Jan 30, 2007, 07:31 PM // 19:31
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#1
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Pre-Searing Cadet
Join Date: Jan 2007
Profession: R/Mo
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Run forever: Ranger/Monk
The run forever Ranger/Monk!
Run from Lion's arch!
1.Attributes.
Expertise 16 (12 + 3 + 1)
Healing Prayers 12
I will edit soon...
2.Skills.
1.Dodge:
For 11 seconds, You move 33% faster and have a 78%
chance to "Evade" incoming projectiles.
Dodge ends if you attack.
2.Zojun's Haste:
For 11 seconds, You move 33% faster and have a 78%
chance to "Evade" incoming projectiles.
Zojun's Haste ends if you attack.
3.Nothing yet - Maybe Whirling Defense.
4.Escape
For 15 seconds, You move 25% faster and have a 75% chance to "Evade" attacks.
5.Purge Conditions
Remove all conditions from target ally
6.Mending
While you maintain this enchantment, Target ally gains +3 health regeneration.
7.Healing Breeze
For 10 seconds, Target ally gains +7 health regeneration.
8.Smite Hex
Remove a hex from target ally, If a hex is removed, Foes in the area suffer from 10 damge.
3.Where to?
1.Toa
2.Sanctum Cay
3.Beacon's perch
4.Ascalon
And more.
4.Items.
1.Full druids armor, Mask is Expertise with Sup Expertise rune (3 + 1)
2.A staff with +10 + to energy, Mine is the 'Factions Pre-order bonus staff
5.How to?
How to run forever while healed forever XD?
1.Make sure you have one of the running skills on you.
2.Don't cast them in the same time, Of course they're stances.
3.Do Mending on the start of every new area, If it's removed, Find a place to do it again
4.Use healing breeze as fast as you can - You don't have to, But It'll be a lot easier.
5.Use smite hex only when you have slow hexes or - health reg (6+)
6.Comments
Thinking about the Skill number 3
7.The main idea
The build idea is that you always run faster, And "Evade" Attacks.
8.ScreenShots
1.Sanctum Cay Running (Map)
1.http://img258.imageshack.us/img258/2006/pic1xz8.png
2.http://img443.imageshack.us/img443/3932/pic2mq1.png
3.http://img443.imageshack.us/img443/7945/pic3yg8.png
4.http://img443.imageshack.us/img443/1622/pic5xd2.png
That's it for now ^^
And yes i'm new here in GW guru.
Btw this is my first guide.
Last edited by ShiveringWind; Jan 30, 2007 at 08:09 PM // 20:09..
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Jan 30, 2007, 07:38 PM // 19:38
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#2
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Academy Page
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Swap out the Superior Wilderness rune for a Major Expertise and then you can take out stormchaser and still run forever.
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Jan 30, 2007, 07:41 PM // 19:41
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#3
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Pre-Searing Cadet
Join Date: Jan 2007
Profession: R/Mo
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I can take it out and run forever like this.
But it's not a bad idea.
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Jan 30, 2007, 07:43 PM // 19:43
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#4
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Forge Runner
Join Date: Nov 2005
Location: Seattle
Guild: Odin's Hammer [OH] - Servant's of Fortuna [SoF]
Profession: R/
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escape, dodge and zojuns with 16 in expertise, then you can go 10 in prot bringing like mending touch and reversal of fortune for conditions/healing and holy veil purge conditions and whatever. bringing troll unguent at 8+1 WS is fine for in between and heading into mobs.
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Jan 30, 2007, 07:52 PM // 19:52
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#5
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Pre-Searing Cadet
Join Date: Jan 2007
Profession: R/Mo
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I'm going to do some changes in it, Wait for the edit
-Edited.
Last edited by ShiveringWind; Jan 30, 2007 at 08:13 PM // 20:13..
