Dec 07, 2007, 06:04 AM // 06:04
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#21
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Wilds Pathfinder
Join Date: Jul 2005
Location: Canada
Guild: Black Crescent [BC]
Profession: W/
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Quote:
Originally Posted by Krazax
I'm not sure if you're getting defensive about your build because of my comments? If you are, don't. I assure you there was no need. I was actually applauding your build. When I first looked at it, I was like wtf? Then I looked deeper and saw what you were doing. You're just choosing the Slow, Steady, and Sure to Arrive method. I figured you were running friends and not clients. I wanted to know how fast it was, and still do.
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Nah I wasn't trying to be defensive, I was just trying to better explain the point of the build. Actually I don't think I'd recommend it for a new runner, since relying on enchantments can be risky. My point was simply to refute what the OP was told about wammo running.
Quote:
Now I have a question for you. When you timed yourself, did you do Lonar's in 19:22 or did you get to Drok's in 19:22? Because I wasn't talking about just doing Lonar's in 20 mins, I meant the whole run. Considering a Ranger who ran it non-stop did it in like 19:51 to complete the run (including load times and running thru Camp Rankor).. So I question what exactly you were timing?
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19:22 is starting my watch as soon as Lornar's loads, and stopping it after zoning into Droks. Though the build has a certain tanking ability, it also allows you to charge into situations where one might normally have to wait for skill recharges or a mob to move in a specific direction. For instance there's no need to stop at all in snakes, as even if your balanced stance runs out, you simply can't die with watch yourself and infinite energy (vs tundras). So where a typical wammo might have to stand there waiting for an opening or waiting for his balaced stance to recharge, I can simply plow through, endure a few kd's and be on my way.
Quote:
But in terms of horribly bad spawns, and being able to make 10/10 runs in a row and never dying, that is impressive and I salute your build on that endeavor.
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Nah I can't do 10 out of 10. There may be people who have a close to perfect success rate with Lornar's on their wammos, but I'm not one of them. If the second avicara spawn in the wurm valley are intermingled with the golems at the end of it, it can sometimes cause a death. Balanced stance will be recharging, so you'll have to shake off deep freeze without getting hit with trident all while getting spammed with strip enchant. Tall order, for me at least My build simply allows greater room for error in certain sections, because I lack the experience of someone who actually runs drok's for profit.
Last edited by Lord Natural; Dec 07, 2007 at 06:08 AM // 06:08..
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Dec 07, 2007, 07:09 PM // 19:09
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#22
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Academy Page
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Quote:
Originally Posted by Lord Natural
Nah I wasn't trying to be defensive, I was just trying to better explain the point of the build. Actually I don't think I'd recommend it for a new runner, since relying on enchantments can be risky. My point was simply to refute what the OP was told about wammo running.
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Ok cool. I understand completely.
Quote:
Originally Posted by Lord Natural
19:22 is starting my watch as soon as Lornar's loads, and stopping it after zoning into Droks. Though the build has a certain tanking ability, it also allows you to charge into situations where one might normally have to wait for skill recharges or a mob to move in a specific direction. For instance there's no need to stop at all in snakes, as even if your balanced stance runs out, you simply can't die with watch yourself and infinite energy (vs tundras). So where a typical wammo might have to stand there waiting for an opening or waiting for his balaced stance to recharge, I can simply plow through, endure a few kd's and be on my way.
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Then that isn't bad time at all, and that's one thing I was wanting to know: if you had to stop much. Yeah, when I run as a wammo, there are times I wait a little or manipulate a spawn to make passage easier, and I do have periods where I wait for Balanced Stance to recharge (one reason I make it last as long as I can with 16 Tactics, to limit that wait). This was what I was ultimately wondering. In addition I myself for some time have been tinkering with with the idea of using Balth's on the run.
I need to get EotN so I can have nonstop !KD and nonstop sprinting by overlapping Sprint + IaU and Charge + Balanced. Ultimately I want a build like:
1) Sprint
2) "I am Unstoppable!"
3) "Charge!"
4) Balanced Stance
5) Signet of Stamina
6) Healing Signet
7) Remove Hex
8) Holy Veil
Then it becomes pretty much non-stop run except to remove hex's and self heal yourself from time to time. Might even be able to ditch Sig of Stam for Balth's. Would have to see in practice.
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Dec 07, 2007, 07:18 PM // 19:18
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#23
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Jungle Guide
Join Date: May 2005
Location: Gatineau, Qc, Canada
Guild: Kiss of Anguish [KISS]
Profession: P/W
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Chug an Ale, Dwarven Stability +Drunken Master = Next zone plzkaithxbi lol
Last edited by Zodiak; Dec 07, 2007 at 07:20 PM // 19:20..
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Dec 07, 2007, 07:55 PM // 19:55
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#24
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Academy Page
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Quote:
Originally Posted by Zodiak
Chug an Ale, Dwarven Stability +Drunken Master = Next zone plzkaithxbi lol
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Does Drunken Master work on Charge or just base movement?
Cuz if it does, holy crud!
Regardless, that's impressive that Stability is going to increase a 90 sec +33% movement stance by 100%. That's just.. SICK!!
Yeah, add in I am Unstoppable for !cripple and you're frigging set. That's it. I'm getting EotN next paycheck. :P
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