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#1 |
Ascalonian Squire
Join Date: Nov 2005
Location: Nebraska
Profession: E/Me
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I'm pretty new to the game. My character is a 21st level Elementalist and we are on our first trip through. I would like to run from Augury Rock to Destiny's Gorge, using Armour Mist.
I have tried making the run a few times, but the hydras always take my character out. I would appreciate some pointers about running. Do you run flat out from one point to another? Do you try to constantly survey your surroundings, stopping and going as the situation warrants? Do you run some and walk some? How do you stay moving and not run into trouble? What's the best approach to running? Thanks for your help. Dixie ![]() |
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#2 |
Krytan Explorer
Join Date: Aug 2005
Guild: The Zephyr Of Tyria [tZoT]
Profession: A/
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Classes best for running are Rangers and Warriors~ You may try, its just that that skill takes a few seconds to activate and you must stand still for it to work. It does not last long enough neither. Also, it also has to do with the armor. Spell casters' armor tends to be weaker than the others, so that also may have to do with this.
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#3 |
Grotto Attendant
Join Date: Oct 2005
Location: Cedartown, Georgia
Profession: R/
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Elementalist do have some choices for stuff.
You have: 1) Windborne Speed, to get past Aggro (If you are moving faster than them, they won't follow you far). 2) Armor Of Earth, 30 seconds of up to ~60 AL is good. that can be like wearing another set of armor on top of yours for 30 secs. 3) Magnetic Aura, is less effective than other classes' stuff, but it still gives some 75% evasion from melee attacks (recharge sucks though). Use when you need it. 4) You have some of the Glyph's that can work. 5) Like you said - Armor of Mist is probably the best known of the Elementalist run type skills. Most likely, you'll go Water/Air and just cut your loses of Armor of earth, and level up a secondary class attribute. BUt it really depends..if you have a weaker running type secondary, armor of earth can help. You didn't tell your secondary, but I'm sure theres something in it that is effective too. If you can - also wear Pyromancer armor since hydras do fire dmg. And you already know this...but dont cast Armor of Frost. SECONDARY BY CLASS: Warrior: - The Stances and Run skills. Sprint is good. They have a couple good 75% evade stances that might fit your situation. Ranger: - Run skills are many here. Storm Chaser is the obvious choice because of the energy benefits because you are taking fire dmg. Dryder's Defenses is the best defense stance for you, because its 75% evade on top of ALOT of elemental defense bonus. Monk: - actually less effective here than in either situations such as this. The protective prayers line holds some evasion for you though. Necromancer: - Not the best...Necromancer's skills weren't made for running, but rather mostly hurting the opponent - and in your case your running right by them... Mesmer: - Simple choice here - Mantra of Flame. gives less dmg for you, and energy. If you are /ranger then your in luck..thats the best for you. But take the advice for the others too. Also note your in luck because the Elementalist things are all enchantments, and stack with a stance. Last edited by Former Ruling; Dec 16, 2005 at 04:35 AM // 04:35.. |
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#4 |
Academy Page
Join Date: Sep 2005
Profession: W/Mo
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He has an Ele/mesmer(look at chars in profiles)
And btw, Armor of Earth for RUNNING? The armor is great.. but it slows you down way too much.., or is it for protecting yourself while other skills are recharging? |
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#5 |
Academy Page
Join Date: Dec 2005
Location: UK
Guild: The Imperial Guards
Profession: W/Mo
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A lot of the standard running techniques will hold true for you regardless of profession.
Most runners won't just flat-out peg it through to where they want to go; I always try to know where I can safely rest and recharge skills, then use speed enhancements at the right time to make sure I have shaken off pursuit before reaching them. Timing is everything there. Knowledge of the terrain is a major boost for a runner- running to somewhere you have never been is much harder than a route you have done dozens of times- especially in the desert where many of your opponents are hiding. Good luck and let us know how you get on. |
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#6 |
Frost Gate Guardian
Join Date: Sep 2005
Location: PvE
Profession: N/
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There are a couple key things to remember when running:
Know the route. If it's a run you haven't made before, look at maps online and figure out the path you need to take. Try to memorize the route around any obstacles, e.g. "I need to turn right when I hit the big rock wall" or "hook left when the path splits". If the route is new to you and particularly complicated, ask someone who knows the route if they'll show you where to go. In the desert, try to plan out a route that doesn't involve teleporters, as they are usually guarded, and it's nearly impossible to activate one when you're being attacked. Aggro is bad. Whenever you can go around enemies to avoid aggro, do so, even if it means taking longer. You should generally be paying as much attention to your aggro circle in the radar as you should to the actual path, if not more. This is not to say you should ignore the main screen, since it's often difficult to see small obstacles in the radar. When you do get aggro (it's inevitable on most runs), use speed-boosting skills to get away from the enemies as quickly as possible. Try to select fast-casting skills so that you can use them while you have aggro if you need to; anything that takes more than 1 second to cast is probably not a good choice, and more than 1/4 second should only be used in an emergency. If possible, bring more than one speed-enhancing skill in order to minimize the time you spend with all speed skills recharging. Be patient. Stop any time you find a safe place. It's a good way to plan your route (checking a website map or your in-game map), taking into account the location of any nearby enemies and the timing of any visible patrols. Hold down control to see enemies from beyond the range of your radar. Always make sure your health and energy are full and all your skills are recharged before leaving a safe spot. Know when to quit and when not to. Some routes are easier for caster classes to fight through with henchmen than to run. If you've tried 10 times and you keep dying at the same spot, it might not be doable. On the other hand, don't abort a run just because you've died; sometimes dying will pull you to a resurrection shrine closer to where you're trying to go (though I think this is more common in the southern Shiverpeaks than in the desert). If you don't resurrect where you started, wait until your DP hits 15 or 30 before aborting and restarting the run. |
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#7 |
Ascalonian Squire
Join Date: Nov 2005
Location: Nebraska
Profession: E/Me
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Hey, Claire, Former, William, Antisocial and Shattered, thanks so much for the help. You sound like you have much more experience than me; I do appreciate the time.
