Talk:Fort Ranik

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Two Nav Bars?[edit]

Is it useful to have the Areas of Ascalon navigation box in places like this, which are missions? Since there are different entries for the missions and the outposts, I think it's not helpful. I would think it should be one or the other, not both. Thoughts? - Sundown Solstice 13:48, 14 April 2007 (EDT)

Agreed. The outposts should have the Areas bar, but not the missions, especially since the missions themselves aren't even in that navbar. Zalaeth 07:07, 8 May 2007 (EDT)
? The missions are in the navbar. And I disagree, the articles should have the navbar because that is their purpose - to conveniently place all related links in one easily accessed box at the foot of the article. User Fox.jpg Fox (talk|contribs) 07:17, 8 May 2007 (EDT)
The mission pages are not in the areas nav bar; the outpost pages are. Those pages should most definately have it. The missions, though, are often not distinct regions at all; rather, they overlap other regions, especially in NF. The two are seperate entities: one is a city, the other a more developed quest--otherwise we wouldn't bother having two seperate pages for them, nor would we have seperate nav bars.
We aren't putting the missions bar on the outpost page, so why are we putting the areas bar on the missions?Zalaeth 23:33, 8 May 2007 (EDT)
/doh Okay, I'm a n00b, I completely failed to utilize a nav bar, the missions are in the areas bar >.<
Although, I'm still not entirely sure the areas bar should be there, I withdraw my argument.Zalaeth 23:41, 8 May 2007 (EDT)

Cleanup?[edit]

shouldent the very long hard to read area of the "walkthrough" area be cleaned up a little bit? - Malegnis 3:48, 28 June 2007 (EDT)

Wrong Information?[edit]

Killing the Charr instead of using the Trebuchet is actually very easy. Of course, you'll have to be like level 10 and have an AoE, preferably Cyclone Axe, and maybe a stance like maybe Shield Stance. But it's not as hard as it says. Heck, I did it with henchies on my level 12 character! (they died right off the bat). But then again, I opened the gate to Nolani Academy and like to fight off that Charr rush. Bisurge 04:37, 7 July 2008 (UTC)

/agree, and Duration: Very Long? Some missions where it says medium took longer for me... File:User Horsedrowner avatar.jpg horsedrowner 12:46, 18 July 2008 (UTC)
Oh, and I'll have to double-check the bonus part, where Armin Saberlin should stay alive. If I remember right he died but I still completed the bonus ... File:User Horsedrowner avatar.jpg horsedrowner 12:50, 18 July 2008 (UTC)

Current version says minions are "poor choice" for this mission. Discordway worked fine for me in hm. Right before bonus detour I had lots of minions stranded on bluffs, so I turned off minion healing for a minute. Rest of mission was perfectly straightforward.--Mr Perfidy 22:52, 20 August 2009 (UTC)

/Agree, Discord was a cinch to pull off. I was dumb and sent all of my heros to pull charr into trebuchet range at the end and they died, but other than that.... (Had to kill boss with Ebon Vanguard Assassin and a summoned Merchant!) --Batmanhatguy

The trebuchet will kill anyone caught in its blast, regardless of level or armor[edit]

"The trebuchet will kill anyone caught in its blast, regardless of level or armor" This is not true I lived through a blast from the Trebuchet. I had over 1000 health at the time, from Defy Pain and Endure Pain.

The trebuchet deals a set amount of damage, it's around 1300 IIRC. If your health is raised using stances, symbiosis+enchantment combos, etc. you can probably survive the blast. Also, make sure you sign your comments using four tildes (~~~~) --SetandSpike 00:35, 15 April 2009 (UTC)
So, FYI I just ran through the Fort Ranik mission as a level 20 E/Mo with 500-ish health and didn't take a single point of damage from the trebuchet, even being right where it hit when it hit (I aggro-d all the Charr to the area and my party member pulled the lever and the Charr all died and I did not). I don't know if that's a Fire Ele thing, but maybe that should be revised, since the trebuchet will clearly *not* kill anyone caught in the blast? 97.116.121.130 06:04, 6 May 2009 (UTC)
Maybe the note means any of the Charr, not any of the player characters or h/h? Meaning that any Charr caught in the blast would be destroyed, not just the low level / low armor professions. If it does, and someone can verify, that should be clarified in the note. Freedom Bound 16:21, 14 May 2009 (UTC)
Easy one to test, as you can take level 20 heros in there and murder the charr, flag them next to the box I believe acts as the target and fire it yourself... When I have rushed low players thru I would kill the charr and not assemble the peices. MrPaladin talk 16:28, 14 May 2009 (UTC)
Trebuchet killed 2 of my heros. Does anyone know if Protective Spirit would protect from trebuchet damage? Batmanhatguy 15:04, 22 August 2009

Armin Saberlin doesn't need to survive[edit]

I can confirm Armin Saberlin doesn't need to survive as I just got bonus after he died in the first fight.81.153.79.45 20:15, 27 July 2010 (UTC)

Bug/glitch found[edit]

Fort Ranik glitch.jpg

I found out that if you avoid that big group, and the Boss group right at the start, Master Armin Saberlin and his 6 militia will follow you throughout the entire mission.Sloh Em Oshun 05:10, 15 August 2009 (UTC

