The Forge Runner

Me NoFat

Me NoFat

Krytan Explorer

Join Date: Sep 2005

USA

Crimson Explorers Worldwide {CrEw}; Lifetime graduate of [LBS]

W/

Quote:
Originally Posted by Sk8tborderx
@ Me NoFat
Have you ever tried using a mesmer secondary? I am trying to come up with a build and was thinking using inspired hex, illusion of weakness, and illusion of haste <--- to remove cripple.
Yes I have. I did make the run after posting the below information but I will not try again. The below thread is one I started in my guild forum and the poster names are protected for that reason.

Quote: Originally Posted by Me Nofat I know this build sounds and probably is crazy but I don’t use mending very much and have decided that I might be able to drop it...so all I need is a way to kill the hexes.

What do you think of this build....granted you will have to know when you can and cant use the skills listed and know the run inside and out but I don't think that poses a problem here.

W.
Heal Sig
Sprint
Charge
Balanced
Endure

Me.
Hex Breaker
Shatter Hex
Illusion of Haste

Maybe change one for illusion of weakness...cast before entering a cave and let your health build back up before going in?

I haven't put much thought into it yet or played it even one time. Just though I would post it here so I don’t have to carry a piece of paper home to remind me. I am in a guild with what I consider a collection of some of the best runners in the game. This is how they shot down the idea.

Quote: Originally Posted by Guild Member Shatter hex is 15 energy, how you can afford that is beyond me especially in the midst of a 'tragic zone', Also your hex breaker will take off rust when cast, not DF immediately

Chaser wurms will destroy you or any wurm following into a hex area for that matter, hex breaker goes up, Balances ceases to exist, gg
Quote:
Originally Posted by Guild Member
I'm pretty sure illusion of weakness is an enchantment so it might end up being stripped at a bad time wasting your cast, good idea though. Also, the only part i might want it for would be the first cave and you cant exactly cast it at the start of that one.
Quote: Just wanted to point out a typo, it looks like her should be here.

Nice thread, but really this information is found in plently of other threads. ALL this information can easily be found via the search button.

My question Me NoFat is what are your motives behind making this thread? Are you trying to make yourself appear to be the authority on forge running? Possibly in order to make an LBSRA rival school for your own finacian gain? If so I want in . I dont mean any disrespect, I just like conspiracy theorys.

Mistical miss

Mistical miss

Desert Nomad

Join Date: Jan 2006

The Netherlands - Hattem

[RR]

The reason for this thread is that he wanted a sticky on an all combining thread if im not mistaken. So that no more droknar run topics have to be made by ppl who are too lazy to use the search button, so it is easy to find under one "hopefully stickied" topic.. at least thats what I made of it.

Mistical miss

Mistical miss

Desert Nomad

Join Date: Jan 2006

The Netherlands - Hattem

[RR]

Ok here is a breakdown on dreadnoughts drift:

When you enter this area, immediately turn on any enchantments you want to turn on (mending for example) and start running to the right side.
You will encounter a few silly stone summits here, that will bleed you and try to hurt you. Ignore them.
Run to the first safe spot (immediately after the first broup of stone summits) and restore energy (you will have used either sprint or charge to get past the stone summit)

From here it may get hard.
First of all you should check wether there are any heretics visible in the groups ahead. Then check for Siege Golems. If none of the two are in your running path, hurry up and sprint towards the tundra giants on your right.
Again ignore all other silly stone summit.

If there is a heretic visible,check wether it is in the group directly in front of you or in another group behind it. (you can do this by watching the patrols closely). If not, run towards the tundra giants as quickly as you can, while avoiding the heretic.

If there is a siege golem visible, check wether it is in the group directly in front of you or in another group. If its only one, and far away from you, then put on holy veil and balanced stance + charge past them. (your balanced stance will still be up when you encounter the tundra giants)

If you see one heretic in the group in front of you: put on holy veil and sprint past the group. When the heretic casts crippling anguish on you, immediately remove holy veil or he will cast another cover hex to make sure u cant remove it.

If you see a heretic and a siege golem in the group in front of you, or multiple heretics, go back, and look if there are any heretics between you and the portal from lornars to dreadnoughts drift, if not, run back to rezone, if there are, go turn on holy veil and try to get to snake dance (you will die most of the time, but if you do, just rezone and hope for a better spawn).

