Guide on How To Solo Run Lornars pass to Camp Rankor
I been Hanging around beacon's perch for a while and seen all the Scams and a few runners still most people don't Beleive it possible to Run it let alone solo it. So for a challenge I decided to Solo run it. I tried it a few times and its really simple to do with the correct build so here is my build.
This is my Lornar's Pass running Build
Note you wont be able to kill anything at all with this build so try it only with full refund points
Skills: [Attribute] (Energy, Cast Time, Recharge TIme)
1) Charge!' [Tactics] (5,0,20) Shout: For 10 seconds, all allies in the area move 25% faster. This is an elite skill.
2) Balanced Stance [Tactics] (5,0,30) Stance: For 18 seconds, you cannot be knocked down and you do not suffer extra damage from a critical attack.
3) Shields Up!' [Tactics] (10,0,30) Shout: For 18 seconds, you and nearby allies gain 50 armor against piercing damage and 34% chance to block incoming projectile attacks.
4) Healing Signet [Tactics] (0,2,4) Signet: You gain 130 health. You have -40 Armor while using this skill.
5) Troll Unguent [Wilderness Survival] (5,3,10) Skill: For 10 seconds, you gain health regeneration +8.
6) Endure Pain [Strength] (5,0,30) Skill: For 12 seconds you have an additional 244 health.
7) Storm Chaser [Wilderness Survival] (10,0,30) Stance: For 17 seconds, you move 25% faster, and you gain 4 energy whenever you take elemental damage.
8) Sprint [Strength] (5,0,20) Stance: For 13 seconds, you move 25% faster.
All Skills except Charge can be gotten pre ascesnion
Charge - Elite- Cap off of Balthazars Cursed in Perdition Rock
Balanced stance - quest in Fisherman's Haven (or Buy in Droknor)
Shields up -Quest in Heros Auidence (or Buy in Droknor)
Heal Sig -Starter skill
Troll unguent Starter SKill
Endure pain -Post searing Warmaster Grast (or buy in Yak's Bend)
Storm Chaser -quest in Druids overlook (or Buy in Amoon Oasis)
Sprint -Post searing Warmaster Grast (or buy in Yak's Bend)
Necessary Equipment:
Good armor with at least 25 energy,
High Fortitude one handed sword or axe,
Crimson Carapace shield with 16 armor +45 health and -2 damage while in stance (can be gotten in desert for 5 bleached shells(waste of shells IMO) or in Snakes dance for 5 Frosted Griffron wings also usually can be obtained in LA pretty Easily for about 2k)
Rune of Minor Tactics
Rune of Minor Strength
Helm with +1 tactics or Strength
With this build you will have 30 seconds of sprint and storm chaser.
Storm Chaser has 30 sec recharge time if you don't jump the gun on changing stances you should have constant "sprint".
Balanced stance is the key to running Lornar's with it you cant get knocked down which makes the frost wurms and Tundra giants eat your dust.
The down side to balanced stance is you cant move faster while using it since it is a stance and ends all other stances to solve this combo it with Charge! :P
Charge is a shout which stacks with your stances you can use it with sprint and storm chaser to make you go even faster or use it with balanced stance to make you "sprint".
Lornar's Pass
The Hardest part of the run to Droknor's is this very first cave. It has a pack of Avicara in it, 3 Ice Imps patroling outside and 2-4 Hidden Frost Wurms. If you get past the Avaicara there is a patrol of Ice Golems with water Trident.
The Big menace here is not the frost wurms or the avicara but the Ice Imps a Mind freeze here will 9 times out of 10 lead to certain death.
Stay far away back to avoid triggering the Wurms and observe the patrol pattern of the ice Imps once you understand the pattern you can make a run for it. you will go about 2 inches forward before you get knocked down by a wurm activate Balanced stance, prepare to activate Charge!, endure pain and Shields Up! when you get near the Avaicara. Depending if you have lost the Frost Wurms or not you might want to hit sprint too. If you have enough speed you should be able to unagro the Avicara with out agroing the Ice Golems behind them. In this narrow Strip of land (very very narrow) heal up wait for balanced stance to recharge activate Troll Unguent and try to speed pass the Ice Golems to saftey.
