Jul 11, 2005, 08:48 PM // 20:48
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#41
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Academy Page
Join Date: Jul 2005
Location: California
Guild: [PSST]
Profession: Mo/E
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I have been curious about the run as well with my W/R. I know R's have a lot of running skills and could sustain the 25% (short burst of 33%) for a while, but I'm wondering about hexes. Is it simply just a matter of taking the right path to avoid those? I mean azures pop out of nowhere and stay away from those arcanists... what else, the ice ppl too.
What of the armor set? I know plate is 85+10, where as glads is 80+20. Isn't the majority of hits u take up there physical (all that rock throwing)? Wouldn't Glad be better at reduction, or does the 5 additional at base level make a difference vs other damage types? (Of course I pack on some Knights Boots or Gloves for the reduction)
Anyone know a good W/R build for the run?
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Jul 11, 2005, 09:20 PM // 21:20
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#42
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Frost Gate Guardian
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My Warrior/Ranger's pretty damn good at the run with the following build.
11 Strength
12 Tactics
10 Wilderness Survival.
Skills:
Sprint
Storm Chaser
Balanced Stance
Charge
Troll Unguent
Disciplined Stance
Endure Pain
Something else I never use.
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Jul 11, 2005, 10:05 PM // 22:05
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#43
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Frost Gate Guardian
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BTW, if there is a "secret", I think it's knowing when to heal as much as knowing where to heal. Now, just about everyone can pretty easily see where the good spots are to heal up...any absense of red dots will do fine. But WHEN to heal is anonther issue.
When you start getting to around 50% health, unless you know you'll make it to the next empty zone, you've got to start thinking about what you're going to aggo. Mobs are most dangerous right after you aggro them...that's when they use their skills that do all the damage. After they get through with their skills, you've got some relatively safe time. Sure, you'll continue to take damage, but not a LOT of damage, and you can usually heal fast enough to keep up, or at least close, and even if you aren't healing fast enough to keep up with damage, you're stalling...you're giving yourself time to recover your skills, specifically balanced stance and charge. Once you've got those, you're usually going to be in pretty good shape, unless there's something ahead that will slow you down.
A good example is the first cave in Lornar's Pass. You've got worms, a few bird warriors, then on the other side of the cave there's usually a bunch of ice golums. I like to run through the cave stopping just short of that group, and hit my troll unguent stalling until Balanced Stance is recovered.
I'd much rather sit through 3 bird warriors flinging arrows at me than try running past some ice golums without Balanced Stance (probably STILL while getting pegged by bird warriors).
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Jul 11, 2005, 10:11 PM // 22:11
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#44
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Furnace Stoker
Join Date: Jun 2005
Location: So Cal
Guild: The Sinister Vanguard
Profession: Me/
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Quote:
Originally Posted by WeiPing
My Warrior/Ranger's pretty damn good at the run with the following build.
11 Strength
12 Tactics
10 Wilderness Survival.
Skills:
Sprint
Storm Chaser
Balanced Stance
Charge
Troll Unguent
Disciplined Stance
Endure Pain
Something else I never use.
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Throw Dodge in there, get another 5 sec burst of speed
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Jul 11, 2005, 10:18 PM // 22:18
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#45
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Lion's Arch Merchant
Join Date: May 2005
Profession: W/Mo
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not to get anyones pants in a bundle, but i make the run in under 25min and make 200k in about 10 runs.....so theres my money making place....Cheers!
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Jul 11, 2005, 11:41 PM // 23:41
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#46
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Frost Gate Guardian
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Quote:
Originally Posted by MSecorsky
Throw Dodge in there, get another 5 sec burst of speed
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I actually used to have Dodge, but I'd always forget to replace it. Plus, between the other three skills that make me run faster, I'm never going normal speed. *shrug*
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Jul 12, 2005, 12:00 AM // 00:00
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#47
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Site Contributor
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An E/W with balanced stance, windborne speed, sprint, mist form, and some other stuff, I don't see why he couldn't make it to droknar's. It'd take longer, though.
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Jul 12, 2005, 09:24 PM // 21:24
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#48
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Wilds Pathfinder
Join Date: Jun 2005
Location: New England
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The problem with Elementalist speed boosts is that they take time to cast, unlike stances. That's a pretty serious drawback, since you need to repeat cast them.
Still might be possible, but you'd have to be very, very careful with when you stop to cast windborne speed and such.
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Jul 12, 2005, 09:37 PM // 21:37
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#49
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Academy Page
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Ask me for SN... I will show you how to do it.
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Jul 13, 2005, 03:01 AM // 03:01
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#50
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Jungle Guide
Join Date: Jun 2005
Location: Topeka, Kansas
Guild: Tyrian Fo Lyfe [word]
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Quote:
Originally Posted by Wa$d
not to get anyones pants in a bundle, but i make the run in under 25min and make 200k in about 10 runs.....so theres my money making place....Cheers!
