Nov 16, 2005, 02:28 PM // 14:28
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#21
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Pre-Searing Cadet
Join Date: Aug 2005
Location: On Earth
Guild: Something Normal [SoNo]
Profession: W/Mo
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Quote:
Originally Posted by GWGuru
I'll sell them at 10K each.
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I'll sell them at 5k each. Roar.
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Nov 20, 2005, 04:14 AM // 04:14
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#22
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Krytan Explorer
Join Date: Sep 2005
Location: Campbell, California
Guild: Legio Imortalii
Profession: W/Mo
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Droknar's Running DID get harder. I've been trying to warn people, but they keep telling me to shut up. I did it with 3 people and had a hard time. 30 minutes later was able to do it with 2. Just have to be a bit more luckier now, and a bit more tactical.
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Nov 20, 2005, 09:52 AM // 09:52
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#23
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Forge Runner
Join Date: Sep 2005
Location: Ascalon 1
Profession: W/R
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I just ran two friends through the first zone yesterday to show off my W/R running build (they had trouble getting past wurms as W/Mo). I didn't really notice any difference with wurms myself though.
I used to use a W/Mo build but after switching to W/R it seems so much easier / faster.
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Nov 20, 2005, 11:35 AM // 11:35
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#24
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Hall Hero
Join Date: Jul 2005
Location: California Canada/BC
Guild: STG Administrator
Profession: Mo/
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You could use purge signet and healing signet is still goodlike wheel said.If you don't have it got to Fishermans Haven and buy it from a skills trainer.It removes any hex and where there is a clear area of red dots use yur heal sig then or not in aggro.
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Nov 20, 2005, 11:57 AM // 11:57
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#25
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Academy Page
Join Date: Oct 2005
Guild: Runners Academy [LBS]
Profession: W/Mo
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Running
It all depends on the spawn you get. I think, if I remember correctly there is something like 50% or just over chance to get "a death spawn" which can be extremely hard to run.
I think SoJ is quite a good idea, and I'll probably test it myself at some point
Also, about healing sig, as somebody else said, it's a very useful skill for when you get to a safe area, since you don't have to wait for energy regen, making it a popular choice with runners.
Thanks,
Optime
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Nov 23, 2005, 04:06 PM // 16:06
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#26
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Ascalonian Squire
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Ok i have a build that works pretty well here it is:
Charge/sprint/bstance/endurepain/smitehex/purgeconditions/healingbreeze/holy veil
15 tactics(so that bstance lasts 20 secs)
10 str
10healing
Ign->Deathwish warrior
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Nov 23, 2005, 05:44 PM // 17:44
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#27
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Pre-Searing Cadet
Join Date: Nov 2005
Location: Colorado biotch
Guild: Celestrial Order
Profession: W/
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i did it once solo BUT i had someone come wiht me to where wurms start and stand there till they died so i could make a clean fast get away without using as much enrgy having to heal my build is like,
9heal 10 str 10 tactics
charge, sprint, bstance, healin sig (should change it out), endure pain, purge conditions, mending, and healing breeze
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Dec 19, 2005, 01:58 AM // 01:58
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#28
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Frost Gate Guardian
Join Date: Sep 2005
Location: In a box on a street corner
Guild: Blazin Dragons [BD]
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Dec 19, 2005, 12:12 PM // 12:12
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#29
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Frost Gate Guardian
Join Date: Dec 2005
Location: Singapore
Guild: The Runners Academy [LBS]
Profession: W/
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Quote:
Originally Posted by Charr Killer
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The run is still possible but it has become significantly harder. This guide is old and won't work any more, not after the new updates. It take more than skill, needs abit of luck or cooperation from your party even.
Your enchants will get removed by grawl and avicara groups, so holy veil although useful against imps and golem groups will not be on you should you have to run through such groups before encountering them.
