Guild: Crimson Explorers Worldwide {CrEw}; Lifetime graduate of [LBS]
Profession: W/
Yes. You should read the thread above this one (shameless plug). It has that and many other tips. It is the sticky about Forge Running. Please don't be discouraged from posting in the Warriors section though. We all learn new things every day and I want to be here reading when you light it up like the Monk section.
Last edited by Me NoFat; Feb 23, 2006 at 05:23 PM // 17:23..
Yes. You should read the thread above this one (shameless plug). It has that and many other tips. It is the sticky about Forge Running. Please don't be discouraged though we all learn new things every day and I want to be here reading when you do.
Yea, sorry Warrior isn't my strong character I can ALMOST make the forge run but not quite... my monkey is my bad ass char and the one I play the most.. I will check our your post!! Thanks!
Guild: Crimson Explorers Worldwide {CrEw}; Lifetime graduate of [LBS]
Profession: W/
Quote:
Originally Posted by Tyrent Frath
i think the 20% longer enchants and +7 vs elem is better, and does this get factored in before or after the absorbtion runes?
I do not see why it matters on the "factored in part" but if you really are interested I am sure there is a post somewhere on this site. Just do a search for Ensign.
As far that that being better for a run I have to disagree. If I need 20% longer enchantments as a runner I am in trouble (unless running as a monk). The +7 v. elem is alright but it would be a situational change of weapon for me. I would rather have the +5 energy when I need it and a +30 health mod when my energy is good. Why?....I like to have the extra health when I am getting spiked. The damage resistance mods are good and will reduce more than 30 health over time but I do not need reduction over time.