3 Quick Q's Regarding Running

EmpressDervina

Pre-Searing Cadet

Join Date: Aug 2009

I just have three quick questions regarding running, for those who can help:

1) Is running at a constant 25% faster alright/the "norm"?

2) Is there a way to run consistently at 33% faster speed? If so, how exactly?

(Note: I can barely tell the difference between 25% and 33% personally, so do not know if it makes that much of a difference; been testing between haste spells such as Harrier's Haste (25%), and Pios Haste (33%), and I don't really see a difference.)

3) What's the best way "around" keeping your speed up when enchants are removed? Just using Harrier's Haster, since that requires no enchantment to use?

3b) Does Vow of Silence keep enemies from removing enchants?

I just recently created a Derv to run friends, and currently have War as my second prof temporarily, as I was not sure what secondary to go with yet. I do not use any War skills, only all Derv, and only need Vow of Silence to nullify being nailed with spells.

The build I'm running now was used by someone who ran me the other night (they were showing Drok's run to a friend and let me tag along to watch), with the exception of having Monk as their secondary and using Mending. I know, that's considered a "wammo" build (as with W/M's in the past) but I've rarely seen a better runner. No shadow stepping needed. Just a good "'ol fashioned" solid run.

Anyway, thanks in advance to anyone who can help a new runner .

Sierraa

Sierraa

Supastar~ ???

Join Date: May 2006

USA [GMT -7]

Sierraas Asian Harem [love]

Me/

1. I'm used to having a 33% up all the time, but I don't run on derv.
2. Pious Haste? Dwarven Stability + Run Buff at higher ranks can usually keep stances up long enough for most recharges.
- Having the 33% or even the 50% (For dash) is important when you get snared. You'll move a lot slower snared with a 25% than a 33% or a 50%.
3. Finding safe spots to recover/put up enchants on the run is the easiest. ;x It's about learning spawns.
3b. Vow of Silence can be removed by aoe enchantment strips (which isn't a problem in running) or indirectly by Signent of Disenchantment or Well of the Profane.

http://pvx.wikia.com/wiki/Build:D/A_...n_Droks_Runner
http://pvx.wikia.com/wiki/Build:D/A_..._Droks_Dervish

I run on a R/D, and would be happy to show you the route I take or any of the safe spots I use. :]

EmpressDervina

Pre-Searing Cadet

Join Date: Aug 2009

Quote:
Originally Posted by Alexander Burn Victim View Post
1. I'm used to having a 33% up all the time, but I don't run on derv.
2. Pious Haste? Dwarven Stability + Run Buff at higher ranks can usually keep stances up long enough for most recharges.
- Having the 33% or even the 50% (For dash) is important when you get snared. You'll move a lot slower snared with a 25% than a 33% or a 50%.
3. Finding safe spots to recover/put up enchants on the run is the easiest. ;x It's about learning spawns.
3b. Vow of Silence can be removed by aoe enchantment strips (which isn't a problem in running) or indirectly by Signent of Disenchantment or Well of the Profane.

http://pvx.wikia.com/wiki/Build:D/A_...n_Droks_Runner
http://pvx.wikia.com/wiki/Build:D/A_..._Droks_Dervish

I run on a R/D, and would be happy to show you the route I take or any of the safe spots I use. :]
Thanks for the response

So, you run with a Ranger (R/D)?

How do you keep up the 33% rate?
If you could pass on to me what skills you use and how to keep up that rate, that would be greatly appreciated!

I've looked at the "Unstoppable Droks" build, but the reason I'm not going with that is that I'm trying to run a build that does not require any rank-related skills.

I pretty much have most spawns memorized, I just have to get the running itself down to a "t", but I've not been able to figure out how to keep up the 33% rate, and the last Derv to run one of my toons did not use any 33% rate skill. Odd...

Any more info/help would be appreciated regarding your skills

P.S.
The other thing that confuses me about running at a constant 33%, is the fact that every build for runners shows nothing but 25% skills (except for Ranger, which I might change to now, ha ha). Even the two you listed, which I checked into a few weeks back (thanks, though)... so I figured that a steady 25% was the "norm". I don't see any 33% for Wars (except certain elites I've never seen anyone use) or Derv, except Pios Haste.



Yeah, see... that's what confuses me...

There really are no skills for 33% (except for very, very few), so both Wars and Dervs must really always be running at 25%, especially since I've watched/been told what skills people are using in-game many time.

Also, secondarily, I can see no perceivable difference between 25% and 33%, though I'm sure the game is counting it... but I notice almost nothing.

Just tried Harrier's Haste (25%) then Pious Haste (33%) back-to-back about thirty times in different areas, even counting going back-and-forth between two big trees or rocks, and maybe there's about a 1 second difference.

majikmajikmajik

Wilds Pathfinder

Join Date: Aug 2007

SATown~Tx

Guild Hopper!

R/

Quoted from wiki
Skills that boost movement speed
Bull's Charge, Charging Strike are elite stances granting speed boosts until a skill is used, and bonuses when hitting an enemy.