Golem groups also use barbed traps, water trident and spirit of muddy terain now, so prepare to get knocked down while you are trying to get away and have your sprint and charge rendered useless, on top of the slow hex they'll cast. If you happen to step onto a trap and get crippled and start bleeding, you'll need to remove it right? So you use purge, then you better hope you don't step into another trap before it recharges because they increased the number of Pinesouls. On top of this, grawl groups will poison you, so during a bad spawn when you need to enguage multiple groups at the same time (most likely a grawl and golem group), be prepared to *eh hem* get get knocked down, slowed, have your speed increasing skills nulled, having poison on you after getting enchant stripped, while you save your condition removal incase you step on a trap.
You could swap purge for mend, but you better hope you get cripple off the first use or it would cost you an expensive 10 energy not to mention damage time.
They nerfed the nerf to farming. If you have experienced a very persistant creep chasing you down at great lengths, it is because now, occationally a monster from a group will follow you beyond the 'farming nerf range'. The rest of the group will stay but you have that one creep on you for a considerable distance, if you are not far away enough from the main group when you stop to heal up, you'll have company. Oh fun. This also applies to wurms.
There is also a heritic in lonars now, just before the exit to dreadnaught's. It is not always there but when it is it tends to wander around the center of the path. In this case, should you get caught by it, 3 hex removals is not enough. Enjoy.
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Dec 19, 2005, 01:04 PM // 13:04
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#30
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Academy Page
Join Date: Nov 2005
Guild: danger room
Profession: R/W
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something i have found that works when stop to regen make sure you stand near a tree the wurms never attack me near one
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Dec 19, 2005, 11:33 PM // 23:33
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#31
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Lion's Arch Merchant
Join Date: Sep 2005
Guild: Nefarius Union
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Quote:
Heal Sig / Remove Hex / Defensive Stance / Sprint / Balanced Stance / Charge / Healing Breeze / Endure Pain
~dw
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i dont know, but try smite hex instead of remove hex. im not completely sure, but with a 1 second shorter cast/ 8 second longer recharge. it may be useful. depends how you use it
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Dec 22, 2005, 01:09 PM // 13:09
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#32
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Ascalonian Squire
Join Date: Sep 2005
Location: London
Guild: Geeks Army[GA]
Profession: W/Mo
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sprint/charge/balenced/endure/purge/healing breeze/healing sig/holy-veil
Still works, have soloed a few times but cannot rely on it all the time tbh..
with that helm should be a bit easier, wil be trying this tonight. I carry all glads armour with chest in platemail as this reduces airial attacks. I have a sup vig & abs, Maj tactics, and minors..
Carry a second weapon as a staff to boost your energy in tight spots. You dont need any skill points in it to recieve the energy or other bonues's. (Only apply's to 2 handed staffs)
In my opinion, I want to get rid of endure and breeze. Endure bcoz its a pain when it runs out, i think mine gives almost +300hp which is a hell of a lot to replace. But as long as you throw on breeze it'll keep u alive even if you go into minus numbers. This has saved me a load of times..
There are many builds that can make it to dronks, its finding one that works best for you. Oh an lastly peak times are harder this is tried and tested, and at peak times there are no guarentees. I am always refining my build and trying different things, to keep up with the nurfing. Looking for that build that can runn 99% all the time. Aside from the GW stock-market this is the end game to me..~
IGN: B U R - usualy in beacons doing free runs trying builds =]
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Dec 23, 2005, 06:02 AM // 06:02
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#33
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Krytan Explorer
Join Date: Sep 2005
Location: USA
Guild: Crimson Explorers Worldwide {CrEw}; Lifetime graduate of [LBS]
Profession: W/
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Quote:
Originally Posted by Dark Wing
Heal Sig / Remove Hex / Defensive Stance / Sprint / Balanced Stance / Charge / Healing Breeze / Endure Pain
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Lose Remove Hex, Defensive Stance, and Healing Breeze. There are better ways.
Quote:
Originally Posted by mattjones527
Well for one thing healing sig is the most useless skill for a runner.
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That is just nonsense. Healing signet gets you back on the move after suffering damage. When running customers they don't want to sit and wait for you to recover 500 health from normal regeneration.
Quote:
Originally Posted by RotteN
holy veil is better than remove hex at hex removing too
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Speak Truth…wisdom to be taken to heart.
Quote:
Originally Posted by twicky_kid
you need soj to run it now.
