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Old Oct 30, 2005, 08:04 PM // 20:04   #1
Wilds Pathfinder
 
Join Date: Aug 2005
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Default My running build

I use it for drok runs and all sorts of runs around shiver peak and the desert.

*str 12*
*healing prayers 12*
*tactics 13*



-Sprint
For 8-13 seconds, you move 25% faster.

-I will survive!
You gain health regeneration of 3 for each condition you are suffering. This regeneration expires after 5-10 seconds

-Charge
For 5-10 seconds, you and nearby allies move 25% faster than normal.

-Balanced stance
For 8-18 seconds, you cannot be knocked down and you do not suffer extra damage from a critical attack.

-Healing breeze
For 10 seconds, target ally gains health regeneration of 3-8.

-Defensive Stance
For 5-10 seconds, you have +24 armor and you have a 75% chance to evade melee attacks. Defensive Stance ends if you use a skill.

-Mending
While you maintain this "Enchantment", target ally gains health regeneration of +1-3

-Endure pain
For 7-16 seconds you gain an additional 90-258 health.


Please tell me ur running builds, and how mine can be improves / whats wrong with it, ta.
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Old Oct 30, 2005, 08:25 PM // 20:25   #2
Ascalonian Squire
 
Join Date: Jul 2005
Guild: Sinister Swarm
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This is my basic droks run skills.

Charge
Sprint
Endure Pain
"Shields Up"
Healing Breeze
Smite Hex
Healing Signet Or Mend Ailment
Balanced Stance

Simple and easy, i can do droks run with my eyes closed..
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Old Oct 31, 2005, 03:55 AM // 03:55   #3
Lion's Arch Merchant
 
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My set up but haven't run it in awhile so might have to change :P

Charge
Balanced Stance
Sprint
Endure Pain
Mending
Healing Breeze
Healing Signet
Purge condition
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Old Nov 01, 2005, 03:00 AM // 03:00   #4
Ascalonian Squire
 
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My set up is very simple and never fails (for me)

Charge!
Sprint
Balanced Stance
Healing Signet
Purge Conditions
Smite Hex
Healing Breeze
Holy Veil

10+1 Strength
12+1 Tactics
9 Healing Prayers
I can do Droknar's with a Major Vigor and Minor Absorption with this build!
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Old Nov 01, 2005, 03:12 AM // 03:12   #5
Frost Gate Guardian
 
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Well Heres my build

Charge!
Sprint
Balanced stance
Sheilds Up!
Endure Pain
Healing Breeze
Purge Conditions
Holy Veil

10 healing Prayers
10+1+1 Tactics
11+1 Strength

Quote:
Originally Posted by calithratheheala
10+1 Strength
12+1 Tactics
9 Healing Prayers
dont you mean 11 tactics you can't have 10 strength 12 tactics and 10 healing prayers it dont work out in the 200 point limit

Quote:
Originally Posted by calithratheheala
I can do Droknar's with a Major Vigor and Minor Absorption with this build!
Look whos braggin mine can do droks with only minor vigor and minor absorption
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Old Nov 01, 2005, 11:22 AM // 11:22   #6
Wilds Pathfinder
 
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You're bragging too lol
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Old Nov 01, 2005, 09:28 PM // 21:28   #7
Krytan Explorer
 
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Guild: [FDG]-Fudge
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You won't need Defensive Stance. You shouldn't be getting hit by melee.

For the desert, I use more protection and get my HP up to 1000.

I was wondering what you all use when going from Iron mines to Citadel. My Drok build does not seem to work. There is a lot more hex casting in this area. I use holy veil, but probably have to sub one of my other skills for a hex removal?
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Old Nov 02, 2005, 02:18 AM // 02:18   #8
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I also like to point out that even thou defensive stance is good Disipined Stance is better for running because welll you don't use adroline
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Old Nov 07, 2005, 08:38 AM // 08:38   #9
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looks nice, but maybe swap i will survive for something else
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Old Nov 07, 2005, 01:09 PM // 13:09   #10
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Yea, I've been meaning to find a way to work I Will Survive in there. Haven't completed a solo Drok's run yet.

