run with: