Jun 09, 2005, 08:42 PM // 20:42
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#1
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Frost Gate Guardian
Join Date: May 2005
Profession: R/Mo
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Ranger/Warrior - The Runner
Here's a weird build for PvE I've been thinking about. It's based on a ranger build I tried out, but I don't have a warrior secondary. It's contrary to some people's beliefs in the whole scheme of how PvE should work, but it's an interesting build to explore the possibilities of running skills, with the intent being to get through a zone by outrunning everything.
Build attributes:
- 12 Expertise (10+mask+minor rune)
- 12 Wilderness Survival (11+minor rune)
- The rest in tactics (is this possible for secondary warriors?)
Everything else is fluff, since you can only have 1 stance running at a time, and since secondary warriors can't put points into Strength.
- Sprint - W/Strength - 25% speed 8-18 seconds (8 for non-primary warriors)
- Dodge - R/Expertise - 33% speed 5 seconds with ranged weapon dodging
- Storm Chaser - R/Wilderness Survival - 25% speed 8-18 seconds
- Escape {E} - R/Expertise - 25% speed 5-15 seconds, 75% chance to evade
- Troll Unguent - R/Wilderness Survival - +9 health regen
- Healing Signet - W/Tactice - 40-130 heal
- Serpent's Quickness - R/Wilderness Survival - All skill recharge times dropped 33%
- Not really necessary, but whatever comes to mind
The objective is to keep at least a 25% running speed up at all times. Here's the sequence:
00 - 08 - Sprint (25%)
08 - 13 - Dodge (33%)
13 - 31 - Storm Chaser (25%)
31 - 46 - Escape (25%)
46 - 54 - Sprint
54 - 59 - Dodge
59 - 77 - Storm Chaser
77 - 85 - Sprint
85 - 100 - Escape
100 - 105 - Sprint
105 - 123 - Dodge
123 - 131 - Storm Chaser
131 - 138 - Sprint
And it goes on and on. Basically you can maintain a 25% - 33% running speed for at least 3 minutes without having to wait for a skill to refresh. When you get to a point in the action where you can stop without agroing mobs, hit unguent or healing signet and use Serpent's Quickness to refresh skills to a useable state.
The only thing that hurts would be mobs that stomp. It might be possible to beat the stomp using the 25% speed. I haven't tested it that far yet.
I did test out the 3 ranger combos in the crystal desert. I traversed from Seeker's Passage over to Elona Reach, through Salt Flats and then into Diviner's Ascent. Along the way I noticed I picked up a drake. He was going as fast as I was at 25% speed. When I hit 33% speed with dodge, he'd fall behind but then he'd go at 50% speed to catch back up to me and continued to follow me all the way to Elona Reach.
Just a weird, off the wall build suggestion I was thinking about.
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Jun 09, 2005, 09:06 PM // 21:06
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#2
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Frost Gate Guardian
Join Date: Apr 2005
Location: Marhan's Grotto
Guild: Running Makes It Worse [Run]
Profession: R/E
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Should try a team of 6 of this build to get through lornar's.
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Jun 10, 2005, 01:54 AM // 01:54
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#3
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Forge Runner
Join Date: Apr 2005
Location: Land of the Z Chest \o/
Guild: [NOT]-Nomads of Turmoil.
Profession: W/
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that's pretty amusing.
id like to c it done.
this would be good with "infuse" runs too.
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Jun 10, 2005, 07:41 AM // 07:41
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#4
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Frost Gate Guardian
Join Date: May 2005
Profession: R/Mo
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Well, it doesn't worth for Lornar's Pass. Tried it tonight, albeit with my ranger/monk. I can't even get to the cave. The imps cast slow, and once you hit the worms and they knock you over, it's pretty much all over. I suppose a warrior could stick an anti-knockdown skill in there, but I don't think that'll help much. I tried with smite hex as well. But if there's more than 1 imp, the 2nd imp puts the hex right back on.
I think I might be able to get to the Seer on an infuse run though. Provided I don't bump into any seige golems. They slow as well.