Thought i would fix my own statement, and say they follow Saberlin, and Saberlin follows you. I dont know what would happen if he were to die, while exploiting this bug.Sloh Em Oshun 05:13, 15 August 2009 (UTC)
Even if Master Armin Saberlin dies at any point, the remaining NPCs will still follow the party leader. --Silver Edge 22:31, 14 October 2010 (UTC)

Skill reccomendations[edit]

Many of these suggestions can be derived using common sense ("bring blocking, because enemies attack you"). Most of these could probably be gotten rid of, as this area doesn't contain any specific type of damage or enemy warranting special skill sets. ~Shard User Shard Sig Icon.png 03:46, 20 September 2009 (UTC)

I think it was aimed at hard mode. Nevertheless, I'll clean it up. King Neoterikos 03:51, 20 September 2009 (UTC)
Your last edit, and namely what it left, amused me. When cleaning up the IP's edit adding an extensive and fairly vague list of recommended skills and strategies, I was thinking, "Isn't this a little overkill?" But hey, he obviously did his work transcribing his build and conjuring up justifications for each skill :P. At any rate, probably best to have removed it. I might also have kept the heal reduction, as it's particular to the bonus here. | 72 {U|T|C} - 03:56, 20 September 2009 (UTC)
Heck, I'm not even sure that the remaining tip
"Skills that can counter hexes are extremely useful in the early stages of the mission."
is really necessary. I regularly clear this mission in HM with nothing more than Ogden carrying Remove Hex; I've never really felt the need to alter his bar. Most recent occasion was last night, and that was with a couple of people in tow. I do bring a minion master, though, and Oggie is a fairly strong healer with WoH and Healing Ribbon. From what people have said, it may also be that warriors have an easier time doing this mission with H/H than other classes. -- Hong 04:10, 20 September 2009 (UTC)
Then change it. I'm just not a fan of completely removing potentially useful sections. Some people using HH may find this a challenging mission in hard mode. King Neoterikos 04:12, 20 September 2009 (UTC)
I think people should be smart enough by now even on missions like that to bring a monk, etc. in hard mode. They can decide for themselves what works best to bring. This shouldn't be any harder than any other hard mode mission. I don't see the recommendations needed, to be honest. ♥ Ariyen ♀ 04:16, 20 September 2009 (UTC)
Keep it, I needed divert hexes to do this in HM. New LC ftl.. 81.104.225.189 11:37, 18 October 2009 (UTC)
Even a simple enchant removal is a good thing for the bonus shaman who use SoJ. Not everyone runs discordway and even if they do, wanding still can destroy your AI. Justice 19:36, 27 October 2009 (UTC)


Having Rebel Yell equipped by checking your Ebon Vanguard rank in the hero panel will help also. Sardaukar User Sardaukar sig.png 17:24, 19 May 2010 (UTC)


I removed non-prophecies examples as they should not be misleading players into considering them mandatory. Sure the vanguard crap is a strong boost, but not nearly necessary for these missions. Not even on hard mode. --Boro User Borotvaltgandalf Sig.jpg 21:14, 14 April 2012 (UTC)


Removing false content (Hard mode section)[edit]

"You can avoid engaging with several Charrs by splitting from Master Armin Saberlin and the other NPC soldiers. Leave the main path right after you cross the bridge at the start of the mission, take a right and follow the path behind rocks, skipping the main Charr forces. You will only encounter one patrol, since most enemies will be stationed out of your aggro range."

This is plain bullshit, I just tried the turn right after the first bridge, you don't really skip as many Charrs as it indicates. Plus, i doesn't really look like an alternative "secret" path. User Yoshida Keiji Signature.jpg Yoshida Keiji talk 05:53, 7 June 2012 (UTC)

I was wondering why that tip wasn't there anymore...now I know! I actually found that to be helpful advice, as it's more that you can sometimes bypass a couple of patrols by going around there, but if others don't find it helpful, so be it. :) ninestories 17:43, 28 February 2013 (UTC)
Using the current map as reference, the alternative path described there...:
  • Starts 1 red dot before (1A)...and...
  • Finishes the 6th dot after (1A)?
I don't think Charr spawn locations change every new time you re-enter that mission and that they are fixed spots. The times I did this mission, I found no difference at all. Plus, detouring doesn't risk NPC survival? Even if it's death is irrelevant for bonus? As well as may cause a player to miss the quest NPC too? User Yoshida Keiji Signature.pngYoshida Keiji(talk) 11:53, 4 March 2013 (UTC)

Technique of pulling with the first mob[edit]

As per request (I will tell you with my Ingrish and then you do the proper English, :P):

Two types of Charr groups, stationary and patrolling. When a player reaches the range position to engage the stationary grups, is when the patrols will trigger. I found it better to split your enemies. So long as a player doesn't walk-over their spot, he/she will not need to fight the patrols together (over-agro). So pull the stationary foes to kill them away from the patrol group trigger points. Once you reach the original location of the stationary groups, is when the patrols will start moving towards you. User Yoshida Keiji Signature.pngYoshida Keiji(talk) 08:49, 5 March 2013 (UTC)

Just for anyone rushing through[edit]

Killing the final boss and its small group (monk, ranger + war) will end the mission; no need to tit about doing the trebuchet stuff. -Chieftain Alex 23:03, 24 February 2014 (UTC)