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Old Jan 12, 2016, 12:30 AM // 00:30   #21
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I'm not sure whether I'll stream any of it, although I might do if things start working out! I don't think I'll be waiting to get a whole run down. Also, I'm not finished with factions runs, I still have to get a good run down But Prophecies is serving as a nice break from that. I daresay factions will feel a bit easier after trying prophecies!
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Old Jan 12, 2016, 02:30 AM // 02:30   #22
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I completely forgot about actually having to kill the boss to get Defy Pain.

Imps:
They can't heal without spamming Ice Spear. That means you can slowly chip away at their health. If you were /R you could hit them with Hunter's Shot and just let them bleed. If you use the right type of bow and start running away just after the arrow launches you can avoid pursuit. If the foes are elevated (thus reducing your attack range) which iirc may be the case then that may not work. If you want to stick to /Mo I'm not sure what you could do. Maybe if you can aggro them well enough you tank your way through. 71AL armor and perhaps something like Dolyak Signet will keep the team safe. The bow trick would still work but it'd take an eternity given you'd just have the raw bow damage. A vamp bowstring would help though.

Boss:
Again, degen is likely the answer here. Defy Pain doesn't counteract it in any way other than prolonging the life of the user. Also consider that Hammer Bash drains all adrenaline, so if you're lucky the AI may let itself down and leave a gap where it isn't active. If you can get it locked onto you then a block stance with near full uptime should make survival reasonably simple. It's packing Healing Signet too (no idea on it's Tactics attribute) but you can Disrupting Chop that easily enough. Scourge Healing is available too if for some reason you need it.

PS: I did some digging. The reason why Smite Hex appeared on those old bars was because Remove Hex had a two second casting time back then.
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Old Jan 12, 2016, 04:24 AM // 04:24   #23
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That seems like it could work. I'm going to have to do a lot of gallivanting through Tyria to get all these skills haha. It seems fine in theory though. I've started with the warrior just recently, it'll be a while until I get to that stage to test things out, but I'll let you know how progress goes
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Old Jan 13, 2016, 12:37 PM // 12:37   #24
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I'm finding gold to be a fairly big issue. Are there any good quick ways/quests that give a decent amount of gold? The only one in Kryta/Ascalon I can find is "The Weaver of Nebo" which gives a handy 500. I find that I don't even have 1 platinum by the time I get to the armorer outside Sanctum Cay, and that's with having killed many foes I probably wouldn't in a run. Any suggestions? I think the only other quests might be Shiverpeak Stragglers -> Oswalt’s Epitaph (350?). Would buying a salvage + ID kit and selling/salvaging items work out to be more cost efficient than just plain selling unID'd?

Also, as it turns out you were right about using the ascalon settlement to experience farm as well. It's effective enough to around level 12, and I think that's where I'll stop. You suggested The Duke's Daughter + Althea's Ashes for extra experience, and whilst they are done around Grendich Courthouse, you have to detour to Piken Square to do them. Not sure the time they take is worth the 2k experience they yield unless I'm desperate for even more levels for the Droks run (say if I wanted to exceed level 17 or so). I should probably also avoid accepting quest rewards given from outposts unless I really need them, and just collect them after grinding the ascalon settlement. If you know of any other good missions or anything for good experience gain, you have my attention.

Another quick question. Seeing as defy pain is adrenaline based, and you get one tick of adrenaline per 1% health loss (I will be running not fighting), will I even be able to activate the skill? Only with health regeneration?

Related to defy pain and back to Clobberhusk, which are the best five henchies to help out here? I've looked at them all but I'm still not sure.

Last edited by Vincento; Jan 13, 2016 at 01:42 PM // 13:42..
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Old Jan 13, 2016, 04:29 PM // 16:29   #25
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So I did not a speedrun per se, but a quick playthrough of the proph campaign and stopped at frost gate (rage quit over death after unlocking the final gate but cinematic never came before i died and failed the mission). Note I used a Mesmer/W for the lols. I never really encountered an opportunity to just run through mobs to another checkpoint, and I had to fight through every mission. Also I had trouble dealing damage to melee packs outside of just empathy.

I checked the list of elites by location, its not until Crystal Desert you can cap elites, but all the skills are utility or defensive.

