May 17, 2007, 07:27 AM // 07:27
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#1
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Frost Gate Guardian
Join Date: Apr 2007
Guild: Ancient Dragoons [AGED]
Profession: R/Mo
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R/? for runner
ok so heres the deal. i have a lvl 20 r/w and also have all the other secondaries, however the only other one besides warrior that i have any skills in other than the core skills is the monk secondary. i have prophecies and factions, and im trying to find a good r/something build that will let me effectively run past any mesmer type enemies, in particular, the ice imps south of beacons perch. i dont have trouble staying alive while running through most other places, but that one, and any others that have mesmer enemies really gives me a hard time with their slow down hexes. if you guys could give me some suggested running builds for a ranger/any catergory i would greatly appreciate it.
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May 17, 2007, 09:35 AM // 09:35
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#2
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Desert Nomad
Join Date: Nov 2005
Guild: Dragon Slayer Guild [DSG]
Profession: R/
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i normally go R/Mo for condition fast effective removal and hex removal
Escape + Dodge + Stormchaser + Whirling defence + Troll + Smite Hex + Holy Veil + Purge conditions can run everywhere in Tryia (except The Droks and south shiverpeaks runs, although it is possible to do them with this build is considerably harder than other builds from other professions)
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May 17, 2007, 10:22 AM // 10:22
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#3
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Krytan Explorer
Join Date: Aug 2005
Guild: Ex Talionis [Law], Schindlers Fist [ouch]
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It really depends where you're running. You need to know what's in the zones before you run through them. No point bringing hex removal when theres no slow hexes.
All you really need for running is;
Escape
Dodge
Zojuns
Natural Stride
Troll
You probably don't even need NS.
Whirling is only needed if you're bad. It's only needed if you know you're going to have to tank things, which is usually when theres slow hexes. But even then, you have hex removal. So yeah, with that many stances already, you shouldn't need whirling.
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May 17, 2007, 10:50 AM // 10:50
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#4
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Frost Gate Guardian
Join Date: Sep 2005
Location: Serbia
Guild: We Never Sleep [ZzzZ]
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Besides the standard R/Mo runner, I like R/D sometimes, specially if there are KD heavy areas.
[skill]Escape[/skill][skill]dodge[/skill][skill]zojun's haste[/skill][skill]vital boon[/skill][skill]signet of pious light[/skill][skill]fleeting stability[/skill][skill]veil of thorns[/skill][skill]antidote signet[/skill]
16 expertise
12 earth prayers
[skill]Vital Boon[/skill] + [skill]signet of pious light[/skill] for big heals
[skill]Fleeting Stability[/skill] to prevent KDs
[skill]Veil of Thorns[/skill] in melee heavy areas
EDIT: Just realized u dont have NF Nevertheless, if someone needs a running build, and has NF, this is a good one to try it out, and might take a bit of practice
Last edited by Yarrick; May 17, 2007 at 10:52 AM // 10:52..
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May 17, 2007, 01:48 PM // 13:48
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#5
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Forge Runner
Join Date: Nov 2005
Profession: R/
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Escape really isn't necessary anymore since you can just use Natural Stride in between Zojun's and Dodge to keep up a 33% running speed.
As for secondary, monk or dervish is the way to go.
Monk: good condition and hex removal, decent self healing, not necessarily enchantment reliant (Heal Area is a good self heal)
Dervish: good self healing, anti-KD, can still use Antidote Sig for condition removal, but is enchantment reliant
Go with whatever suites you best in the area you are running in.
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May 17, 2007, 04:21 PM // 16:21
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#6
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Forge Runner
Join Date: Jul 2006
Profession: R/
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But natural stride requires Wilderness Survival and Nightfall ... Anyway, any combination of speed enhancers that give a full time +25~33% speed increase will do.
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May 18, 2007, 07:39 PM // 19:39
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#7
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Ascalonian Squire
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anyone use [skill]Avatar of Balthazar[/skill] for running?
Last edited by FireDust58; May 18, 2007 at 07:44 PM // 19:44..
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May 19, 2007, 07:46 AM // 07:46
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#8
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Forge Runner
Join Date: Jul 2006
Profession: R/
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Mhh, using an elite for 10 seconds of running and then >2 minutes recharge?
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