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Old Jan 03, 2006, 09:19 AM // 09:19   #41
Frost Gate Guardian
 
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sprint
balanced stance
charge [E]
endure pain
smite hex (yes i no alot of ppl like holy veil but i prefer this)
heal sig
mending (gotta be +3 regen)
purge condictions/sow (this is good if say...u get surrounded by trolls...hit this baby and they spread like fire)

13 str.
12 tact.
8 heal

This is what i run with and i do just fine, considering i made over 400k in a couple of days...trying to get my fissure for monk...thank god no shards haha...ne ways hope this helps

~Elite Remedy~
~Elite Gaurdian~
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Old Jan 03, 2006, 10:45 AM // 10:45   #42
Ascalonian Squire
 
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ever tried running using elem spells like mist form and armor of mist?
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Old Jan 04, 2006, 12:49 AM // 00:49   #43
Ascalonian Squire
 
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Im fairly sure you can outrun worms (the initial 'pop' up that knocks you over without balanced stance) by reaching 33% speed and heading in a straight line through the 'trouble' area. A guild member of mine acheives this with a W/E build. Im afraid there isnt much of a point in me posting this as i dont actually know the build... im sure youve figured it out by now though.
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Old Jan 04, 2006, 01:43 AM // 01:43   #44
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The running build that I have developed was:
12 strength
13 tactics (+1 from ascalon helm of major vigor)
Remaning attribute points: 4

Sprint
Charge {E}
Balanced Stance
Endure Pain
Healing Signet (this is useful... save me a bunch)
Smite Hex
Holy Veil
Mend Ailment (mend ailment recharges faster than purge conditions)
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Old Jan 04, 2006, 09:23 PM // 21:23   #45
Age
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Quote:
Originally Posted by D.E.V.i.A.N.C.E
the orginal message was all caps; the filter makes only the 1st letter of each word capitalized.

lol use balths arua and they'll run away
Balthazars aura uses 25 energy as I tried it once on my Warrior in Kryta some use the healing breeze.
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Old Jan 04, 2006, 09:35 PM // 21:35   #46
Ascalonian Squire
 
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I'll put in my two cents..

I'm a solo runner to anywhere you could possibly want to go.
Like others have stated before, timing is everything.
I use to use mending > but have since changed it out for shielding hands.
Also when I run the worm never follows me unless I'm running with someone else, then they tend to follow.

Try this and tell me if it works for you.
If you can keep up with the group of imps that race off towards the tunnel your timing will be on point - sprint, charge, sprint, charge to keep up.
If you manage to keep up and don't have to wait for them to pass, then at the bottom of the hill u will get knocked down.
I prefer to hug the left side of the wall in the worm tunnel so I suggest you do the same.

Once you are standing again balance stance, jog until the worms pop up again and charge out, (practice this).
It is scary at first, but you have to then (using sprint) sprint out of the tunnel and stay huging the left wall or shoot over to the right (depends on spawn).
Endure pain if you have to when you reach the golems. once balanced stance returns use your sense and turn it on and charge out once again.

Not to make it too easy by telling you when to use it, but practice using shielding hands in diff possible combo's, you will find it for getting through mobs with 0-5 dmg > .

The rest of lomars is cake as the first part is where I have seen many runners die.

If you want me to critique your running let me know
IGN: Ly Rampart
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Old Jan 05, 2006, 05:27 PM // 17:27   #47
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w00t! I finally did a solo run!

Thanks for all the advice!
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Old Jan 06, 2006, 07:27 PM // 19:27   #48
Ascalonian Squire
 
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So what was the end result in skill slot choice?
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Old Jan 06, 2006, 08:42 PM // 20:42   #49
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Go ANET nerf the runners hehe. But, really ANET if you'll just lock the south door to Beacons Perch it will stop a whole lot of running since people will have to be ascended then to get to Droknars and finish the whole game. That means being able to get in groups that will let them in at such low levels to even get to Droks. hehe That also means they'll need or will buy another suit of armor thus using up more resources from us gathering players at Lions Arch. I'm all for that ANET do it!
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Old Jan 07, 2006, 09:24 AM // 09:24   #50
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Quote:
Originally Posted by Red Sonya
Go ANET nerf the runners hehe. But, really ANET if you'll just lock the south door to Beacons Perch it will stop a whole lot of running since people will have to be ascended then to get to Droknars and finish the whole game. That means being able to get in groups that will let them in at such low levels to even get to Droks. hehe That also means they'll need or will buy another suit of armor thus using up more resources from us gathering players at Lions Arch. I'm all for that ANET do it!
Actually this will not stop very many runners. Lornars is simply a proving ground to judge your skill from. Sure there is money to be made running it but not the kind of money that I want to make. There are many different runs and reasons to run in this game. Droks is not the only one.