I prefer Smite Hex to Holy Veil, but both have their merits.
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Old Nov 07, 2005, 01:14 PM // 13:14   #11
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me and a few guildies have made the droks run with

remove hex
healing signet
balanced stance
mend ailment
shields up
sprint
healing breeze
charge

not to sure on the attrib's alls i remember for sure is 10 healing and something like 13 tactics and 10 or so strenght with only minor runes except vigor and absorp this build also works from ascalon to the desert and anywhere through the desert atleast it does for me
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Old Nov 07, 2005, 09:28 PM // 21:28   #12
Frost Gate Guardian
 
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Guild: Few Fallen Heros [FFH]
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I will survive sucks for drok running because you rarely get a condition on you...

If you do, Purge or mend, and use a healing spell to get the healing. Not worth the slot...
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Old Nov 07, 2005, 09:32 PM // 21:32   #13
Frost Gate Guardian
 
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Quote:
Originally Posted by Kais Unduli
Yea, I've been meaning to find a way to work I Will Survive in there. Haven't completed a solo Drok's run yet.

I prefer Smite Hex to Holy Veil, but both have their merits.
I use both

My build

13 strength
13 tactics

Balanced Stance
Charge
Endure Pain
Healing Signet
Sprint
Purge Conditions
Smite Hex
Holy Veil

I don't take remove hex because it takes too damn long to cast. As for the lack of quick healing... I use endure to take the place of the healing. It lasts for 13 seconds and if you can't stop in a drok run after 30 secs to heal, your dead anyway.

I'm thinking about trying a build with a little bit less tac and str and replacing endure for heal area and trying that. Might work better but I don't know about energy management.

Another thing is that this runner rarely has to stop, except for a quick cast of heal signet. If you notice certain groups start to disperse once they get on your radar, so you have to get past them as fast as possible. If you have to stop and use heal area, then balanced stance and charge, with holy veil on, your en is gone

Last edited by Niosisw; Nov 07, 2005 at 09:34 PM // 21:34..
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Old Nov 08, 2005, 01:55 AM // 01:55   #14
Ascalonian Squire
 
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Guild: Reavers of Chaoss
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Healing Signet
Sprint
Balanced Stance
Charge
Endure Pain
Purge Conditions
Holy Veil
Healing Breeze

I just wanna thank you for posting you builds here... I made this one based off of those and I can finally do Droknars now! $$$
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Old Nov 08, 2005, 02:47 AM // 02:47   #15
Ascalonian Squire
 
Join Date: Oct 2005
Location: USA
Guild: Farmers Union [CASH]
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Mine is pretty much similar to most , even though I am intrigued about holy veil(try something new , right?).

Charge
Sprint
Balanced Stance
Purge Conditions
Healing Signet
Smite Hex
Healing Breeze
Endure Pain

Healing: 8-9
Strength: 11-12
Tactics: 10-12

Although alot of discussion about how Endure Pain is borrowed time : well , thats exactly what you need sometimes on this run. Its instantaneous, and there is no condition to prevent you from using it (other than poor energy management). It also can be used in conjunction with stances/shouts for no adverse affect (those in question charge/sprint). I dont have as many attributes allocated s some players to stack , but alot of it is pre-seeing tactics. Knowing where to stop , and which search/patrols/pop-up guys are located and should be heading per your moving. Prime example "Magic Tree". Ill give a couple examples: Most like the meat shields to run ahead at the start , you can go through yourself with Tact - meaning Dont run through were the pinesouls have been (barbed trap) - if the imps hit you to slow you , immediatley cast healing breeze - look at the circumstances , sometimes pausing to prevent and outlast and negate there effects will in the end save you , also , try not to start of with a sprint in this situation , balanced + charge will get you far enough to in the worst case spawn* allow you to move halfway , hit the trap purge conditions/mend ailment , heal breeze for imps - then when charge goes sprint to through or charge however long the combo takes to get through , then make that first move towards the right wall past a bad golem/avicara spawn. Even if you get caught up in avicara you can easily get by them with the next charge/sprint recharge. Main thing dont panic , and dont endure pain over healing breeze unless you cant be knocked down/or prevented from making it to heal within the time limit allowed or its a waste. Healing signet takes too long if you can be interupted by crawl, move to the side they dont come from so you can have a way out , if you sit to long they will knock you down, even so , your pre-planning will allow you to cast twice or have enough time to sprint away to a clear area. In that I mean you have allowed them enough time to commit to one opening you have given (meaning allowing them to somewhat converge) to sprint to a newly open spot. Hrm , I dont mean to ramble on. Oh yeah , in the first section before the uphill run with the Worm , and avicara - biggest failure spot, you should always at least follow the Imp patrol to that spot , if you dont see them halfway to that area , where you can run way up hill right before the worm , wait for them to come to you. Balanced stance until you reach that incline , once you aggro avicara charge .. by the time it expires , you are at least 80% up , meaning past worm , but still may have the aggro of that group and the degens of the guile , not to panic. Make sure you press whatever key you got to view enemies mine is cntrl. If no Pinesouls on the right area up the hill , the loop to the right , hit breeze or sig , whatever you got time for , avicara will come dont panic , cut back across to the left hand side the regen will maybe keep you at 1/3 life bc I dont max out like some do on attributes or good armor. but will allow you to see the crawl over the hill , as long as you cant be stop by them , you can out skill them. Sometime the left area down the hill is open for healing , if it isnt then the spawn put the clear ara in front of you , If you endure pain before you hit the crawl , you may not leave yourself enough time to heal when you hit the clear. Meaning , wait until your first clean" sprint away from that hilltop before you endure. Alot of times you get 1 crawl that matches you step for step , dont panic trying to lose that one ,heal up , worst he can do is probly hit you 5 - 10 dmg depending. After that avoid heretics at all costs , I dont want to explain too much more bc well ; I'd be
out of a job sometimes, :P Any more spots you get stuck at let me know. Like I said trial run , learn where some azures pop up so you won't be stuck without balanced stance/charge ready to use. Cath Bruig! Thanks for your time.