Last edited by Liniim; Jan 13, 2016 at 04:40 PM // 16:40..
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Old Jan 13, 2016, 09:14 PM // 21:14   #26
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Quote:
Originally Posted by Liniim View Post
So I did not a speedrun per se, but a quick playthrough of the proph campaign and stopped at frost gate (rage quit over death after unlocking the final gate but cinematic never came before i died and failed the mission).
It may sound strange but Prophecies isn't as linear a game as Nightfall or Factions. The only missions you HAVE to complete are Thunderhead Keep and onward. I don't intend on doing any of the other missions until that point in the game. I ran all the way from Ascalon City to Lion's Arch as a level 3 character, arriving there at level 4 having avoided majority of mobs. If that wasn't tricky enough, the rest of the run is where the problems lie. I'm trying to run through the Southern Shiverpeaks via Lornar's Pass.

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I checked the list of elites by location, its not until Crystal Desert you can cap elites, but all the skills are utility or defensive.
I'm aware of this inconvenience. Ideally I'll be skipping all of Crystal Desert anyway by running through and getting my elite skills from the Southern Shiverpeaks.
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Old Jan 14, 2016, 12:00 AM // 00:00   #27
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I tried to find a proph skills only Droks run, but every video and website has their character with skills that are not obtainable if you just ran from Ascalon to Beacons Perch.

I was doing an all-missions playthrough using mesmer so thats why I was even doing The Frost Gate in the first place. I wasn't being efficient with it because I was fighting everything in the way. Its definitely a lot easier than the most fast route with running to Thunderhead Keep. Being a mesmer also was useful as Dunham doesn't get an interrupt until level 15, and Conjure Phantasm was a pretty good early game damage skill. Although I usually get around 100 ping even in USA and random lag spikes so I miss some interrupts.

Last edited by Liniim; Jan 14, 2016 at 12:15 AM // 00:15..
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Old Jan 14, 2016, 12:19 AM // 00:19   #28
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Quote:
Originally Posted by Marty Silverblade View Post
Imps:
They can't heal without spamming Ice Spear. That means you can slowly chip away at their health. If you were /R you could hit them with Hunter's Shot and just let them bleed. If you use the right type of bow and start running away just after the arrow launches you can avoid pursuit. If the foes are elevated (thus reducing your attack range) which iirc may be the case then that may not work. If you want to stick to /Mo I'm not sure what you could do. Maybe if you can aggro them well enough you tank your way through. 71AL armor and perhaps something like Dolyak Signet will keep the team safe.
This is proving very tough. I'm level 15 with 71 AR and Dolyak Signet, Endure Pain, Healing Signet, Distracting Blow. I can't seem to kill a single ice imp in this mob. The ones leading up to it are fine because there's only 2 or 3 enemies. This mob is slightly too large, and uphill. I can tank the damage fine, but the ice imps always switch targets to the henchies and they just drop first. I'm not sure how to maintain aggro. I tried using only ranged henchmen so that they are well back from me, but the imps will stay put and Clobberhusk just comes running at them. The Avicara mob of 3 just before them is also rather troublesome. Again, they never focus on me and would rather run straight past me to my henchmen. Any tips on basic game mechanics for this? :P
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Old Jan 14, 2016, 01:07 AM // 01:07   #29
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As far as cash goes, materials might be useful. If you farm the tengu in North Kryta Province for feathers and items that salvage into them you should be able to make a fair bit of cash, which is especially useful given you'll be xp farming there anyway. The material trader currently sells 10 for 700g.

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I foresee adrenaline for Defy Pain being generated by the long range bow technique I described for possibly killing the imps. The adrenaline lasts for 20 seconds, plus the skill itself is 20 seconds, so if you can find a safe spot to build it it should be a big help through the tricky spots.

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I'll try fighting the mob when I get a chance. No point giving advice about pulling and whatnot unless it'll actually be applicable.
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Old Jan 14, 2016, 02:06 AM // 02:06   #30
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Yes, just as I had posted that, I realized how useful salvaging the crests the tengu leave are for feathers. It pairs well with leveling too. The armor and weapons they also drop can also potentially be salvaged for iron ingots for my own armor.

