Feb 04, 2006, 02:24 PM // 14:24
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#41
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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 Sk8tborderx
@ Me NoFat
Have you ever tried using a mesmer secondary? I am trying to come up with a build and was thinking using inspired hex, illusion of weakness, and illusion of haste <--- to remove cripple.
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Yes I have. I did make the run after posting the below information but I will not try again. The below thread is one I started in my guild forum and the poster names are protected for that reason.
Quote:
Originally Posted by Me Nofat
I know this build sounds and probably is crazy but I don’t use mending very much and have decided that I might be able to drop it...so all I need is a way to kill the hexes.
What do you think of this build....granted you will have to know when you can and cant use the skills listed and know the run inside and out but I don't think that poses a problem here.
W.
Heal Sig
Sprint
Charge
Balanced
Endure
Me.
Hex Breaker
Shatter Hex
Illusion of Haste
Maybe change one for illusion of weakness...cast before entering a cave and let your health build back up before going in?
I haven't put much thought into it yet or played it even one time. Just though I would post it here so I don’t have to carry a piece of paper home to remind me.
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I am in a guild with what I consider a collection of some of the best runners in the game. This is how they shot down the idea.
Quote:
Originally Posted by Guild Member
Shatter hex is 15 energy, how you can afford that is beyond me especially in the midst of a 'tragic zone', Also your hex breaker will take off rust when cast, not DF immediately
Chaser wurms will destroy you or any wurm following into a hex area for that matter, hex breaker goes up, Balances ceases to exist, gg
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Quote:
Originally Posted by Guild Member
I'm pretty sure illusion of weakness is an enchantment so it might end up being stripped at a bad time wasting your cast, good idea though. Also, the only part i might want it for would be the first cave and you cant exactly cast it at the start of that one.
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Quote:
Originally Posted by Guild Member
Just won't work. Hex breaker is a stance. No balance, no sprint.
It's mana heavy.
Nothing against conditions.
Illusion of haste only removes cripple, and then you become crippled when IoH wears off.
Just won't work.
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Last edited by Me NoFat; Feb 04, 2006 at 02:28 PM // 14:28..
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Feb 04, 2006, 04:00 PM // 16:00
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#42
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Wilds Pathfinder
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Quote:
Originally Posted by delcolt
uggh, i started running around 2 weeks ago but i can never finish it on my own. Everything is easy except the beginning. The part with worms, avicara's siege ice golems etc. Does anyone have any tips making it through that part? I finished it once without help but i asked everyone in the team to suicide so the worms wouldn't follow me xD
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When I first started running, I found this the hardest section as well. You want to activate balanced stance as late as possible. Generally, I will not activate until a worm either knocks me down or I get in aggro range of the avicara. Activate charge at the last group of avicara to get worm and avicara aggro off you while maintaing balanced stance.
The next part can be extremely easy or hard depending on the spawn. If the ice golems and pinesouls are far to the right, you can just slip by on the left. If they are far to the left, you MIGHT be able to run to the right and wait for your health and skills to recharge. If they are standing in the middle, you might have a hard time doing anything at all.
To make matters worse, there are sometimes worms that spawn in that small area where the ice golems and pinesouls are. If this is the case, I suggest you try to use healing signet to heal any health while you still have balanced stance up. The bonus damage you receive will be minimal if there is only one or two worms, and the heal will more than make up for it. If you are really hurting, use endure pain to gain some extra health for a short while. You pretty much need balanced stance to get past the ice golems and their water trident, so make sure you have that up before running past them.
I also find it EXTREMELY helpful to cast holy veil on yourself before running through them. They always cast rust on you first, and with holy veil and the Lieutenant helm, they will waste their time casting rust on you before casting their slowing spell, mind freeze I believe. When you see mind freeze on you, IMMEDIATELY remove it with holy veil by ending the enchantment on yourself. Continue to run ahead, and you should be past them.
For my personal build, I use no healing, just tactis and strength. I have used a superior tactics rune, and a minor strength bringing my tactics to 15 and my strength to 13. My skill setup:
Charge
Balanced Stance
Sprint
Endure Pain (or is it Defy Pain?)
Smite Hex
Healing Signet
Purge Conditions
Holy Veil
I prefer to use purge conditions over CoP or other methods because it has such a fast cast time and removes all conditions. I found it helpful to carry both smite hex AND holy veil in tough situations with many ice golems or a heretic in a bad place.