If there are multiple golems close to you and no heretics, holy veil + balanced stance + charge immediately and hope u get past them before the second slow spell hits you. (You can't affort going slow here, for then the heretics may come, and <<<<<<<<<<< hits hard)

When you got past this part, you will see a group of about 5 or more tundra giants, balanced stance will still be up (or put it on here) and charge past the group, u will now see 2 more tundra giants. This is where your balanced stance ends, so heal here, dodge any rocks thrown at you by stepping sidewards. The two giants normally can not kill you, unless you had a hard time with the heretics/siege golems.

The last bit is easy, put on balanced stance and off you go.

Time for snake dance get the first bit of your reward there

During this run I used Mending, Holy veil, Endure pain, Healing signet, Charge, Sprint and balanced stance. You can use your own build ofcourse, but this is what I used. (Kept mending up all the time, helps wonders when hit by tundra giants, and it cancels the bleeding nicely)

Ly Rampart

Ascalonian Squire

Join Date: Nov 2005

W/Mo

This is by far the best guide I have seen on a droks run.
I would recommend this to prospect droks runners.

If the scammers at beacons would read this maybe they would change their ways? :P.

GJ guys you all have my respect for helping the community.

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. .

Mistical miss

Mistical miss

Desert Nomad

Join Date: Jan 2006

The Netherlands - Hattem

[RR]

btw, 3 pictures isnt enough
If we want to make a really detailed guide, we might have to create another thread to refer to (like a lornars pass thread) or add some pictures in another way, for as you said, pictures say more than words.

Ow and ty for the nice comments

Sk8tborderx

Sk8tborderx

Jungle Guide

Join Date: Nov 2005

PA

Us Are Not [leet]

W/

I don't think we need more maps. You did such a good job on all 3. You included all the info in them.

STICKY THIS THREAD

FoMoCoStang

FoMoCoStang

Frost Gate Guardian

Join Date: Dec 2005

Dallas Tx

Taboo Knights [TABU]

W/Mo

Great thread. Very informational.

[rant]Bad Spawn today, 3 wurms way too early.[/rant]
Gave up cause i was pissed.

Again, Nice thread.

Me NoFat

Me NoFat

Krytan Explorer

Join Date: Sep 2005

USA

Crimson Explorers Worldwide {CrEw}; Lifetime graduate of [LBS]

W/

Quote:
Originally Posted by mattjones527
Just wanted to point out a typo, it looks like her should be here.

Nice thread, but really this information is found in plently of other threads. ALL this information can easily be found via the search button.

My question Me NoFat is what are your motives behind making this thread? Are you trying to make yourself appear to be the authority on forge running? Possibly in order to make an LBSRA rival school for your own finacian gain? If so I want in . I dont mean any disrespect, I just like conspiracy theorys.
Originally Posted by Guild Member
Just won't work. Hex breaker is a stance. No balance, no sprint.
It's mana heavy.
Nothing against conditions.
Illusion of haste only removes cripple, and then you become crippled when IoH wears off.
Just won't work.

aB-

aB-

Wilds Pathfinder

Join Date: Jun 2005

Quote:
Originally Posted by delcolt
uggh, i started running around 2 weeks ago but i can never finish it on my own. Everything is easy except the beginning. The part with worms, avicara's siege ice golems etc. Does anyone have any tips making it through that part? I finished it once without help but i asked everyone in the team to suicide so the worms wouldn't follow me xD When I first started running, I found this the hardest section as well. You want to activate balanced stance as late as possible. Generally, I will not activate until a worm either knocks me down or I get in aggro range of the avicara. Activate charge at the last group of avicara to get worm and avicara aggro off you while maintaing balanced stance.

The next part can be extremely easy or hard depending on the spawn. If the ice golems and pinesouls are far to the right, you can just slip by on the left. If they are far to the left, you MIGHT be able to run to the right and wait for your health and skills to recharge. If they are standing in the middle, you might have a hard time doing anything at all.

To make matters worse, there are sometimes worms that spawn in that small area where the ice golems and pinesouls are. If this is the case, I suggest you try to use healing signet to heal any health while you still have balanced stance up. The bonus damage you receive will be minimal if there is only one or two worms, and the heal will more than make up for it. If you are really hurting, use endure pain to gain some extra health for a short while. You pretty much need balanced stance to get past the ice golems and their water trident, so make sure you have that up before running past them.