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Jan 31, 2007, 12:04 AM // 00:04
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#6
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Jungle Guide
Join Date: Jan 2007
Profession: R/Mo
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ok this is funny lol anywys i have posted the same build as this for about a year now almost nothing new you can run anywhere and this is meaning droks also
i use end game nightfall armor now ad i mix with factions armor also for the runes sack i swap out my armor piece that has the wildereness sup rune for a piece that has expertise sup rune instead......
for the personthat said use troll urgant dont for running the major thing you need to take in mind when doing a runner build is the time it cost to do the skill and the recharge time you need to time everything perfect i use to do a runer build with wilderness but that was before factions came out .....
this is the best runner build there is for a prim ranger
exp =16
healing p=12
only runes you need are +3 expertise and+1 with the mask
with sup heath rune
along with a one handed weapon with heath mod along with a shield with heath mod now that night fall came out
along with energy runes for armor with energy mods for staff or ex.......
i like to use a staff though most of time that lowers recast time
skillss are
1escape
2dodge
3z haste
4mending
5healing breeze
6holy viel
7purge cond
8 either smite hex or wirling defense depends if your running a smite filled area or a damage based area
if anyone has questions my in game name is ranger eminem been running for over 18 months and did almost every run there is
woth the s clay run its better to run aloing the cost there is some spots where you can run along with out being seen half the time just to let you know its faster and alot easier word of advise
woth the s clay run its better to run aloing the cost there is some spots where you can run along with out being seen half the time just to let you know its faster and alot easier word of advise
also wilderness runner is out dated becuz of nerfs i use to be able to do the droks run with the wilderenss build but you cant anymore you need the dodage attcks more then anything that all 3 skills with exp provide
onething i have a question is i have not tried but will is restful healing long with healing breeze will those to work at once or will the cancel one of them out
sorry i was be dumb and not looking up what kind of skill it was theanswer is yes
Last edited by Mercury Angel; Jan 31, 2007 at 01:12 AM // 01:12..
Reason: Merged: Quintuple post
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Jan 31, 2007, 12:29 AM // 00:29
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#7
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Lion's Arch Merchant
Join Date: Jan 2006
Location: holland
Guild: [PIKY]
Profession: R/
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ure a spammer THE, and the build is very basic, but not bad
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Jan 31, 2007, 01:27 AM // 01:27
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#8
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Jungle Guide
Join Date: Jan 2007
Profession: R/Mo
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basic yes but that all running is is basic skills running does not take alot of thought with skills just how to run is the big thinker droks for instance there alot of places to rest you just need to stop in those spots take a look around at the spawn so you know what do and when to tak eyour move you cant just run stright through with places like this you need to learn to stop and take your breathe and use things to your advantage
one other thing movement + bonus dont stack after 33% so doing things like charge plus a skill like esacpe will not give you 33% +the 25% it is pointless to do somthing like that you should use charge with is a running skill thats does 25% then its only 33% though only way you can get more then 33% is a move like dash it does a a small timed boostof 50% but that will not stack with any other runner skill
Last edited by therangereminem; Jan 31, 2007 at 01:48 AM // 01:48..
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Jan 31, 2007, 02:28 AM // 02:28
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#9
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Banned
Join Date: Mar 2006
Location: England
Guild: Lievs Death Squad [LDS]
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Quote:
Originally Posted by therangereminem
ok this is funny lol anywys i have posted the same build as this for about a year now almost nothing new you can run anywhere and this is meaning droks also
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Could you maybe lie a little less... your opening paragraph makes sure i dont have to read the rest as i know its gonna be bullshit already.
This build cannot run to Droknars from Beacons Pearch... Hell it can't even reach Droknars from Camp Rankor. Also, Zojuns came into this game... erm... about 8-9 months ago. A bit far off 'almost a year'. The Droks run was made much harder than the confines of a build without Balanced Stance (possible 55hp exceptions) long before Factions was released and Zojuns Haste became a skill.
