Mar 01, 2006, 12:59 AM // 00:59
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#41
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Look into the Eye.
Join Date: Oct 2005
Location: Detroit, Mi
Guild: Oh No Not These Guys [uhoh]
Profession: Mo/
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Quote:
Originally Posted by sh4ft3d
About Sno's idea for using spike trap.. whatever that was for.... A mo/e with ward against foes would work for slowig them down. I've tried that with a w/e running build before
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interesting, but mo/e doesn't leave for much speed improvement, which is needed especially for the augury run. Armor of mist may work, but I think (as now proven by cerb) that mo/r is definitely best.
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Mar 01, 2006, 01:16 AM // 01:16
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#42
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Jungle Guide
Join Date: Oct 2005
Location: Sept-Iles, QC, Canada
Guild: Les Tricératops Sont Nos [Amis]
Profession: Mo/
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Quote:
Originally Posted by sno
interesting, but mo/e doesn't leave for much speed improvement, which is needed especially for the augury run. Armor of mist may work, but I think (as now proven by cerb) that mo/r is definitely best.
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Depends for which run! Copper > IM = 30% success for Mo/R (for me)
95% success with Mo/W ^_^
I love Ranger tho )))
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Mar 01, 2006, 11:00 PM // 23:00
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#43
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Wilds Pathfinder
Join Date: Oct 2005
Location: A long time ago, in a galaxy far far away...
Guild: Frank Ought To Monk [FotM]
Profession: W/
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Windborn speed would work for the 33% speed buff
EDIT: I havent checked the length yet though. will update on that.
Last edited by sh4ft3d; Mar 01, 2006 at 11:07 PM // 23:07..
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Mar 01, 2006, 11:05 PM // 23:05
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#44
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Pre-Searing Cadet
Join Date: Mar 2006
Location: [Europe]
Guild: [Here]
Profession: Me/N
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I tried that desert run today,but i always get killed at the first portal..Cant avoid one group of enemies which appears right in front of portal..What to do?
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Mar 15, 2006, 12:40 PM // 12:40
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#45
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Ascalonian Squire
Join Date: Mar 2006
Profession: Mo/
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Ok so i managed to do this... what does it prove that I have entirely way too much time on my hands. I ran all around in Dreadnoughts Drift since it was the first time that I ever explored that area, I also removed the skills bar to make it more fun for everyone else. Really what's the point of using someone else's build to do the same thing be original and come up with your own. Oh and my build was different then Cerb's
Last edited by Bebe Stevems; Mar 15, 2006 at 12:42 PM // 12:42..
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Mar 15, 2006, 12:45 PM // 12:45
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#46
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Jungle Guide
Join Date: Oct 2005
Location: Sept-Iles, QC, Canada
Guild: Les Tricératops Sont Nos [Amis]
Profession: Mo/
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Woot! Grats, I'm happy someone else finally managed to do it !
GJ
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Mar 15, 2006, 12:52 PM // 12:52
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#47
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Ascalonian Squire
Join Date: Mar 2006
Profession: Mo/
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did it a couple weeks ago but i found your post today
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Mar 16, 2006, 03:51 PM // 15:51
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#48
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Banned
Join Date: Nov 2005
Location: Nahville, Tennessee !!!Home of Country Music!!!!!!
Guild: Untouchable Heros {UH} (Currently Seeking more Guru Posters to join Guild)
Profession: Mo/W
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Dang Cerb, ive tried and tried to do this solo, and i still cant do it..... However, i did do a duel run with a warrior once i always went first, and he would stay near me and use charge. That is the only time i was able to do this. I will keep trying though. I hope to be able to do this one day...
However, i can do the copperhammer to iron mines thing, i just use a different build
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Mar 16, 2006, 04:25 PM // 16:25
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#49
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Frost Gate Guardian
Join Date: Oct 2005
Location: New Jersey
Guild: The Adventurer's Society [TAS]
Profession: Me/N
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All you really need for a monk runner is Spell Breaker.