PPS- Pre-Seeing live by it.

Last edited by Divine Kai; Nov 08, 2005 at 02:51 AM // 02:51..
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Old Nov 08, 2005, 03:05 PM // 15:05   #16
Wilds Pathfinder
 
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Why are u guys using Purge conditions when mend ailment suffices? It's got faster recharge, in case you get hit by another condition...
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Old Nov 08, 2005, 03:53 PM // 15:53   #17
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Quote:
Originally Posted by Kabale
Why are u guys using Purge conditions when mend ailment suffices? It's got faster recharge, in case you get hit by another condition...
I only seem to be getting hit with one condtion at a time. If you get hit with multiple conditions, Purge will remove them all, and if you've already got charge and sprint on, you'll be gone before another condition hits you.

Sitting there using mend ailment to remove each condition will not only make you a sitting duck, but you'll expend more energy as well.
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Old Nov 08, 2005, 06:11 PM // 18:11   #18
Frost Gate Guardian
 
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Isn't purge a faster cast too?
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Old Nov 08, 2005, 07:34 PM // 19:34   #19
Frost Gate Guardian
 
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Only real advantage that Mend Ailment has is that its got a much faster recharge time, but the disadvantages far outweigh this.

Quote:
Mine is pretty much similar to most

**snip**

PPS- Pre-Seeing live by it.
Some good stuff in here although it gave me a mighty headache reading it!!

I've only just started running and have managed 2 droks runs which is pretty pathetic really but I will keep trying. One thing I will ask is, do you guys run Droks totally solo or do you use the people you're running with (or henchies) as meat shields? Or do you run with a co-runner. I've done it twice solo and once with a guildie whilst running 2 other friends.

Also, I just can't seem to see the benefits of Holy Veil - the doubling of cast time simply makes no difference as far as I can see - you get hexed, you remove it and sprint and if there are more than 2 imps/golums, your immediatley hexed again!!

And, this had me in fits of rage last night, so shout up if you've seen this before...First part of the run, past the first small mob of pinesouls and imps and I'm approaching the "wurm" zone. I spot 2 mobs of imps on either side of the valley milling around, so I stop and wait for the gap between the 2 groups to be big enough to sprint through.

I sprint for the gap and the 2 mobs suddenly decide to move towards each other making the gap too small. So I stop and back off, and the mobs move back to their original position. Gap gets bigger, sprint and they move together again!!!

This happened 4 times and at no time was I anywhere near their agro range. I simply could not get through without agroing them. And it wasn't a partol route or predefined movement as they reacted the instant I sprinted for the gap.

THIS GAME CHEATS!!!!

Anyone else seen this rather annoying tactic?

Cheers

Rich
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Old Nov 08, 2005, 07:36 PM // 19:36   #20
Krytan Explorer
 
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Guild: [FDG]-Fudge
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Yes, 0.25 vs 0.75sec.

Basically it can be done while you are running, much like balanced stance or Endure Pain.
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