If however anet does nerf it I will have to brush up on a solo of dragons lair so I can get people from ascalon to beacons the long way and make even more money. So go ahead petition for a nerf. A nerf will knock off all of the budding runners for awhile and give me and my friends more business.
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Old Jan 07, 2006, 11:01 AM // 11:01   #51
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I noticed it was harder too. I died like 3 times then said screw it then I went to kill the little wurm by the cave then I decided to run the rest with a pure warrior build(Extremely good spawns)
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Old Jan 07, 2006, 12:22 PM // 12:22   #52
Jungle Guide
 
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Running has upset the initial balance of the game,yet,it has openned the door of oppotunity for the experienced to not waste so much materials buying inferior armor.A double edged sword,as it would be.It bothers me that now lvl 1s leave Pre Searing in hopes of getting a runner to Droknar's Forge.These same ppl stay in the low lvl arenas,making it near impossible to win against an entire group of them.That, to me, isn't fair.However,those who want to be independent during PvE are more reckless in groups due to the extra armor alotted them from the Droks brand.Running is a service that is growing in demand due the fact that the lazy exist.That being said,builds are one thing that I like to see.It takes real skill to make the Droks run.Nerf the run? I'm not sure how to go with that sentiment.I have found a use in the run,but I did go the hard way with my 1st character.Either way achieves the goals,but the better armor is not a bad thing.What should happen is that ppl in Droks Armor should not be allowed in low lvl PvP arenas.Thats a patch I would like to see.
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Old Jan 08, 2006, 10:58 AM // 10:58   #53
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Dont know why the mods moved my post to the explorers league. I am looking for some posts from experianced forge runners....

http://www.guildwarsguru.com/forum/s...d.php?t=104534
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Old Jan 08, 2006, 01:37 PM // 13:37   #54
Desert Nomad
 
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Quote:
Originally Posted by Me NoFat
Actually this will not stop very many runners. Lornars is simply a proving ground to judge your skill from. Sure there is money to be made running it but not the kind of money that I want to make. There are many different runs and reasons to run in this game. Droks is not the only one.

If however anet does nerf it I will have to brush up on a solo of dragons lair so I can get people from ascalon to beacons the long way and make even more money. So go ahead petition for a nerf. A nerf will knock off all of the budding runners for awhile and give me and my friends more business.
Thas fine, that will be a longgggg solo through Dragons Lair, so you won't be making the kind of money you are now with the run from Beacons to Droks. People aren't going to pay that kind of money. Good Luck I personally would enjoy seeing you solo through it.
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Old Jan 09, 2006, 02:30 AM // 02:30   #55
Academy Page
 
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Default My Old Fashioned Runners Build

Ironically, I tried all of the new builds out there for running and ended up going back to my old standby which worked just fine pre-patch.

Tactics - 15 (when using HoD helm, 16 with my Ascalon Helm) (+3 sup Rune)
Strength - 11 (+1 Minor Rune)
Healing - 8

Superior Vigor
Major Absorption
Minor Strength
Superior Tactics

Full Plate,
Knights Boots,
Malinons Shield (-2, +45 Enchanted),
Sword +5 Armor
Switch between Ascalon helm and HoD Helm

Heal Sig
Mending
Shielding Hands (this one is pretty useless, I should replace it with a hex remover since the only time I used it I died)
Endure Pain
Mend Ailment
Sprint
Charge {E}
Balanced Stance

I have found a couple of things important when running.

1. Timing is EVERYTHING! Never, ever hit balanced stance and immediately hit charge. Be patient, wait until you actually need the charge. Same thing with endure pain, only hit it if you actually find yourself getting to around 50% health in a nasty situation.
2. Spawn is more important than almost anything else. I will be successful when I run, but sometimes I will die 2 or 3 times in lornars due to a bad spawn or chaser wurms. I have had wurms chase me all the way to the ice golem hill and there is no way I could have survived that.
3. Mending can be your friend. It depends on the situation. There are times that the energy is more important than mending. Practice and you will be in good shape.

(sub note, I have found that the best overall lornars spawns I have received seem shitty to start because the avicara are sitting right outside of beacons with the first group of imps and pinesouls. But later on I have found the spawn to be aggreeable.)

My final note is that I still have trouble with Heretics. They are nasty sob's but again note that I don't have a hex remover in this build and will be adding one.

I hope this helps someone run!

Good luck
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Old Jan 09, 2006, 05:03 AM // 05:03   #56
Krytan Explorer
 
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Quote:
Originally Posted by Red Sonya
Thas fine, that will be a longgggg solo through Dragons Lair, so you won't be making the kind of money you are now with the run from Beacons to Droks. People aren't going to pay that kind of money. Good Luck I personally would enjoy seeing you solo through it.
In reality I dont make much from Droks....I make much more from other runs. I was just posting here to try and help out fellow and beggining runners. I also appreciate the others that are passing out advise and tips on Droks. The Lornars section is the hardest run in the game IMO so the more knowlege on it the better for all of us that use running as a means to an end. I will work on the solo this week....could be a fun challenge...almost positive I wont get the bonus though.
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Old Jan 09, 2006, 09:42 AM // 09:42   #57
Academy Page
 
Join Date: Nov 2005
Guild: Pride Fighterz
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Quote:
Originally Posted by stool_cannon
Ironically, I tried all of the new builds out there for running and ended up going back to my old standby which worked just fine pre-patch.

