
Ranger drok run! (video)
4 pages • Page 2
S
yeah me too craze horse
I'm girl from the woods there 
I have teached it to most of the RR members I know, Gale Valen teached me this build like 7 months ago: serpents quickness, charge, shields up, balanced stance, troll unguent, storm chaser, dodge, healing signet
After I had try to make it without serpents quickness, made it once, but SQ makes it so much easier. Now running FoW with ranger is significantly easier than with warrior, not many archers, loads of fireballs... ohhh I take 50 dmg off a fireball.. oh how that hurts ^^ +7 vs ele axe :P
I must say though, its easier with a warrior, becaus it can handle ANY spawn, even the near impossible dreadnoughts drift 2 heretic +3 siege golems unavoidable spawn. And pick out a chest in the meanwhile. I haven't seen that done by my ranger, though I can open the chest and get the item, I seem to just not be able to get back out again :P. Also, W/Mo has the skills required to run nigh naked.
Also, for W/Mo its possible to run with just your leggings and chestpiece, providing you are patient and careful. And it can ofcourse, just kill everything on the way to droknar ^^. Though azure shadows prove problematic.
However, on the snake dance part. Rangers are Far superior due to their 40 second balanced stance. Chestrunning in dreadnaughts drift is also done by my ranger. The immortal king in snake dance is the elementalist though, Mistform, armor of mists and kinetic armor are just too strong for any tundra giant. Getting through lornars pass often means trouble though, since the hexes dont really wear off very quickly and your only self heal gives -40 armor :S even with kinetic armor + armor of mists that is a payload of dmg while using healing signet.
A/W is also well doable, though not advisable, dash adds to the speed, dark escape halves dmg nicely, charge + balanced stance is obvious to me. Heart of shadow, shadow refuge, death's charge, healing signet. No way to deal with hexes, you just have to await the patrol until only 1 or no siege golem is in range, dash, dodge the water tridents and be gone before they hit you with the hex. If they do, it wears off before they get back to you usually. Shadow Refuge between worm popups, avoid traps, if you do get hit, rely on dark escape + shadow refuge.
Mo/W can be done as 55 or the normal hp, balanced stance + charge again the core of the build. 55's protective spirit + healing breeze and mending, purge conditions/contemplation of purity, holy veil, smite hex, sprint, or the rush + balthazars spirit combination.
the normal hp monk running build is just like that one, just no protective spirit but heal area instead. Sometimes they put in shields up as well.
Me/W is clearly shown in the movie
N/W has a lot of trouble in lornars, you have to vampiric gaze and the like a lot to stay alive, its more a run... cast on cooldown... run show. On not too heavy hex spawns you can get through like that. Shields up is crucial, again the charge + balanced stance core.
Rt/W haven't done yet, my ritualist isnt lvl 20 yet, and not in beacons ^^ nor has charge:P.
I'm girl from the woods there 
I have teached it to most of the RR members I know, Gale Valen teached me this build like 7 months ago: serpents quickness, charge, shields up, balanced stance, troll unguent, storm chaser, dodge, healing signet
After I had try to make it without serpents quickness, made it once, but SQ makes it so much easier. Now running FoW with ranger is significantly easier than with warrior, not many archers, loads of fireballs... ohhh I take 50 dmg off a fireball.. oh how that hurts ^^ +7 vs ele axe :P
I must say though, its easier with a warrior, becaus it can handle ANY spawn, even the near impossible dreadnoughts drift 2 heretic +3 siege golems unavoidable spawn. And pick out a chest in the meanwhile. I haven't seen that done by my ranger, though I can open the chest and get the item, I seem to just not be able to get back out again :P. Also, W/Mo has the skills required to run nigh naked.
Also, for W/Mo its possible to run with just your leggings and chestpiece, providing you are patient and careful. And it can ofcourse, just kill everything on the way to droknar ^^. Though azure shadows prove problematic.
