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Old Jul 22, 2005, 07:54 PM // 19:54   #1
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Default Lornar's Pass and south

There is a lot of discussion about running to Droknar's Forge. Well, let me say this, everybody must do what he likes, after all, it's only a game.
My question is, are these area's, Lornar's Pass etc, playable in a normal way. Which is, going out with a team and do a quest or just explore the area? My experience is very limited. Because of the high level of the monsters I get instantly beaten up. Playable means for me, with a normal evolved character (in this case between lv 12 and 16), and not getting killed a dozen times.
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Old Jul 22, 2005, 07:57 PM // 19:57   #2
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A group of people/henchies that are "on target" for the mission from Beacon's Perch (levels 13-15ish) are -not- equipped or ready for Lornar's Pass even if they have "godly" weaponry from their other ascended characters. I would guess that it might have been placed there to give 20+ characters somewhere to game/play/earn XP/cap skills....oh yes, and to fleece the willing lambs who want to be run to Droknar's.
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Old Jul 22, 2005, 07:58 PM // 19:58   #3
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between 12 and 16, you'll constantly get killed. you need to be level 20 if you plan on fighting your way through and you should have the max armor from droknar's. you could fight your way through with henchmen, but they'll need to be level 20 as well.

if someone ran you through to droknars or to camp rankor, i dont see any problem going backwards to clearing out the areas. but just so you know, you should not be on the front lines at all with your low level character.
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Old Jul 22, 2005, 07:59 PM // 19:59   #4
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A guild mate and I used to head out there just for the killer XP at level 14 or so. Just the two of us, no henchies. We could kill some of the mobs, not others. Based solely on that, I'ld say a full party of players should be capable of doing quite a bit of damage if they all knew what they were doing, yes.
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Old Jul 22, 2005, 07:59 PM // 19:59   #5
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In my opinion they are. If you have the right group. My advice though, go with guildies. becuase 90% of the time I group with people and try to do it just for fun from beacons... we get smacked down at the first intersection.
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Old Jul 22, 2005, 08:00 PM // 20:00   #6
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Ya I used to fight there with a buddy when we first got to beacons(lvl 16-ish)...that's where we really started to learn how to pull and bait mobs. We died quite often but it was worth the learning experience.
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Old Jul 22, 2005, 08:01 PM // 20:01   #7
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I personally feel that Lornar's Pass is the most unbalanced aspect of this game. It is the BE all END all of utterly futile attempts for me at my friends at least. I have been playing GW since day 2 after release. I know what I am doing. I rarely die unless in PVP. I hold my own solo down to seabord with no issues. I go to LP and I suddenly have my ass handed to me, and I have 4 20's in my group and a healer bot.

They need to tilt the pinball table just a tad, because I am sorry, I care not if you have all unlocked and all skills and badass weapons/armor, 8-9 level 24 avicara fierce and whatnot, laced with those DAMN worms, is ridiculous. You cannot outrun the worms, and the birdmen are like christ on crack, they literally decimate us before we can react. It is ridiculous I tell ya!
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Old Jul 22, 2005, 08:02 PM // 20:02   #8
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<3 stormchaser
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Old Jul 22, 2005, 08:08 PM // 20:08   #9
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First time meeting the worms is one of the most memorable experiences I've had in GW.

