Jun 12, 2006, 06:16 PM // 18:16
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#1
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Pre-Searing Cadet
Join Date: Jun 2006
Profession: N/R
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I Need a Runner trainer
Hey. I'm sort of new to Guild Wars and I'm really new to Warriors. I want my W/Mo that I'm making to be a really good runner for my guild and just to make some extra cash. Can anyone give me some pointers, example builds, point distribution, etc.. However, what I am really looking for is a sort of Runner Mentor. Like someone on the game to help me become a runner (show me good runner armor, help me get necessary skills, share their running strategy...) And, uh... thts about it. Reply back here or you can pm me on the game at Slick Chosen or Warrior Chosen.
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Jun 12, 2006, 08:07 PM // 20:07
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#2
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Forge Runner
Join Date: Feb 2006
Location: Thornill, ON, Canada
Guild: THE CANUCK MONKS (TCM)
Profession: W/R
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I wish I can teach you all you need to know about running, but I can't. I can only help you run in theory Elona's Reach and from Bergin Hotsprings to Temple Of Ages.
I can't help you with a Run to Drokner's Forge (that's where the money is).
Pure Running Build:
Elona's Reach & ToA:
Attribute:
Strength: Max
Healing: upto Max
Tactics: Rest
Skills:
Sprint (Strength)
Charge (e) (Tactics; once you cap at Perdition Rock - near the end of the game)
Rush (Strength)
Balthazar's Spirit (Smiting)
Healing Breeze (Healing Prayer)
Mend Ailment (Protection Prayer)
Disaplined Stance (Tactics)
Healing Signet (Tactics)
Sprint, Charge and Rush are your running skills. Balthazar's Spirit will allow you to gain energy and Adrenaline (used for Rush) each time you get hit (and you will get hit).
You can substitute Healing Breeze for Mending, but its upto you.
Disaplined Stance is for cover when you use Healing Signet (used when you are running out of energy).
Mend Ailment is to remove conditions that you will suffer while in Elona's Reach (bleeding and crippling. Crippling is the most hurtful)
Hope this helps you.
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Jun 12, 2006, 11:00 PM // 23:00
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#3
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Lion's Arch Merchant
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You can try also to max strength for sprint and max tatic for charge. With those two skills you pretty much have unlimited speed boost. The other six slots should have some sort of self healing (Signet or breeze), hex and condition removal (Smite hex, remove hex, mend ailment, etc.). Also getting the Lieutenent helm also help because it reduce hex duration by 20%. If you run in area that is hex heavy then consider using Holy Veil which increase cast time on hex. Even better if you are a Mo/W get spell breaker and you are immute to any spell. Good luck.
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Jun 13, 2006, 02:13 AM // 02:13
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#4
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Desert Nomad
Join Date: Mar 2006
Guild: The Benecia Renovatio [RenO]
Profession: Mo/
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Endure Pain
Sprint
Charge [Elite]
Balanced Stance
Healing Signet
Purge Conditions
Mending
Holy Veil
8 Healing Prayers
12 Strength(i think)
12 Tactics(i think)
Will get you through any runnable area. You can mod it alittle for certain runs like Iron mines-grotto, Deflect Arrows is a nice one for that run if I remember correctly.
Running strategy = Use your brain. Learn spawns.
Just FYI, there's no money in it anymore. You misewell go farm...
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Jun 13, 2006, 06:18 AM // 06:18
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#5
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Frost Gate Guardian
Join Date: Sep 2005
Guild: Few Fallen Heros [FFH]
Profession: W/Mo
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Charge {E}
Balanced Stance
Endure Pain
Healing Signet
Sprint
Purge Conditions
Smite Hex
Holy Veil
13 Strength
13 Tactics
Please dear god, don't use mending, there are better skills and strategies.
The build I posted can run to Droknar's, as well as anywhere else really.
There is money in running, but really only to droks, or running ascension mishes.
As far as tips go: Read guides on the forum, watch the pros do it, learn from them.
Practice Makes Perfect.