Enraging Charge gives a speed boost until an enemy is hit by a melee attack you make.

Rush, Sprint are popular warrior speed boosts.

Charge! is an elite shout that increases the movement rate of all allies in earshot.

"Retreat!" is much like "Charge!", but only functions when there are dead allies in earshot, which is a big drawback.

Battle Rage grants a speed boost to the user among other effects.

Soldier's Speed Grants speed boost while under the effect of a shout.

Call of Haste quickens a pet's movement and attack rate.

Rampage as One, Run as One increases the movement rate of both a pet and his ranger master. Rampage additionally buffs attack rate, and so is a popular choice for Thumpers. Can be countered by killing a ranger's pet.

Dodge, Zojun's Haste, Escape, Natural Stride are stances providing both speed boosts and some defense against attacks.

Storm Chaser, Storm's Embrace are stances providing speed boosts and small benefits for rangers hit by elemental damage.

Illusion of Haste is an enchantment that causes a personal speed boost. It has the serious drawback of crippling the mesmer after it's duration has ended. This cripple can cause problems for a character if the enchantment duration ends at an inopportune time.

Storm Djinn's Haste is a unique speed boost enchantment that drains the user of energy. Very popular for flag running.

Armor of Mist is commonly used for players using the Water Magic line. Note that this also provides an armor bonus. However, its cast time and duration make it less than ideal for flag running when compared to the speed boosts in the Air line.

Windborne Speed can be applied to both the caster and allies.

Flame Djinn's Haste deals fire damage upon activation.

Burning Speed causes burning upon activation. This skill can produce a very fast movement rate higher than the usual 33% inscreasement cap, comparable to Dash, but the burning drawback limits its utility.

Assassin shadow steps allow traversal of ground at a faster than normal rate -- an indirect speed boost.

Shadow of Haste acts as both a speed boost and an anchor for a return shadow step.

Dark Escape adds damage reduction as well as the increase in movement speed.

Dash is a stance granting a 50% speed boost compared to the normal cap of 33%. While dash is useful for a short burst of speed and gaining ground rapidly, it is not the best speed boost for sustained running.

"Fall Back!" and "Incoming!" give all allies in earshot a 33% speed boost and a minor amount of healing. Since "Fall Back!" only ends when an ally attacks, it is an excellent kiting aid for casters. However both have a maximum shout duration of 10 seconds.

Godspeed, "Make Haste!", "Lead the Way!" are shouts that improve the movement rate of teammates.

"It's just a flesh wound." Speed boost if a condition is removed

Avatar of Balthazar is an excellent skill for a constant speed boost as well as an armor boost.

Enchanted Haste this skill requires an enchantment to increase speed but works well with earth magic armor skills like Armor of Earth

Featherfoot Grace is a common speed boost that is also an enchantment that would benefit a Dervish with sufficient points into Mysticism.

Harrier's Haste is both a damage booster and a speed boost.

Lyssa's Haste is excellent for both Energy management as well as a speed boost. The health cost can be migated by simply upkeeping Mystic Regeneration.

Onslaught will also increase attack speed (IAS).

Pious Haste can be kept up constantly with no backlash on a Dervish with no enchantments being used.

Signet of Mystic Speed speed is increased by 15% for each enchantment on you. Maximum increase is 33%.

Whirling Charge will also increase attack speed (IAS).

Junundu Tunnel grants a 10 second 66% speed boost whilst in Junundu form.

HYAHHHHH! grants a 10 second 11% speed boost whilst in Siege Devourer form. This skill will stack when used repeatedly, with the maximum speed buff being a 33% speed boost.

Mindbender increases effectiveness with more Asura Rank and provides quicker casts for needed running/healing spells.

Drunken Master increases in both speed boost percentage and duration with higher Deldrimor rank

Choice your poison and run with it lol.

BulletStopper

BulletStopper

Frost Gate Guardian

Join Date: Nov 2005

Staring At my computer

Knights an Heroes

Mo/

Dwarven Stabilty and Natural Stride with give you a constant 33% faster run. You do have to recast Dwarven, but it's a 1/4 second cast, so the slow down is minimal.

the only draw back, if you get hexed or enchanted, you loose your buff.

I use this combo, with Spell Breaker if running with my monk. I just make sure to cast SB, Dwarven and then natural stride.

Sierraa

Sierraa

Supastar~ ???

Join Date: May 2006

USA [GMT -7]

Sierraas Asian Harem [love]

Me/

I bring Dodge, and Zoujun's haste and Natural Stride

The PvE skills don't necessarily need a rank. I've done ok with very low ranks on both my mesmer, and my ranger. You can use 25%, it doesn't make that big of a difference. Though I thought Pious Haste lasted longer than recharge.

I don't run on dervish ;x So I honestly don't know what they run, or if 25% is normal.

Vow of Silence, Fleeting Stability, I am Unstoppable, Natural Stride, Zojun's Haste, Dodge, Vital Boon, Mystic Regeneration (or Troll Unguent)

EDIT: R/D Droks