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Not true. I have never used it and I make runs every day.
Quote:
Originally Posted by Reve2uk
just take smite and put some points in to sword/axe and take down the wurm, or just fight your way there like all the lvl15's say at becons
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ROFL...good stuff Reve
Quote:
Originally Posted by wheel
Did you not see Endure Pain? It's an instant cast skill that nets you 200+ HP for 10+ seconds.
For my runner build, it looks like this:
12+1+3 Tactics
12+1 Strength
Sprint
Charge {E}
Balanced Stance
Endure Pain
Healing Signet
Smite Hex
Mend Ailment
Holy Veil
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A double hex killer? To be considered but is it really needed or could you use the other slot for another good skill. Think of how you would end Holy Vail in the most efficient manner.
[QUOTE=Age]You could use purge signet[QUOTE]
If only it didn't take so long to cast and recharge. There is a better way.
My 2 cents...
IMO this is what you have correct. You would be right in saying that there are many builds that can solo this but how many do it above 80%? Yes I do die sometimes but not nearly as often as some.
Sprint
Charge {E}
Balanced Stance
Endure Pain
Healing Signet
Holy Veil
Here are a few tips. There is a helm in the game that is important to this run but I don't think it was mentioned yet. I will not mention its name or where to get it but perhaps after reading this someone might. I just don't want them to nerf it (like they don't already know). There is a way to remove the conditions you might receive (crippled/bleeding) that has not been mentioned which works fast and will save your but exiting the caves if you are getting unlucky. Now I am going to give you one of the skills that are needed to achieve a minimum 50% success rate as a Christmas present---Mending--- why are none of you using it? It is up to you to figure out when you should use it and when you need the energy regen more than the health regen.
I would like to note that I have found that the skill set is less important then the ability to use the skill set you have selected. This run is more about timing then skills now. My advice is getting the experience you need by repeated runs...know your safe areas and which ones move with each spawn. If you are observant of your aggro circle and know what is in the next group ahead you will improve your success rate through Lomars.
I am not claiming that I always live. Some spawns and Chaser worms just suck. I would also like to say that every time I am a little bored I go to Beacons and take one of the "Guarantee 100%" runners. Most of them die 3 times more than I do.
Last edited by Me NoFat; Dec 23, 2005 at 06:04 AM // 06:04..
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Dec 23, 2005, 11:39 AM // 11:39
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#34
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Ascalonian Squire
Join Date: Sep 2005
Location: London
Guild: Geeks Army[GA]
Profession: W/Mo
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^^ agree with the timing thing. A very important thing to learn and will make the difference in dying or surviving. A good example is the Charge and balenced use, a lot of the new runners spam them together which should not be done in most cases.
I dont agree with ur mending thou, used to use a lot before and have not gone back since.. but different thimgs for different pple. =]
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Dec 23, 2005, 12:50 PM // 12:50
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#35
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Krytan Explorer
Join Date: Sep 2005
Location: USA
Guild: Crimson Explorers Worldwide {CrEw}; Lifetime graduate of [LBS]
Profession: W/
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Mending is not to be used for the whole run. Once someone figures out what I use to remove my hex and conditions you should see the light in mending. Mending is also useful after the Lomars section.
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Dec 23, 2005, 01:00 PM // 13:00
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#36
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Forge Runner
Join Date: Jul 2005
Location: Communistwealth of Virginia
Guild: Uninstalled
Profession: W/Mo
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Mending + Holy veil = 2 enchantments
Bleeding + crippled = 2 conditions
Contemplation of Purity = clean slate.
I know the helm of which you speak. Comes from the City of Nerfed Weapons. Helps big time on my Dragon Sword runs. Of course, many people won't have access to this helm because they take it upon themselves to skip an entire 1/3 of the PvE map.
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Dec 23, 2005, 01:28 PM // 13:28
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#37
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Wilds Pathfinder
Join Date: Sep 2005
Guild: Pwn Appetit [NJoy]
Profession: W/
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Yeah its the lieutenants helm from Henge of Denravi, I have it but dont use it on the Droks run. I definately have a higher than 80% success rate and I dont even run all that often. I also dont use mending or contemplation. I think Mending would be awesome to add back to my skillbar, but I just find the hexes to be more of a problem so I take smite hex as well as holy veil.
