I started this in the private section of LBSRA in hopes of getting us to a 100% no questions asked pass through Lornar's. For those of you that have heard of the LBS Running Academy www.lbsra.net you know that we are some of the best runners in the game. Yes we have some problems running the worst chaser spawns through Lornar's (though we have our own ways of getting customers through without much time and it is very rare that our graduated runners require a respawn when running this section). My hopes in moving this post to the gwguru home is that I will get many responses from the community in a short time. I am testing a theory that will need many attempts to get the full details. I know that what I am posting is not 100% (remember the word theory). This post should get you started. Please respond in detail your run and use the boss / no boss as the title. Also include Hard, Medium, or easy in your opinion. These results are based on my own few attempts. I wont ask for the build you used though it would help in determining if the run was hard due to your skill set or not. I sincerely hope that we can solve lornars and find a way to recognize spawns based on the boss and 1st section of the run.
Starting Post:
Quote: Originally Posted by Me Nofat Well I have run Lomars about 100 times over the last 5 days and I am starting to notice that the spawns are not random. Let me clarify. They are random (which one you get) but the placement of monsters in the section b4 the 1st cave will tip the hat to which spawn you have. For instance if you have more than 3 in the 1st set (like some Averica) then you have the worst spawn possible until you get to the Troll caves (which you probably won't make). After the Troll caves with that spawn it is a very easy run. If you get the normal spawn (i.e. three in the 1st set and can run up the right side all the way to the caves w/o slowing) then you will see 1-2 worms at the beginning or end of the cave. If they are at the end of the cave then at least 1 will follow you all the way up to the top of the hill and your safe rest point is after the grawl and b4 you enter the Troll cave. If they are at the front of the worm tunnel then you have the normal run that we all hope for. The other 'main' spawn that I see is basically a dodge fest to get into the worm cave. On this spawn you will get 2-3 worms at the mouth of the cave with Pine and Ice Golems at the back. This is one of the 2 hardest spawns to beat in my opinion.
Maybe you find the same thing or maybe you don't. I am convinced that the spawns while random can be figured out before you enter the 1st cave. Strategies for each spawn (i.e. timing for skills and movement) can be worked out to perfection.
These "random" spawns have to be noticeable. Post 2:
Quote: Originally Posted by Me Nofat I did a few solo and a few with ***(name removed)*** this morning.
From what I can tell there are 9 total spawns. I am calling these NB (no boss), The Quickroot Dodge, and The Poisonbough Siege. Each boss or NB has 3 spawns. Easy, Medium, and Hard. These terms are relative to the boss.
You find the boss by looking up at the start while enchanting yourself. He is (or isn't) above the respawn point. Just hold ctrl.
.....There are certain creature mixes to each of the 3 categories for each of the three bosses. This is going to get detailed and need a lot of testing to prove or disprove. I will tell you that there is a pattern. Narrowing down the exacts will be hard. Post 3:
Quote: Originally Posted by Me Nofat
Here is what I have found so far.
The Quickroot Dodge: Easy version
When you exit Beacons and look up you will see the boss Quickroot you will know that you are in for a dodge fest if you waste any time so get moving. You can usually dodge the sets of monsters on the way to the 1st cave easily if you don't slow down. I would recommend not stopping at the small area where you wait for the imp patrol. If you are moving you will beat them into the cave. You will have 6 Averica and 1 worm at the front of the 1st cave. The back of the cave is a safe area. This run is easy from here. If you get delayed at the beginning the run gets harder. You will have to dodge all of the groups as they spread out to cover almost the entire passable area in front of the cave. The Averica at the cave entrance will also spread out to cover the entire inside of the cave and not allow you the safe area at the back. We will map this run more in the coming days. I am still looking for a way to notice this spawn from the other Quickroot spawns. There has to be 1 distinguishing factor or the Quickroot runs will be used as a respawn trigger for us.
Quickroot Dodge: Medium Version
Not sure that I have ran this yet.
Quickroot Dodge: Hard - Impossible
Like all Quickroot runs you should be fast out of the gate or you will have monsters all over the map. Dodging just to enter the 1st cave becomes a challenge with this spawn. When you look up Quickroot is with 3 Ice Imps. To your left are one Pine and 2 Imps. To your right you will have 2 imps and 2 pines. Behind the group of I/P you will have a patrol of 2 siege and 2 Averica followed by a patrol of 4 imps. Your best bet is to start fast and stay right though the 1st area and start dodging to the left as you get closer to the 1st cave. You will find the normal patrol of Ice imps in front of the cave with 2 pines off to the far left of the map. There are 2 worms starting at the front of the cave that follow you all the way out the back of the cave. Inside the cave there are 3 Averica. Exiting the cave you will find 2 siege and 2 pines and one Averica that cannot be avoided. I died here so I have to finish this one off.