As for Wilderness runners... Breeze can be stripped and shattered. Unguent is an unremovable 10s of regen. Dryders Defences is ~10s of insanely high AL against elemental and 75% evasion. While i'd agree that Zojuns/Dodge/Escape is better for running than Storm Chaser is, Dryders/Unguent are still valuable.
Your only 2 healing prayers skills are Mending and Breeze... not much point going over 9 HP, you get 10 regen. Hexes can be smited off, conditions can be Mending Touched (definatly better than Purge, 2e and 4s > 5e and 20s).
Oh and Escape is 18s at 16 Expertise, not 15.
Edit: Yeah i noticed that after... I just assumed it was a typo, not like the rest of it was in good (or even bad) english while i was writing the reply.
Last edited by Evilsod; Jan 31, 2007 at 04:47 AM // 04:47..
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Jan 31, 2007, 03:23 AM // 03:23
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#10
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Forge Runner
Join Date: Nov 2005
Location: Seattle
Guild: Odin's Hammer [OH] - Servant's of Fortuna [SoF]
Profession: R/
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heh that AND the jan 2007 join date...
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Jan 31, 2007, 07:29 AM // 07:29
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#11
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Frost Gate Guardian
Join Date: Sep 2005
Location: TeXaS
Guild: Xen of Onslaught [XoO] Xen Of Heroes Division
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Quote:
Originally Posted by lennymon
heh that AND the jan 2007 join date...
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I crapped my pants when I lol'd on that! lol a year posted what a maroon
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Jan 31, 2007, 07:34 AM // 07:34
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#12
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Forge Runner
Join Date: Jul 2006
Guild: Grenth's Rejects [GR]
Profession: R/Mo
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Knockdown > This build.
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Jan 31, 2007, 05:45 PM // 17:45
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#13
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Frost Gate Guardian
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The build THE is talking about has been on wiki for ages. And this build can run anywhere without kd like droks(where it is undodgeable.. almost). Anything else like hydra meteor ect is easy to dodge.
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Jan 31, 2007, 06:17 PM // 18:17
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#14
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Banned
Join Date: Mar 2006
Location: England
Guild: Lievs Death Squad [LDS]
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Quote:
Originally Posted by noir0
The build THE is talking about has been on wiki for ages. And this build can run anywhere without kd like droks(where it is undodgeable.. almost). Anything else like hydra meteor ect is easy to dodge.
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Thats hardly a challenge... Anyone can run through the Desert with Charge, Sprint and Shields Up! Hell i ran to Droks on my Necro/Warrior using those 3 and Balanced Stance (and some other skills).
Generic running builds are hardly worth talking about...
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Jan 31, 2007, 07:51 PM // 19:51
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#15
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Jungle Guide
Join Date: Jan 2007
Profession: R/Mo
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Quote:
Originally Posted by Evilsod
Could you maybe lie a little less... your opening paragraph makes sure i dont have to read the rest as i know its gonna be bullshit already.
This build cannot run to Droknars from Beacons Pearch... Hell it can't even reach Droknars from Camp Rankor. Also, Zojuns came into this game... erm... about 8-9 months ago. A bit far off 'almost a year'. The Droks run was made much harder than the confines of a build without Balanced Stance (possible 55hp exceptions) long before Factions was released and Zojuns Haste became a skill.
As for Wilderness runners... Breeze can be stripped and shattered. Unguent is an unremovable 10s of regen. Dryders Defences is ~10s of insanely high AL against elemental and 75% evasion. While i'd agree that Zojuns/Dodge/Escape is better for running than Storm Chaser is, Dryders/Unguent are still valuable.
Your only 2 healing prayers skills are Mending and Breeze... not much point going over 9 HP, you get 10 regen. Hexes can be smited off, conditions can be Mending Touched (definatly better than Purge, 2e and 4s > 5e and 20s).
Oh and Escape is 18s at 16 Expertise, not 15.
Edit: Yeah i noticed that after... I just assumed it was a typo, not like the rest of it was in good (or even bad) english while i was writing the reply.