However, on the snake dance part. Rangers are Far superior due to their 40 second balanced stance. Chestrunning in dreadnaughts drift is also done by my ranger. The immortal king in snake dance is the elementalist though, Mistform, armor of mists and kinetic armor are just too strong for any tundra giant. Getting through lornars pass often means trouble though, since the hexes dont really wear off very quickly and your only self heal gives -40 armor :S even with kinetic armor + armor of mists that is a payload of dmg while using healing signet.
A/W is also well doable, though not advisable, dash adds to the speed, dark escape halves dmg nicely, charge + balanced stance is obvious to me. Heart of shadow, shadow refuge, death's charge, healing signet. No way to deal with hexes, you just have to await the patrol until only 1 or no siege golem is in range, dash, dodge the water tridents and be gone before they hit you with the hex. If they do, it wears off before they get back to you usually. Shadow Refuge between worm popups, avoid traps, if you do get hit, rely on dark escape + shadow refuge.
Mo/W can be done as 55 or the normal hp, balanced stance + charge again the core of the build. 55's protective spirit + healing breeze and mending, purge conditions/contemplation of purity, holy veil, smite hex, sprint, or the rush + balthazars spirit combination.
the normal hp monk running build is just like that one, just no protective spirit but heal area instead. Sometimes they put in shields up as well.
Me/W is clearly shown in the movie
N/W has a lot of trouble in lornars, you have to vampiric gaze and the like a lot to stay alive, its more a run... cast on cooldown... run show. On not too heavy hex spawns you can get through like that. Shields up is crucial, again the charge + balanced stance core.
Rt/W haven't done yet, my ritualist isnt lvl 20 yet, and not in beacons ^^ nor has charge:P.
Quote:
Originally Posted by Mistical miss
yeah me too craze horse
I'm girl from the woods there 
I have teached it to most of the RR members I know, Gale Valen teached me this build like 7 months ago: serpents quickness, charge, shields up, balanced stance, troll unguent, storm chaser, dodge, healing signet
After I had try to make it without serpents quickness, made it once, but SQ makes it so much easier. Now running FoW with ranger is significantly easier than with warrior, not many archers, loads of fireballs... ohhh I take 50 dmg off a fireball.. oh how that hurts ^^ +7 vs ele axe :P
I must say though, its easier with a warrior, becaus it can handle ANY spawn, even the near impossible dreadnoughts drift 2 heretic +3 siege golems unavoidable spawn. And pick out a chest in the meanwhile. I haven't seen that done by my ranger, though I can open the chest and get the item, I seem to just not be able to get back out again :P. Also, W/Mo has the skills required to run nigh naked.
Also, for W/Mo its possible to run with just your leggings and chestpiece, providing you are patient and careful. And it can ofcourse, just kill everything on the way to droknar ^^. Though azure shadows prove problematic.
However, on the snake dance part. Rangers are Far superior due to their 40 second balanced stance. Chestrunning in dreadnaughts drift is also done by my ranger. The immortal king in snake dance is the elementalist though, Mistform, armor of mists and kinetic armor are just too strong for any tundra giant. Getting through lornars pass often means trouble though, since the hexes dont really wear off very quickly and your only self heal gives -40 armor :S even with kinetic armor + armor of mists that is a payload of dmg while using healing signet.
A/W is also well doable, though not advisable, dash adds to the speed, dark escape halves dmg nicely, charge + balanced stance is obvious to me. Heart of shadow, shadow refuge, death's charge, healing signet. No way to deal with hexes, you just have to await the patrol until only 1 or no siege golem is in range, dash, dodge the water tridents and be gone before they hit you with the hex. If they do, it wears off before they get back to you usually. Shadow Refuge between worm popups, avoid traps, if you do get hit, rely on dark escape + shadow refuge.