The Rest of Lornars pass should be easy if you remember these facts.
Pinesouls drop Barbed traps whihc leave you bleeding and crippled
Ice Golems use water trident which knocks you down
Frost Wurms Knock you down
Stone Summit Anarchrists Have Crippling Anguish which slows you down.
If you have some DP at the bottom of Lornars and your country has favor you might want to Visit grenths temple and pay Grenths avatar 100 gold to lose 2% dp.
If you remember these facts you should have enough speed to make it to Dreadnought Drift.
Dreadnougt's drift
This zone is realitvly easy when you get in sprint to the rigth.
the left side has dolyaks, herders. and anarchrist which knocks and slows you down. If you head to the Right with your speed you should quickly lose your dwarvern friends of mostly rangers, cravers, and Gnashers. Heal up make sure to avoid the lone anarchrist that likes to patrol the middle of the map. Run towards the Tundra giants as soon as they start making noises hit balanced stance, charge, and endure pain. run pass them to saftey heal let Balanced stance and endure pain recharge Rinse and repeat till you zone.
Snake's Dance
the top of Snakes dance is nothing but Tundra Giants. the space is much more confined and safe areas to heal and let BS recharge are harder to find and harder to get to but they are there. This is very time consuming but easy to do with patience.
Once your pass the The giants youll start seeing azure Shadows this might be a challenge sicne you dont know where they are till you argo them but with Balanced stance you should be ok. NOTE: you should be able to outrun everything and lose agro but some of the Shadow bosses dont give up the chase very easily
Next hard part is the Troll cave it has one or 2 golems in it in addition to an army of trolls dont get knocked down by water trident and trapped by Mountain trolls and you should be ok.
the new anti farming anarchrist is your next challenge and if they spawn right in front of the portal to Rankor you are in for a wqorld of hurt. you can try going around them if possible but everytime i have been hit with crippling anguish i have died, twice right in front of the portal to Rankor. Best tactics to use is to go in with troll unguent and sprint hit endure pain if they hit you and hope you can zone before you die. AVOID Anarchrist at all Costs.
Wouldn't it be better to go as a monk secondary and pack the condition remover and hex remover? Storm chaser really doesn't seem necessary as 6+1 str will get you a 11 second sprint and a 8 second charge, so you would be running at 25% increased speed almost nonstop (not to mention storm chaser costs 10 mana T_T)
Why troll urgent, I don't get it, if your on a rush, you would not want a skill with more than 3/4 second of cast time. It's useless, get Dodge, it's the only skill that can succesfully de-aggro the wurms without getting knocked out once after the first. I also don't understand why you put Charge into it. Storm Chaser and Sprint already covers each others recharge time. Replace it with another defensive stance, such as gladiator's defense (also elite).
Yeah, the stances won't stack, so Charge is a good elite to bring, the only problem with this whole thing is that the only benefit to running from Beacon's to Droknor's is high armor with a low level character, by the time you've capped charge, you've beaten the S shiverpeaks, so, I have to ask, what's the point?
Wouldn't it be better to go as a monk secondary and pack the condition remover and hex remover? Storm chaser really doesn't seem necessary as 6+1 str will get you a 11 second sprint and a 8 second charge, so you would be running at 25% increased speed almost nonstop (not to mention storm chaser costs 10 mana T_T)
Storm chaser lasts longer than sprint at equal levels of their attribute plus if your being attacked you quickly make up for the 10 energy a majority of the time.
I dont use charge as a sprint but more as an after burner use it when you need to do tight maneuvers, get out of hairy situations or as a boost to speed. Using charge as a normal sprint means it wont be there when you need it.