I also find it EXTREMELY helpful to cast holy veil on yourself before running through them. They always cast rust on you first, and with holy veil and the Lieutenant helm, they will waste their time casting rust on you before casting their slowing spell, mind freeze I believe. When you see mind freeze on you, IMMEDIATELY remove it with holy veil by ending the enchantment on yourself. Continue to run ahead, and you should be past them.

For my personal build, I use no healing, just tactis and strength. I have used a superior tactics rune, and a minor strength bringing my tactics to 15 and my strength to 13. My skill setup:

Charge
Balanced Stance
Sprint
Endure Pain (or is it Defy Pain?)
Smite Hex
Healing Signet
Purge Conditions
Holy Veil

I prefer to use purge conditions over CoP or other methods because it has such a fast cast time and removes all conditions. I found it helpful to carry both smite hex AND holy veil in tough situations with many ice golems or a heretic in a bad place.

Farrell-Zander

Farrell-Zander

Krytan Explorer

Join Date: Aug 2005

Switzerland

Hey. I did some tests about the 14 Strength and 13 Tactics or opposite. These are the results:

14 Strength and 13 tactics:

Charge: 10 Sec
Sprint: 14 Sec
Balanced Stance: 18 Sec
Shields Up: 10 Sec
Endure Pain: 17 Sec, 286 Health
Healing Signet: 137 health

13 Strength and 14 tactics:

Charge: 11 Sec
Sprint: 13 Sec
Balanced Stance: 19 Sec
Shields Up: 11 Sec
Endure Pain: 17 Sec, 272 Health
Healing Signet: 145 health


What is better do you people think? I think having 13 Strength and 14 Tactics is better. But I still want to ask Me NoFat

Sk8tborderx

Sk8tborderx

Jungle Guide

Join Date: Nov 2005

PA

Us Are Not [leet]

W/

@ Me NoFat thank you for replying

@farrell-zander Tactics is better. Also, don't use shields up.... there are very little rangers on the run. (I believe tundra giants do blunt damage from their rocks.)

Farrell-Zander

Farrell-Zander

Krytan Explorer

Join Date: Aug 2005

Switzerland

true but what else should I use then?

Me NoFat

Me NoFat

Krytan Explorer

Join Date: Sep 2005

USA

Crimson Explorers Worldwide {CrEw}; Lifetime graduate of [LBS]

W/

Quote:
Originally Posted by Farrell-Zander
Hey. I did some tests about the 14 Strength and 13 Tactics or opposite. These are the results:

14 Strength and 13 tactics:

Charge: 10 Sec
Sprint: 14 Sec
Balanced Stance: 18 Sec
Shields Up: 10 Sec
Endure Pain: 17 Sec, 286 Health
Healing Signet: 137 health

13 Strength and 14 tactics:

Charge: 11 Sec
Sprint: 13 Sec
Balanced Stance: 19 Sec
Shields Up: 11 Sec
Endure Pain: 17 Sec, 272 Health
Healing Signet: 145 health


What is better do you people think? I think having 13 Strength and 14 Tactics is better. But I still want to ask Me NoFat Tactics FTW (for the win)!

I will trade 1 second of sprint for an additional second of balanced and charge every day on this run.

Me NoFat

Me NoFat

Krytan Explorer

Join Date: Sep 2005

USA

Crimson Explorers Worldwide {CrEw}; Lifetime graduate of [LBS]

W/

Quote:
Originally Posted by Farrell-Zander
true but what else should I use then? What is your entire skill setup? I agree that you should drop shields up but to recommend a skill I would need to know your entire build.

Sk8tborderx

Sk8tborderx

Jungle Guide

Join Date: Nov 2005

PA

Us Are Not [leet]

W/

Quote:
Originally Posted by Farrell-Zander
true but what else should I use then? I am guessing you are not using mending so use purge conditions, smite hex, and holy veil. (I reccomend using the build Me NoFat posted before going without mending).

Farrell-Zander

Farrell-Zander

Krytan Explorer

Join Date: Aug 2005

Switzerland

Quote:
Originally Posted by Me NoFat
What is your entire skill setup? I agree that you should drop shields up but to recommend a skill I would need to know your entire build. I use Charge, Sprint, Balanced Stance, (Shields Up), Endure Pain, Healing Signet, Holy Veil and Contemplation of Purity.