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Jun 13, 2006, 07:35 AM // 07:35
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#6
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Banned
Join Date: Mar 2006
Location: Hall Of Heroes
Guild: Brutal Mauling[bear]
Profession: W/E
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i can teach u for free :P pm me ig:Xx Aragorn Xx
the skills i use are
charge[e]
sprint
endure (can be changed)
balanced stance (can be changed e.g. shields up)
holy veil
heal area
heal siggy
smite hex
12 tactics 12 str and 10 heal
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Jun 13, 2006, 07:52 AM // 07:52
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#7
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Banned
Join Date: Nov 2005
Guild: United Scribes of Cantha (USoC)
Profession: N/
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I can teach you how to run from Ascolon to Beacons Perch... From beacons to Sanctum Cay... How to run the Sanctum cay Mission...which leads you to the desert.. then how to do the whole desert run.... I can also teach you the droks run from beacons to droks... and when you get more experienced I can teach you the entire shiverpeaks tour... Not huge money in running anymore.. people used to pay 50k+ per person for a full shiverpeaks tour.. oh those were the days..
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Jun 13, 2006, 08:30 AM // 08:30
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#8
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Desert Nomad
Join Date: Mar 2006
Guild: The Benecia Renovatio [RenO]
Profession: Mo/
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Quote:
Originally Posted by Noisisw
Please dear god, don't use mending, there are better skills and strategies.
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Mending can be descent. It's actualy fairly useful running to Droks, as it pretty much cancels out all the damage from wurms, it's extremeley useful after the second cave in lornars(usualy applied after the Grawl before the cave entrance). It can also be quite useful for the dreadnaughts/snake dance portion with the giants/shadows, as it means you don't have to stop and healsig. The attributes lost from strength/tactics for the ones into mending are meaningless, look at their effect on your skills...
For other runs, obviously there are other skills that will give you more milage. Smite Hex is very useful on many southern shiverpeak runs where you have alot of ice imps or heretics for example. For any other run in the game, such as desert runs or any runs in kryta/magumma/ascalon/northern shiverpeaks, you're really not going to need a full skillbar(or use your full skillbar) ever...
Alot of people hate mending. I hate it 99% of the time too, since people don't use it properly. When you're going to be taking consistent damage and don't need the extra energy, or are going to be suffering from consistent degen, it's a very effecient skill. Especialy since if it's not stripped, the return keeps going up the longer it's in use. Mending is not a bad skill, it's the players who use it using it poorly. You'd say the same thing about Infuse Health if you had Mo/Ws using it all the time on people with 95% health and taking no damage from anything.
There's also money(or was money) in many, many other runs than just Beacons-Droks and desert runs. Iron mines-grotto, citadel-copperhammer, war camp-citadel(this one was kind of fickle) are all very good examples. Beetletun-Cay was very lucrative too. There's really no consistent money in running anymore, that goes for anywhere...
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Jun 13, 2006, 08:43 PM // 20:43
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#9
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Wilds Pathfinder
Join Date: Feb 2006
Profession: W/
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this is my basic build for running ascalon > sanctum(very wanted run)
mending
holy veil
sprint
charge
shields up
endure pain
balanced stance/mend alignment
healing sig
Attributes
put it all in tactics and strength, put rest in healing
Weapons:
Millius pillar(mainly for energy)
pm me ingame if u need more info
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Jun 14, 2006, 06:32 PM // 18:32
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#10
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Frost Gate Guardian
Join Date: Jan 2006
Profession: Mo/Me
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Zui why use it when it's perfectly doable without? There's no run where mending makes the difference between life and death, ever. 6hp a second is laughably bad. For places when there's lots of hex snares and you'll be extending the amount of time your taking damage veil and smite is vasty superior. Maintaining veil means you'll get much further (sometimes even out of aggro) before snares finish casting.
It's not the waste of attribs that makes it bad it's the waste of a skill slot and the waste of energy regen.
Gotta say though runners won't see much profit in Cantha and it seems that's where most of the interest in PvE is right now. The only way to progress is through missions and quests.
Last edited by Jestah; Jun 14, 2006 at 06:40 PM // 18:40..
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Jun 14, 2006, 09:54 PM // 21:54
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#11
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Desert Nomad
Join Date: Mar 2006
Guild: The Benecia Renovatio [RenO]
Profession: Mo/
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Quote:
Originally Posted by Jestah
Zui why use it when it's perfectly doable without?
