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Old Jan 23, 2006, 09:13 AM // 09:13   #1
Ascalonian Squire
 
Join Date: Jan 2006
Location: Las Vegas, Nevada
Guild: Knights in Shining Armour[KISA]
Profession: R/N
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Default Forge run...

This may have been asked before, but I was having a hard time with the Search Engine....
I was wondering if anyone could help me....I can solo this run, from time to time. As of now, I am broke because of me purchasing some armor.

I have a W/Mo20 and all 200 stat points. I also have Gladiator's Armor, and an Ascalon Helm, which i'll switch sometimes for the Lieutenant's Helm to get the hexes off me quicker, but not all the time will I switch it. I also have my fighting armor, which is my Knight's Armor.

My stats are
Without runes: 8 Healing Prayers, 10 Strength, and 12 Tactics.
With runes: 8 Healing, 11 Strength, and 14 Tactics.
The runes I have on this armor are:
Major Absorption, Minor Strength, Major Vigor, and Minor Tactics.
My skills bar is: Healing Signet, Balanced Stance, "Charge!", Sprint, Endure Pain, Smite Hex, Purge Conditions, Mending. (I've tried Holy Veil, but it doesn't help much)
My weapons/shield I take on the run is:
Furious Long Sword of Fortitude
13-19 Slashing Damage
+25 Health
Aegis
Armor: 16
Recieve Damage -2 (While Enchanted)
Recieve Damage -2 (While in Stance)

When I do this run...one of two things will happen to me, and they always happen in Lonar's Pass.
I'll be able to run up to the first set of Wurms with no problem, but when I start to get pass those Wurm, theres those Ice Golems that slow me down, which I'll cast Smite Hex and they'll quickly cast the slowdown hex again in which i'll end up dying soon after cause of the Avicara that destroyed my Mending and all the enemies attacking me. If I get past that part, i'll be able to go until i'm pretty close to the end of Lonar's Pass a little pass where the second set of Wurms stop attacking you. The Ice Golems are also a pain in the ass over here, in which they'll also cast that same slowdown hex and i'll end up dying cause of the Grawl destroying my Mending spell and all the enemies.

Now, can anyone give me any advice on that run, because I have no idea what to do and I can't get any advice from other runners because they wont tell me a thing which I can see why.

Thank you.
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Old Jan 23, 2006, 12:27 PM // 12:27   #2
Krytan Explorer
 
Join Date: Jun 2005
Location: Australia, 3rd rock from the sun
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if u use holy veil instead and a lieutenants helm u can run through the ice golems let them cast deep freeze, w8 for it to wear off then on the second deep freeze cancel holy veil and sprint, endure pain run to the rest spot healing sig and the rest is easy
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Old Jan 24, 2006, 12:22 AM // 00:22   #3
Ascalonian Squire
 
Join Date: Jan 2006
Location: Las Vegas, Nevada
Guild: Knights in Shining Armour[KISA]
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Yah, that's a good idea....but I dropped Healing Signet...cause that doesn't do me any good...
Especially since Endure Pain will wear off when my health is in the negatives.

Warning to ALL Warriors: If your health says 1>>> after Endure Pain wore off and it isn't counting to 2 and higher...DO NOT cast a healing spell as for you will die. I know the reason...but i'm bad at explaining things.
Just yelling that out because everyone I run into wonders why they try and heal after Endure Pain wears off and they die.
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Old Jan 29, 2006, 11:00 PM // 23:00   #4
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edgecrusher, thank you for the advise on not using heal signet it has saved me many times I can now make the run at most of the spawns. The trick is to use a HoD helm ,u can get it in the henge of denravi (costs 400gp 2 bolts of silk 8 iron ingots) and holy veil. Before entering the first tunnel, avoid the imps at all costs!, wait and watch the patrols, go in when you see the coast is clear. Before going in, have mending on and holy veil(wait each time for mana to restore so you have atleast 20 energy left over) When you run in the wurm(s) will knock you a few times. eventually u end up on the avicara, by then you will have lost about 1/4 of your hitpoints. Turn on balanced stance while the avicara run to you, they will kill your holy veil, and leave the mending on, or both stay on if you are lucky. When you are at the end of the tunnel put on charge! Now if you have a good spawn the siege golems are not in your running path and you can run straight past em. Too bad for you, you probably have a bad spawn, if the worms stopped following before you go into the siege golems (you will know when this happens) put on holy veil again with 15 spare energy (more if possible), and balanced stance + charge past the golems, first they try to knock you with water trident, but you wont fall cuz of your balanced stance. Then they will rust you and try to slow you. If you are lucky they are too far away and they cant cast all the spells on you.
Again too bad for you they probably can and you will get slowed. Wait for the hex to wear off and turn on sprint. Another slow spell will hit you, turn off the holy veil! Now run into the grawls or the open space (if you run into grawls, just keep running till u see an open spot)

That was the easy version.