Me NoFat

Me NoFat

Krytan Explorer

Join Date: Sep 2005

USA

Crimson Explorers Worldwide {CrEw}; Lifetime graduate of [LBS]

W/

Quote:
Originally Posted by Sk8tborderx
I am guessing you are not using mending so use purge conditions, smite hex, and holy veil. (I reccomend using the build Me NoFat posted before going without mending). ditto

I am a mending fan on this run. You do not maintain both enchantments at one time. In the Lornars section I only put mending on when I start the decent into the troll caves. I remove mending and change back to holy veil when I am down the hill past the 2nd worm spawn.

Sk8tborderx

Sk8tborderx

Jungle Guide

Join Date: Nov 2005

PA

Us Are Not [leet]

W/

I absolutely HATE using mending for anything but soloing. The way I look at it is you are using 20 energy to remove 2 conditions. (mending, holy veil, CoP). I am sure that I could have made it a few times on the run if I had used mending but I am stubborn and refuse to use it.

Mistical miss

Mistical miss

Desert Nomad

Join Date: Jan 2006

The Netherlands - Hattem

[RR]

I actually use mending and holy veil at the same time, at entrance of the worm cave, I have both on (one gets stripped most of the time) The energy regain till you can put up holy veil is somewhat long but, it might just save your life...I have 22 energy when i have both on, at the end of worm cave I have used 10 energy (balanced + charge) which leaves 5 for a purge conditions and 5 for sprint, most of the time one of the enchantments gets shattered early, which gives me another 3 energy which I can use for endure pain. If I get energy trouble badly, I switch to my beautiful +10 energy ank +45 health (while enchant) +5 armor (while enchant) req.8 healing prayers ^_^.

And I use both when going past a heavy loaded unavoidable bunch of siege golems.

Sk8tborderx

Sk8tborderx

Jungle Guide

Join Date: Nov 2005

PA

Us Are Not [leet]

W/

If you use mending and holy veil take along CoP (contemplation of purity). Then you will remove 2 conditions and 2 hexes.

Mistical miss

Mistical miss

Desert Nomad

Join Date: Jan 2006

The Netherlands - Hattem

[RR]

yes indeed, but I prefer purge conditions, cuz of the hex I may get after removing cripple ^_^ (which I want to use holy veil for)

Sk8tborderx

Sk8tborderx

Jungle Guide

Join Date: Nov 2005

PA

Us Are Not [leet]

W/

Well if you are using purge conditions I am guessing you don't use smite hex. What do you do if you remove a slowdown hex with veil and get another cast one you?

Mistical miss

Mistical miss

Desert Nomad

Join Date: Jan 2006

The Netherlands - Hattem

[RR]

Most of the time only one hex hits me (I plan my route so that the siege golems walk a bit first to come and hex me) when im almost past them, I remove that one with holy veil. If I get hit early on, I just let the hex wear off (a few seconds with the HoD helm) and dismiss holy veil on the second one. I only turn holy veil off when I get hit with a hex when im almost past them.

Sk8tborderx

Sk8tborderx

Jungle Guide

Join Date: Nov 2005

PA

Us Are Not [leet]

W/

Have you tried using watchful spirit instead of mending? I just don't like the idea of spending 8 points into healing just for an extra 2 health a second.

Me NoFat

Me NoFat

Krytan Explorer

Join Date: Sep 2005

USA

Crimson Explorers Worldwide {CrEw}; Lifetime graduate of [LBS]

W/

The above is a good debat and the reason why multiple skill choices are provided in the original post. It all boils down to what you (the runner) is used to using and your personal style.

I do not think there is a perfect or correct way. I know the way I like it and I know a few very good runners that like it another way. I will say however that your debate is about the 2 most popular choices. Agree to disagree on this because there is no "better way" in this discussion.


BTW: Mistical Miss has provided me with the 1st of 3 maps. The Lornars section is almost complete. The map is better than I had hoped for and it will be added once I get a chance to review it in detail. I hope to have it up by this time tomorrow.

Mistical miss

Mistical miss

Desert Nomad

Join Date: Jan 2006

The Netherlands - Hattem

[RR]

Ty Me Nofat

Watchfull spirit sounds like a good idea, never tried it...