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Jun 10, 2005, 10:50 AM // 10:50
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#5
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Frost Gate Guardian
Join Date: May 2005
Location: Colorado
Guild: Imperial Fist Guild Leader
Profession: W/E
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Use Balanced Stance to get past the Rock Throwing Giants as well as the shadedog thingies near the seer. Though it is a stance so some of those won't stack with it, even then, running at normal speed is better than sitting on your ass.
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Jun 11, 2005, 07:41 PM // 19:41
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#6
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Jungle Guide
Join Date: Jun 2005
Location: Topeka, Kansas
Guild: Tyrian Fo Lyfe [word]
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Without Balanced Stance, you won't stand a chance in Snake Dance (and probably not in Lornar's either.)
With my W/Mo, I have 100% *sprint* coverage. I can run the entire way from Beacon's Perch to Camp Rankor. Problem, there are knockdown enemies. So, I have to bring Balanced Stance. I can have Balanced Stance up 18/30 seconds, so it becomes a difficult timing matter, but that hasn't stopped me rushing lots of people to Droknar's Forge :-D
For those who would like to know my build, PM me.
Last edited by wheel; Jun 11, 2005 at 07:43 PM // 19:43..
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Jun 11, 2005, 10:28 PM // 22:28
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#7
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Desert Nomad
Join Date: Mar 2005
Location: UK
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Yeah, its the 'marathon man'. I remember seeing this some months before release, although i cant remember the exact purpose. I think it was something to do with gvg scouting or something :S. and that guy was w/r. you get less energy, but think about it like this; sprint at 12 strength lasts 18/20 seconds. Which means you only need one more speed buff (e.g. charge!) and your good forever. Then, you can put offensive moves and stuff in, or, put another speed buff. You can stack speed buffs to 150% speed increase maximum, so sprint isnt the limit of it. If you can live with the shocking 2 second downtime, storm chaser and sprint combined is max speed almost always. woo.
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Jun 12, 2005, 04:54 AM // 04:54
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#8
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Frost Gate Guardian
Join Date: May 2005
Profession: R/Mo
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Quote:
Originally Posted by rii
Yeah, its the 'marathon man'. I remember seeing this some months before release, although i cant remember the exact purpose. I think it was something to do with gvg scouting or something :S. and that guy was w/r. you get less energy, but think about it like this; sprint at 12 strength lasts 18/20 seconds. Which means you only need one more speed buff (e.g. charge!) and your good forever. Then, you can put offensive moves and stuff in, or, put another speed buff. You can stack speed buffs to 150% speed increase maximum, so sprint isnt the limit of it. If you can live with the shocking 2 second downtime, storm chaser and sprint combined is max speed almost always. woo.
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Unfortunately stacking sprint and storm chaser is impossible. You can only have 1 stance running at a time. You can have charge and sprint or charge and storm chaser up at the same time though, because charge is a shout.
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Jun 12, 2005, 01:24 PM // 13:24
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#9
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Desert Nomad
Join Date: Mar 2005
Location: UK
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:S sorry i was a bit tired when i said that. silly me :/
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Jun 12, 2005, 04:11 PM // 16:11
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#10
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Krytan Explorer
Join Date: Mar 2005
Location: Michigan
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Heh.. I'm curious what the max run speed any character could have... would it just be charge and sprint, or something? What about illusion of haste, or windborne speed, those are enchantments, right? So a war/me that uses charge, sprint, IoH, with a friend ele that casts windborne speed... That would be fun =P Anyone wanna try it with me? I can be the ele... heheh.
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Jun 12, 2005, 10:03 PM // 22:03
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#11
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Desert Nomad
Join Date: Mar 2005
Location: UK
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lol id try it..... but the limit is 150% normal speed.... unless they changed it. But itd still be fun..... going at 125% is quite a rush (no pun intended).
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Jun 13, 2005, 12:59 AM // 00:59
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#12
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Krytan Explorer
Join Date: Mar 2005
Location: Michigan
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Ah, didn't know there was a limit, ok then... that's a shame =P
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