Feb 01, 2007, 05:52 AM // 05:52
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#2041
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Banned
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I'm pretty sure Enraged Charge is the logical choice....
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Feb 25, 2007, 09:15 PM // 21:15
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#2042
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Jungle Guide
Join Date: Feb 2006
Location: London
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In fact Sprint and Enr. Charge are the same in cost, duration and recharge. The only difference is that enraging charge ends if you hit something with an attack and you gain 3 strikes of adren.
So, since you aren't hitting anything on the run to the cave anyway the are equivalent while once you fight the spiders you are going to increase the amount of adrenaline you can get which will increase the frequency of firing off attack skills which of course means spiders die faster. No contest imo.
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Feb 26, 2007, 06:45 AM // 06:45
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#2043
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Did I hear 7 heroes?
Join Date: May 2005
Guild: Scars Meadows [SMS], Guild Leader (Not Recruiting)
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I would usually Sprint into the group then switch on Frenzy anyway, and with Flail it would fill it right up (depending on the build of course). In those situations, Sprint/Enraging Charge could last 4 seconds for all I care.
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Mar 02, 2007, 01:45 AM // 01:45
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#2044
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Jungle Guide
Join Date: Feb 2006
Location: London
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Just curious, why wouldn't you take more adrenaline if you can get it for no cost whatsoever. EC into battle and your first swing nets you more adren faster than running switching to fenzy or whatever one uses right off. After you hit with charge up then just swap to the ias. Every time its up while fighting its a an extra adren boost if you want it. Basically I'm just saying at no cost to you on this run you can increase your performance with enraged charge over sprint. I agree its not necessarily some thats going to make or break anything, but really, if you have both unlocked you have every reason to use enraged over sprint.
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Mar 03, 2007, 03:45 AM // 03:45
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#2045
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Pre-Searing Cadet
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I know its probably been said but like what weapons should i be using are there any greens i could use and wats best armor type.
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Mar 03, 2007, 04:37 AM // 04:37
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#2046
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Hugs and Kisses
Join Date: Oct 2005
Guild: Scars Meadows
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All that information can be found on the very first page of this thread.
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Mar 21, 2007, 07:43 PM // 19:43
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#2047
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Academy Page
Join Date: Jan 2007
Guild: HdCr
Profession: W/Mo
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Noob FoW runner here. What about using w/d build with Av Balt elite instead of 100 blades?
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Mar 21, 2007, 10:33 PM // 22:33
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#2048
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Did I hear 7 heroes?
Join Date: May 2005
Guild: Scars Meadows [SMS], Guild Leader (Not Recruiting)
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Quote:
Originally Posted by havok019
Noob FoW runner here. What about using w/d build with Av Balt elite instead of 100 blades?
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The forms last I think 15 seconds without any points into Mysticism (which obviously a w/d can't access).
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Mar 22, 2007, 09:42 AM // 09:42
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#2049
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Pre-Searing Cadet
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please help, I can't do it... not that I have trouble killing the spiders, I can't do the run...
The first part is easy as hell, just run around the big rock, kill the first group of driftwood... Ok then that's where I have problems. I lure the second group of driftwood into my area, and kill them, then sneak past the first group of skales into a relatively open area. Now here's the problem- In front of me is ALWAYS a HUGE mob of skales combined with doubter's dryders and snarling driftwoods. Sometimes I try running past them, but I always get hamstringed and then killed.
Ive tried luring out the driftwood, but then while i'm fighting them a frikkin skale ALWAYS wanders right into my aggro, no matter where I stand. Seems like skales wander wherever the hell they want. Hamstringed, dead again. How do I get past this part? I can't complete the run at all.
I tried 9 times already. Died every time.
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Mar 26, 2007, 04:09 AM // 04:09
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#2050
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Jungle Guide
Join Date: Jan 2006
Location: California
Guild: None
Profession: Mo/N
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I'm having that problem as well, it seems they have f***ed with the spawns once again... in the second picture on the first page of this thread where it shows its clear is now ALWAYS filled with skales...
I did manage the run one time... run to the somewhat open area where the driftwoods wander to, then when they aggro, run through the mob of skales hugging the left wall where HOPEFULLY there isnt another mob of skales, and heal before you die of the degen.
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Mar 26, 2007, 04:28 AM // 04:28
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#2051
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Did I hear 7 heroes?
Join Date: May 2005
Guild: Scars Meadows [SMS], Guild Leader (Not Recruiting)
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Quote:
Originally Posted by TheLordOfBlah
I'm having that problem as well, it seems they have f***ed with the spawns once again... in the second picture on the first page of this thread where it shows its clear is now ALWAYS filled with skales...
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Note when I started the thread; those pictures are very old.
But as long as you watch your radar and watch for spots that are open it should still work.
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Mar 26, 2007, 09:07 AM // 09:07
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#2052
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Forge Runner
Join Date: Feb 2007
Location: Melbourne, Australia
Guild: None
Profession: W/
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When you're luring the diftwoods and dryders, what I do is hit them with the longbow then when they get inside my aggro circle then I start moving back a few steps until they're right next to me or far away enough from the skales
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Mar 30, 2007, 02:01 PM // 14:01
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#2053
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Banned
Join Date: Feb 2006
Location: Rotterdam (The Netherlands)
Guild: Rotterdam Pride
Profession: Mo/
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if you have heroes bring them with you clear the skales an move your heroes away, after that just kill the spiders.