But really if I don't take 8 healing prayers, I will have 13 tactics or 13 strength instead of 12 of both. For tactics that means nothing (charge and balanced stay the same at 13) And for strength it means a bit more endure pain health...
If I keep healing prayers at 8, I can still switch to a requirement meeting healing ank (yes it does matter wether u meet the req. it will give less energy if you dont meet it)

But might be worth trying, if I run with a +tactics helmet (14 tactics does change the scenario)

Sk8tborderx

Sk8tborderx

Jungle Guide

Join Date: Nov 2005

PA

Us Are Not [leet]

W/

I take back what I said about trying watchful spirit. It takes 15 energy. I also forgot that you switch to a healing ank.

TY for the map, after it is up we can start discussing the run more in-depth for people who need help in certain areas.

Mistical miss

Mistical miss

Desert Nomad

Join Date: Jan 2006

The Netherlands - Hattem

[RR]

found a problem ^_^ snake dance is too big :P (I'll try to do it in two parts on one page :P)

Mistical miss

Mistical miss

Desert Nomad

Join Date: Jan 2006

The Netherlands - Hattem

[RR]

Yay, maps are done (at least so far, Me Nofat is sleeping at the moment , I wait for his comments ^_^) I hope he will upload them soon

.killjoy

Krytan Explorer

Join Date: Jan 2006

Mo/Me

this thread is great even tho i do have 15k armor and can run great these tips do help alot and point out lots of great tips! g/j guys!

Me NoFat

Me NoFat

Krytan Explorer

Join Date: Sep 2005

USA

Crimson Explorers Worldwide {CrEw}; Lifetime graduate of [LBS]

W/

MAPS ARE UP!

A special thanks to Mistical Mist for the time and dedication it took to make the maps with radar shots included.

I would be getting boarderline close to giving away training provided by my guild if I were to detail each map with my own advise or running style so I am once again asking for communtiy help.

If you feel you are an expert Droks runner and you can relay your knowlege in written word then please select a map section and write your advise and suggestions about running that specific area. When we read a detailed outline that is eaisly understood I will add it to Post #1!

Thanks...this is turning out to be the best document I have seen on the subject with maybe the exception of Kats/Sectus which I linked to in the OP. Be sure to read that thread as well if you are looking to master this run.

Quote:
Originally Posted by .killjoy
this thread is great even tho i do have 15k armor and can run great these tips do help alot and point out lots of great tips! g/j guys! Thanks .killjoy

Mistical miss

Mistical miss

Desert Nomad

Join Date: Jan 2006

The Netherlands - Hattem

[RR]

Hey Me Nofat, you did that quickly I'll try to make a good description of lornars pass and dreadnoughts drift, using my build I guess..(which means stop a lot to regain energy ^_^) Will take me a day or two now (school again....) ty, for giving credits btw: It's Holy Veil* not Holy Vail* in the /monks skill choises, and what does the * stand for? (may have read over it tough)

Sk8tborderx

Sk8tborderx

Jungle Guide

Join Date: Nov 2005

PA

Us Are Not [leet]

W/

Mistical miss - Great job on those maps.
Me NoFat - I am not good at writing guides but I am good at giving advice on certain areas.

Note for new runners:
After you have gotten past the second area with wurms and you start going south, stay to the left. Sometimes there is a group of heretics on the right a little bit before you go left for the last resting place. I have seen a lot of runners go too far to the right and then wonder why they died.

Nevin

Nevin

Furnace Stoker

Join Date: Jul 2005

Has anyone come up with a new running build to counter the Deep Freeze spamming from Ice Golems?

Me NoFat

Me NoFat

Krytan Explorer

Join Date: Sep 2005

USA

Crimson Explorers Worldwide {CrEw}; Lifetime graduate of [LBS]

W/

Quote:
Originally Posted by Nevin
Has anyone come up with a new running build to counter the Deep Freeze spamming from Ice Golems? Read the entire post. This is how you beat it!

Deep Freeze = Hex

Focus on the items that say reduce hex, remove hex, or ends hex.

Sk8tborderx

Sk8tborderx

Jungle Guide

Join Date: Nov 2005

PA

Us Are Not [leet]

W/

Here are a few tips for getting past a few spots on the run.

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.

Dreadnaughts:
As soon as you zone in go to the right IMMEDIATELY. Do not stop running until you get past the first group of tundra giants.

Troll Cave in Snake Dance:
Aggro the group on the outside of the cave and pull them back until they leave a gap on a side so you don't get stuck.

