Apr 30, 2007, 09:13 PM // 21:13
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#1
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Frost Gate Guardian
Join Date: Aug 2005
Location: San Antonio, Texas
Guild: [Holy]
Profession: W/
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Guide: Lets run!
Well, I have decided to post something informative as a 1st post back in a few months. This guide is going to help you better yourself run through different places.
First I will start off with the most popular run, Droknar's Forge.
Droknar's Forge
Beacons ---> Droknar's Forge
Skills & Attributes:
Class: W/Mo
Template Code:OQMSE5KPWkuCbJAsVmL1kBL
[card]purge conditions[/card]
[card]sprint[/card]
[card]"charge!"[/card]
[card]healing signet[/card]
[card]endure pain[/card]
[card]balanced stance[/card]
[card]holy veil[/card]
[card]signet of stamina[/card]
(Also, mentioned by age, put in mending touch for purge)
13 Strength ( 12+1[Rune] )
14 Tactics (12+1[Helm]+1[Rune] )
Equipment:
There isn't much to say on equipment, but I will post mine for you, also, I have yet to lay my hands on a stance shield, but I am not to worried with Signet Of Stamina and the health I get from it.
Weapon set:
I use the +5 energy wand from outside Nolani Academy, it requires 3 charr carvings, easily obtainable from the mission itself.
Aswell, I use the Exalted Aegis from Imperial Sanctum in exchange for Amulate of the Mists.
As in terms of actual armor I use, I have my main set, and a extra few pieces for running.
Helm:
(By Evilsod, "Put on a +4 str. helm to achieve a stronger Signet of Stamina at the start.)
Chest:
Hands:
Leggings:
Boots:
Now then, if you find yourself lacking energy, I doubt you would be though. But either way, I do have a solution for a few extra energy. It should bring a small bill for your costs, but nothing compared to what you should make on the run You can either do boots, helm, or hands.
Now here is the maps for the run with different spots you should know about.
Lornar's Pass:
Lornar's Pass is often, if not, the HARDEST part of the run. It takes a few trys to get it down, as there are varying spawns, this map shows the most frequent thing that goes down, here it is:
Color Code for Lornar's Pass
Dark Red: Ice Imps. I labeled these because they are often a pain in the rear, and can ruin the run if not played right.
Light Yellow: Rest spots. Most of these are always there to rest, but sometimes are occupied so that you cant get in without getting agro. Most namely rest spot is the tree. It is on the SECOND wurm spawn, its a very small tree by a cliff, in which the wurm doesn't pop out, giving you time to heal.
Small teal circles:
Avicara spawns. I labeled these because they strip enchants, namely ifyou are trying to monk run this, it might be a problem.
Orange Dots & Lines: Wurms. The most dreaded part for most, although not hard to come pass if you run it right. The Dots are normally when they spawn and the lines indicate where they stop ( Data retreived from a non-chaser spawn. )
Orange Numbers: Common spots people mess up on, self explanatory.
Purple: Ice Golems. My most dreaded part of the run, put up Holy Veil and take off deep freeze, and put up balanced + charge for their Water Trident. Often paired with pinesouls, watch for cripple.
Red Spray: Yay! You finished this part!
[NOTE: The last rest spot before the end is a nice little spot for scenic pictures. Also, look in here you are trying to get GMC Title for Tyria.
Next up: Dreadnought's Drift. A fairly simple part, just gotta know when to put up balanced, I really don't need to post a map, but I will!
Key for Dreadnaught's Drift:
Dark blue: Begining Dwarf spawn, pretty easy to get through.
Pink: Keep balanced up here.
Red Spray: Big area for your GMC title.
Red Dot: Finish.
Next up: Snakes Dance. This is extremely easy. I'm not going to mark it, rather, I will do it for you if you need me to do it. I will post the map incase you need the exploration. Only thing to say is, keep up balanced stance!
I wont bother doing the part from Rankor-Forge, its the easiest part of the whole run, just keep balanced for the azures, and stay clear of the troll cave as it might get you stuck .
To wrap it up:
1st Zone:
Watch out for wurms and ice golems partnered with pinesouls.
2nd Zone:
Keep up Balanced!
3rd Zone:
Keep balanced for 1st part, careful with the troll part, don't get stuck
Well, that sums it up for now. Take care, I want to thank Racthoh and Carinae. And the whole [Rare] guild and [SMS] alliance. Also, thanks to age, and evilsod. Any questions, I will more than gladly ask, post them here or whisper me IGN: Agent Of Ascalon.
~Agent
Last edited by agent of ascalon; May 01, 2007 at 12:38 AM // 00:38..
