[WiK] Battle for Lion's Arch as Ranger

►War in Kryta quests playlist:    • Guild Wars: War in Kryta   ►War in Kryta 'War in Kryta' is the first beyond questline, taking place after the events of the base campaigns and the add-on Eye of the North. To begin playing this questline either Prophecies or Eye of the North must be completed. Talk to Murro in Lion's Arch to get a meta quest which leads you through the events of this questline. You will face plenty of interesting foes: Peacekeepers have been introduced, the White Mantle and the few remaining Mursaat learned plenty of new skills from all campaigns. Every encounter is unique due to almost randomly composed enemy parties. ►General advice for this quest ~20 to 30 minutes intense defense quest. Initially you'll mostly face white mantle units, later on they'll be accompanied and eventually replaced completely with jade constructs. You will need... • proper positioning • area shutdown • area damage • protection • distraction • energy management. 1) Proper positioning. • Flag heroes so they're spread-out. • Avoid playing too closely to the gate, as there's the risk to aggro the large horde of foes standing outside. A good first point of defense is the wide fighting area in front of the first line of shining blade elementalists. • Once the fights gets tougher (shortly after defeating Toriimo) retreat to above the stairs. This is the most easily defendable place of the map, as you can stay spread-out but force the advancing foes to ball up densely and take in all the area effects your team brought. 2) Area shutdown. • Panic is the best general shutdown for this quest, surpassing psychic instability and keystone signet. • Most relevant anti-physical are weakness (enfeebling blood, blood magic), meekness (curses), shared burden (llusion magic), ineptitude (illusion magic), blinding surge. 3) Area damage. • Too many foes to kill one at a time. Bring splinter weapon and other area damage. 4) Protection. • Protection prayers are unreliable (especially as the strongest wave of foes has a -60% enchantment duration spirit of tranquility), communing spirits get overwhelmed. • Shout protection is reliable. • Minions are reliable for the first two thirds of the quest. Combine shambling horrors and bone fiends for three layers of defense. • Minions are unreliable for the last third of the quest, at which point protection prayers become relevant again. • A balanced combination of shutdown, protection prayers, minions and spirits is highly recommended so you always ahve at least two strong layers of defense. 5) Distraction. • Both spirits and minions allow to take the fire off your team for a short while. Don't rely too much on them as mursaat and jade constructs near the end of the quest shred summonings with spectral agony. 6) Energy Management. • Long, intense combat necessitates good energy management. Blood is power highly recommended. ►Builds used in this video NOTE: This video was captured prior to the extensive 2026-06-24 balancing patch! Side note: I planned to go sub 20 in this quest and this run is just 12 seconds too long for that goal, but after unfounded copyright claims on videos of this quest I lost motivation. Player: OgATYnLnZKXE7gHcx4UyxQVk2AA Hero 1: OASkUghiITqjzEjdxKnXTMHlrKA Hero 2: OQBDAqwDOnAc60LHY6yAXgiA Hero 3: OQhkAoB8AGK0LwKACYeWPVGQy3FD Hero 4: OAhjQkGZIP3BqdVVaO5EeDzxJA Hero 5: OAWkEghqITKzLAjdxocSzJ3wkZC