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 Post subject: Ranger Builds
PostPosted: Thu 08 Nov, 2007 12:20 pm 
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Joined: Thu 11 Jul, 2002 5:26 pm
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Location: Wichita KS
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PostPosted: Fri 09 Nov, 2007 9:55 am 
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this guide (and the next guide which i will write later) will focus on how to play the ranger in ABs. this guide will focus on the cripshot, the next one will focus on the BA ranger. these two builds are the only viable pvp ranger builds. if you disagree, then go delete the game.

The build

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

cripshot:
crippling shot {e}
hunter's shot/sloth hunter's shot
distracting shot
savage shot
mending touch
apply poison
troll unguent
natural stride

weapon 1: crippling 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
take whatever concept of AB you have currently and throw it out the window. specifically, do not attempt to solocap with this character unless there's nothing else for you to do. what this character can do is become the most annoying pain in the ass possible. instead of thinking: "how many shrines i can capture", think: "how many of my opponents i can annoy/slow down into not capping".

Player skills required
this character is simple to play but difficult to master. as such, you'll need to be reasonably skilled with interrupting and need to have superb battlefield awareness. you'll need to use every single trick invented to be successful with this character (strafing, hiding behind objects, running away, specifically running away).

The characteristics
the cripshot is the ultimate survivor. it is quite easy for a cripshot to not die a single time in ten matchs. it is resistant to conditions and degeneration hexes, it can outrun just about anything out there, and it has the best ground controlling ability in the game. everything about the character can be geared into repelling/killing any opponent. although its damage is quite pathetic, its ability to interrupt and snare opponents have gotten me through many sticky situations. now however, you must be asking: "why is this character so good, if it can't kill and can't cap by itself?"

Playing to the character's strengths
this character still remains a low profile in ABs, despite being such a dangerous character. while it doesn't have a lot of damage, it does have: the best survivability in the game, and the best ground/movement control in the game. to that end, play to slow down/draw away your opponents. snare them to make them move slower, and attempt to make them chase after you. the more, the better. because when they are crawling at a snail's pace and chasing you (at half speed) across the map, they are not killing anyone (which means less points for them) and not capping (which means even less points). if you can get a group of 3 or more chasing you, that means your side now have a 11 vs 9 advantage everywhere else on the map, a very favourable situation. similarily, if you can snare an entire group of 4, that means your opponents are essentially fighting 8 vs 11.

while it's true that this character cannot put out any amount of damage, its dueling ability is almost the same as the BA ranger. it has degen, it has an unblockable snare, it has interrupts flying out of its butt, and it's resistant to conditions and most degen hexes. in a 1 vs 1 situation, or even a 1 vs 3 situation, you should have no problem dropping one or more of your opponents.

there will be times when you will be completely outmatched. that is natural. in that situation, make use of the character's excellent mobility to run away. that's right, run away. there is no honour in staying, and all you'll be doing is giving your opponents a free point by standing there and fighting. snare the key targets, and run away as fast as possible. try to get your teammates to run away as well, but if they are to stupid to do so (most of them are, btw), then leave them there to die. master this trick, because you will be using it alot. however, don't just run away mindlessly. if possible, try to run towards a shrine that your side controls (specifically the elite elementalist shrine or the necromancer shrine. those two are extremely nasty). with the aid of those NPCs, you can fight off ridiculous numbers of opponents. once i fought off a group, repeatedly, from the necromancer shrine for the entire match. we obviously won because my opponents were fighting 8 vs 11 everywhere else on the map.

while this is an excellent solo character, it can instantly increase the effectiveness of any group that it joins. don't bother too much about staying within your own group, because it doesn't really matter. if you wish, you can run up to join any group that are out there capping and increase their fighting ability with your snares and interrupts. this character is especially good if paired with with melee characters.

Conclusion
the cripshot ranger is one of the most dangerous, and surprisingly low profile, characters in AB. it is a character that greatly rewards player skill, and a reasonably skilled player can dominate and turn the tide of the entire match.

my next guide will be on the BA ranger. i shall describe a few more common tricks to aid you.


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 Post subject:
PostPosted: Fri 09 Nov, 2007 9:57 am 
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Joined: Thu 11 Jul, 2002 5:26 pm
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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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