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Mar 16, 2006, 05:25 PM // 17:25
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#50
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Look into the Eye.
Join Date: Oct 2005
Location: Detroit, Mi
Guild: Oh No Not These Guys [uhoh]
Profession: Mo/
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Quote:
Originally Posted by The_Janitor
All you really need for a monk runner is Spell Breaker.
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If that's all you need, do it then. I look forward to your screenshots.
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Mar 28, 2006, 06:02 PM // 18:02
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#51
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Ascalonian Squire
Join Date: Mar 2006
Profession: Mo/
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Quote:
Originally Posted by The_Janitor
All you really need for a monk runner is Spell Breaker.
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Well I didn't use Spell Breaker...
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Mar 28, 2006, 09:10 PM // 21:10
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#52
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Jungle Guide
Join Date: Oct 2005
Location: Sept-Iles, QC, Canada
Guild: Les Tricératops Sont Nos [Amis]
Profession: Mo/
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Quote:
Originally Posted by Bebe Stevems
Well I didn't use Spell Breaker...
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Yeah, and went through massive amounts of Ice Golems/Aviacara ))
I think it could be doable with decent monitoring of enemies (namely enchant strippers) : P
Actually, the more I think about it, the more I consider starting using charge (which I didn't even cap on my monk yet!). Only downside is that using Spellbreaker makes it real hard to deal with worms as you can't really outrun them, and I like challenge!
Only part I think could be troublesome is Dreadnought's Drift. If you get a bad spawn, you'll have to face very hard stuff (I ran once, had two bad spawns, hence the DP). Both times I ran it I had to go through Heretics/Stone Summit and then a bunch of Tundra Giants
I'll definately give Charge a try though : )
Last edited by cerb; Mar 28, 2006 at 09:15 PM // 21:15..
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Mar 28, 2006, 10:06 PM // 22:06
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#53
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Ascalonian Squire
Join Date: Mar 2006
Profession: Mo/
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I actually used SOJ to kill some of the monsters to make the run easier, also for the drops sadly though i don't think i got anything worth mentioning. Namely the ice imps with their mind freezes, the few ice golems, and the first two worms that popped up. I had to change out some armor so his FOC didn't kill me though. Once you make it past the initiall spawn points of the first two worms and the two aviacara patrols the run is not too difficult. I also killed some of the grawls too since i didn't want their chilbains spell to screw me over as i ran past them. Only the necro aviacara with their strip enchantment are a problem, but with 2 cover enchants and quick reaplication of healing breeze I was able to run away from them.
Yeah tough part is getting through Dreadnought's Drift, its all dependant on looking for the patrolling mesmers and not aggroing that group. Or if u have to aggro it do it when the mesmer is as far away as possible. Gives you more to be like Sir Robin and "Bravely Run Away"
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Mar 28, 2006, 10:08 PM // 22:08
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#54
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Jungle Guide
Join Date: Oct 2005
Location: Sept-Iles, QC, Canada
Guild: Les Tricératops Sont Nos [Amis]
Profession: Mo/
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Quote:
Originally Posted by Bebe Stevems
I actually used SOJ to kill some of the monsters to make the run easier, also for the drops sadly though i don't think i got anything worth mentioning. Namely the ice imps with their mind freezes, the few ice golems, and the first two worms that popped up. I had to change out some armor so his FOC didn't kill me though. Once you make it past the initiall spawn points of the first two worms and the two aviacara patrols the run is not too difficult. I also killed some of the grawls too since i didn't want their chilbains spell to screw me over as i ran past them. Only the necro aviacara with their strip enchantment are a problem, but with 2 cover enchants and quick reaplication of healing breeze I was able to run away from them.