The thing about this build is infinite sprint you can keep running forever and have charge to after burner you.
the only conditions you get that matters on the run are from barbed traps which can be easily avoided most of the time. hex removers on the other hand might come in handy. There are 2 points where hexes can kill you Ice Imps Mind freeze and the Anarchrist combo of Crippliling anguish Conjure Phatasm. The only two self hex removers in the monk line are remove hex and purge signet. Remove hex might work for the ice imps but stoping to cast it might kill you and ice imps might throw it back on or malestrom you if this happens your basically going to get killed by the frost wurms or avicara.
Purge Signet has a long recharge but migth work for removing crippling anguish so you could possibly escape from an anachrist it probably going to cost you 20 energy since hell probably have 2 hexes on you and there is a chance he might just throw it back on you might be something to consdier though.
OrangeArrow pointed it out in his post and ShadoWrath again: Stances do not stack. If you have one stance active (sprint) then activate storm chaser, it cancels sprint.
Balanced Stance is a stance. Charge is a shout. You can use them both together.
The other alternative would be to bring an enchantment based run buff- illusion of weakness, armor of mist and windborne speed are the only ones that come to mind, but they aren't great on a warrior primary.
I agree that troll unguent is less than ideal because of the long cast time, but if he made it work, good for him. It also works well with the attributes he has- the only other heal-over-time spells are healing breeze and shield of regen. The problem is that monks have no run buffs.
Elementalists have no reliable healing.
Necros have life siphon, but it too has a long cast time and is expensive. Necros don't have run buffs either.
Mesmers have illusion of haste, illusion of weakness, and ether feast, but ether feast is a slow casting spell as well.
When you break it down that way, Ranger is a very good secondary for what he wants to accomplish- running and self healing.
If you think energy is a problem, Storm Chaser probably helps a ton. A lot of the damage you'll take in the shiverpeaks is elemental-water based. Storm chaser will turn that into 4 energy per hit, and really, what are you spending your energy on?
BTW, nice work OrangeArrow. Might be worth video-capturing.
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Quote:
Originally Posted by Zrave
if it weren't elite you could pull off the dreaded oath shot/signet of midnight/determined shot combo
Why troll urgent, I don't get it, if your on a rush, you would not want a skill with more than 3/4 second of cast time. It's useless, get Dodge, it's the only skill that can succesfully de-aggro the wurms without getting knocked out once after the first. I also don't understand why you put Charge into it. Storm Chaser and Sprint already covers each others recharge time. Replace it with another defensive stance, such as gladiator's defense (also elite).
with no expertise dodge is only 5 seconds with 30 recharge
You dont use troll urgent when your running the majority of the time you going to be standing in safe areas waiting for BS to recharge. Plus Troll Unguent is an HoT use it just right before you agro an crow you have to run through to get a little extra health then hit endure pain just as its about to run it
so you want to stop running to use gladitors stance to let everyone catch up to you so you can avoid their attacks 75% of the time?
Thanks for the guide. I've been trying to complete this run for a few days now and it's really been pissing me off. My second char is a W/Mo.
I guess a big part of my problem is that I haven't been totally respeccing to the running setup. I've still got 12 points or so in Hammer. I guess I should try to totally spec into strength, tactics, & healing. I hadn't thought about taking a shield and using shield stuff as well...
I have been able to run north through Snake Dance to Dreadnought's a few times. And being able to do this run, for me, is more important. Where I've been having trouble on the Snake Dance run is at the northmost collector, just before the road curves down to the bridge. There's usually 3 groups of Tundras here all tightly packed, and the last few runs I just haven't been able to get through them.
So much of your success, to me, depends on what kind of spawn you get in the level. For example if the Dwarf patrols spawn in Snake Dance it can be a LOT easier. What I'd like to know is if there's a quick and easy way to tell which spawn you've gotten so you can just rezone until you get an easy one... Anyone got any tips?