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The bow technique for Defy Pain sounds good.

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I've been trying to defeat Clobberhusk for about 2 hours now with no luck. I've been pretty close a few times. I tried pulling Clobberhusk over to the side of a cliff where I flagged my henchmen- that way the ice imps are obstructed, and it seems to work until the henchmen decide to stray out of cover and drop. Once the healer hench drops the team falls apart. The Necromancer henchman is kind of bad so I've swapped him for Little Thom because he can apply deep wound. Even with Disrupting chop for healing signet, I just can't seem to do enough before he switches targets and kills off my team.
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Old Jan 14, 2016, 05:24 AM // 05:24   #31
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Another update on how things are going. I found a better way to beat Clobberhusk provided you can kill the Tengu foes nearby, by hiding behind the rock for obstruction from the imps. Managed to capture Defy Pain.

I've been past the first cave a few times but can't survive much longer than that as I run through with aggro. I spawn a fire imp to help try and draw aggro depending on the spawns. At the moment I'm trying two skill builds:

Sprint
Balanced Stance
Remove Hex
Defy Pain
Endure Pain
Healing Signet
"For Great Justice" / Purge Conditions
Holy Veil

I've had no luck having time to build up Defy Pain. Any of the times it would be useful, there's a wurm nearby that stops me or the mobs are too close together. For great justice means I can pop defy pain and survive, and then maybe keep it popped after. I've been practicing heaps and have seen this neat guide here which helps out a little. I'm at level 16 at the moment. I feel like it's possible, just so unlikely. Still not sure if for great justice is worth it, but I'm rarely crippled at the places I die in.
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Old Jan 14, 2016, 05:32 PM // 17:32   #32
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I didn't post that build so you could run Droks Forge but the Crystal Desert.I used it from LA to Sanctum Cay runner as well.I wouldn't use it today unless you know the run really well.I used my Warrior for running the Desert.

I haven't read you thread as good as Marty listen to what he says if it is general monking advice look or post in the Monk forum.

Don't use Dfy Pain use this one as it is the old classic build.

http://guildwars.wikia.com/wiki/User...d_Forge_Runner

Last edited by Age; Jan 14, 2016 at 05:36 PM // 17:36..
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Old Jan 14, 2016, 10:11 PM // 22:11   #33
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Don't use Dfy Pain use this one as it is the old classic build.
http://guildwars.wikia.com/wiki/User...d_Forge_Runner
Thanks for the old build but the issue is that I'm not doing the run with a character that can access charge yet, so the standard build goes out the window.

I can run to Sanctum Cay decently as is, just a tad grindy because I only have 15 AR. Running the crystal desert is probably easy. I was more concerned about doing the actual Crystal Desert missions, that's the hard part.
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Old Jan 15, 2016, 02:20 AM // 02:20   #34
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Good work with Clobberhusk. Learning how to aggro properly is key to playing frontline well and will be invaluable through the final missions, least of all because of the level deficiency.

If you want to slot an adrenaline booster, which I would, "To the Limit" would fit better if you can't reliably perform the hit and run bow trick.
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Old Jan 15, 2016, 07:12 AM // 07:12   #35
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If you want to slot an adrenaline booster, which I would, "To the Limit" would fit better if you can't reliably perform the hit and run bow trick.
You have never been so right. I honestly don't know how, but this skill is making a HUGE difference to my success rates now. I have yet to finish Lornar's Pass, but with decent spawns, it seems achievable even at level 16 or maybe 15 (currently 16). The mission to get To The Limit is really quick too, easy 750 experience to collect with it. I've attached a screen of my latest attempt and current skills bar in the spoiler, I was only just shy of the resurrection shrine at the southern end. There was a giant clumped mob with lots of Grawl and Ice Golems and couldnt get through them all (some 20-25 units in the chokepoint). It's honestly hard to believe I've gotten this far! It seems like I've been stuck here forever and I'm finally getting a break though Unfortunately, the guide which has been somewhat useful stops here, so I'll be on my own once I reach Dreanought's Drift and Snake Dance.