Mo/W can be done as 55 or the normal hp, balanced stance + charge again the core of the build. 55's protective spirit + healing breeze and mending, purge conditions/contemplation of purity, holy veil, smite hex, sprint, or the rush + balthazars spirit combination.
the normal hp monk running build is just like that one, just no protective spirit but heal area instead. Sometimes they put in shields up as well.
Me/W is clearly shown in the movie
N/W has a lot of trouble in lornars, you have to vampiric gaze and the like a lot to stay alive, its more a run... cast on cooldown... run show. On not too heavy hex spawns you can get through like that. Shields up is crucial, again the charge + balanced stance core.
Rt/W haven't done yet, my ritualist isnt lvl 20 yet, and not in beacons ^^ nor has charge:P. I think my eyes are bleeding from the lack of paragraph breaks.
Anyways, I was going to ask what the point of SQ in the build was. There are 3 other stances in the build and SQ doesn't help their recharge. While it could help the recharge of the other remaining skills, as long as it is active you are not running faster than normal and not protected from knockdown.
I'm girl from the woods there 
I have teached it to most of the RR members I know, Gale Valen teached me this build like 7 months ago: serpents quickness, charge, shields up, balanced stance, troll unguent, storm chaser, dodge, healing signet
After I had try to make it without serpents quickness, made it once, but SQ makes it so much easier. Now running FoW with ranger is significantly easier than with warrior, not many archers, loads of fireballs... ohhh I take 50 dmg off a fireball.. oh how that hurts ^^ +7 vs ele axe :P
I must say though, its easier with a warrior, becaus it can handle ANY spawn, even the near impossible dreadnoughts drift 2 heretic +3 siege golems unavoidable spawn. And pick out a chest in the meanwhile. I haven't seen that done by my ranger, though I can open the chest and get the item, I seem to just not be able to get back out again :P. Also, W/Mo has the skills required to run nigh naked.
Also, for W/Mo its possible to run with just your leggings and chestpiece, providing you are patient and careful. And it can ofcourse, just kill everything on the way to droknar ^^. Though azure shadows prove problematic.
However, on the snake dance part. Rangers are Far superior due to their 40 second balanced stance. Chestrunning in dreadnaughts drift is also done by my ranger. The immortal king in snake dance is the elementalist though, Mistform, armor of mists and kinetic armor are just too strong for any tundra giant. Getting through lornars pass often means trouble though, since the hexes dont really wear off very quickly and your only self heal gives -40 armor :S even with kinetic armor + armor of mists that is a payload of dmg while using healing signet.
A/W is also well doable, though not advisable, dash adds to the speed, dark escape halves dmg nicely, charge + balanced stance is obvious to me. Heart of shadow, shadow refuge, death's charge, healing signet. No way to deal with hexes, you just have to await the patrol until only 1 or no siege golem is in range, dash, dodge the water tridents and be gone before they hit you with the hex. If they do, it wears off before they get back to you usually. Shadow Refuge between worm popups, avoid traps, if you do get hit, rely on dark escape + shadow refuge.
Mo/W can be done as 55 or the normal hp, balanced stance + charge again the core of the build. 55's protective spirit + healing breeze and mending, purge conditions/contemplation of purity, holy veil, smite hex, sprint, or the rush + balthazars spirit combination.
the normal hp monk running build is just like that one, just no protective spirit but heal area instead. Sometimes they put in shields up as well.
Me/W is clearly shown in the movie
N/W has a lot of trouble in lornars, you have to vampiric gaze and the like a lot to stay alive, its more a run... cast on cooldown... run show. On not too heavy hex spawns you can get through like that. Shields up is crucial, again the charge + balanced stance core.
Rt/W haven't done yet, my ritualist isnt lvl 20 yet, and not in beacons ^^ nor has charge:P. I think my eyes are bleeding from the lack of paragraph breaks.
Anyways, I was going to ask what the point of SQ in the build was. There are 3 other stances in the build and SQ doesn't help their recharge. While it could help the recharge of the other remaining skills, as long as it is active you are not running faster than normal and not protected from knockdown.