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ok i one do not lie to anyone or have i other then my parents when i was like 10 with that aside droks run is possiable with this build done it many of times just did last week so with that inmind back off
yes widlerness is better in some ways being that you dont need to use alot of energy rangers main way of maintaining energy is high expertise
with that being said the exp runner is alot better you you are running through a area that you will use alot of skills
and this build is not a guild wiki there is something like it but not the same and i have been useing it before it was onthere at all
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Jan 31, 2007, 08:59 PM // 20:59
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#16
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Pre-Searing Cadet
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Quote:
Originally Posted by therangereminem
ok i one do not lie to anyone or have i other then my parents when i was like 10 with that aside droks run is possiable with this build done it many of times just did last week so with that inmind back off
yes widlerness is better in some ways being that you dont need to use alot of energy rangers main way of maintaining energy is high expertise
with that being said the exp runner is alot better you you are running through a area that you will use alot of skills
and this build is not a guild wiki there is something like it but not the same and i have been useing it before it was onthere at all
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Ok, I'm curious now. I'll take it one step/question at a time.
How do you deal with the KD in the Droks run, with "your" build?
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Jan 31, 2007, 10:21 PM // 22:21
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#17
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Banned
Join Date: Mar 2006
Location: England
Guild: Lievs Death Squad [LDS]
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Quote:
Originally Posted by therangereminem
ok i one do not lie to anyone or have i other then my parents when i was like 10 with that aside droks run is possiable with this build done it many of times just did last week so with that inmind back off
yes widlerness is better in some ways being that you dont need to use alot of energy rangers main way of maintaining energy is high expertise
with that being said the exp runner is alot better you you are running through a area that you will use alot of skills
and this build is not a guild wiki there is something like it but not the same and i have been useing it before it was onthere at all
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Odd, i was gonna put money on you not returning to this thread. Instead you come back and try to say your not lieing!
I'm sure you did it last week... (assuming you know the Droks run is from Beacons, through Lornars Pass, through Dreadnoughts Drift, through Snake Dance to Camp Rankor, then on through Talus Chute to Droknars... and not running from the Storage to the Merchant in Droknars Force). Infact i'm so sure i took that build and went to Beacons Pearch.
(Btw, next time you do it, post screenshots of you on the run)
First attempt: Made it through the wurm cave with no hastle, got to the other side... Mending stripped, Breeze stripped. Recast, stripped again, eventually killed by lack of energy, Water Trident and Avicara.
Second attempt: Got through the first cave. First Golem/Pinesoul spawn miles away, didn't do anything. Second spawn, easily avoided. To the Wurm U-bend. Ran round while constantly been knocked down... got round fine. The next Golem/Pinesouls spawns... all out of the way. The next 1, in the middle of the passage. Tried to run past.... hit by a Barbed Trap. Pumelled by 3 Grawl mobs and Trident spam.
Third attempt: Lag tripled to ~500-600 average. Through the cave and Wurm U-bend... Golems spawned out of the way. Killed by a RED ENGINE GORED ENGINE GORED ENGINE GORED ENGINE GOing insane number of Golems spamming Water Trident with Muddy Terrain stopping me fleeing.
Fourth attempt: Killed by the first Golem mod because i couldn't actually stand up. Got bored after this.
So in other words... yeah it could maybe be done... with the worlds luckiest spawn to let you get through Lornars. Asumming the Giants don't get to hit you all that often they'd never kill you. Wurms are just annoying... Water Trident is the killer.
What are you talking about anyway... nobody uses pure WS to run. Its either pure Exp or mixed.
