Jul 14, 2005, 05:58 AM // 05:58
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#1
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Ascalonian Squire
Join Date: Jul 2005
Guild: Angelz of Evil
Profession: Mo/W
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W/R And droknar run
Well i decided that im gonna try what everyone is talking about, i have a W/R build and i was going to get some good tips on what skills to use to complete this run.
I know that i need a lot of sprint spells, healing signet and troll unguent, but what do i need more?
And do you think that W/M build is better for this run? And i just changed secondary from W/E so do i need to take missions for those new ranger skills?
Last edited by Nickelodeon; Jul 14, 2005 at 06:03 AM // 06:03..
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Jul 14, 2005, 05:20 PM // 17:20
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#2
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Academy Page
Join Date: Jul 2005
Location: California
Guild: [PSST]
Profession: Mo/E
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the main advantage a /mo secondary has is hex removal..., but the /r's add a few more running skills to the mix. Once I get charge, I'm going to experiment with it. I think its just a matter of picking the right path
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Jul 20, 2005, 12:47 AM // 00:47
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#3
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Frost Gate Guardian
Join Date: May 2005
Location: Canada
Guild: Physical Therapy [CRiP]
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W/Mo Is a way better build. Ranger may have some extra run skills, but W/Mo Droknar Runners usually use Charge and Sprint, and by the time one is done, the other is ready to be used again. Also, without the constant regeneration with mending, you are basically screwed. Also, for many monk healing spells, there is a short, if any, casting time, where as troll unguent takes a couple of seconds.
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Jul 20, 2005, 05:58 AM // 05:58
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#5
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Frost Gate Guardian
Join Date: May 2005
Location: Canada
Guild: Physical Therapy [CRiP]
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Quote:
Originally Posted by pagansaint
R/Mo is alot better actually
Escape and Storm Chaser are all you need, look at the durations and the recharge times.
Escape also allows you to evade, The only advantage to a warrior is balanced stance, which he could have with a w/r
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How is R/Mo Better? Without Balanced Stance + Charge you stand no chance with the wurms and giants. Also, without the Mending, Purge Conditions etc. Side of the Monk, it would be way more difficult.
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Jul 20, 2005, 12:44 PM // 12:44
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#6
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Pre-Searing Cadet
Join Date: Jul 2005
Profession: W/R
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Quote:
Originally Posted by Nickelodeon
Well i decided that im gonna try what everyone is talking about, i have a W/R build and i was going to get some good tips on what skills to use to complete this run.
I know that i need a lot of sprint spells, healing signet and troll unguent, but what do i need more?
And do you think that W/M build is better for this run? And i just changed secondary from W/E so do i need to take missions for those new ranger skills?
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Use and max these attributes for full effect.
Strength:11
Wilderness Survival:10
Tactics:10
And use these skills as they may help you through to droknar's forge although i have yet to test it out on my W/R. But it should be effective.
Endure Pain
Defy Pain(if you captured it)
Balanced Stance
Heal Signet
Troll Ungent
Sprint
Rush(used only when you have the adrenaline)
Storm Chaser
With Sprint, Rush and Storm Chaser, you should have at least 50secs of none stop sprint..... enjoy
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Jul 21, 2005, 06:46 AM // 06:46
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#7
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Frost Gate Guardian
Join Date: May 2005
Location: Canada
Guild: Physical Therapy [CRiP]
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Quote:
Originally Posted by Massacre Jack
Use and max these attributes for full effect.
Strength:11
Wilderness Survival:10
Tactics:10
And use these skills as they may help you through to droknar's forge although i have yet to test it out on my W/R. But it should be effective.
Endure Pain
Defy Pain(if you captured it)
Balanced Stance
Heal Signet
Troll Ungent
Sprint
Rush(used only when you have the adrenaline)
Storm Chaser
With Sprint, Rush and Storm Chaser, you should have at least 50secs of none stop sprint..... enjoy
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Rush + Defy Pain you will rarely ever have the adrenaline to use. Alos, every healing spell takes a fair amount of time to activate. If your running through a large mob, getting low on hp, trigger endure pain, when that ends, your gonna need instant healing, and taking the 2-4 seconds it takes to cast troll and healing signet, you'll be long dead.
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Jul 21, 2005, 06:54 PM // 18:54
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#8
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Academy Page
Join Date: Jul 2005
Guild: Ancient Spirits
Profession: E/Me
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Also you have to have Charge + Balanced stance or you will never get out of agro range while being chased by 3 worms and 30 Avacari or even 15 giants.