In regards to what you said in an earlier post:
Quote:
Originally Posted by Marty Silverblade View Post
Dreadnought's Drift can be tricky with the clumping spawns, especially when they're right there when you enter, but I don't recall dying there much. Snake Dance is just long and an exercise in tolerating the Tundra Giants. Talus Chute can be cruised through too barring a somewhat ugly patch of Avicara near a rez shrine, though you'll get the level 20 henchies from Camp Rankor so they can help if you need.
I have a few more questions in regards to the next areas now that I somewhat know what to expect of Lornar's Pass. Firstly, just how bad would say 15% death penalty be from the start of Dreadnought's Drift (should I manage to capture the shrine at the end of Lornar's Pass before dying)?

Secondly, what are these Tundra Giants like? They have the knockdown stomp, which I assume is easy to bypass with Balanced Stance. Other than that are they okay? I'll have less opportunities to practice Snake Dance and Dreadnought's Drift, compared to say Lornar's Pass and Talus Chute, so I'm not too worried about Talus just yet. I may very well just end up fighting my way up and around to Deldrimor War Camp anyway.
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Old Jan 16, 2016, 07:28 AM // 07:28   #36
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New update: I've improved a lot with the run and finally made it through Lornar's Pass. I subsequently made it through Dreadnought's Drift without issues. Then with Snake Dance, I took it really slow at first and was hesitant. I made it past the resurrection shrine first try. I reached an area nearby safe from the Azure Shadows. Then in a moment of indecisiveness, decided to double back to the shrine to try and set it, just in case I should die. Unfortunately, doing so did kill me. What's worse is it didn't capture at all and I was spawned at the start of Snake Dance. 15% penalty was manageable, but I made a mistake with some of the Tundra Giants and failed. On 30%, I made it as far as you see on the map. Unfortunately, too many Azure Shadows spawned here and I couldn't maintain Balanced Stance long enough to get past them. As you can see I died off the path trying to break free of their aggro, completely forgetting to use my fire imp. Had I'd been more confident, I might have made it all the way to Camp Rankor but at least I'm improving and know what to expect now.
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Originally Posted by Marty Silverblade View Post
I recommend getting to Droks first (or at least Camp Rankor) because Grenth's Footprint has different foes and not a lot of room to move so you don't want to waste a run by failing to reach the outpost and having to restart from Beacon's Perch. Best option on this route may be to reach Camp Rankor, flag the henchies at the start of the zone, running up, and then fighting through Grenth's Footprint.
After my failed attempt that almost made the distance to Camp Rankor, I'm confident that I could have easily zoned through to Grenth's Footprint. From what I can see on the map, I initially thought the Deldrimor War Camp was relatively close to the way point (by drawing a straight line). I'm willing to bet that's not the case. I'll draw my guess of the path in the spoiler below. If it is that far, and the enemies are tough, you're most likely right.
I was also wondering what my distribution of Strength and Tactics attributes should be. I've been trying with 11 in strength and 9 in tactics, but 10/10 might be better? I'll add skill comparisons for your ease:
-Sprint (lasts 12 seconds with both 10 & 11, unaffected [Strength])
-Endure Pain (lasts 14/15 seconds, +230/244 max health [Rank 10/11 Strength])
-Defy Pain (+230/244 max health, take -7/-8 damage [Rank 10/11 Strength])
-Balanced Stance (lasts 15/16 seconds with [Rank 9/10 Tactics)
-Healing Signet (heals 136/142 health [Rank 9/10 Tactics])
-"To the Limit" (lasts 16/17 seconds, +40/43 max health, gains a max of 4/4 strikes of adrenaline [Rank 9/10 Tactics])

I'm level 16 at the moment and won't need to be any higher, more attribute points are just going to be luxury. My helm is +1 Strength at the moment, hence why my strength stat is always going to be higher than tactics. Would it be better off having +1 tactics instead? It would mean I could run 9 strength and 11 tactics at level 16 which probably wouldn't be worth it, right? Other combinations of Strength:Tactics at 16 with my +1 Strength helm -> 8:11, 5:12, 13:4, 12:7.

Being level 16 gives me +15 attribute points on level up which is a nice little boost, it's only +10 for the levels before that. I might also try with level 15. It's unlikely I'd try at levels 13 and 14, but I may do for interest sake. If I did, what attribute distribution should I run respectively? My shield from /bonus has a Tactics 9 requirement.