We'ld fought passed Ice golems imps, and avicara just the 2 of us. Damn worm comes out and absolutely trounced us.
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Old Jul 22, 2005, 08:12 PM // 20:12   #10
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Quote:
Originally Posted by SOT
and the birdmen are like christ on crack
I HAD to laugh out loud for that one. I am currently at work and I work in the main office of a church
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Old Jul 22, 2005, 08:17 PM // 20:17   #11
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You can play lornar's the normal way. But not going south, going north from camp rankor. I tried once for farming and skill capping w/ a friend and henchies. we got half way thru only dying once (the whole group) and then i quit b/c my inventory is full. I think it's defenitly doable and I might try again, when I have time.
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Old Jul 22, 2005, 09:41 PM // 21:41   #12
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It's doable from Beacons Pearch with a very good, methodical, team with lots of patience, that doesn't mind running around with huge DP's at some point. I finally got a PUG together and fought all the way down to Camp Rankor. One player even dropped out at snake dance. Lonar's Pass is extremly difficult. I would suggest your team needs to be at least lvl 16+. The toughest mob in Lornars is a wandering mob of Avicara (kill the Averdant first then the Guiles), if they spawn just outside the zone to Beacons Pearch and your able to kill off most of them, do not re-zone to get rid of a -15 or -30 DP. Your DP goes away very quickly in Lonars, just learn to live with it. Stick to the road in the upper part before the cave and go extremly slowly. Have a warrior walk "slowly" an agro circle ahead of the group, and let the mobs come to you, so you only agro one mob at a time, because if you agro more than one, your dead. Frost Wurms have this habbit of not popping up until you walk past them. So send that warrior ahead and then wait for a few seconds. When you get to the second cave go through it and fight the ice trolls, (the other way is through a stone summit town, and it's near impossible, there's a nasty necro boss walking around there) After the ice cave there's a little bridge and once you cross it, your in frost wurm territory again, just go slowly. As long as the frost wurm has it's attention on one character it makes things easier. Mmm what else, Dreadnaughts Drift is short but extremly hard, keep to the west. Once you get to Snakes Dance is pretty easy from there, a complete picnic after what you just been through. Good luck! It was one of the best times I has playing GW
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Old Jul 22, 2005, 09:57 PM // 21:57   #13
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when im really bored i pick up groups of unascended players north of the pass that think they have to go trough it south, and watch them die.
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Old Jul 24, 2005, 11:24 AM // 11:24   #14
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Everybody thanks for the comments and insights. I have a lv 18 ranger and seen most of Kryta now and there was this considerable large area to explore, but I understand it is sort of no go area and that is not because I am a bad gamer. My ranger is now doing what is called ascension, so she has plenty to do.
I prefer to work with an all henchmen group. Most PUG have this simple way of fighting, running at the enemy and kill him, most of the time aggroing to many opponents so that you and your group gets killed. When the PUG is succesful, it is, because there are some high level characters that can bust their way through. To be clear I am talking about PvE only. It is also my personal view on how to play. I want to fight and stay alive and win of course instead of fight and win, no matter how may times you get killed. (anybody interested, I have a thread in game-suggestions about another system of dying).
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Old Jul 24, 2005, 05:19 PM // 17:19   #15
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Did it before, took me 5 hours though. The tundra giants were by far the most painful, everything else was easy. I must say though, the group i was in was amazing. We even took out that dolyak mob first approaching in Dreadnought Drift without any DP.

Oh and if you have any problems killing the ridiculously easy mobs in Lornar's pass before you reach Drift, your in BIG trouble.
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Old Jul 24, 2005, 06:12 PM // 18:12   #16
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My ideal would be to elliminate the game mechanic where people are teleported all the way across the region if any one of the party makes it to the far gate. The regions in question should be able to be done with a group of four level 20s and two lower level characters if they work really well together, so that a guild could drag two lowbies to the forge. But they'd have to do it by fighting their way through... and not by some cheezy exploit of a game feature like the current runners do.
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Old Jul 24, 2005, 08:41 PM // 20:41   #17
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You think one worm is bad? I was owning a worm and just before it dies 2 more came up right beside it and wiped us out - jerks.
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Old Jul 24, 2005, 10:57 PM // 22:57   #18
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If you're going to attempt to FIGHT the path from Beacon's to Droknar's Forge, your tank should definitely have Dolyak Signet and Balanced Stance. Dolyak will allow him to take much less damage and prevent knockdown. against Giants and Wurms. Then just let your casters wail on them while ur tank..well...tanks.
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