No Boss: Easy
In general I would say that the no boss runs are the easiest of the runs. The hard is still hard but more on a level with the medium difficulty runs. There will be 2 imps and 2 pines down the R side of the path upon exiting Beacons. Follow the R side up to the small area where you wait for the imp patrol in front of the cave. There will be a group of 4 imps and possibly a siege on the opposite side of the rest area. Swing left and follow the path into the cave avoiding the imp patrol. When approaching the cave there will be a pine and an imp on your left. There will be 2 worms going through the cave. On the few times I ran this spawn the Averica were at the back of the cave and there was a safe spot at the top right on exit. On the way to the top of the troll caves b4 you enter (safe point) I passed 2 siege and 2 pine on my R which were easy to avoid and 9 grawl which you can easy sprint through. At the back b4 going up the hill there are stone summit and a dolyak. I did not run the back end of this spawn when mapping this out.
No Boss: Medium & Hard still need to be found
The Poisonbough Siege: Easy
The Poisonbough Siege: Medium
When you look up you will see Poisonbough and 1 imp. This is a normal run until the 1st cave. That means 3-4 at the 1st group with 1-2 imps and 2 pines. Nothing until the imp patrol that you follow into the cave. It should be noted that if you waste 20 seconds or more at the spawn you will have to do some dodging. Wait on the imp patrol and follow them into the cave. The worm will attack somewhere near the middle or back of the cave. This is a chaser worm and there is no safe area until you are rdy to enter the troll cave. There will be siege and pines to work around until you start up the hill leading to the troll cave. I haven't done much mapping on this yet.
The Poisonbough Siege: Hard
There are 2 pine and 2 imps to the R after exiting Beacons. Poisonbough is with 3 imps. Behind the pine and imps on the R there are 2 guile, 1 brave, 1 ardent, and 1 fierce Averica. There is also a patrol behind them of 5 siege that move from left to right. You must not waste time on this spawn if you want to survive hug the R side and do your best Barry Sanders until you get to the normal rest point by the imp patrol in front of the cave. This area you will have to be patient as there are 10 imps 1 pine and the patrol spread out. Do not use your charge, sprint, or balanced until you get hit by the worm or later if you can wait... you will need them once in the cave. This worm will attack you far from the cave opening (usually while you are trying to dodge the moving monsters and the imp patrol. Once inside the cave the worm will turn into 2 worms about 1/4 the way through just in time for you to start taking damage from 6 Averica. Balanced stance and a charge are critical to you making it away from the cave. There are 2 pines and 2 siege to dodge at the back of the cave.....sadly this is where I die on this spawn almost 90% of the time.
*NEW ADDITION*
The Clobberhusk Quickie: Easy
I have only run this spawn for Clobberhusk since I started tracking the patterns. This is by far my favorite spawn. There will be 1 pine and 1 imp to the R when you exit. You should encounter an early worm after following the patrol. Just run this worm until the 2nd joins in or you have entered the cave. This is a long worm chaser and the only hard part of the entire run. In the cave there will be minimal Averica (3 if I remember). The back of the cave has 2 siege and 2 pines. The run is easy from here.
We will do our best to map and verify that my findings are not just chance. There are at least 10 different spawns with 3 levels of difficulty (actually 5 but that is a longer theory). For now we will focus on detailing the best possible (noticeable) spawn when you exit Beacons. After that we will map the rest.
Please add what you have found and we will consider all the data. That is all I have. I hope that many of you test and post. What I have above might help some but I do not feel like I am selling out Beacons runners by posting it because this is very far from complete.
The Quickroot Dodge: Easy version
When you exit Beacons and look up you will see the boss Quickroot you will know that you are in for a dodge fest if you waste any time so get moving. You can usually dodge the sets of monsters on the way to the 1st cave easily if you don't slow down. I would recommend not stopping at the small area where you wait for the imp patrol. If you are moving you will beat them into the cave. You will have 6 Averica and 1 worm at the front of the 1st cave. The back of the cave is a safe area. This run is easy from here. If you get delayed at the beginning the run gets harder. You will have to dodge all of the groups as they spread out to cover almost the entire passable area in front of the cave. The Averica at the cave entrance will also spread out to cover the entire inside of the cave and not allow you the safe area at the back. We will map this run more in the coming days. I am still looking for a way to notice this spawn from the other Quickroot spawns. There has to be 1 distinguishing factor or the Quickroot runs will be used as a respawn trigger for us.