Tactics - 15 (when using HoD helm, 16 with my Ascalon Helm) (+3 sup Rune)
Strength - 11 (+1 Minor Rune)
Healing - 8

Superior Vigor
Major Absorption
Minor Strength
Superior Tactics

Full Plate,
Knights Boots,
Malinons Shield (-2, +45 Enchanted),
Sword +5 Armor
Switch between Ascalon helm and HoD Helm

Heal Sig
Mending
Shielding Hands (this one is pretty useless, I should replace it with a hex remover since the only time I used it I died)
Endure Pain
Mend Ailment
Sprint
Charge {E}
Balanced Stance

I have found a couple of things important when running.

1. Timing is EVERYTHING! Never, ever hit balanced stance and immediately hit charge. Be patient, wait until you actually need the charge. Same thing with endure pain, only hit it if you actually find yourself getting to around 50% health in a nasty situation.
2. Spawn is more important than almost anything else. I will be successful when I run, but sometimes I will die 2 or 3 times in lornars due to a bad spawn or chaser wurms. I have had wurms chase me all the way to the ice golem hill and there is no way I could have survived that.
3. Mending can be your friend. It depends on the situation. There are times that the energy is more important than mending. Practice and you will be in good shape.

(sub note, I have found that the best overall lornars spawns I have received seem shitty to start because the avicara are sitting right outside of beacons with the first group of imps and pinesouls. But later on I have found the spawn to be aggreeable.)

My final note is that I still have trouble with Heretics. They are nasty sob's but again note that I don't have a hex remover in this build and will be adding one.

I hope this helps someone run!

Good luck
I added smite hex in place of shielding hands and that has been much more successful.

Though I did die several times in Lornars tonight. The spawn really makes all the difference. There are a few spawns that it is just impossible to get by. Once I get clear of cave though I have not died a single time.

I started doing tandem runs and those are extremely simple.
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Old Jan 09, 2006, 10:02 AM // 10:02   #58
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any maps of this run? i really want to get my warrior into forge running, but i don't know if im running the right way.....sounds silly i know but i think i took a wrong turn n ran through about 30+ summits...ouch. I have the HoD helm..looks like i have to get another SEVEN HELMS! ......... i tried that game amp guide to it...didnt work... has a final build been decided?
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Old Jan 09, 2006, 10:34 AM // 10:34   #59
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i cannot get pass the cave, the avacari and the ice golems are too close...
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Old Jan 10, 2006, 12:13 AM // 00:13   #60
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Quote:
Originally Posted by temp
any maps of this run? i really want to get my warrior into forge running, but i don't know if im running the right way.....sounds silly i know but i think i took a wrong turn n ran through about 30+ summits...ouch. I have the HoD helm..looks like i have to get another SEVEN HELMS! ......... i tried that game amp guide to it...didnt work... has a final build been decided?
I have a map but I cannot share it. It is a map from my guild sorry. Best I can say is that you run from zone to zone in the shortest possible way. The only exception is the zone leading to Rankor (last one before Rankor to Droks). I hang the Right side almost all the way there but that is also a very easy portion of the run. Lornar's is easy to figure out...just look at any map and take the shortest route zone to zone.

As far as a final build goes I think that can be debated until you stop playing Guild Wars. I have listed the available choices for you. This is as easy as it gets for creating a build. Don't forget to distribute your points. My other suggestions are getting a +health sword and shield, get whatever vig and abs rune you can afford, and make sure you get the Lt. Helm and have dmg reduction armor. This is as close as I could get to running it for you.

Here is the Core Skill Build:

Heal Sig
Sprint
Charge {E}
Balanced Stance
Endure Pain

If anyone disagrees with that then they are in the extreme minority. That is not to say it can't be done. When picking your remaining skills consider Healing, Condition Removal, and Hex Removal. The monk skills seem to be a matter of preferance though some choices are better than others. I have put stars by the more popular choices. I do not recomend them all personally but you should give everything a try to find out what fits your style.

Here are your Monk Skill Choices:

Mending*
Holy Vail*
Purge Conditions*
Contemplation of Purity*
Remove Hex*
Smite Hex*
Shielding Hands
Signet of Judgement (hate this idea but included for others)
Purge Signet (never used it but it is listed)

Here are your Ranger Choices:

Escape
Dodge
Escape {E} (you will lose the option for balanced stance + charge)
Storm Chaser

Here are your Ele choices:
Armor of Mist
Mist Form {E} (you will lose the option for balanced stance + charge)
Windborne Speed

I don't run Droks with any of the above class combos except W/Mo. If you would like to add ideas or suggested skill choices please do. If you have insight to running the Forge with other class combos please share.
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