Smite hex is almost useless against the ice imps in the beginning because you will just be rehexed after you take the first off. Once you get past the ice imp, worm, and avacari at the beginning it is smooth sailing from there. (As long as you have Balanced stance + charge)
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Aug 17, 2005, 05:53 AM // 05:53
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#9
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Academy Page
Join Date: Jul 2005
Location: Denmark
Guild: For Fun, Fame and Skills
Profession: W/Mo
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Quote:
Originally Posted by Arton
Also you have to have Charge + Balanced stance or you will never get out of agro range while being chased by 3 worms and 30 Avacari or even 15 giants.
Smite hex is almost useless against the ice imps in the beginning because you will just be rehexed after you take the first off. Once you get past the ice imp, worm, and avacari at the beginning it is smooth sailing from there. (As long as you have Balanced stance + charge)
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For running you need to get out of their aggro-area? then its np with the healing..
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Aug 17, 2005, 03:36 PM // 15:36
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#10
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Banned
Join Date: Aug 2005
Location: my w/mo uses mending, orison, and healing breeze. you cant kill him.
Guild: Sand Scorpions [SS]
Profession: W/Mo
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i dont think anyone here is speaking from experiance ...!
you *need* balanced stance and charge. so w/___ is a must (or ___/w). the worms at the beginning will kill you in no time if you dont have balanced stance and charge.
same goes for the ice golems with water trident.
secondly, if you run through a humungous mob, you may very easily hit a barbed trap. for a w/r, that means go home. as a w/mo, you can purge conditionos and only lose aobut 1 second.
there is no point at all in bring a hex remover. really no point. imps at the beginning will slow you down, so do your best to avoid them when you get near the worm infested area. they will cast deep freeze on you as many times as there are imps, so dont bother using a running skill until you are not slowed down. then all you need is sprint.
and dyzfunction is exactly right, when running thru a mob, you wont stop to heal. instead use endure pain, then once your out of it quickly cast healing breeze and start using signet of healing.
and yes, massacre jack.... you clearly never tried it. you can run nonstop on chrage and sprint with a 10-11 tactics/strength. you will never get rush off. in fact the only adrenaline move i use to run is "watch yourself", i use it in maps that dont knock you down instead of balanced stance. despite being adrenaline, it usually charges pretty fast and helps considerably.
i have seen a mo/w do it, using watchfull spirit and mending ( i think its watchfull spirit, the one with hp regen of 2 and you gain ___ when it ends). if you do that you have a 6 hp regen, and it makes up for the lack of armor/absorb runes. and the +150 hp is always welcome when they shatter it or whatever.
unless someone here has actually run forge as a w/r.... but personally i think few have done it and it is way harder than w/mo.
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Aug 17, 2005, 04:14 PM // 16:14
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#11
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Master of Beasts
Join Date: Mar 2005
Location: Ottawa, Canada
Guild: Servants of Fortuna [SoF]
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I suspect you are right, having not done a Droknar's run but done other runs with a R/W I have to say that it's not bad, but I can see how a W/Mo might have it easier.
Charge is indeed a necessity - it allows Charge and Balanced Stance, as well as Charge and an evasive stance to reduce damage. Storm Chaser is great. In some areas I have used Melandru's Resilience, as it gives me the ability to survive the numerous DOTs piled onto me, but it sacrifices the charge which I really like having, and is pretty much essential to getting away while running the balanced stance, but in non-knockdown areas Melandru's can be a great way to weather hexes/conditions. I'd be interested to see how well the R/W could run it - I know that I have done runs (in some areas) with barbed trap on my skill bar, as I can often run a little loop to cripple my pursuers, or when pursued by creatures that use speed buffs to keep up (Griffons in the desert) I have thrown up a defensive stance and crippled them by using the trap, at which point I could again run off, this time outdistancing them easily.
Last edited by Epinephrine; Aug 17, 2005 at 04:16 PM // 16:16..
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Aug 17, 2005, 04:22 PM // 16:22
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#12
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Academy Page
Join Date: Jul 2005
Guild: None
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A w/r doesnt work that well actually since the only running skill you hget access to is storm chaser, but i find that a r/w actually works pretty well and i have made runs to the forge before.
11tactics
10Expertise+1hat+1rune=12
10Wilderness Survival+1rune=11
Charge
Storm Chaser
Dodge
Whirling defence
Balanced Stance
Dryders Defence
Troll Ungent
Healing Signet
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