Jun 01, 2006, 03:54 AM // 03:54
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#2
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Ascalonian Squire
Join Date: May 2005
Location: Dallas, TX
Guild: Escape the [FATE]
Profession: R/
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Uhh I use Escape, Dodge, Storm Chaser, Meding, Purge Hex, Purge Conditions, Troll Unguent, Throw Dirt or Whirling Defense (just for if some how you manage to get caught up in a fight and need some quick defenses).
Regards,
fritz
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Jun 01, 2006, 07:27 AM // 07:27
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#4
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Frost Gate Guardian
Join Date: Feb 2006
Location: Where you aren't
Guild: The Bamboo Crew [MOJO]
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I've been using the following for faction runs...
R/A
Escape (E)
Storm Chaser
Dodge
Dark Escape
Dash
Antidote Sig
Shadow Refuge
Troll Ungent
Don't remember the attributes offhand but I'm pretty much running 100% of the time.
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Jun 01, 2006, 11:40 AM // 11:40
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#5
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Jungle Guide
Join Date: Mar 2006
Guild: AoM
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Quote:
Originally Posted by infymys
I've been using the following for faction runs...
R/A
Escape (E)
Storm Chaser
Dodge
Dark Escape
Dash
Antidote Sig
Shadow Refuge
Troll Ungent
Don't remember the attributes offhand but I'm pretty much running 100% of the time.
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Pretty decent IMO.
Im curious though...
In factions... what do you "run"? You can't really run people because everything is sealed off and they have gates so you must complete the missions and primary quest line. Is this used somewhere else (Like Droks run for example) or do you run something special/specific?
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Jun 01, 2006, 11:59 AM // 11:59
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#6
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Banned
Join Date: Mar 2006
Location: England
Guild: Lievs Death Squad [LDS]
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Quote:
Originally Posted by infymys
I've been using the following for faction runs...
R/A
Escape (E)
Storm Chaser
Dodge
Dark Escape
Dash
Antidote Sig
Shadow Refuge
Troll Ungent
Don't remember the attributes offhand but I'm pretty much running 100% of the time.
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If anything i'd say you have too many running skills there. You really don't need Storm Chaser in that. I'd switch it out for Dryders Defences or Whirling Defences. Nothing beats a quick evasive stance that you won't be using while running if things go wrong. Escape isn't much use if its got another 15seconds recharge time if you run over a trap.Although i don't know what the cooldowns are for those Assassin skills so you may not be able to keep them all up constantly.
Something you learn from running around FoW as a chest runner Damn i hate Impalers...
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Jun 01, 2006, 12:26 PM // 12:26
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#7
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Lion's Arch Merchant
Join Date: Nov 2005
Location: DISNEYLAND!
Profession: R/Mo
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you need only 3 running skills
escape
dodge
zojun's haste
rest self healing and cond/hex removals
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Jun 01, 2006, 02:18 PM // 14:18
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#8
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Frost Gate Guardian
Join Date: Feb 2006
Location: Where you aren't
Guild: The Bamboo Crew [MOJO]
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Quote:
Originally Posted by Valkyries
Pretty decent IMO.
Im curious though...
In factions... what do you "run"? You can't really run people because everything is sealed off and they have gates so you must complete the missions and primary quest line. Is this used somewhere else (Like Droks run for example) or do you run something special/specific?
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Faction farming. Certain quests can be done in less than 2 minutes by simply running them for 400 faction.
Quote:
Originally Posted by evilsod
If anything i'd say you have too many running skills there. You really don't need Storm Chaser in that. I'd switch it out for Dryders Defences or Whirling Defences. Nothing beats a quick evasive stance that you won't be using while running if things go wrong. Escape isn't much use if its got another 15seconds recharge time if you run over a trap.Although i don't know what the cooldowns are for those Assassin skills so you may not be able to keep them all up constantly.
Something you learn from running around FoW as a chest runner Damn i hate Impalers...
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Don't need Dryder's/Whirling. Antidote cures any cripple, bleeding, etc. that may incur. The only issue are mesmer hexes and Mind Freeze from elemental monsters but that's easily avoidable. At my current setup, Escape and Storm lasts 18 seconds. Dodge lasts 11, Dark Escape at 7 and Dash at 3. Cooldowns are not an issue.
Quote:
Originally Posted by colamaniac
you need only 3 running skills
escape
dodge
zojun's haste
rest self healing and cond/hex removals
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Conjure Nightmare/Phantasm sometimes gives me scary moments and Crippling Anguish and Mind Freeze can cause major problems but I've ran right past the monsters that have these skills and out of casting range...most of the time.
Last edited by infymys; Jun 01, 2006 at 02:24 PM // 14:24..
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Jun 01, 2006, 02:22 PM // 14:22
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#9
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Jungle Guide
Join Date: Mar 2006
Guild: AoM
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Quote:
Originally Posted by infymys
Faction farming. Certain quests can be done in less than 2 minutes by simply running them for 400 faction.
Don't need Dryder's/Whirling. Antidote cures any cripple, bleeding, etc. that may incur. The only issue are mesmer hexes and Mind Freeze from elemental monsters but that's easily avoidable. At my current setup, Escape and Storm lasts 18 seconds. Dodge lasts 11, Dark Escape at 7 and Dash at 3. Cooldowns are not an issue.