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Feb 04, 2006, 04:12 PM // 16:12
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#43
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Krytan Explorer
Join Date: Aug 2005
Location: Switzerland
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Hey. I did some tests about the 14 Strength and 13 Tactics or opposite. These are the results:
14 Strength and 13 tactics:
Charge: 10 Sec
Sprint: 14 Sec
Balanced Stance: 18 Sec
Shields Up: 10 Sec
Endure Pain: 17 Sec, 286 Health
Healing Signet: 137 health
13 Strength and 14 tactics:
Charge: 11 Sec
Sprint: 13 Sec
Balanced Stance: 19 Sec
Shields Up: 11 Sec
Endure Pain: 17 Sec, 272 Health
Healing Signet: 145 health
What is better do you people think? I think having 13 Strength and 14 Tactics is better. But I still want to ask Me NoFat
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Feb 04, 2006, 11:25 PM // 23:25
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#44
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Jungle Guide
Join Date: Nov 2005
Location: PA
Guild: Us Are Not [leet]
Profession: W/
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@ Me NoFat thank you for replying
@farrell-zander Tactics is better. Also, don't use shields up.... there are very little rangers on the run. (I believe tundra giants do blunt damage from their rocks.)
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Feb 04, 2006, 11:42 PM // 23:42
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#45
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Krytan Explorer
Join Date: Aug 2005
Location: Switzerland
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true but what else should I use then?
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Feb 05, 2006, 04:47 AM // 04:47
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#46
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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 Farrell-Zander
Hey. I did some tests about the 14 Strength and 13 Tactics or opposite. These are the results:
14 Strength and 13 tactics:
Charge: 10 Sec
Sprint: 14 Sec
Balanced Stance: 18 Sec
Shields Up: 10 Sec
Endure Pain: 17 Sec, 286 Health
Healing Signet: 137 health
13 Strength and 14 tactics:
Charge: 11 Sec
Sprint: 13 Sec
Balanced Stance: 19 Sec
Shields Up: 11 Sec
Endure Pain: 17 Sec, 272 Health
Healing Signet: 145 health
What is better do you people think? I think having 13 Strength and 14 Tactics is better. But I still want to ask Me NoFat
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Tactics FTW (for the win)!
I will trade 1 second of sprint for an additional second of balanced and charge every day on this run.
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Feb 05, 2006, 04:49 AM // 04:49
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#47
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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 Farrell-Zander
true but what else should I use then?
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What is your entire skill setup? I agree that you should drop shields up but to recommend a skill I would need to know your entire build.
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Feb 05, 2006, 09:47 AM // 09:47
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#48
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Jungle Guide
Join Date: Nov 2005
Location: PA
Guild: Us Are Not [leet]
Profession: W/
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Quote:
Originally Posted by Farrell-Zander
true but what else should I use then?
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I am guessing you are not using mending so use purge conditions, smite hex, and holy veil. (I reccomend using the build Me NoFat posted before going without mending).
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Feb 05, 2006, 10:37 AM // 10:37
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#49
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Krytan Explorer
Join Date: Aug 2005
Location: Switzerland
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Quote:
Originally Posted by Me NoFat
What is your entire skill setup? I agree that you should drop shields up but to recommend a skill I would need to know your entire build.
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I use Charge, Sprint, Balanced Stance, (Shields Up), Endure Pain, Healing Signet, Holy Veil and Contemplation of Purity.
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Feb 05, 2006, 11:07 AM // 11:07
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#50
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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 Sk8tborderx
I am guessing you are not using mending so use purge conditions, smite hex, and holy veil. (I reccomend using the build Me NoFat posted before going without mending).
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ditto
I am a mending fan on this run. You do not maintain both enchantments at one time. In the Lornars section I only put mending on when I start the decent into the troll caves. I remove mending and change back to holy veil when I am down the hill past the 2nd worm spawn.
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Feb 05, 2006, 11:21 AM // 11:21
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#51
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Jungle Guide
Join Date: Nov 2005
Location: PA
Guild: Us Are Not [leet]
Profession: W/
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I absolutely HATE using mending for anything but soloing. The way I look at it is you are using 20 energy to remove 2 conditions. (mending, holy veil, CoP). I am sure that I could have made it a few times on the run if I had used mending but I am stubborn and refuse to use it.