------

Apart from this, I'd be happy to hear if you had any advice when it comes to the area I died in or nearby, as well as dealing with the Azure Shadows.
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Old Jan 17, 2016, 01:21 AM // 01:21   #37
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So can you make it through Lornar's consistently or does it depend on luck/spawns?

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Yeah, it's not a straight line from the portal to the War Camp. There's a shorter + easier route though. You can follow along the bottom edge of the map, which will zig zag along the cliff. Some of the black bits on the map are traversable. I would advise getting down to Camp Rankor first and then seeing if it's possible to run. The outpost will allow you to switch skills if there's something Lornar's Pass specific that you don't need anymore.

Popping into Grenth's Footprint is something you should do anyway - it'll rez the henchies. I think Shadows are only an annoyance once you get past that middle bit and into the Stone Summit mobs, so having the extra interference should make a meaningful difference.

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I'd opt for the extra second of Balanced Stance (i.e, 10/10).

----

As an aside, given that you don't have the area clear and have no familiarity with it, texmod + cartography made easy may help.
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Old Jan 17, 2016, 02:13 AM // 02:13   #38
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So can you make it through Lornar's consistently or does it depend on luck/spawns?
Very much spawn dependent. I'm about as good with this build as one can be now after hundreds of attempts at Lornar's Pass. Initially it was the mob past the first, long tunnel/cave that was presenting as a problem. When the Avicara mobs spawn too close to the Ice Golems it becomes hard. That seems to be happening less. If the Golems/Pinesouls spawn to the right side, I can just run straight past and it's easy peasy. If they spawn all the way to the left, it's not too bad either as I can run all the way up the right side to get rid of the aggro of the avicara. If they're in the middle of the way or mixed with the avicara, it's impossible. Thankfully I've improved enough and I can just reset if spawns here are bad.

My real trouble is the second last area in Lornar's, right before/around the Stone Summit spawn on the right in the clearing. If mobs are too clumped up, there are too many Ice golems and I can't tiptoe around them. Aggroing grawl is no problem, but like at least 75% of the time, there are ice golems spanning the entire field and I can't get past them without aggroing more than one mob. Shortly after that area on top of the hill, the grawl just finish me off because I run out of steam (low health, already popped DP and endure pain). I wish that the spawns were more consistent. Occasionally that area will have well separated mobs, meaning you can just run past or only aggro one mob of grawl (easy). That or only grawl spawn which is also fine. I find that remove hex does nothing here. The grawl crone strip me of holy veil and poison me. I have to avoid pinesouls because they lay crippling traps and I don't run condition removal. I think once I get past here, I could manage to do all of snake dance now knowing what to expect. The trouble is I've only managed to get to Dreadnought's Drift that one time.

Last edited by Vincento; Jan 17, 2016 at 02:43 AM // 02:43..
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Old Jan 18, 2016, 12:47 AM // 00:47   #39
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Those Crystal Desert missions are to hard but they are for a reason it was after that you would start to pvp.It was mostly focused on coop play with real people.The devs wanted you to avoid using all henchies instead use real people.Elons Reach is the hardest of them all and dunes is easy ulness you want the bonus.

I would gather you are running up Droks not down?I would remove Defy Pain and use a condition remover.
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Old Jan 18, 2016, 08:02 AM // 08:02   #40
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Not sure what you mean by up/down, but I'm running from Beacon's Perch to Camp Rankor/Droknar's Forge. There's no point in running north from Droknar's Forge, that means doing the desert which isn't happening anymore now that I know the run from Beacon's Perch can be done.

As for removing Defy Pain, that's a no go. Defy Pain is a staple in my build. As a level 16 character, without max armor or access to any other useful elite skills, you will 100% just die without it. Condition removal is non-essential to completing a run. Just avoiding pinesoul patrol areas means avoiding their cripple traps for the most part and the grawl can only poison you which doesn't really do a whole lot. In the parts where you get crippled because you can't avoid the pinesoul traps, you're dead either way, condition removal or not, because you'll be completely swamped by ice golems that hex you more/faster than you can remove.
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