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my pants arent in a bundle. my fastest run is 15 minutes and i can make roughly 70k/hr when i do it. :-)
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Jul 13, 2005, 04:59 AM // 04:59
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#52
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Jungle Guide
Join Date: Jun 2005
Location: Topeka, Kansas
Guild: Tyrian Fo Lyfe [word]
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i wear gladiator's armor for the +1 tactics because tactics is more important than +1 str with balanced stance.
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Jul 13, 2005, 05:26 AM // 05:26
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#53
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Krytan Explorer
Join Date: Apr 2005
Location: Canada, Alberta
Guild: Angelic Knights
Profession: W/Mo
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I can make this run myself with ease. I use mending but I NEVER run out of energy. Why? Becuase I have 37 energy WITHOUT any gladiators peices. Will probably buy full gladiators besides helm and make it easier. I don't even use defy/endure pain. I don't even have to change my pve build attributes one bit for my running build.
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Jul 13, 2005, 07:13 AM // 07:13
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#54
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Jungle Guide
Join Date: Jun 2005
Location: Topeka, Kansas
Guild: Tyrian Fo Lyfe [word]
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Quote:
Originally Posted by Eskimo Bob
I can make this run myself with ease. I use mending but I NEVER run out of energy. Why? Becuase I have 37 energy WITHOUT any gladiators peices. Will probably buy full gladiators besides helm and make it easier. I don't even use defy/endure pain. I don't even have to change my pve build attributes one bit for my running build.
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how long does it take you to make the run?
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Jul 13, 2005, 01:37 PM // 13:37
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#55
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Academy Page
Join Date: Jul 2005
Location: Akron, Ohio, USA
Guild: Kitchen Pirates [CKIE]
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Quote:
Originally Posted by wheel
i could get by with just sprint and charge, easily.
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I'll PAY to see you get through this without Balanced Stance, because if you think you can, you're full of it.
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Jul 13, 2005, 02:11 PM // 14:11
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#56
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Frost Gate Guardian
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Yea...it's not gunna happen without Balanced Stance.
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Jul 14, 2005, 10:19 AM // 10:19
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#57
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Ascalonian Squire
Join Date: Jun 2005
Location: Corvallis.
Guild: The Company / LRS
Profession: W/
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Oh, you can actually. Pain in the ass though. People forget that with the right equipment worms only hit for about 12-13 dmg. And if youre rolling on 600+, its not an issue.
Anyway, Slash, that is the most RED ENGINE GORED ENGINE GORED ENGINE GORED ENGINE GOed up running build I have ever heard of.
And yes, I run superior abso / vigor.
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Jul 14, 2005, 04:49 PM // 16:49
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#58
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Pre-Searing Cadet
Join Date: Jul 2005
Location: Victoria B.C.
Profession: R/E
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is there a skill close to the Balanced Stance skill for rangers? im not nearly advanced to do the forge run but i do a run from ascalon to yaks currently, im pretty good, never died except on a few of my practice runs i use the following setup when i run
1) Armor of Mist
2) Troll Unguent
3) Dryder Defence
4) Healing Spring (for when i get to a "safe" spot)
5) Storm Chaser
6) Serpents Quikness
7) Dodge
8) Water Attunement
Insightful Ghostly Staff of Fortitude (total of +15 energy & +25 hp)
full 1.5k druids - major vigor
the only rough spot i hit is the ascalon foothills with the hydras but other then that... its a smooth run.. im curious what i would need to add/change to be able to do the forge run, im a lvl 20 r/e ( not accended yet )
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Jul 14, 2005, 06:32 PM // 18:32
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#59
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Frost Gate Guardian
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Quote:
Originally Posted by Anton H
Oh, you can actually. Pain in the ass though. People forget that with the right equipment worms only hit for about 12-13 dmg. And if youre rolling on 600+, its not an issue.
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It's not even the worms that are the hardest part. The biggest problem would be the Shadows, I think, because they do so much damage, they can't be avoided (until you've already triggered them) and they seem to follow more than the giants.
Balanced Stance is THE skill that's mandatory, and you need Charge in order to do it reliably (although a few deaths would probably be likely without a fuller skillset). The other skills make it easier, safer, and faster.
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Jul 14, 2005, 07:27 PM // 19:27
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#60
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Ascalonian Squire
Join Date: Jun 2005
Location: Corvallis.
Guild: The Company / LRS
Profession: W/
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Shadows give up easily if youre running quick enough. One or two hits with their judgement signet and they lose interest, knockdown or no.
Worms, for a predetermined length, do not give up, and would pose a more serious issue in the choke point of Lornars than Shadows do at any of the SD spawns.
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