I use
Balanced Stance
Charge
Sprint
Endure Pain
Heal Siggy
Purge Conditions
Smite Hex
Holy Veil
Glads armor + Ascalon Helm
Tactics 16
Strength 13
Axe 4 (LOL)
Equipment
Sup. Abs.
Sup. Vigor
Sup. Tactics
Fiery Flame Spitter of Fortitude (This axe is from a collector outside Serenity Temple, its a short jog south of there, the collector is only available if your country has favor and he takes lodestones which you can easily get on your way to that collector)
6-16 Req 3 Axe
Improves Skill Recharge 10% chance
HP +29 (Im cheap)
Round Shield Max Armor
Tactics +1 (20% chance)
Rec. Dmg - 2 while enchanted
Biggest thing for success rate is practice, Im sure there are tons of better builds, better equipment, etc. The hardest part of the run is Loranars Pass there are really 2 areas that worry me, the wurm cave (there are plenty of spawns with no rest stop in that general area) and the Ice Golem hill towards the end of the run. Sometimes you'll get a bad spawn there and youll be forced to choose between aggroing 3 Golems, or 5 golems. If I find myself in that situation I will switch to the Lieutenants helm, but even then, it can get ugly. And of course sometimes you can get pinned by trolls, and that is embarassing, because that shouldnt happen once you have the experience doing the run. One time the Ranger boss troll laid a spirit in JUST the right location and I had a little opening (or so I thought) only to run into this spirit and get pinned.
Anyways I like doing the run when I am bored and usually someone I know will ask for a free run, so I meet them in Beacons and fill the rest of the party up for a free run.
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Dec 23, 2005, 11:12 PM // 23:12
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#38
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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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The helm that Me NoFat was mentioning is a craftable item, very useful as it shortens the duration of all hexes cast on you. The Lieutenant's helm (correct my spelling if its wrong) is available at HoD. It has 60 Al.
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Dec 24, 2005, 03:48 AM // 03:48
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#39
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Krytan Explorer
Join Date: Sep 2005
Location: USA
Guild: Crimson Explorers Worldwide {CrEw}; Lifetime graduate of [LBS]
Profession: W/
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Sprint
Charge {E}
Balanced Stance
Endure Pain
Healing Signet
Holy Veil
So the above is what we had before the posts above. Now we have added Contemplation of Purity and Holy Vail.
Sprint
Charge {E}
Balanced Stance
Endure Pain
Healing Sig
Holy Veil
Contemplation of Purity
Mending
Someone above mentioned the Lt. Helm form HoD so that is out of the bag. This helmet is very important in the Lomars section IMO as it with ½ you hex time. With the helm on you will only need one hex remover (holy veil). It was also noted above that if you have mending and holy vail on at the same time you can end them both with cont. of purity. When you do this you will remove the bleeding and crippled from a spiked trap which could save your but. Sure averica sometimes strip the enchantments but it is better than any other combination I have tried. You do not have to use Cont. of Purity to end Holy Veil you can do it manually which is far faster than any skill you could use.
Now you have a build and 1 piece of equipment. It should me common sense to use a shield that gives you damage reduction (there is one that is perfect for this) and a shield that gives you health. I always use 2 different shields for different sections of the run (figure this out on your own). It should also go without saying that you want a weapon with a fortitude mod. Any ruins you can think of that will help?
You have a good start to running Droks if you do or don’t use the build that has been outlined above. I donated very little to this thread…simply asked questions and formed off others posts so I will not take any credit. Like I said above this build is worth nothing if you don’t know the run and how to best use the skills.
Good luck and I hope to see you in Beacons!
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Dec 29, 2005, 11:56 AM // 11:56
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#40
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Frost Gate Guardian
Join Date: Dec 2005
Location: UK
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Quote:
Originally Posted by wheel
Did you not see Endure Pain?
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The fact is that worms follow you for more then 1 minute. And hey, have u seen 3 worms attacking you while your are crippled, frozen and knocked down by water trident
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