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Apr 30, 2007, 09:42 PM // 21:42
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#2
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Awaken from hiatus.
Join Date: Apr 2006
Location: Riding the spiral.
Guild: No Fun Allowed [Vdya]
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Very nice guide, easy to understand for those of us who don't run regularly. Nicely done.
__________________
Retired Campfire/Ventari's Moderator
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Apr 30, 2007, 10:05 PM // 22:05
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#3
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Hall Hero
Join Date: Jul 2005
Location: California Canada/BC
Guild: STG Administrator
Profession: Mo/
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Nice Guide and I made up a similar build mine is almost the same except I use.
[skill]Mending Touch[/skill] instead of[skill]Purge Conditions[/skill] and [skill]Smite Hex[/skill] instead of[skill]Holy Veil[/skill]
I would say it is high time that Warriors get back into the running business but we don't have a skill like[skill]Vow of Silence[/skill]That the Dervs do which make their runs that much easier ad have 3 speed boost and anti Knock Down skill.I wonder if it is worth it as to the absorption rune change.
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Apr 30, 2007, 10:08 PM // 22:08
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#4
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Academy Page
Join Date: Apr 2006
Location: At my computer, playing Guild Wars, of course!
Guild: Lords of Myth [tom]
Profession: W/
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Nice job. Wish I had time/patience to get the drok's run down. This will help me if I have an inspiration to do so.
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Apr 30, 2007, 10:14 PM // 22:14
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#5
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Banned
Join Date: Mar 2006
Location: England
Guild: Lievs Death Squad [LDS]
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Mending Touch >> Purge Conditions. Agree there.
But Smite Hex definatly doesn't beat Holy Veil. Double hex cast time can easily give you the upper hand vs Deep Freeze.
You should really mention the occasional impossible spawn in Dreadnought's where the Heretic/Golems spawn too close half way through the zone, reducing your chances of survival to almost nothing unless you get really lucky.
I also wouldn't say full Gladiators is that necessary. You can always bring a +energy swap, but there is no way you should be using that much energy.
As for the wand. You'd be far better with a +5e +30hp/+5AL weapon.
I'd also go for a -2 (in stance) shield. Either with +45 in stance or +30 always. -5 20% sucks when your in a stance much more often vs physical damage. Specially relevant vs the Giants when you'll be under Balanced Stance or Sprint all the time.
I'd also mention the bonus of using a +4 Strength Helm at the start of the run of gain as much from Signet of Stamina as you can.
Last edited by Evilsod; Apr 30, 2007 at 10:19 PM // 22:19..
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Apr 30, 2007, 10:26 PM // 22:26
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#6
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Forge Runner
Join Date: Mar 2006
Guild: [ToA]
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Ive given up doing the droks run with my warrior, in favor of my dervish. But I remember way back whe i did these runs. This was pre- nightfall and i wish i had the skills we have now back then. Skills like sig of stamina and mending touch would have been priceless. But good guide for people who arent intrested im making a dervish.
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Apr 30, 2007, 10:39 PM // 22:39
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#7
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Frost Gate Guardian
Join Date: Aug 2005
Location: San Antonio, Texas
Guild: [Holy]
Profession: W/
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Quote:
Originally Posted by Age
Nice Guide and I made up a similar build mine is almost the same except I use.
[skill]Mending Touch[/skill] instead of[skill]Purge Conditions[/skill] and [skill]Smite Hex[/skill] instead of[skill]Holy Veil[/skill]
I would say it is high time that Warriors get back into the running business but we don't have a skill like[skill]Vow of Silence[/skill]That the Dervs do which make their runs that much easier ad have 3 speed boost and anti Knock Down skill.I wonder if it is worth it as to the absorption rune change.
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I haven't had too much time to play with skills, but thanks for the suggestion, I will try out mending touch today or tomorrow, thanks again for the comments everyone, up for helping anyone in need of it. Also, take a cupcake, improves your sweet tooth, and gives you a nice little boost for 900+ health if you use my build, 42 energy ( 46 with the boots/gloves ) And balanced is the only thing you use.
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May 01, 2007, 12:33 AM // 00:33
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#8
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Frost Gate Guardian
Join Date: Aug 2005
Location: San Antonio, Texas
Guild: [Holy]
Profession: W/
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Quote:
Originally Posted by Evilsod
Mending Touch >> Purge Conditions. Agree there.
But Smite Hex definatly doesn't beat Holy Veil. Double hex cast time can easily give you the upper hand vs Deep Freeze.
You should really mention the occasional impossible spawn in Dreadnought's where the Heretic/Golems spawn too close half way through the zone, reducing your chances of survival to almost nothing unless you get really lucky.