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Feb 05, 2006, 12:08 PM // 12:08
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#52
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Desert Nomad
Join Date: Jan 2006
Location: The Netherlands - Hattem
Guild: [RR]
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I actually use mending and holy veil at the same time, at entrance of the worm cave, I have both on (one gets stripped most of the time) The energy regain till you can put up holy veil is somewhat long but, it might just save your life...I have 22 energy when i have both on, at the end of worm cave I have used 10 energy (balanced + charge) which leaves 5 for a purge conditions and 5 for sprint, most of the time one of the enchantments gets shattered early, which gives me another 3 energy which I can use for endure pain. If I get energy trouble badly, I switch to my beautiful +10 energy ank +45 health (while enchant) +5 armor (while enchant) req.8 healing prayers ^_^.
And I use both when going past a heavy loaded unavoidable bunch of siege golems.
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Feb 05, 2006, 12:11 PM // 12:11
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#53
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Jungle Guide
Join Date: Nov 2005
Location: PA
Guild: Us Are Not [leet]
Profession: W/
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If you use mending and holy veil take along CoP (contemplation of purity). Then you will remove 2 conditions and 2 hexes.
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Feb 05, 2006, 12:24 PM // 12:24
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#54
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Desert Nomad
Join Date: Jan 2006
Location: The Netherlands - Hattem
Guild: [RR]
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yes indeed, but I prefer purge conditions, cuz of the hex I may get after removing cripple ^_^ (which I want to use holy veil for)
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Feb 05, 2006, 12:29 PM // 12:29
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#55
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Jungle Guide
Join Date: Nov 2005
Location: PA
Guild: Us Are Not [leet]
Profession: W/
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Well if you are using purge conditions I am guessing you don't use smite hex. What do you do if you remove a slowdown hex with veil and get another cast one you?
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Feb 05, 2006, 12:48 PM // 12:48
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#56
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Desert Nomad
Join Date: Jan 2006
Location: The Netherlands - Hattem
Guild: [RR]
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Most of the time only one hex hits me (I plan my route so that the siege golems walk a bit first to come and hex me) when im almost past them, I remove that one with holy veil. If I get hit early on, I just let the hex wear off (a few seconds with the HoD helm) and dismiss holy veil on the second one. I only turn holy veil off when I get hit with a hex when im almost past them.
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Feb 05, 2006, 01:00 PM // 13:00
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#57
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Jungle Guide
Join Date: Nov 2005
Location: PA
Guild: Us Are Not [leet]
Profession: W/
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Have you tried using watchful spirit instead of mending? I just don't like the idea of spending 8 points into healing just for an extra 2 health a second.
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Feb 05, 2006, 01:01 PM // 13:01
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#58
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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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The above is a good debat and the reason why multiple skill choices are provided in the original post. It all boils down to what you (the runner) is used to using and your personal style.
I do not think there is a perfect or correct way. I know the way I like it and I know a few very good runners that like it another way. I will say however that your debate is about the 2 most popular choices. Agree to disagree on this because there is no "better way" in this discussion.
BTW: Mistical Miss has provided me with the 1st of 3 maps. The Lornars section is almost complete. The map is better than I had hoped for and it will be added once I get a chance to review it in detail. I hope to have it up by this time tomorrow.
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Feb 05, 2006, 01:09 PM // 13:09
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#59
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Desert Nomad
Join Date: Jan 2006
Location: The Netherlands - Hattem
Guild: [RR]
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Ty Me Nofat
Watchfull spirit sounds like a good idea, never tried it...
But really if I don't take 8 healing prayers, I will have 13 tactics or 13 strength instead of 12 of both. For tactics that means nothing (charge and balanced stay the same at 13) And for strength it means a bit more endure pain health...
If I keep healing prayers at 8, I can still switch to a requirement meeting healing ank (yes it does matter wether u meet the req. it will give less energy if you dont meet it)
But might be worth trying, if I run with a +tactics helmet (14 tactics does change the scenario)
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Feb 05, 2006, 01:26 PM // 13:26
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#60
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Jungle Guide
Join Date: Nov 2005
Location: PA
Guild: Us Are Not [leet]
Profession: W/
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I take back what I said about trying watchful spirit. It takes 15 energy. I also forgot that you switch to a healing ank.
TY for the map, after it is up we can start discussing the run more in-depth for people who need help in certain areas.
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