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Jun 18, 2007, 08:51 PM // 20:51
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#2054
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Ascalonian Squire
Join Date: Mar 2007
Location: France !
Guild: Always Asking [Why]
Profession: W/
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That's true that skales are soooo annoying. I always made a so-so beginning run . Once I passed through the skales and arrived to the spiders, it's a piece of cake. Even if they are a large bunch of armored freaking filthy spiders ( I don't like them, don't you see ? ) I managed with both my life and damage output.
I get pretty good run when I do them ( about 3-4 shards, tons of legs of spiders, keys, blue and purple chaos axe; not all of this everytime, but it's fairly paying).
I use a derivated from the original build, a W/me physical res/cleave/exec etc...
And it works good enough to ensure me good results even when sending the shards goes terrible 'cause of the market (ahh too many farmer ).
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Oct 08, 2007, 09:58 PM // 21:58
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#2055
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Forge Runner
Join Date: Sep 2005
Location: Uk,Wales
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It can still be done with
16a
-2 dmg (stance Sheild)
Zealous Weapon of Shelter
Knights Insignias
Suprior Absorbtion.
Attack skill/Attack skill/Attack skill[skill]Dolyak Signet[/skill][skill]"I Will Survive!"[/skill][skill]Troll Unguent[/skill][skill]Melandru's Resilience[/skill][skill]Enraging Charge[/skill]
Thread Necromancy ftw
Last edited by dont feel no pain; Oct 08, 2007 at 10:01 PM // 22:01..
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Oct 08, 2007, 11:30 PM // 23:30
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#2056
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Furnace Stoker
Join Date: Oct 2005
Location: Planet Earth, Sol system, Milky Way galaxy
Guild: [ban]
Profession: W/
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You can still use the W/Mo build in the first post, too, and that one has an IAS skill. Also, no Dolyak Signet=win for this run. Knight's Insignia and Shelter(Defense +5 works fine)grip are not needed, but can be helpful.
Actually, there are lots of builds that can work still, including yours.
I've used: Attack Skill/Elite Attack Skill/[skill]"Watch Yourself!"[/skill][skill]Flail[/skill][skill]Enraging Charge[/skill][skill]Healing Signet[/skill][skill]Vigorous Spirit[/skill][skill]Live Vicariously[/skill]
after the armoor update; it worked fine. I just renew Vigorous before it runs out to draw Savage Shot. Works better with Cyclone Axe or Whirlwind Attack as one of the attacks.
I used a zealous axe of defense, -2(stance)+30 shield, and my regular(meaning insignia doesn't matter)armor.
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Oct 09, 2007, 02:16 AM // 02:16
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#2057
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Forge Runner
Join Date: Feb 2007
Location: Melbourne, Australia
Guild: None
Profession: W/
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Bah the W/Me still works perfectly fine. Just use Knight's Armour and a -2 stance shield and you'll be taking 0s (with the occasional 1 and 2) with Physical Resistence. Watch Yourself was really only used to cover yourself when you use heal sig
And before you ask, I've done runs after the armour nerf and I have noticed no difference in speed (or damage taken).
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Nov 04, 2007, 05:56 AM // 05:56
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#2058
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Frost Gate Guardian
Join Date: Jul 2006
Guild: LaZy
Profession: Me/E
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Something has changed on the Spider run.... I haven't played for about 8 months but something has definatly changed! Does anyone know why the Spiders hit me for anything between 0-17.... before it was much less than 17.
Nevermind, I think it was because my timing was off. On my fourth run things went much smoother, I was able to take the entire group at once.... Just had to knock the rust off
Last edited by Nerull; Nov 04, 2007 at 06:09 AM // 06:09..
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Nov 04, 2007, 06:14 AM // 06:14
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#2059
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Legendary Korean
Join Date: Aug 2006
Guild: The Benecia Renovatio [RenO]
Profession: W/
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Quote:
Originally Posted by Nerull
Something has changed on the Spider run.... I haven't played for about 8 months but something has definatly changed! Does anyone know why the Spiders hit me for anything between 0-17.... before it was much less than 17.
Nevermind, I think it was because my timing was off. On my fourth run things went much smoother, I was able to take the entire group at once.... Just had to knock the rust off
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Armour boosts no longer stack so, if you're using it, Dolak + WY! is only giving you +31 instead of +52. Armour boosts from armour, shields and weapons still add, though, so if you use a +10 piercing shield and a +7 shelter weapon and you should be fine.
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Nov 04, 2007, 06:46 AM // 06:46
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#2060
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Frost Gate Guardian
Join Date: Jul 2006
Guild: LaZy
Profession: Me/E
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So if I use Physical Resistance and Dolyak... they don't stack????
And if that is the case, how do I make up for the -20 AC when I use my Heal SIg?
Last edited by Nerull; Nov 04, 2007 at 06:50 AM // 06:50..
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