The Forge Runner
Me NoFat
IMPORTANT: Tips from the Pro's is now closed. You can continue to offer your insight at the end of the thread. If there is something that offers a major improvement to what is already here I will add it or replace something. This thread is getting long and I believe has *everything* needed. Unless there is a major breakthrough this thread is now complete.
EDIT: added Do it on the cheap by Mistical Miss
So you want to be a Forge runner.
I am happy you have made the decision to undertake one of the hardest challenges in GW Chapter 1. I have been running since birth and let me tell you it can be rewarding. It can also be frustrating, tedious, and embarrassing at times. With a little knowledge picked up here at guildwarsguru you can maximize your effectiveness and improve on your dancing at the end of each successful run. I am going to give you a compilation of knowledge that has all been gained by reading this forum. If you are hoping for secretly guarded knowledge let me inform you know that you can stop reading. Everything I am about to share you can be read in multiple posts on this forum and I will give credit where credit is due.
Lets Talk Armor:
Boots
We all know that new shoes make you run faster so I would go buy a set of either knights or ascalon boots. The real reason is that you get a -2 universal damage reduction from them. Now if you really want them to make you run faster then apply your strength rune to them for that extra attribute point towards Sprint.
Leggings
I am partial to Gladiators when I run for the energy bonus it gives. It isn’t much but when your running for your life every little bit counts.
Hauberk
Once again Gladiators is the best choice here.
Gauntlets
I prefer the Ascalon here also simply for looks.
Helm
This is a very important piece for Forge runners. Get the Lt. Helm from Henge of Denravi cost is costs 400gp 2 bolts of silk 8 iron ingots. This helmet will reduce the amount of time you are affected by a hex and will also increase the amount of time it takes a monster to cast the hex.
Quote:
Originally Posted by kvndoom
EDIT: added Do it on the cheap by Mistical Miss
So you want to be a Forge runner.
I am happy you have made the decision to undertake one of the hardest challenges in GW Chapter 1. I have been running since birth and let me tell you it can be rewarding. It can also be frustrating, tedious, and embarrassing at times. With a little knowledge picked up here at guildwarsguru you can maximize your effectiveness and improve on your dancing at the end of each successful run. I am going to give you a compilation of knowledge that has all been gained by reading this forum. If you are hoping for secretly guarded knowledge let me inform you know that you can stop reading. Everything I am about to share you can be read in multiple posts on this forum and I will give credit where credit is due.
Lets Talk Armor:
Boots
We all know that new shoes make you run faster so I would go buy a set of either knights or ascalon boots. The real reason is that you get a -2 universal damage reduction from them. Now if you really want them to make you run faster then apply your strength rune to them for that extra attribute point towards Sprint.
Leggings
I am partial to Gladiators when I run for the energy bonus it gives. It isn’t much but when your running for your life every little bit counts.
Hauberk
Once again Gladiators is the best choice here.
Gauntlets
I prefer the Ascalon here also simply for looks.
Helm
This is a very important piece for Forge runners. Get the Lt. Helm from Henge of Denravi cost is costs 400gp 2 bolts of silk 8 iron ingots. This helmet will reduce the amount of time you are affected by a hex and will also increase the amount of time it takes a monster to cast the hex.
Quote:
There are so many shields to choose from. Unlike armor there is not one perfect shield for this run. Many players have many different reasons for using a specific shield when running to the Forge. Personally I use a Summit Warlord Shield with -2 damage in stance and -3 damage when hexed for that rare chance that I am in a stance and hexed at the same time and get the -5 damage reduction. The possible shields are:
-2 stance, -3 hexed
-2 stance, -2 enchanted
-2 stance, -2 hexed
-2 damage +45 health while enchanted
-2 damage +45 health wile hexed (collectors)
-2 damage +45 health while in stance (collectors)
Are there other shields that work? Sure but I listed those to give you an idea of what works. It is up to you to find your “perfect” running shield.
The reason I recommend the Gladiators if for the extra energy boost. If you are a serious Forge runner then you will have many uses for that extra energy and I would say that if you are going to make money from the run then you should have the best equipment you can afford to improve your success rate.
Weapons:
For this same reason I have carry the following weapons
1. req 8 healing - energy +10 healing ankh from Maguuma Strade that also gives a +1 to healing and +30 health
2. I have a +5 weapon for a high energy setup. There are 2 different +5 energy weapons in this game. There is he HoD sword….little expensive, and there is a +5 energy wand that a collector right outside Nolani Academy has. The wand has 0 req. for the energy to be useful. The wand is a 5 req for fire magic which does not need to be met for the energy to be useful. If you go this way you have just picked up 23 energy I think total….8 for the gladiators and 15 on the wpn set.
