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Old Sep 20, 2006, 05:42 AM // 05:42   #1
Desert Nomad
 
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Default Rate my R/Mo runner

this is my r/mo running build, i need tips on wat i should change etc

attributes:
healing prayers: 9
expertise: 16 (12)+sup rune(3)+mask(1)
wilderness survival: 10 (9)+minor rune(1)

skills:

mending
healing breaze
dodge
storm chaser
escape
whirling defence
antidote signet, mend condition or remove hex (depends were running)
and another stance or heal depending on were im running

weapons etc:
+30hp axe
16 armor +45hp in stance -2 damage in stance shield
sup vigor rune

Last edited by subarucar; Sep 20, 2006 at 05:45 AM // 05:45..
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Old Sep 20, 2006, 05:46 AM // 05:46   #2
Ascalonian Squire
 
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Join Date: Dec 2005
Location: Iowa
Guild: Fifteen Over Fifty [Rare] - [SMS] Alliance
Profession: R/Mo
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What do you use this build for, meaning where your running? Its sounds like an ok build but you shouldnt need HB I would throw like Zuijins Haste in there it you use more evasive running skills you shouldnt be getting hit much.
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Old Sep 20, 2006, 06:23 AM // 06:23   #3
Lion's Arch Merchant
 
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My Runner build is the following:

16 Expertise
12 healing prayers

Dodge
Zojun's haste
Escape
Whirling defense
Heal Area
Healing breeze
Mend ailement/purge conditions
Holy veil/Smite hex

with this run you can run every run between ascalon->desert missions
and some basic Southern Shiverpeaks runs(THK->grotto, THK-> ironmines)
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Old Sep 20, 2006, 07:18 AM // 07:18   #4
Forge Runner
 
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my favorite set up for runing

escape
dodge
zojuns haste
storm chaser
purge conditions
trall ebguent
mending
watchful spirit

gets me anywhere i want to run
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Old Sep 20, 2006, 10:12 AM // 10:12   #5
Krytan Explorer
 
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Profession: Mo/
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you cant rate just a general running build, like you've noted there are skills you change depending on where you run and those are probably the most essential skills to list. you said your looking for suggestions so here are just a few things that may be noteworthy. if your putting so much into healing, heal area is well worth looking into. personal preference here, but holy veil is a very useful hex removal if your good at double clicking the disenchant buttons, not to hard if you modify your interface. 1 sec casts are quite useful, smite hex also has a 1sec cast, but yes, they have longer cooldowns. an aoe skill proves useful over time as well. such as whirling defense, symbol of wrath or balthazar's aura. and what armor set(s) do you use?
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Old Sep 20, 2006, 01:10 PM // 13:10   #6
Forge Runner
 
Join Date: Feb 2006
Location: Thornill, ON, Canada
Guild: THE CANUCK MONKS (TCM)
Profession: W/R
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Quote:
Originally Posted by subarucar
this is my r/mo running build, i need tips on wat i should change etc

attributes:
healing prayers: 9
expertise: 16 (12)+sup rune(3)+mask(1)
wilderness survival: 10 (9)+minor rune(1)

skills:

mending
healing breaze
dodge
storm chaser
escape
whirling defence
antidote signet, mend condition or remove hex (depends were running)
and another stance or heal depending on were im running

weapons etc:
+30hp axe
16 armor +45hp in stance -2 damage in stance shield
sup vigor rune
My R/Mo uses most of what you use except, I do not use Antidote Signet, I use Mend Conditions. I will also bring remove hex and Dryder's Defense. Instead of healing breeze, I bring Troll Ungent. The reason is because it costs less, it heals about the same, and it's not an enchantment.