First group in Talus Chute:
Have the group go ahead of you and just sprint past the first group. When the group of azures pop up use balanced+charge.

That covers most of the problem areas. I hope this helps.

Me NoFat please put this in the original post or else I think most people wont see this. You can reword it how you see fit.

Me NoFat

Me NoFat

Krytan Explorer

Join Date: Sep 2005

USA

Crimson Explorers Worldwide {CrEw}; Lifetime graduate of [LBS]

W/

Done...will add more as they come in.

Mistical miss

Mistical miss

Desert Nomad

Join Date: Jan 2006

The Netherlands - Hattem

[RR]

I think the droknar's forge run has changed again, today I got 2 totally new spawns, and more bad spawns versus good spawns (something like 11 bad versus 2 good)

One of the new spawns was absolutely horrible, starting with 3 imps and 2 pinesouls at start. Immediately followed by a group of about 6 avicara + 3 more ice imps, past that came 5 Ice golems, thats where I died, with all still aggroing me.... (oh come on, I can handle the imps and avicara, but thats just too much...)

The other spawn was much better, until the first worm cave, 3! worms popped up before even entering the worm cave (on the spot where I stand in the first picture minimap) before I exited the worm cave, 3 more worms had popped up. At the END of the worm cave I got to the avicara's (which are normally a bit, or totally in the cave) Worms kept chasing untill the normal "healing spot" which was filled with avicara, I had no choice but to go on, ofcourse all my enchantments were shattered, so I had to put up a new holy veil, which got shattered right away...
So I entered the Siege golems without holy veil nor mending already on endure pain. I ran over one barbed trap (purge ftw) while I switched to nolani wand + healing ank for energy. Got knocked 1 time with water trident (dodged 2 others) and was confident to get past em, when ANOTHER worm showed up...

I'm pretty sure this is a new spawn, never seen anything even like this before, this was the first time I gave up on the run after 5 tries...it was unbelievable..

Do you guys notice the spawn difference too? (oh and another minor change, 2 grawl groups on the worm way past the troll cave)

Oh and some tips too:

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.

In snake dance: be patient, just follow the tundra giants until they cluster, so you can run past the whole group with one balanced stance, use charge to get away from the giants, not to get into the giants. Also: 3 Tundra giants will not kill you, so if you are being chased by 5+ giants, and your balanced stance is about to wear off, don't be afraid to run into a few (3 or less) giants with just sprint.

Another note on the troll cave, sometimes a ranger boss placed a spirit in the cave, wait for it to die, it can block the cave with just one more troll. (or kill the spirit if you feel confident ^_^)

In dreadnoughts drift: If you have a horrible spawn (that is, after you come past the first group of summit, you see many siegegolems and heretics which you cannot avoid) GO BACK, and rezone, it makes no sense to try and get past siege golems and heretics, its no point.

mattjones527

mattjones527

Lion's Arch Merchant

Join Date: Oct 2005

Quote:
Originally Posted by Me NoFat
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 her
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 read in multiple posts on this forum and I will give credit where credit is due.
Thanks for pointing out the typo

No motive other than I got tired of answering all the "forge run" questions in many different threads that are started every day with the same questions over and over.

I know the information can be found using search. Read the 1st paragraph of this thread where it says:

Quote:
Originally Posted by Me Nofat
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.. Not sure what you think but I am not taking any credit or trying to make myself look like the Guru of Droks running. I just wanted a sticky on Droks running. With the community help I want to make the OP the best source of knowlege available on the subject. One post and then we are done with the subject and can free up the W forum for farming and fighting!


I am not trying to boost LBSRA. I find it almost laughable that I would try to start a rival school with LBSRA when I am in that guild. Notice the tag under my name? Very few of us even do this run anymore. It just isn't profitable to run with everyone doing it so cheap. We run it for fun and for graduation and that is about it. I could be wrong without reading it but I don't think I even mentioned my guild in the OP.

Me NoFat

Me NoFat

Krytan Explorer

Join Date: Sep 2005

USA

Crimson Explorers Worldwide {CrEw}; Lifetime graduate of [LBS]

W/

Quote:
Originally Posted by Mistical miss
The reason for this thread is that he wanted a sticky on an all combining thread if im not mistaken. So that no more droknar run topics have to be made by ppl who are too lazy to use the search button, so it is easy to find under one "hopefully stickied" topic.. at least thats what I made of it. Looks like someone gets a gold star