I also wouldn't say full Gladiators is that necessary. You can always bring a +energy swap, but there is no way you should be using that much energy.
As for the wand. You'd be far better with a +5e +30hp/+5AL weapon.
I'd also go for a -2 (in stance) shield. Either with +45 in stance or +30 always. -5 20% sucks when your in a stance much more often vs physical damage. Specially relevant vs the Giants when you'll be under Balanced Stance or Sprint all the time.
I'd also mention the bonus of using a +4 Strength Helm at the start of the run of gain as much from Signet of Stamina as you can.
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Thanks Evil, I will DEFINITELY add that into my post right now, thanks again bud
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May 01, 2007, 12:44 AM // 00:44
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#9
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Frost Gate Guardian
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What's the point in having a damage reduction helmet? They fixed the one part reduction bug LONG ago.
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May 01, 2007, 01:37 AM // 01:37
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#10
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Frost Gate Guardian
Join Date: Aug 2005
Location: San Antonio, Texas
Guild: [Holy]
Profession: W/
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Quote:
Originally Posted by Avatara
What's the point in having a damage reduction helmet? They fixed the one part reduction bug LONG ago.
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Seeing as I bought the helmet a LONG time ago, I never bothered to change, it's my usual helmet with minor swords, and I don't want to bother getting a new foW helm.
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May 01, 2007, 10:44 PM // 22:44
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#11
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Hall Hero
Join Date: Jul 2005
Location: California Canada/BC
Guild: STG Administrator
Profession: Mo/
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Quote:
Originally Posted by Evilsod
Mending Touch >> Purge Conditions. Agree there.
But Smite Hex definatly doesn't beat Holy Veil. Double hex cast time can easily give you the upper hand vs Deep Freeze.
You should really mention the occasional impossible spawn in Dreadnought's where the Heretic/Golems spawn too close half way through the zone, reducing your chances of survival to almost nothing unless you get really lucky.
I also wouldn't say full Gladiators is that necessary. You can always bring a +energy swap, but there is no way you should be using that much energy.
As for the wand. You'd be far better with a +5e +30hp/+5AL weapon.
I'd also go for a -2 (in stance) shield. Either with +45 in stance or +30 always. -5 20% sucks when your in a stance much more often vs physical damage. Specially relevant vs the Giants when you'll be under Balanced Stance or Sprint all the time.
I'd also mention the bonus of using a +4 Strength Helm at the start of the run of gain as much from Signet of Stamina as you can.
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The reason I said Smite over Holy is so you don't have to keep preveiling it along the run as you go and canceling it.I said smite because you don't need points in smite and you can just hit it and be gone again.I use smite on my runs but I don't do Droks.
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May 02, 2007, 12:17 AM // 00:17
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#12
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Jungle Guide
Join Date: Nov 2005
Location: PA
Guild: Us Are Not [leet]
Profession: W/
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There is already a forge running guide under the important warrior posts sticky.
You might also want to get a Lt insignia, it helps a lot for the run.
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May 02, 2007, 12:25 AM // 00:25
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#13
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Hall Hero
Join Date: Jul 2005
Location: California Canada/BC
Guild: STG Administrator
Profession: Mo/
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Quote:
Originally Posted by Sk8tborderx
There is already a forge running guide under the important warrior posts sticky.
You might also want to get a Lt insignia, it helps a lot for the run.
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That one is outdated and you could always get the Lt. helmet.
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May 02, 2007, 01:23 AM // 01:23
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#14
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Jungle Guide
Join Date: Nov 2005
Location: PA
Guild: Us Are Not [leet]
Profession: W/
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Quote:
Originally Posted by Age
That one is outdated and you could always get the Lt. helmet.
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How is it outdated? Everything written still works, except for the damage reduction.
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May 02, 2007, 09:36 PM // 21:36
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#15
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Frost Gate Guardian
Join Date: Aug 2005
Location: San Antonio, Texas
Guild: [Holy]
Profession: W/
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Well, about there already being a post, how many times have you seen the same retarded questions posted? You get the same thread TONS of times for certain things, I was trying to make something informative, and I highly doubt newer people will rush right into that sticky and look for it. This isn't just going to be for droks, I will be adding different runs in as I go, so if you don't like it, go somewhere else and like that one, or have a giddy time with the other post.
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May 03, 2007, 12:13 AM // 00:13
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#16
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Hall Hero
Join Date: Jul 2005
Location: California Canada/BC
Guild: STG Administrator
Profession: Mo/
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Quote:
Originally Posted by Sk8tborderx
How is it outdated? Everything written still works, except for the damage reduction.
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Take a good look at the skills being used as that one was written when Prophecies was the only game around now you have NightFall and the spawns have changed.
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