3. Any + health sword. Perfect is +30.
Quote: Originally Posted by Racthoh You will also need the collector's wand outside of Nolani Academy. The one with 10% faster attack speed, however there are various versions of it. Just make sure you don't get the one with 10% chance to miss. Damage Reduction
Now let’s talk about damage reduction. This is a highly misunderstood subject and it shouldn’t be. Your goal as a Forge runner is to have the highest consistent damage reduction possible without compromising your build or skill list.
Quote: Originally Posted by mattjones527
1 piece of Knights or Ascalon armor is a GLOBAL -2 dmg reduction
Absorption runes = damage reduction Minor Rune is -1, Major Rune is -2, and Superior is -3 vs. ATTACKS(not spells)
Shield damage reduction is GLOBAL damage reduction
I think the max attainable dmg reduction = 10
shield ===== -2(st) -3(hexed)
knights/ascalon==== -2(always)
Absorption= -3(vs attacks) Actual Max is -11 as pointed out by Murder In China and Ubermancer later in the same thread but most runners will never use the wand.
Quote: Originally Posted by Murder In China -1 from a quest reward wand. Quote: Originally Posted by ubermancer Quest reward item, it’s a Truncheon with +5 armor vs physical and -1 absorption (10% chance) I prefer the Superior Absorption and Vigor when running but a Major of each would do the trick.
Quote: Originally Posted by Ensign The testing is as scientific as it gets. My conclusions are as open to revision as any, and are revised as new data suggests otherwise.
While armor is location specific, absorption is not. The -3 damage you get from a Superior Absorption rune is going to apply to hits on *every* location, whether the rune itself is in your chestpiece or your boots. The same goes for the -2 damage that a piece of Knights / Ascalon armor gives you - it's a universal bonus that applies to all hit locations.
Attacks still hit particular locations, and it's very noticible when an unarmored site takes the blow. When I'm standing in a Firestorm with full pyromancer's armor, it's obvious when I get a headshot - I take 24 damage instead of 18. The armor level of a hit location is still the basis of all future calculations. =)
Armor does not affect the chance to hit a target. That's always 100% unless there's a buff, debuff, or other effect forcing otherwise. Armor is simply damage reduction on blows that do hit.
The trick is to not think of 'reduces damage' as a location specific modifier. As far as I can tell the only mods that can be location specific are armor altering ones. Think of a Superior Absorption or the Knight's bonus the same way you would the health boost from a vigor rune, or the +1 to an attribute from your hat, or even +armor from a weapon upgrade. It's universal, and applied after armor.
Shields are conditional armor based upon facing - it adds its armor bonus to any attack that comes from 'in front', regardless of hit location. Just what 'in front' translates to in game, I'm not sure.
Peace,
-CxE Do it on the cheap: A cost effective way to start your Forge running today!
Quote: Originally Posted by Mistical miss *Edited by Me Nofat*
*Full Set of Desert Collectors Armor with minor runes*
without using the 15 attrib points from the quests? (using minor runes of tactics and strength)
12 tactics
10 strength
8 healing prayers
axe from ascalon + 25 health (collector one)
energy wand +5 (nolani)
stance shield 16 armor +45/-2 (the one above thirsty river)
healing ank +10 energy +5 armor(ench) +45 health (ench) req.8 (collector in the maguuma jungle)
I tested it, and it's perfectly possible to run droks with this!
weapon slots:
1) Axe + shield
2) Wand + shield
3) Wand + ank
4) Axe + ank ATTRIBS
The below setup is what I consider the overall popular choice. This does not imply that it is the only choice. The distribution depends on your skill choice which we will get to in a minute. Most prefer 8 in healing for mending but some choose not to use mending. The most important attributes are Strength and Tactics because those effect Sprint, Charge, and Balanced Stance which are the 3 most important skills to running the Forge.
Typical points without runes
Healing = 8
Strength = 10
Tactics = 12
The attributes should be buffed with your choice of minor, major, or superior runes of strength and tactics.
SKILLS
This is one of the most debated topics among runners throughout the hallowed land of Tyria. I am going to provide you with multiple W/X options. The W/Mo is time tested and in my opinion the best option. Just know that it is not the only option that works. I would also like to refer you to an awesome guide on running as a W/E found here http://www.guildwarsguru.com/forum/s...ad.php?t=96236
Here is the Warrior Core Skill Build:
Heal Sig
Sprint
Charge {E}
Balanced Stance
Endure Pain
If anyone disagrees with that then they are in the extreme minority. That is not to say it can't be done. When picking your remaining skills consider Healing, Condition Removal, and Hex Removal. The monk skills seem to be a matter of preference though some choices are better than others. I have put stars by the more popular choices. I do not recommend them all personally but you should give everything a try to find out what fits your style.