That's why you don't use it when you're in the middle of a group. For example, at the start of the Wurm cave, you hit SQ > Charge! > Sheilds Up > Balanced Stance, and the skills (bar Charge) will have a few seconds of downtime before you put them up again, so basically you can run through the whole cave and sometimes past the spawn after the cave in the one go.
I have already informed you ingame, but for the others: [RR] means running rangers, it is a guild, but to be an RR you do not have to be in the guild. As for the race, reikai, I must tell you, I'm one of the slowest runners you can imagine, I whisper to everyone who whispers me, and I tend to be extremely careful.
m
Quote:
Originally Posted by winkgood
Don't let Reikai hear you say this. He'll challenge and likely beat any warrior in the forge run.
maybe putting Gs on it would do it but not me I don't do that run that well and i tried even with my R/N with Dryders but never got past the wurms wiith my Warrior got someway past some of them but I prefer the Desert runs or a Ascalon to Beacons.Ranger would have hard time past DD.I haven't seen the film but I have seen non 55 Mo/W with shielding hand not PS as well as W/Mo.If I was going to do take another run I wouldn't want it from a Ranger as 1 scammed me out of 1.5k and then left as most would trust Warrior not Ranger.Don't forget that Rangers don't have absorbtion runes and can't use the LT. halmet.War/Mes might even do it better with hex breaker and manta of frost.It depends on the recharge rate but I garrantee you this nothing can do a Marhans Grotto run like W/Mo as well as Mo/W.
U mean, thunderhead keep-marhans grotto?, you would be surprised
Rangers can run there without ever losing more than 95% health (go through imps with frostbound armor + dryders or shielding hands, recharge em quicker with serpents quickness)
Mo/R Serpents quickness/spellbreaker/dodge/zojuns/stormchaser, keeps up spellbreaker full time, never getting slowed by imps, stormchaser replenishes the energy.
A/Me Dash, Deaths Charge, Dark Escape, Arcane Echo, Shadowform, Heart of Shadow, some skill I forgot the name of which slows an enemy and makes you move faster, Shadow Refuge Is a very quick build, needs to stop once to recharge arcane + shadowform.
Rangers, can run through the mursaat as well as R/Mo, holy veil versus the imps, smite hex for extra insurance, mending, heal area, dodge, zojuns, healing hands, storm chaser. (Healing hands works wonders vs the mursaats special attack) wilderness is low in this build because you don't need many seconds for storm chaser and you have no troll unguent.
E/R is slower I must admit, but very consistent as they can keep up obsidian flesh with the help of serpents quickness, the imps then deal like 3-4 dmg by wands, which is easily overcome by using armor of mists, or just healing up against it with troll unguent.
I'm out of inspiration at the moment so sorry for this short post :P (I was planning on a really long one, this time using paragraph breaks)
Btw, Ranger DO have a hard time going past DD when there is more than one heretic + siege golems and other units, but they do manage when its only a small group, you'd be surprised how much a ranger can tank with the help of troll unguent. The + armor vs ele is just so good in the south shiverpeaks that it makes up for the abs rune warriors have.
Rangers take the hits, instead of stripping of the hexes when it comes to droks runs. (But avoid them clearly in the first place)
Rangers can run there without ever losing more than 95% health (go through imps with frostbound armor + dryders or shielding hands, recharge em quicker with serpents quickness)
Mo/R Serpents quickness/spellbreaker/dodge/zojuns/stormchaser, keeps up spellbreaker full time, never getting slowed by imps, stormchaser replenishes the energy.
A/Me Dash, Deaths Charge, Dark Escape, Arcane Echo, Shadowform, Heart of Shadow, some skill I forgot the name of which slows an enemy and makes you move faster, Shadow Refuge Is a very quick build, needs to stop once to recharge arcane + shadowform.