Now the worst case scenario: All party members died at start, so no one can distract the worms. You will manage to avoid the imps (thats no luck, its just skill, u can do it pretty easy, no bad spawns on this one) And you can stand to the right side near the worm cave. Cast holy veil when you have full energy-> 20 energy leftover. Wait for the imps to pass by, in the meanwhile a wurm will hit you, keep walking dont use any spells. Now you are being knocked heavily at start of tunnel, keep walking. When you see the avicara you need to press balance otherwise your hitpoints will go too low. The avicara strip you of both your holy veil and your mending (uber bad spawn). You see 3 pinesouls and 4 siege golems pop up straight infront of you, as you still try to get rid of the worms. Now you press charge to get rid of wurms, there is no safe stand spot, keep running! Too bad, the pinesouls have trapped you! You will now suffer from both bleeding and cripple, as you see your balanced stance wears off. As soon as you cripple, press purge conditions. Immediately followed by endure pain. half a second later your balanced stance wears off, get on sprint directly. You are out of energy at this moment, the slowers will hex you. at this moment your are facing 12593592 grawls on your left side and 4 siege golems and a few pinesouls on your right with about 200 hitpoints off endure pain to work with. Switch from your shield to your lovely healing ank (collectors one in maguuma, +45 health while enchanted and +5 armor while enchanted and most importantly +10 energy (req.8) ) for a quick health boost and the 10 energy, put on holy veil as you stand still for 1 second, and put it off as another slow hex hits you. the last bit of energy is what you need for another charge! to get rid of the following grawls, at the end of your endure pain keep running and dodge the missile coming from the grawl mages. u now stand in the small passage before the troll cave on 1 hitpoint. (off endure pain, u know why) now wait there, till you have some hitpoints, then switch back to your shield. If you made that, you are a genious! It is possible i did it twice with the love of god. I use a gladiators armor with a HoD helm and knights boots. A +24 health sword and a -2/-2(stance) shield. 12 points in strength 12 in tactics and 8 in healing prayers (this includes runes) a major vigor and a major absorption rune are also added.

The trick is to wait with your balance as long as you can, and then wait with charge until you have to get away from all your enemies (dont charge away from the worms to run into the avicara and the siege golems, thats just silly)

And ask your party members to follow you, sometimes they keep the worms busy so long... that you can turn on balance at the end of the worm tunnel!

U need balanced stance to get past siege golems, always.

To get past the siege golems at the end of lornars (after the worms) look for a safe spot before u go in, get on mending and holy veil. Have 15 energy available at least (20 is better for the emergency purge conditions/endure pain) Avoid the siege golems at all costs, go trough grawls! If you cant, go past the pinesouls, so the siege golems have to run to you to cast their spells. Start with balanced AND charge, when you are almost past them, they cast the slow spell, remove holy veil directly and sprint. If you are unlucky, u hit a barbed trap and you get crippled, press purge conditions first, and keep the holy veil on instead. Now you will see some grawls on your left and some Siege golems + pinesouls on your right, go past the grawls on the left and keep running left till you find a safe spot, regain energy energy here. Then use the same trick again for the pinesouls + siege golems to get past lornarrs pass.

So far lornars pass.

Was this helpful? If so, ask me in game for more information on it --> mistical miss <-- europe, leader of the runners guild: the guildwars taxi [TAXI] or Pm me!
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Old Jan 30, 2006, 08:58 AM // 08:58   #5
Jungle Guide
 
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Join Date: Nov 2005
Location: PA
Guild: Us Are Not [leet]
Profession: W/
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I find the run to be a lot easier without mending or any points in healing. I use full glads with ascalon helm. Sup vigor, Sup absorb, Sup strength, Minor tactics.

Skills:
Charge
Sprint
Balanced stance
Endure pain
Heal sig
Purge conditions
Smite hex
Holy veil

Shield/Weapon:
Collectors stance shield in desert
Collectors axe outside of serenity temple with +25 health and +5 armor added.
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Old Jan 30, 2006, 09:27 AM // 09:27   #6
Krytan Explorer
 
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Please also answer my question in this thread: http://www.guildwarsguru.com/forum/s...d.php?t=113836
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Old Jan 30, 2006, 01:34 PM // 13:34   #7
Krytan Explorer
 
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Guild: Crimson Explorers Worldwide {CrEw}; Lifetime graduate of [LBS]
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http://www.guildwarsguru.com/forum/s...d.php?t=114090

I made this after reading post after post about forge running. I hope that it gets a sticky. We can update the hell out of 1 post and eliminate about 1/5 of the posts in this forum.
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