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There's really no other skill you "need" on your bar to complete Droks, or any other non-southern shiverpeak run. Mending just makes the run laughably easy, especialy for highly inexperienced runners - which is why the posted build included mending. By all means, you can even run Droks with my build without using mending. So now I ask, why use smite hex when the only hexes you'll encounter(that actualy hurt you - rust is not included since it doesn't, same with conjure on heretics) are Suffering from Wurms, Mind Freeze from imps, which can be avoided at all except the first imps you get to, and Deep Freeze from Seige Ice Golems. Ok you have Ice Spikes sometimes from the level 10 ice golems that spawn at the troll cave in snake dance. All of which one hex removal is sufficient, if employed propelry. Smite hex doesn't make the run any easier, mending does. Both are not needed to complete the run.
Quote:
Originally Posted by Jestah
There's no run where mending makes the difference between life and death, ever.
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Agreed.
Quote:
Originally Posted by Jestah
6hp a second is laughably bad.
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Not exactly. In most circumstances, yes. Applied just before the second choke in Lornars, when you have the 1-2 wurms chasing you(obviously cancel for Veil when you get to the pinesouls/ice golems/grawl) you'll get an extremely nice return of points healed per energy out of it, and it'll make that part of the run far easier. This isin't a situation where you're prone to enchant removals, or burst damage, just slow, steady, consistent damage that will never be healed 100% by mending, so it's operating at maximum effeciency. If I remember correctly there's a very nice post on Mending(can't remember who by) in the Mending thread somewhere around here.
The 6 hp per second means you don't have to stop and heal during portions of the run where you have wurms on you(meaning you have to properly time healing signet) or when you're in Snake Dance with the giants, when you can just run on by(with charge+balstance) and keep on running(not using sprint most times)...
Quote:
Originally Posted by Jestah
For places when there's lots of hex snares and you'll be extending the amount of time your taking damage veil and smite is vasty superior. Maintaining veil means you'll get much further (sometimes even out of aggro) before snares finish casting.
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The only runs you're ever going to actualy have a use for both on would be the the non-drocknars runs in the southern shiverpeaks, which are actualy fairly challenging runs. Everything else you don't need smite hex, and it doesn't make your job any easier - in certain cases mending does. By all means if you're running to citadel, war camp, copperhammer, iron mines, thunderhead, grotto, take smite hex NOT mending.
The thing with Veil applies without smite hex. You're never going to need to remove 3 hexes at any time excpet on very few runs(yes, veil can remove 2 and prevent one... cast, wait, cancel, cast, cancel...)
Quote:
Originally Posted by Jestah
It's not the waste of attribs that makes it bad it's the waste of a skill slot and the waste of energy regen.
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In the majority of runs, that skill slot won't be used for anything else that is remotely useful. Used in the right places(with the Droks example again) that pip of energy regen wouldn't have been used anyway(during the time mending is up), meaning mending didn't hurt you due to the lost pip, it just made your job slightly easeir.
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Jun 15, 2006, 09:19 AM // 09:19
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#12
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Academy Page
Join Date: Apr 2006
Location: Perth Aus
Guild: vanguards forsaken
Profession: W/
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Quote:
Originally Posted by Niosisw
Charge {E}
Balanced Stance
Endure Pain
Healing Signet
Sprint
Purge Conditions
Smite Hex
Holy Veil
13 Strength
13 Tactics
Practice Makes Perfect.
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perfect running build. Mainly cos i use it. if ur doing elona u wont get much hexing so u can subsitute smite hex for shields up for running against packs of rangers. I will survive is also a option
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Jun 15, 2006, 09:24 AM // 09:24
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#13
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Krytan Explorer
Join Date: Jan 2006
Profession: W/R
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Whats the best armor set up for running?
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Jun 15, 2006, 01:41 PM // 13:41
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#14
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Frost Gate Guardian
Join Date: Jan 2006
Profession: Mo/Me
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Zui I was talking about running in general not just Droks running. The idea of Veil and Smite together is that you maintain Veil all the time and remove with smite. That way if they re-apply the hex it takes double the time meaning you get either further away or completely out of aggro before it finishes casting. It's almost always not needed since usually just maintaining Veil will get you far enough but it's just as a precaution and much more deserving of a slot than mending.
I used to think the same, what harm can 8 points in healing and 1 pip of energy do? Not much really but it barely helps and saves you time regenerating after aggros. I usually keep Veil up even between aggros because it makes all the precasting before hard spawns much faster and makes for a faster run in general.
I admit there's not that much you *need* but using a skill that you far from need that takes up an energy pip is just wasted time regenerating.
King Kong: I'd say either gladiator's or the new 100AL one.
Last edited by Jestah; Jun 15, 2006 at 01:52 PM // 13:52..
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