Rangers, can run through the mursaat as well as R/Mo, holy veil versus the imps, smite hex for extra insurance, mending, heal area, dodge, zojuns, healing hands, storm chaser. (Healing hands works wonders vs the mursaats special attack) wilderness is low in this build because you don't need many seconds for storm chaser and you have no troll unguent.
E/R is slower I must admit, but very consistent as they can keep up obsidian flesh with the help of serpents quickness, the imps then deal like 3-4 dmg by wands, which is easily overcome by using armor of mists, or just healing up against it with troll unguent.
I'm out of inspiration at the moment so sorry for this short post :P (I was planning on a really long one, this time using paragraph breaks)
Btw, Ranger DO have a hard time going past DD when there is more than one heretic + siege golems and other units, but they do manage when its only a small group, you'd be surprised how much a ranger can tank with the help of troll unguent. The + armor vs ele is just so good in the south shiverpeaks that it makes up for the abs rune warriors have.
Rangers take the hits, instead of stripping of the hexes when it comes to droks runs. (But avoid them clearly in the first place)
m
There is only 1 spawn I can not run solo consistantly.
That is the Heretic/Golem spawn in Dreadnaught's Drift that is impossible (when they apear right in the middle... I also doubt any W/Mo could do it as well, so its still a fair game.)
Its kind of funny however, when I hijack "pro dualrunner" w/mo's or even 100% success w/mo's only to see that they can't even make Lonar's Pass.
Honestly, out of the past 1 week, I have not seen a single W/Mo succeed in the droks run.
That is the Heretic/Golem spawn in Dreadnaught's Drift that is impossible (when they apear right in the middle... I also doubt any W/Mo could do it as well, so its still a fair game.)
Its kind of funny however, when I hijack "pro dualrunner" w/mo's or even 100% success w/mo's only to see that they can't even make Lonar's Pass.
Honestly, out of the past 1 week, I have not seen a single W/Mo succeed in the droks run.
W/Mo can make the impossible spawn in DD, I have done it
you need to time speed boosts between slows and you need to use healing signet when the archers are using their preparation (which is when they come close) holy veil should be up before u run in, removed somewhere in them middle to kill crippling anguish or rust (either one will save u) and then throw up a new one which you remove when you are almost past em, to kill the last hex. After that, don't run into the tundra giant group, instead go north a bit if possible, if not, wait right before the tundra giant group and check if there are summits following. If not, wait and heal up, if there are, pray for the best, balanced stance, charge right away and sprint shortly after if you haven't lost the giants aggro yet.
you need to time speed boosts between slows and you need to use healing signet when the archers are using their preparation (which is when they come close) holy veil should be up before u run in, removed somewhere in them middle to kill crippling anguish or rust (either one will save u) and then throw up a new one which you remove when you are almost past em, to kill the last hex. After that, don't run into the tundra giant group, instead go north a bit if possible, if not, wait right before the tundra giant group and check if there are summits following. If not, wait and heal up, if there are, pray for the best, balanced stance, charge right away and sprint shortly after if you haven't lost the giants aggro yet.ooh oooh funny droks run story:
I decided to hijack this random W/Mo today, simply because I despise W/Mo's.
So I Hijacked him, and eventually he died near the first worm cave, and I made it past.
The other people in the group were giving me props, and stuff, and the W/Mo got annoyed and said something along the lines of
"He won't make it to the end anyway."
And so I continued to run, and eventually made it to the end, like any half-decent R/W would.
Guess what his response was.
"Well of course you made it, you dodged all the ice golems."
-_-
I decided to hijack this random W/Mo today, simply because I despise W/Mo's.
So I Hijacked him, and eventually he died near the first worm cave, and I made it past.
The other people in the group were giving me props, and stuff, and the W/Mo got annoyed and said something along the lines of
"He won't make it to the end anyway."
And so I continued to run, and eventually made it to the end, like any half-decent R/W would.
Guess what his response was.
"Well of course you made it, you dodged all the ice golems."
-_-
