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Old Jun 06, 2006, 10:52 AM // 10:52   #1
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Default W/R Build for running to Droknars Forge

Firstly, this is my first ever post and I’d like to say hello to everyone. {Please feel free to say hello, give me money, etc.}

For those people saying that after the update halfway though May or whenever it was, W/R cannot run to Droknars Forge, you are wrong. Just read the post and post comments after.

Please note that this is not the easiest build, and I made it because I don’t like the way that some people think that W/R are inferior to W/Mo. This is one of the posts I’ll make to prove that W/R can do anything that a W/Mo can.

Also note that this is quite difficult to use, and it’s probably best if you run with an easier build so you know the way, rest stops, etc.

There are 2 slightly different variations on this build, use which one you want.

Attributes

Build 1
Strength- 12 [or high enough so that endure pain lasts longer than 15 seconds]
Tactics- 11 [or something like that, balanced stance is the only thing you need it for]
Wilderness survival- All spare points, if I remember, this should be over 10.

Build 2
Split between Strength and Tactics. The leftover ones you can put in wilderness survival or beast mastery. {Please note that putting points in beast mastery can make your run take a lot longer.}

Armour
Use whatever armour you want, however, I recommend you use a full suit of wyvern/platemail/dragon armour, with one piece of knights/Ascalon armour. I don’t think that gladiators armour is needed here, I find that this build has no energy problems. For runes, use a minor strength, minor tactics, and the best absorption and vigor runes you can get.

Weapons/Shield
These don’t really matter, however, I recommend having Grognar’s defender [or the one from the collector]. For the weapon, I’d like to have 2 weapons, one with a +30health mod, and the other with a +5 armour mod. The hp one for degeneration areas, and the armour for direct damage areas. Note that the mods I listed are perfect, and have no need to be [and perfect health mods for swords are like, 90k]

Skills

Build 1
Balanced Stance
Sprint
Endure Pain
Healing Signet
Melandru’s Resilience {Elite}
Troll Unguent
Quickening Zephyr
Energizing wind

Build 2
Balanced Stance
“Charge” {Elite}
Sprint
Endure Pain
Healing Signet
Quickening Zephyr
Energizing wind
Troll Unguent (If you put your spare points in wilderness survival)
Fertile season (If you put your spare points in beast mastery)

If you play a ranger, or know anything about spirits, you’re probably going wtf?, or something like that. If you don’t, its because spirits take 5 seconds to cast/make/create/do/spawn/summon/or whatever you do when you use a nature ritual. That’s right people, 5 seconds. That’s why I said this is a hard build to use, and that you should use a different build to get to know the safe spots.

You might also notice that Quickening Zephyr and Energizing wind have sort of an opposite effect, as in they both effect energy and recharge time.

Quickening Zephyr
Create a level 1...8 Spirit. For creatures within its range, all skills recharge twice as fast as normal and cost 30% more Energy to cast. This Spirit dies after 15...39 seconds.

Energizing wind
Create a level 1...8 Spirit. For creatures within its range, all skills cost 15 energy less (minimum cost 10 energy) and skills recharge 25% slower than normal. This Spirit dies after 30...126 seconds.


So, here comes the explanation on how to use the builds.

Start from Beacons Perch. Go down into the first bit after the first group [usually a pinesoul and 1 or 2 ice imps]. Don’t bother with spirits yet. Use Melandru’s Resilience if you have it. Once your about halfway through the bit that looks like an upside-down triangle [You should know what I mean, if not, go look at a map.] Just before the tunnel with the avicara and ice golems that gives people so much trouble, if you stick to the wall you should notice a group of ice imps go past. This is when you cast the spirits.

The spirits can get a little bit complicated [I think?], so just re-read it if you don’t completely understand. Anyway, you might remember me typing this: Strength- 12 [or high enough so that endure pain lasts longer than 15 seconds]. This is very important.

First, cast Energizing wind. Let the duration run out, and start casting Quickening Zephyr when it is nearly ended. The point of Energizing wind is to reduce the energy of Quickening Zephyr [25 energy is waaaaaaaaaaaaay too much]. Make sure that Energizing wind has run out by now. Now you should start to go down to the cave/tunnel. When the wurms come up [I had 6 worms come up at me once, it was crazy], use balanced stance. Just before you leave the range of the spirit, use endure pain. The spirit causes endure pain to have a recharge of only 15 seconds, which is shorter than the duration. This allows you to have endure pain on for at least 32 seconds, which is very useful.

Run through the cave as usual [using “Charge” if you have it.] If you need balanced stance after it runs out, it will have recharged in half time as well, so you can use it again. If the wurms are gone, then just use sprint [or melandru’s resilience].

Continue using the same strategy through the run.

If you know what you’re doing, this build is quite good. It is energy efficient, working successfully, and not very costly[for armour and weapons].

As I said, please leave comments, I’d greatly appreciate them.

Last edited by Marty Silverblade; Jun 06, 2006 at 10:45 PM // 22:45..
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Old Jun 06, 2006, 05:04 PM // 17:04   #2
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What happens when the imps/golems chain mind freeze on you?

Is melandru's resistance enough to tank all the attacks?
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Old Jun 06, 2006, 10:43 PM // 22:43   #3
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Well Melandru's Resilience is good for Mind Freeze, but the knockdown from the golems can stuff you up completely. Melandru's Resilience should last at least 15 seconds, so the hexes the golems cast on you first[Rust and Deep Freeze], will give you a huge boost. The slowdown from Deep Freeze isn't too bad, because you can sometimes have imps aswell. As I said in my original post, I'd recommend that you run with another build so you know the patrols and the rest stops and stuff like that. If they give you too much trouble then you probably got a crappy spawn or accidentally aggroed some that were not in the way.

Last edited by Marty Silverblade; Oct 18, 2006 at 03:34 AM // 03:34..
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Old Jun 07, 2006, 01:56 AM // 01:56   #4
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Quote:
Originally Posted by Marty Silverblade
For those people saying that after the update halfway though May or whenever it was, W/R cannot run to Droknars Forge, you are wrong.
Erm... whoever said that is an idiot, as a Primary mesmer, monk, necro, elementalist, ritualist, assassin, ranger, warrior can all do that run.

With that said: This post is fairly useless. Warrior/monk is the superior choice for running droks (now). Posting a guide on how to do it otherwise is pointless; Although there have been threads saying about how they did it with a primary monk, ele, and all that other stuff, this was just simply to tell that it has been done.
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Old Jun 07, 2006, 03:22 AM // 03:22   #5
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ya y bother stuffing around with harder builds wen u can do it easier
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Old Jun 07, 2006, 04:24 AM // 04:24   #6
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Quote:
Originally Posted by Aussie AJMW
ya y bother stuffing around with harder builds wen u can do it easier
1) Some people like a challenge
2) Some people like change
3) Not everyone likes/is good at using W/Mo
4) Im proving that W/R can do lots of things that W/Mo can
5) If you thought that W/Mo builds were easier why did you read my build?
6) If you're not ascended and want to try running
7) You dont have the money or skill points to buy all the skills.

Well, theres a few reasons.

Last edited by Marty Silverblade; Jun 07, 2006 at 09:13 AM // 09:13..
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Old Jun 19, 2006, 09:38 PM // 21:38   #7
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wtf he posted a extremly detailed build and how to use it and u yell at him..scre yall gj marty silverblade
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