Yes, my character's secondary profession is a mesmer, but I really don't understand how to use those skills. I think that it was a poor choice of a secondary for someone playing the game the first time. When I get back from class this afternoon, I'll give your very helpful suggestions a try. I promise to let you know how I do. Talk with you soon; and thanks again. Dixie |
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#8 | |
Academy Page
Join Date: Sep 2005
Profession: W/Mo
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#9 |
Pre-Searing Cadet
Join Date: Nov 2005
Guild: Hall of Mystic Elders
Profession: E/Me
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If you are a mesmer second try Illusion of Haste. Its an 'infinite' run as long as you keep casting it but takes a second to recast. I used it to run solo around the jungle.
I also used Illusion of Weakness for extra health and Distortion in case I get stuck in melee. Be careful with distortion though because it can burn energy fast and its runs down quick. |
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#10 |
Wilds Pathfinder
Join Date: Jun 2005
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I've ran to Elona with my mesmer before. For the hydras, the only thing that they can you with while you're running is Fireball, since you can outrun their Meteor. Just make sure you're running when you know you're going to aggro.
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#11 |
Ascalonian Squire
Join Date: Nov 2005
Location: Nebraska
Profession: E/Me
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EF, Anti and Ores, thanks for your tips. Orest, I'll take a close look at the mesmer spells you mention. Armour Mist doesn't allow my character to move very fast. Perhaps one of the mesmer spells will.
Anti, thanks for the advice about changing second profession. I'll give serious consideration to changing when the time comes. Who knows? Maybe I'll have learned to appreciate my mesmer skills more as time goes along. Again, thank all of you for your help. I'll keep you posted on my progress. Dixie |
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#12 |
There is no spoon.
Join Date: Jun 2005
Location: Netherlands
Profession: Mo/
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Lvl 21?
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#13 | |
Frost Gate Guardian
Join Date: Jul 2005
Guild: Hot Original Elementalists
Profession: E/Me
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But, in case I'm wrong, I'd love to see how this Droknar arrival/profession change thing works as I've never seen it before... ![]() |
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#14 | |
Grotto Attendant
Join Date: Oct 2005
Location: Cedartown, Georgia
Profession: R/
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And thats why I said He'd probably go between Water and Air, and skip earth all together. Ele/mesmer huh...Umm..I'm thinking alittle on this: Mantra of Flame (Stance, keep it on). Windborne Speed (Enchantment, put it on while your free running [the long areas with no aggro]) Armor of Mist (Enchantment, your main weapon for running through hydra patrols) Maybe Mist Form {E}? Aura of Restoration for healing? then w/e really...I'd say Arcane Echo something, but everything has too good of recharges to warrent it. |
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#15 | |
Wilds Pathfinder
Join Date: Jul 2005
Guild: Fifteen Over Fifty [Rare] | [Rare] Alliance
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#16 |
Frost Gate Guardian
Join Date: Jul 2005
Guild: Hot Original Elementalists
Profession: E/Me
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No different than Sprint being tied to Strength... All in the name of Balance...
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#17 | |
Grotto Attendant
Join Date: Oct 2005
Location: Cedartown, Georgia
Profession: R/
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I said Storm Chaser, and Dryder's Defenses, both tied to Wilderness. As for warrior's Sprint - that I did miss ![]() |
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#18 |
Ascalonian Squire
Join Date: Nov 2005
Location: Nebraska
Profession: E/Me
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Maxie, Monica, Former and Fungus thanks for the notes. You guys sound like experts to me. When we get back from dinner, my roommate and I plan to implement some of your great suggestions.
Before the night's over, we'll let you know how we do. Thanks again for your help. Dixie |
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#19 |
Banned
Join Date: Aug 2005
Location: California
Guild: [Dark]
Profession: W/
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well you can do what i did
make an easy 200g from each person running from beacons to kryta =) i only used windborne speed |
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#20 |
Frost Gate Guardian
Join Date: Sep 2005
Location: PvE
Profession: N/
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Mesmer is an excellent secondary for elementalists, thanks to Arcane Echo and various energy-gaining skills. It's just not a great secondary for running places.
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