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Jan 31, 2007, 11:29 PM // 23:29
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#18
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Jungle Guide
Join Date: Jan 2007
Profession: R/Mo
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ok so you tried it but you failed for many of reasons for which i can not tell form your writings questions which do you use frist mending or veil second when the map frist loads do you start running right away. with that answered i can tell you more.
for the other that wanted to know more about how to with the kd
i will walk you through a little bit of it
frist things is the moment the screen loads heading out south of beacons you will need too act mending then veil then healing breeze in that order and start running right away no waste of time on anything else timing here is everything. when you head down the path(using escape) you will see 6 enemys(spirit i incule as a enemy) the spirt will be in the hill on left hand side and the imps on right hand side. only thing here to worry about is the imps kd from the the other ememy here will not bother you (becuz of esacpe)
if imps use a hex and slows you down double click viel and it will not slow you down .
when out of this frist area go towards the right hand side along the edge (at this time you use dodge) run aliong this right side till you see the next imps at this time they will be at a stop then they will start running south. follow them (but not too close to agro them)(at this point use z haste)when you get closer to the cave at the mouth use veil them healing breeze real fast and then half way through cave you will need to use dodge. here just keep running along th left hand side of the path.
when you get out of the cave on top of the hill go into the left hand side hopefully here you will have lost agro of the cave re use mending here and veil alonf with healing breeeze you will then have to use dodge to run down the hill. at anytim eyou get hit with spirit that slows you down (forgot what it is called at the top of my head) use wirling defense and( walk to the far left into a spot on the map that you can rest shown by blue spot on map) use a dodge at the moment the spirt runs out.
once there you will need to rest up just watch the potrals so you dont agro them once you have fulll energy and heath hit mending and veil wait for your energy to go almost back up or full and esapce then healing breezer n along left hand side and cut a sharp left and go up hill on top of hill you will need to rest again like before then run down the path on thr right and through the cave avioding the easy trolls whe you get to the wooden bridge stop half way across it and rest once trolls stop .
ok i have to go but i will try to explain more i dont havea coputer that can run guildwars at this moment til i get back home on friday
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Jan 31, 2007, 11:52 PM // 23:52
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#19
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Wilds Pathfinder
Join Date: Aug 2006
Profession: R/
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droks run is impossible without a way to prevent knockdown...
what evilsod said is correct... although 8 in healing is enough for mending +3 and + 7 or 8 in breeze... put the rest in wilderness and you can run literally everything... except the droks run...
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Feb 01, 2007, 12:02 AM // 00:02
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#20
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Forge Runner
Join Date: Nov 2005
Location: Seattle
Guild: Odin's Hammer [OH] - Servant's of Fortuna [SoF]
Profession: R/
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see, I like the r/d for droks run. and with heroes, nowadays folks can pretty much run themselves if a little slower. regardless TRE you haven't EVER posted a new build here on guru, so to come here saying you've been posting it for a year IN SOMEONE ELSES THREAD is just plain begging to get flamed (and basically you deserve it). Now, I'm not a pro droks runner, but saying that build is fine for the run is just stupid, sorry that's a fact. You might be able to, 1/10 time IF you are good (I personally think your own claims prove that's not the case).
Now then, to the OP, yup <Your> build'll work fine for anywhere but droks. Anything over 8 healing prayers is an absolute waste tho (and in my opinion the healing prayers line is also a waste of time - you just don't don't need mending OR healing breeze 9 times outa 10 and they hurt when they get shattered). Believe it or not I like restoration or prot for secondary... resto: in hex/condition free areas generous was tsungrai is all you need (precast before heading into aggro, you don't stop to drop) and in areas with conditions resilient was xiko(regen till you drop, then removes pretty much every condition). Prot? mending touch is all you need, I'd recommend anywhere there's ice imps/golems to go /mo prot and bring both holy veil and smite hex. Healing prayers is just plain not worth the energy, mending touch at 12 prot heals for 51/condition and removes 2 conditions costs 2 energy cast 3/4s and recharges in 4. wth does mending OR HB have on that? if you need a little pick me up from hex degen, just stop and troll...
Last edited by lennymon; Feb 01, 2007 at 12:16 AM // 00:16..
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