Quickroot Dodge: Medium Version
Not sure that I have ran this yet.
Quickroot Dodge: Hard - Impossible
Like all Quickroot runs you should be fast out of the gate or you will have monsters all over the map. Dodging just to enter the 1st cave becomes a challenge with this spawn. When you look up Quickroot is with 3 Ice Imps. To your left are one Pine and 2 Imps. To your right you will have 2 imps and 2 pines. Behind the group of I/P you will have a patrol of 2 siege and 2 Averica followed by a patrol of 4 imps. Your best bet is to start fast and stay right though the 1st area and start dodging to the left as you get closer to the 1st cave. You will find the normal patrol of Ice imps in front of the cave with 2 pines off to the far left of the map. There are 2 worms starting at the front of the cave that follow you all the way out the back of the cave. Inside the cave there are 3 Averica. Exiting the cave you will find 2 siege and 2 pines and one Averica that cannot be avoided. I died here so I have to finish this one off.
No Boss: Easy
In general I would say that the no boss runs are the easiest of the runs. The hard is still hard but more on a level with the medium difficulty runs. There will be 2 imps and 2 pines down the R side of the path upon exiting Beacons. Follow the R side up to the small area where you wait for the imp patrol in front of the cave. There will be a group of 4 imps and possibly a siege on the opposite side of the rest area. Swing left and follow the path into the cave avoiding the imp patrol. When approaching the cave there will be a pine and an imp on your left. There will be 2 worms going through the cave. On the few times I ran this spawn the Averica were at the back of the cave and there was a safe spot at the top right on exit. On the way to the top of the troll caves b4 you enter (safe point) I passed 2 siege and 2 pine on my R which were easy to avoid and 9 grawl which you can easy sprint through. At the back b4 going up the hill there are stone summit and a dolyak. I did not run the back end of this spawn when mapping this out.
No Boss: Medium & Hard still need to be found
The Poisonbough Siege: Easy
The Poisonbough Siege: Medium
When you look up you will see Poisonbough and 1 imp. This is a normal run until the 1st cave. That means 3-4 at the 1st group with 1-2 imps and 2 pines. Nothing until the imp patrol that you follow into the cave. It should be noted that if you waste 20 seconds or more at the spawn you will have to do some dodging. Wait on the imp patrol and follow them into the cave. The worm will attack somewhere near the middle or back of the cave. This is a chaser worm and there is no safe area until you are rdy to enter the troll cave. There will be siege and pines to work around until you start up the hill leading to the troll cave. I haven't done much mapping on this yet.
The Poisonbough Siege: Hard
There are 2 pine and 2 imps to the R after exiting Beacons. Poisonbough is with 3 imps. Behind the pine and imps on the R there are 2 guile, 1 brave, 1 ardent, and 1 fierce Averica. There is also a patrol behind them of 5 siege that move from left to right. You must not waste time on this spawn if you want to survive hug the R side and do your best Barry Sanders until you get to the normal rest point by the imp patrol in front of the cave. This area you will have to be patient as there are 10 imps 1 pine and the patrol spread out. Do not use your charge, sprint, or balanced until you get hit by the worm or later if you can wait... you will need them once in the cave. This worm will attack you far from the cave opening (usually while you are trying to dodge the moving monsters and the imp patrol. Once inside the cave the worm will turn into 2 worms about 1/4 the way through just in time for you to start taking damage from 6 Averica. Balanced stance and a charge are critical to you making it away from the cave. There are 2 pines and 2 siege to dodge at the back of the cave.....sadly this is where I die on this spawn almost 90% of the time.
*NEW ADDITION*
The Clobberhusk Quickie: Easy
I have only run this spawn for Clobberhusk since I started tracking the patterns. This is by far my favorite spawn. There will be 1 pine and 1 imp to the R when you exit. You should encounter an early worm after following the patrol. Just run this worm until the 2nd joins in or you have entered the cave. This is a long worm chaser and the only hard part of the entire run. In the cave there will be minimal Averica (3 if I remember). The back of the cave has 2 siege and 2 pines. The run is easy from here.
We will do our best to map and verify that my findings are not just chance. There are at least 10 different spawns with 3 levels of difficulty (actually 5 but that is a longer theory). For now we will focus on detailing the best possible (noticeable) spawn when you exit Beacons. After that we will map the rest.
Please add what you have found and we will consider all the data. That is all I have. I hope that many of you test and post. What I have above might help some but I do not feel like I am selling out Beacons runners by posting it because this is very far from complete.

Must be a mistake 
thanks
Forget I asked the question in the first place, then.