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Ah so you are an Amber farmer huh? good way to get fast cash actually given Amber is still selling for 2k each or so...
cool Ill have to give that a shot. Thanks for posting
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Jun 01, 2006, 03:42 PM // 15:42
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#10
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Wilds Pathfinder
Join Date: Nov 2005
Guild: Apathy Inc [AI]
Profession: R/Mo
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i use R/Mo
Zojun's Haste
Dodge
Escape (e)
Whirling Defense
Holy Veil
Purge Conditions
Troll Unguent
Mending (OMG!)
Veil works wonders against Crippling Anguish, Mind Freeze simply because you can precast it and remove precisely the hex you want before it gets covered.
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Jun 01, 2006, 04:07 PM // 16:07
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#11
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Banned
Join Date: Mar 2006
Location: England
Guild: Lievs Death Squad [LDS]
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Quote:
Originally Posted by infymys
Don't need Dryder's/Whirling. Antidote cures any cripple, bleeding, etc. that may incur. The only issue are mesmer hexes and Mind Freeze from elemental monsters but that's easily avoidable. At my current setup, Escape and Storm lasts 18 seconds. Dodge lasts 11, Dark Escape at 7 and Dash at 3. Cooldowns are not an issue.
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I guess it depends where your going. But try using Antidote Signet in front of a Skeleton Impaler, your chances of actually casting it are.... 0.
For FoW chest running this build has got me round alone, never mind with Warrior cover.
Escape (E)
Dodge
Storm Chaser
Dryders Defences
Troll Unguent
Heal Area
Holy Veil
Rebirth
The first 3 get me around quite easily, plus let me avoid Shadow Rangers and Abyssal almost completely if i use the right skill at the right area.
Dryders is for if you need emergancy healing near Eles/Icehands or incase you run over a trap and need some evasion to heal yourself.
Unguent, good to negate niggly bits of damage that you get running into groups and to counter the massive degen you get from Skales.
Holy Veil, cast before you get to Skales (they always strip it but it before any hexes hit you but its still a double cast time). Can remove Transfer/Siphon and can be used to help allies out too (usually wammos who don't seem to have a strategy).
Rebirth. If you've ever been on an FoW chest run, you'll know that people die, more often that not, its the wammo. Why? Becuase they think they can tank anything! If you can show me a group without a wammo who will just run straight into a patrol with an Icehand in it thinking its no problem, you'll know exactly why you need this. That and Mending gets shattered/removed alot I could bring Purge Conditions instead, but alas we pay for entry as a team, we should travel in 1...
Most areas don't really need full running builds anyway. You can quite easily run from Ascalon to all the Desert Missions (yes and run Sanctum Cay) without a full build. Sometimes in Ascalon its a good idea to boost Marksmanship too and kill those sodding Shatter Gargoyles and there Imagined Burden!
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Jun 02, 2006, 12:13 AM // 00:13
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#12
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Jungle Guide
Join Date: Jun 2005
Location: CA
Guild: in it for the trimmmm
Profession: R/
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SPEED: dodge, dodge clone, dash, dark escape, escape, death's charge, return, troll unguent
dash, dodge, dodge clone, dash, dark escape, dodge as soon as it's ready
death's charge past zig zag paths, return to collectors / pet's for a second or two jump
DURABILITY / Mediocre speed: dodge, dodge clone, escape, holy veil, purge conditions, troll unguent
dodge, dodge clone, escape, dodge as soon as it is ready [esc has a 30s recharge so working with durations & skill icon recharge line you can time it perfectly w/ practice]
purge for if you don't feel like skirting around traps, veil for crip anguish etc, troll for making love to your inner ranger self
16 exp : 13 wild for both.
dodge / zojun's should be your primary run skills, with others just to overlap for speed.
if no factions, dodge / esc / storm, go dodge, esc, storm, and then use dodge as soon as esc's recharge line hits the left-most leg [his right leg], storm will only be up for ~3s. always best to have esc as yer primary run with a setup like this, because a 3s lapse between it and dodge, can be filled with storm-- 75% chance evade on all atks w/ escape, and only projectiles and arrows will be hitting you which, w/ dodge you either block or outrun. having storm as yer primary run is just asking to be beat upon
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Jun 02, 2006, 02:03 AM // 02:03
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#13
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Krytan Explorer
Join Date: Mar 2006
Location: Kenya
Profession: Mo/
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I use the following build for desert runs and more significantly, Droknar's Forge runs (yes, the one from beacons, it is possible)
R/W:
Tactics: 12
Expertise: 12 (1+3)
Wilderness Survival 11(+1)
(I forget if these exact or not, i know tactics is right for 10 second charge, and expertise should be 12-13 for a 10 second dodge. wilderness survival should be 11 for a 17 second storm chaser. if you have left over attributes then expertise is 13)
Dodge (aka zojuns haste)
Storm Chaser
Charge
Balanced Stance
Disciplined Stance
Whirling Defense
Troll Unguent
Healing Signet
i use both crimson carapace collector shields from desert along with a sword that has the +7 AL vs physical attacks, and another sword with +30 fortitude mod.
strategy is mostly learned from personal experience and i'm too lazy to give pointers
>edit< forgot to mention this is R/W, which was implied since it uses warrior skills
Last edited by Nivryx; Jun 02, 2006 at 02:09 AM // 02:09..
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