Yeah tough part is getting through Dreadnought's Drift, its all dependant on looking for the patrolling mesmers and not aggroing that group. Or if u have to aggro it do it when the mesmer is as far away as possible. Gives you more to be like Sir Robin and "Bravely Run Away"
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It's not a run then! :P
Yeah, I was wondering why you cleared every point on your map screenshots
Anyways, I still think Charge would be a nice variant, this way you wouldnt need to max out DF so you could max Tactics, and there isn't too much enchant removal. Only things that'll suck will be getting through golems tho ^^
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Mar 28, 2006, 10:16 PM // 22:16
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#55
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Ascalonian Squire
Join Date: Mar 2006
Profession: Mo/
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yep, not exactly a run but i'll try it again with out smiting and see how i do. I think that would boost the difficulty substantially though, which is probably the whole point. With carefull aggro control it should be possible to outrun the worms with charge since that and balanced will stack, providing you don't get slow hexed.
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Mar 28, 2006, 10:19 PM // 22:19
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#56
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Jungle Guide
Join Date: Oct 2005
Location: Sept-Iles, QC, Canada
Guild: Les Tricératops Sont Nos [Amis]
Profession: Mo/
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Quote:
Originally Posted by Bebe Stevems
yep, not exactly a run but i'll try it again with out smiting and see how i do. I think that would boost the difficulty substantially though, which is probably the whole point. With carefull aggro control it should be possible to outrun the worms with charge since that and balanced will stack, providing you don't get slow hexed.
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Yeah, so it'd be pretty much like running with a warrior, aside from the fact that you would be a little more resistant to damage.
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Mar 29, 2006, 03:38 AM // 03:38
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#57
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Banned
Join Date: Feb 2006
Guild: The 4-H club
Profession: R/N
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OMG, MONKS CAN RUN TO DROKS.. WHAT IS THE WORLD COMMING TO THEY ARE GOING TO REPLACE WHAMMO's NO!!!!!!!!!!!!!!!!!!!!!!!!!!
Could you make a vidoe of this like your other one i liked it. nice music too
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Mar 29, 2006, 12:11 PM // 12:11
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#58
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Jungle Guide
Join Date: Oct 2005
Location: Sept-Iles, QC, Canada
Guild: Les Tricératops Sont Nos [Amis]
Profession: Mo/
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Quote:
Originally Posted by Atomic Bomb boy
OMG, MONKS CAN RUN TO DROKS.. WHAT IS THE WORLD COMMING TO THEY ARE GOING TO REPLACE WHAMMO's NO!!!!!!!!!!!!!!!!!!!!!!!!!!
Could you make a vidoe of this like your other one i liked it. nice music too
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No I couldn't. It's a challenge, and it is extremely hard, and somewhat requires luck. This is very much harder than running with a warrior, as I cannot use Balanced + Charge to outrun worms, so I had to deal with them for a while.
I wouldn't say monks can run to droks, it sure is possible, and I proved it, but I wouldn't attempt to run for money. I've managed to do it twice, and I'm never trying again !
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Mar 29, 2006, 02:02 PM // 14:02
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#59
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Banned
Join Date: Feb 2006
Guild: The 4-H club
Profession: R/N
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Oh lol, i take that back. WHAMMO'S STILL RULE THE DROKS!
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Mar 29, 2006, 02:57 PM // 14:57
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#60
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Ascalonian Squire
Join Date: Mar 2006
Profession: Mo/
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Made it again without Smiting this Time
Where the red dots end on this map is where I had 4 worms spawn all together and killed me in like 2 seconds. So I tried to go around the other way, but couldn't bypass all the mesmers. Then I lured 2 wurms back aways and managed to avoid the other two.
Once out of lornars pass It was a pretty easy, a quick run to the right to avoid the mesmer patrol, past the patrol of other dwarves and the drift was basically done. Snakes Dance is so easy with charge and balanced... so nice.
Its much harder (hence the 60 dp) without smiting or spell breaker but its still possible. As far as charging people for runs well i don't think anyone would stick around long enough for you to make a profit. It took me i think 2 hours for lornar's pass, and i did the rest in about 20-30 minutes. Also they would have to die every time that i died, which i think i died around 20 times, so they would probably get tired of that or just go afk or something.
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