Correct me if I'm wrong here, but don't you need the stats to make your weapons useful? I mean 16 Armor for a shield requires Strength or tactics right? Doesn't the +45 hp also need that? The -2 damage reduction only requires a stance, which you are always in. The axe is the same, don't you need axe mastery for the +30 hp?
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Old Sep 20, 2006, 01:13 PM // 13:13   #7
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I personally would reccomend something more along the lines of this:

Escape {E}
dodge
Zojhun's Haste
Holy Veil
Purge Conditions (for most situations since it removes all conditions as opposed to Mend Ail that might not be able to remove something like Cripple because of a cover condition like bleeding or poison)
Mending
Healing Breeze
Heal Area

If there is enchant removal, use something like this:

Escape {E}
Dodge
Zojhun's Haste
Smite Hex
Purge Conditions
Troll Unguent or heal area
Mend Ail (or Remove hex)
Optional

Whirling Defenses really only comes in handy of you get surrounded by melee enemies and there is a long range enemy to attack you. This is because a long range enemy will trigger whirling and make melee monsters scatter from the AoE. Beyond this use, whirling really isn't worth bringing. Being able to outrun enemies is better to reduce damage taken than tanking them at a slow pace with an evasive stance that only reduces physical damage.
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Old Sep 20, 2006, 02:23 PM // 14:23   #8
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Quote:
Originally Posted by Pick Me
Correct me if I'm wrong here, but don't you need the stats to make your weapons useful? I mean 16 Armor for a shield requires Strength or tactics right? Doesn't the +45 hp also need that? The -2 damage reduction only requires a stance, which you are always in. The axe is the same, don't you need axe mastery for the +30 hp?
you still get the mods from any shield even if you don't meet the req, likewise with any staff, onhand, or offhand. The req only affects the line it is on. but when you don't meet a req of something you also get the starter level or whatever, so if you dont meet that req 9 tact for 16 armor on that shield, you still get 3 armor (or whatever level it is, i forget). This also happens for energy items as well i suppose, I haven't noticed it other than in my forgotten fan which gives -5, but ends up only giving -2e since i end up getting +3e from not meeting the +12e req9 illusion. likewise with onhands such as swords and axes, you would still get the bonus from mods such as defense, fortitude, shelter, warding, enchanting, or if its a staff maybe even a +1 healing prayers 19%, which I use to get a +4 regen mending occassionally.

Last edited by Nivryx; Sep 20, 2006 at 02:28 PM // 14:28..
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Old Sep 20, 2006, 02:47 PM // 14:47   #9
Lion's Arch Merchant
 
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mending is bad, it hurts more the 1 100dmg shatter ench then got hit 1 or 2 times when running past your enemy.

Troll urgent is only good as prepare for running in skill, because you dont stop for 3 seconds to cast TU
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Old Sep 20, 2006, 02:57 PM // 14:57   #10
Krytan Explorer
 
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Quote:
Originally Posted by mathijin
mending is bad, it hurts more the 1 100dmg shatter ench then got hit 1 or 2 times when running past your enemy.
any skill can be bad depending on the situation. there are situations were mending are bad, yes, but then again there are also situations where it works wonders. consider mursaat infested areas, energy surge = 10 damage per energy point you have with the max being 80 damage. mending would generally provide you with +3 regen, as well as keep your your energy low to avoid being energy surged. thus, mending is beneficial in certain areas as well. i'm sure he knows there are places like in maguuma jungle where itll be disenchanted, as its a highly general running build.
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Old Sep 20, 2006, 07:22 PM // 19:22   #11
Desert Nomad
 
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thanks 4 the help, most of u guys have mentioned zojhuns haste, problem is i dont have factions, zojhuns is just factions version of dodge rite?
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Old Sep 20, 2006, 07:58 PM // 19:58   #12
Forge Runner
 
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Quote:
Originally Posted by subarucar
thanks 4 the help, most of u guys have mentioned zojhuns haste, problem is i dont have factions, zojhuns is just factions version of dodge rite?
Aye, Zohjun's Haste is an exact copy of Dodge. If you don't have Factions, just replace it with Storm Chaser. It doesn't take many attributes to get Storm Chaser to last long enough to hold you over between the recharge gap of Dodge and Escape.
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Old Sep 27, 2006, 11:55 PM // 23:55   #13
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and to run fow? chest runs?
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