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Old Feb 17, 2006, 06:25 PM // 18:25   #21
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You can always avoid the heretics in dreadnaughts if you dont stop running until you get past the giants. the heretics are in a patrol, you have to get past them before they spread out. Maybe there are some spawns that you cannot avoid them but I have never encountered one like that yet.
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Old Feb 18, 2006, 08:59 AM // 08:59   #22
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Indeed most of the time they are like you said, they have to spread out. I've had a few other spawns tough..as I've said :P
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Old Feb 18, 2006, 01:05 PM // 13:05   #23
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I understand that minor tac and str can give you the extra seconds you need to charge and sprint, but I have been looking in to absorb runes. It seems that they arn't universial like the knights armor, basically, knights will reduce ALL damage by 2, while absorb runes will reduce all damage to that armor piece by 1-3. So would it be better to sacrifice the +1 tac/str and put 4 maj/sup absorbs and 1 maj/sup vigor to get the full benifit of the damage reduction.
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Old Feb 18, 2006, 01:28 PM // 13:28   #24
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I have my droks runner setup up with 8 in heal, 12 each in tactics and strength along with major vigor and absorb runes.

Also i prefer to use Malinon's shield because i have an enchantment on (holy viel/mending) for about 90% of the run. Never tried the (+45/-2) collector stance shield. Might work out to be just as effective .
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Old Feb 18, 2006, 08:08 PM // 20:08   #25
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Quote:
Originally Posted by Xiypher
I understand that minor tac and str can give you the extra seconds you need to charge and sprint, but I have been looking in to absorb runes. It seems that they arn't universial like the knights armor, basically, knights will reduce ALL damage by 2, while absorb runes will reduce all damage to that armor piece by 1-3. So would it be better to sacrifice the +1 tac/str and put 4 maj/sup absorbs and 1 maj/sup vigor to get the full benifit of the damage reduction.
Absorption runes are global! It has been discussed on this forum several times, and is confirmed to be global. 12 tactic and 12 strength are the power levels for the skills used. 13 tactics doesnt add anything... (go check, "charge" and balanced stance last equally long on both 12 and 13 tactics) while 13 strength adds only a few hitpoints on endure pain..

Malinon's shield is great, but I'll stick to the stance shield, its cheap and it doesnt get worse if ur enchantments get shattered (which happens in some occasions when u need the +45 the most)
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Old Feb 18, 2006, 09:50 PM // 21:50   #26
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absorbs are global?

i tested against ignite arrows out side of piken today... completely naked i was delt 4 dmg per hit. with knights boots on i was always delt 2 damage... proving that they are indeed global. If i take the boots off and put my glads leggings with maj absorb, i an consistatly delt 4 damage still, with the occasional 1 damage... when ignight hits the leggings.. to me that would prove that absorb runes are not universal.

and again, with knights boots and rest glads.. all with maj absorbs.. but not wearing a helm.. i was delt 0 dmg except the occasional hit to the head.. which would do 2 because of knights global reduction

i havent quite figured out how absorbs work. many runners have said that 1 sup vig and 4 sup absorbs are the best combo. others have said that if you are a melee warrior that if you put absorb runes on your hand you deflect more damage. as far as i can tell, from my own testing is that absorbs are NOT global, hwile knight/ascalon armor is.




also i would like to applaud this forum for its promt help and response

Last edited by Xiypher; Feb 18, 2006 at 09:53 PM // 21:53..
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Old Feb 18, 2006, 10:24 PM // 22:24   #27
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12 characters

Last edited by Ephemeral Dreamer; Oct 01, 2008 at 09:34 PM // 21:34..
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Old May 08, 2006, 03:00 AM // 03:00   #28
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hey man u cant complain about not ahveing enough money because u bought that 15k armor u could have spent it on runes and then when to that armo like all of us did ^_^ just my opion if i saw some 1 begging in that i wouldednt even think about it
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Old May 08, 2006, 11:25 AM // 11:25   #29
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Charge
Sprint
Balanced Stance
Endure Pain
Remove Hex
Holy Veil
Mend Aliment
Healing Signet

Swap out Remove Hex with something else if you wish. Res maybe if dual running. Holy Veil is great as you can precast it and remove a hex without having to stop running. Not good to keep it on you at all times as you will run out of energy eventually.

Max out Tactics and Strength.
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Old May 12, 2006, 06:09 AM // 06:09   #30
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As stated before in this thread about droks running. Usually if you have to heal you are dead. Droks is all about bursting between groups. I mean one guild has run it with every class in the game and brags there is no zone they cant make it through with w/r. If you run this you should know how to avoid pinesoul traps and there is only one heretic which should come into play. The 2 big issues are the worms which some times never seem to stop following and the ice golems with those wonderful slow down hexes, countering those 2 is the key to making clean droks runs.
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Old May 12, 2006, 07:14 AM // 07:14   #31
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why do people post in threads that are very very old... plz let this die!

or if a mod sees this you are more than welcome to delete it
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Old May 13, 2006, 08:51 AM // 08:51   #32
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It helps by keeping a thread of building knowledge so there are less people who will get on and post the same question. Although I doubt running droks is on the top of anyones to do list now.
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