Jan 10, 2006, 05:44 PM // 17:44
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#2
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Desert Nomad
Join Date: Aug 2005
Guild: Scars Meadows [SMS], Retired Officer
Profession: W/
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where are you using this to run?
it's a good general build, but you may need to tweak based on the location.
anyway, here's a few suggestions:
1 - smite hex or holy veil are generally better options for hex removal because of the faster cast time.
2 - you'll want to get charge, which is an elite, so that you can maintain an increased run speed when in stances like balanced.
3 - most runners drop healing completely and pump the attributes into tactics. they use healing signet as their heal.
4 - you should put in a rune of minor or major absorption.
5 - get a shield with -dmg in stance.
i'm not an established runner, so hopefully someone with more experience can add to this.
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Jan 10, 2006, 09:45 PM // 21:45
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#3
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Frost Gate Guardian
Join Date: Nov 2005
Guild: RisE
Profession: W/
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I run from Ascalon to Beacon's, used to do Beacon's to Drok's (Drok's is ridiculously hard and mostly luck now so I think I'm done soloing it), and a few post-Drok's runs.
Like strider said, you need 'Charge'. It's an elite cap outside of Ember Light Camp (last area of game). This is the build I use for all running:
1. Sprint
2. Balanced Stance
3. Charge
4. Endure Pain
5. Purge Conditions
6. Smite Hex OR Mending
7. Healing Sig
8. Holy Veil
Holy Veil is best for hex removal because of its low cost, and it doubles the time it takes enemies to cast a hex on you. Even if you can't run past them before they hex you, you can just double click the tiny Holy Veil icon to end the enchantment & get rid of the hex.
Boost Strength and Tactics as high as you can get them. Don't put points into anything else.
Gladiator Chest & Leggings for +5 energy (25 total), Str+1 Platemail Helm, Minor Str Rune, Minor or Major Tactics Rune, nothing else.
One piece of Ascalon/Knight armor for damage reduction.
A weapon with a defense mod or +health mod and a shield with damage reduction in stance and/or while enchanted really helps.
Additionally, you can carry a staff with +10 or +15 energy; if you're ever in a pinch with 0 energy, switch to it quick and cast what you need to. This is rarely needed tho.
There is an alternate build for running Drok's, but dont worry about that yet.
If you can't get 'Charge' yet, here is an alternate build I used before I had it:
2. "To The Limit"
3. Rush
The trick with this is to 'catch' groups of enemies in your circle and when they're all active, use "To the Limit" and you should fill up Rush for immediate use. I used to run from Yak's to Beacon's like this moving at running speed 90% of the time.
Hope this helps!
Last edited by insidious420; Jan 10, 2006 at 09:53 PM // 21:53..
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Jan 10, 2006, 09:55 PM // 21:55
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#4
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Wilds Pathfinder
Join Date: Oct 2005
Profession: W/
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Healing 8
Strength 11
Tactics 13 (or 12)
Equip I use, Glads armor, Ascalon helmet/Lieutenants Helmet (both with minor tactics rune)
Sup Vigor/Sup Absorp/minor strength/some other minor runes that do no have any use here
Sword with +30hp, Malinon Shield
Skills, sprint/charge/balanced/Endure pain/smite hex/purge cond/healing sig/mending
In lornar's, always use the Lieutenants helmet, in dreads/snake, the ascalon one (unless there's a heretic in your path)
Don't need holy veil, Lieutenants helmet gets rid of them quickly enough, I only use smite hex when I encounter heretics (use it before phantasm, or wait till phantasm has run out)
Don't know about you guys but I load up on health, plenty of times I lived with 1 hp, and I have 605 at any given time (unless they strip mending)
Superior rune is -75 hp which is not worth it in my honest opinion for running..
Or go W/E and get to droks in 20 minutes
Last edited by Ajantis; Jan 10, 2006 at 09:57 PM // 21:57..
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Jan 10, 2006, 11:16 PM // 23:16
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#5
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Frost Gate Guardian
Join Date: Nov 2005
Guild: RisE
Profession: W/
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I disagree with not needing Holy Veil. What if you're loaded up with 3 or 4 life draining hexes and the last one happens to be Imagined Burden and you need it gone STAT to escape? Lieutenant's Helm won't do that, it will cut the hex time almost in half, but you could be dead by then. Holy Veil sometimes prevents a hex from even landing on you, and if it does you can end it *immediately*.
Lt. Helm should only be something to fall back on if you can't end the hexes.
But props to you if you do it without HV, that's impressive.
A different approach is to bring Mending, Holy Veil, & Contemplation of Purity. Put up Mending & Holy Veil right before a spot you know will be hex/condition heavy (Ice Golem & Grawl hill), and use CoP to get rid of a lot of bad conditions quickly and cheaply.
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Jan 11, 2006, 01:16 AM // 01:16
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#6
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Pre-Searing Cadet
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thank you all for the help. the main reason for the runner post is to help me make a little bit of cash. atm i have been farming hydras can usualy take 4-5 of them at a time and the drops are not to bad i guess hehe.
thanks again
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