Basic Ranger Running Guide

sneakysmith12

Ascalonian Squire

Join Date: Dec 2006

GMT -6 hrs (I'll let your mind wander)

Running Rangers [RR]

R/

This build incorporates all campaigns into the build.

To start us off lets see the build:

Expertise: = 12 + 1 (Rune) + 1 (Mask)
Healing Prayers: = 12
Protection Prayers: = 3

Dodge Escape Zojun's Haste Heal Area Healing Breeze Mending Touch Smite Hex Mending

Equipment:
Crimson Carapace Shield (-2 phys dmg / +45 hp stance)
+30 hp sword/axe (not needed)
Max Armor (varies, I use druids for all situations)

Running Order:

1. Dodge (full duration)
2. Escape (8 seconds or half the duration*)
3. Zojun's Haste (full duration)

Basic Ranger Running Guideline:

Runners run Healers heal.

In other words you do not need to heal if you can run away. To prove you are paying attention please copy this at the top of all comments.

Possible Runs:

This build has been tested on all runs in Prophecies except: Beacons -> Droknar's Forge, and Southern Shiverpeaks (has done THK -> Grotto with infused armor).

The build has been tested to work on the following missions: Elona's Reach, and Riverside Province.

This build has not been tested on: Any other mission, Elona Running, Factions Running.

Special Situations:

In some cases it may be advise to take an alternate route, or change your strategy.

The "*" in the running order is noted that if needed you should wait out some extra time before using Zojun's Haste. An example would be that you are being attacked by 20 mountain trolls (not likely but an example nonetheless).

In cases such as running Elona reach mission you will be hindered by crippled or hexed with a speed nerf. In this case use Mending Touch or Smite Hex, respectively. Remember that speed is a ranger’s lifeline.

If you feel the necessity to heal use heal area (use it sparingly though). If you are sure you are about to enter a problematic area use healing breeze.

Last Thoughts:

I posted this build on Gamependium. I am the same person, so I gave myself credit. You can find it here.

If you wish to copy this guide in any way please ask me first. I am more than willing to let you, I'd just like to know a few things first.

Remember the basic ranger running guideline

Please comment on how this guide was, any inherent flaws, and just overall effectiveness. Also I ask someone to post the code on how to make the skill images appear the [card][/card] is not working

Mickey

Mickey

Jungle Guide

Join Date: Feb 2006

Eternal Insight

D/

Quote:
Originally Posted by sneakysmith12
This build incorporates all campaigns into the build.

To start us off lets see the build:

Expertise: = 12 + 1 (Rune) + 1 (Mask)
Healing Prayers: = 12
Protection Prayers: = 3

Dodge Escape Zojun's Haste Heal Area Healing Breeze Mending Touch Smite Hex Mending

Equipment:
Crimson Carapace Shield (-2 phys dmg / +45 hp stance)
+30 hp sword/axe (not needed)
Max Armor (varies, I use druids for all situations)

Running Order:

1. Dodge (full duration)
2. Escape (8 seconds or half the duration*)
3. Zojun's Haste (full duration)

Basic Ranger Running Guideline:

Runners run Healers heal.

In other words you do not need to heal if you can run away. To prove you are paying attention please copy this at the top of all comments.

Possible Runs:

This build has been tested on all runs in Prophecies except: Beacons -> Droknar's Forge, and Southern Shiverpeaks (has done THK -> Grotto with infused armor).

The build has been tested to work on the following missions: Elona's Reach, and Riverside Province.

This build has not been tested on: Any other mission, Elona Running, Factions Running.

Special Situations:

In some cases it may be advise to take an alternate route, or change your strategy.

The "*" in the running order is noted that if needed you should wait out some extra time before using Zojun's Haste. An example would be that you are being attacked by 20 mountain trolls (not likely but an example nonetheless).

In cases such as running Elona reach mission you will be hindered by crippled or hexed with a speed nerf. In this case use Mending Touch or Smite Hex, respectively. Remember that speed is a ranger’s lifeline.

If you feel the necessity to heal use heal area (use it sparingly though). If you are sure you are about to enter a problematic area use healing breeze.

Last Thoughts:

I posted this build on Gamependium. I am the same person, so I gave myself credit. You can find it
here.

If you wish to copy this guide in any way please ask me first. I am more than willing to let you, I'd just like to know a few things first.

Remember the basic ranger running guideline

Please comment on how this guide was, any inherent flaws, and just overall effectiveness. Also I ask someone to post the code on how to make the skill images appear the [card][/card] is not working Ok, first off, I don't know if your the "original" poster, but this build has been out for a LONG time, and you just switched mending touch in for another heal, so unless your the absolute first person, you have no right to say that your the first one.

On the plus side, I love your use of Mending Touch ! Great idea instead of purge, and even gives you an ok self heal under conditions, another rangers running build that I use for Beacons to Droks is this:

Vow of Silence
Zojuns Haste
Dodge
Storm's Embrace
Serpent's Quickness
Mystic Regen
Fleeting Stability
Vital Boon

I use 16 expertise, and 12 earth, and I can usually make the run easy, just remember to bring a 20% longer enchants weapon!

Mickey

Mickey

Jungle Guide

Join Date: Feb 2006

Eternal Insight

D/

weirdo double post, delete hopefully

sneakysmith12

Ascalonian Squire

Join Date: Dec 2006

GMT -6 hrs (I'll let your mind wander)

Running Rangers [RR]

R/

Quote:
Originally Posted by Mickey
Ok, first off, I don't know if your the "original" poster, but this build has been out for a LONG time, and you just switched mending touch in for another heal, so unless your the absolute first person, you have no right to say that your the first one.

On the plus side, I love your use of Mending Touch ! Great idea instead of purge, and even gives you an ok self heal under conditions, another rangers running build that I use for Beacons to Droks is this:

Vow of Silence
Zojuns Haste
Dodge
Storm's Embrace
Serpent's Quickness
Mystic Regen
Fleeting Stability
Vital Boon

I use 16 expertise, and 12 earth, and I can usually make the run easy, just remember to bring a 20% longer enchants weapon! I meant that I posted, if you read the way through the one at the site I listed. And I made it diffrent by adapting it to nightfall and getting rid of purge. I have yet to see one build do that, which sorry to say is moronic to not take a chance at being better than the next person.

Edit: That build is useable. I use yet a similar one myself.

Edit2:... never mind finally got that.

Evilsod

Evilsod

Banned

Join Date: Mar 2006

England

Lievs Death Squad [LDS]

How could you be the original poster of 3 quite obvious skills?

What happened to all the Wilderness Survival love? Unguent + Area > Breeze + Area

Holy Veil >>> Smite Hex

anshin

Wilds Pathfinder

Join Date: Aug 2006

R/

Rangers can be runners all by themselves...

with expertise 15/16
and wild 16/15

Escape + Troll = run

jabs

Pre-Searing Cadet

Join Date: May 2005

When I run I put 16 into Wilderness Survival and the rest in Expertise. I alternate between Storm Chaser and Dodge and use Escape when needed. I also bring a few other +block/dodge/miss stances with me so if I need to use Troll, I won't get interrupted or killed before it goes off. Works like a charm.