Here are your Monk Skill Choices:
Mending*
Holy Veil*
Purge Conditions*
Contemplation of Purity*
Remove Hex*
Smite Hex*
Shielding Hands
You want to keep in mind that the faster you can remove any hex or condition the better off you are. With that in mind…
Quote: Originally Posted by kvndoom Mending + Holy veil = 2 enchantments
Bleeding + crippled = 2 conditions
Contemplation of Purity = clean slate. Quote: Originally Posted by Elurian Holy veil + Contemplation will take out 2 hexes or 1 hex and 1 condition or 1 hex. It is important to remember veil removes a hex when it ends and therefor can be used to clean off bleeding + crippled + deepfreeze. By the same token, mending + holy veil + cop can take off crippled + deepfreeze + mind freeze.
Here are your Ranger Choices:
Escape
Dodge
Escape {E} (you will lose the option for balanced stance + charge)
Storm Chaser*
Here are your Ele choices:
Armor of Mist*
Mist Form {E} (you will lose the option for balanced stance + charge)
Windborne Speed
Here is a nice setup from Kat Nimiolle’s Running Guide for the W/E.
Quote: Originally Posted by Sectus
The skills in my build:
Armor of Mist - Run 33% faster and get around +36 armour bonus for about 20 seconds (with longer enchant weapon). This is basically the backbone of my build, for every dangerous area I make sure to cast Armor of Mist when possible, it greatly reduces the damage I get and the speed bonus is very handy. It can only me mixed with any stance.
Charge - Run 25% faster for 11 seconds. Whenever Armor of Mist runs out I quickly change to Charge.
Sprint - A last resort if my above running skills can't be used and something I use while quickly running past areas with harmless enemies or no enemies at all.
Disciplined Stance - +24 armor and 75% chance to evade attacks. Extremely handy, I use this whenever I can't immediately lose aggro and need to sustain incoming fire for a short while. I also use it if I ever need to wait for Balanced Stance and Armor of Mist to recharge while there's enemies around. It could be replaced with Defensive Stance which costs less and has a faster recharge, but Defensive Stance ends as soon as you use any skill, which can be a great nuisance.
Balanced Stance - Absolutely crucial when doing droknar's runs. Giants, Ice Golems and Wurms can be a real pain if you don't use this while running past those enemies.
Healing Signet - Pretty self-explanatory, this can also be used while enemies around if you Armor of Mist or Disciplined Stance up, the -40 armour will have little effect then.
"I Will Survive" - Gives +3 health regen for each condition. One of the negative things about running as W/E is I have no way to immediately remove conditions, so this is my only counter against conditions.
Endure Pain - A necessary fallback if you're starting to lose your health and need a few more seconds to try to escape.
The attributes I use(this is with rune bonuses):
Water Magic - 11
Strength - 7
Tactics - 14 (with tactics helm) Now that we have all of our gear and skills figured out how do we actually run to the Forge.
Tips from the Pro's
Quote: Originally Posted by Sk8tborderx Tip for new runners:
Run the regular way and then do it again backwards. The run is harder going the opposite way so it will give you a little more experience. Maps by Mistical Miss!
I did not help in any way during the creation of thes maps.
These maps are read top to bottom and left to right.
Lornars Pass!
Pointers from the Pro's:
Quote: Originally Posted by Sk8tborderx First Cave:
If you get to the top and there is no resting place and balanced stance has run out just use sprint and strafe while running past the ice golems to avoid water trident.
After 2nd wurm area:
Avaid ice golems if you can. Do not worry about running through the grawl, they do a lot less damage in a group of 50 then a group of 3-5 ice golems and 2-3 pinesouls.
Make sure not to aggro the heretics/stone summit at the end. I have seen a lot of runners die there because they see less red dots on the minimap. Quote: Originally Posted by Mistical miss In lornars pass, wait with your balanced stance as long as you can (that means until you are being attacked by another group as well). So when you see the worms pop up, don't start balance right away, wait until the avicara/grawl are closeby, then balance + charge past them. Do this to make sure u get past the groups. Quote: Originally Posted by Ly Rampart Just to reiterate do not use balanced stance immediately.
Using it and charging right away isn't a good idea either.
Timing is everything, in general you balanced stance then jog for 7-8 seconds (depends on balanced stance and charge length at 12tactics =
18sec balance, 10 second charge.)
Now in terms of the first cave, it's ok to be knocked down by the worm.
Get up and time the balance stance, wait a second or two for the 2nd and even third worm to pop up, charge out and when charge ends sprint out.
Depending on the spawn you might have to move to the right side of the wall. The only way to lose the chaser worms is to out run them obviously. Like someone stated before choose your aggro group wisely anything over heretics and ice golems.
These pro runners pretty much got you taken care of in terms of a how too.
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