W/Mo Forge Runner....PLZ CRITIQUE

Undead Preacher

Undead Preacher

Banned

Join Date: Nov 2005

United Scribes of Cantha (USoC)

N/

This is my W/Mo Runner.... I'm trying to set him up for droks running and other shiverpeaks runs..... The Pic has everything... my armor, my attributes, my weapons, and my skills

I know that these improvements could be made
1)+30 Sword Pommel, my current is +27
2) Superior Absorbtion, my current is major
3) Superior Vigor, my current is major

Can you PLZ look at pic, and critque my running build!
thanks guys,
-Undead

Sk8tborderx

Sk8tborderx

Jungle Guide

Join Date: Nov 2005

PA

Us Are Not [leet]

W/

I would say go with a superior tactics rune so charge lasts 11 seconds and balanced stance also lasts a little bit longer. It can still be done with how you are set up now but that extra time on charge and balanced stance far outweighs the -75 health from a superior rune.

koneko

Site Contributor

Join Date: Sep 2005

38??16′ N 140??52′ E

Mo/Me

1) +3 health isn't going to make a significant difference.
2) -1 absorbtion isn't going to make a significant difference.
3) +9 health isn't going to make a significant difference.

In my opinion, -75 health is worse than having +1 second more of "Charge!" and +2 seconds more of Balanced Stance. One/two more second(s) of running away isn't likely (note, likely) to save you if you're being pounded on.

It looks fine to me, as long as you're comfortable with removing Mending/Veil when you don't need it for energy regeneration.

One suggestion though: ditch the Ascalon Leggings and get the Gladiator Leggings instead. You only need one piece of Knight's/Ascalon Armor to get damage reduction...

Rhuobhe

Wilds Pathfinder

Join Date: Oct 2005

Less Crying is Key [kThx]

The general rule of thumb that I follow is that if you need to heal, you're probably going to die.

Ditch mending. Seriously, I never take any healing spells because they aren't needed. I take healing signet because it's nice to "up" your health faster at rest points.

13 tactics 13 strength and 6 points left over (or put into sword if you want)

I use the exact same skills, except I bring smite hex instead of mending. It's really nice to be able to remove a cover hex with smite (conjure) then remove cripling anguish with holy veil.

I almost never die (only on horrible spawns) and use absolutly no healing prayer skills.

Also try to get a -2/-2 (stance/enchanted) or -2/-3 (stance/hex) shield, it helps a bit. I only use the -2/+45 in snake dance.

E Power

E Power

Wilds Pathfinder

Join Date: Jun 2005

New York City

Wisdom of the Raven [MyM]

I say Mending is useless, for the 3 health regeneration and 1 energy regeneration you are wasting 8 points into healing prayers whereas they can go more into tactics and strength.

As Koneko said, stick with the 27. Also the difference between sup and maj. aren't big.

In replacement of mending, throw in Smite Hex for some nice hex removal.

Undead Preacher

Undead Preacher

Banned

Join Date: Nov 2005

United Scribes of Cantha (USoC)

N/

ty guys

{IceFire}

{IceFire}

Forge Runner

Join Date: Oct 2005

W/

droks running isnt really the build that much, its the tactics.

.killjoy

Krytan Explorer

Join Date: Jan 2006

Mo/Me

yea thats normal buildd

Undead Preacher

Undead Preacher

Banned

Join Date: Nov 2005

United Scribes of Cantha (USoC)

N/

I changed mending out for smite hex... does work alot better, mending just gets removed most of the time anyway.....

just went 5-6 on run from camp rankor to Warcamp.... woot...
still working on droks run... but i'm sure it just takes lots of practice

tuna-fish_sushi

tuna-fish_sushi

Desert Nomad

Join Date: Dec 2005

California

E/A

yeah smite hex > mending
i have 14tactics (1from helm 1from rune)
and 13str(1from rune)
none in healing and i can run it 85% of the time

Undead Preacher

Undead Preacher

Banned

Join Date: Nov 2005

United Scribes of Cantha (USoC)

N/

Quote:
Originally Posted by tuna-fish_sushi
yeah smite hex > mending
i have 14tactics (1from helm 1from rune)
and 13str(1from rune)
none in healing and i can run it 85% of the time so u don't use the henge helm

SnipiousMax

SnipiousMax

Perfectly Elocuted

Join Date: Sep 2005

Keep the Henge helm.

Eternity

Academy Page

Join Date: Jan 2006

Error Seven Operators [Call]

Quote:
Originally Posted by SnipiousMax
Keep the Henge helm. Even better, get an Ascalon helm as well and switch off when you're not in a hex zone.

Mistical miss

Mistical miss

Desert Nomad

Join Date: Jan 2006

The Netherlands - Hattem

[RR]

do the 15 attrib quests, and 13 str/13tactic makes not much sense, the 13 tactics doesnt lenghten charge or balanced stance, I use the exact build that u use, full glads armor + HoD helmet, +25 health collector axe, stance collector shield, collector healing ank from maguuma, nolani wand.
Knights/ascalon boots would be good.
8 points in healing, 12 in strength 12 in tactics. Put on mending + veil when around hexers. Put holy veil back on when it is shattered.
Mending pwns the worms and the tundra giants btw.
But for the full explanation: the forge runner thread

koneko

Site Contributor

Join Date: Sep 2005

38??16′ N 140??52′ E

Mo/Me

Quote:
Originally Posted by Eternity
Even better, get an Ascalon helm as well and switch off when you're not in a hex zone. But a Gladiator's Helm gives +1 energy, +10 more armor against physical and the +1 to Tactics in comparison to the Ascalon Helm.

I don't bother to switch from the Lieutenant's Helm anyway.

(I don't use minor runes to boost strength or tactics either because I'm stupid, and I do just fine.)

Undead Preacher

Undead Preacher

Banned

Join Date: Nov 2005

United Scribes of Cantha (USoC)

N/

How do u guys counter the massive degen.... I have smite hex, holy veil, and my henge helm.... but even with me removing 2 hexes, they still slam me with degen!

MoNo

Academy Page

Join Date: Oct 2005

coldblackeyes

W/Mo

its in the skill
1st time trying and made it
2nd time i died 3 times bad spawn at first worm rest was cake

Sk8tborderx

Sk8tborderx

Jungle Guide

Join Date: Nov 2005

PA

Us Are Not [leet]

W/

You should never encounter massive degen unless you run into a heretic. The only time you should run into one is in snake dance and it is easy to get past just 1. (Heretics in Lornars and Dreadnaughts can be avoided).

T1Cybernetic

T1Cybernetic

Desert Nomad

Join Date: Sep 2005

Wakefield, West Yorkshire, Uk, Nr Earth

Alternate Evil Gamers [aeg]

N/

Funny thing lately i've been using this build for running for a while but i had a break,
from running for a while basicaly because i dont need the money and it does get boring
after a few runs, but since the rest i just can't seem to get my ass down to droknars.

Maybe im a little outa practice but for the last coupld of weeks i've been having
some very bad experiences trying to get past the first cave with the snakes and
the last part of lornars, it just seems almost impossible lately to me, ...

Mistical miss

Mistical miss

Desert Nomad

Join Date: Jan 2006

The Netherlands - Hattem

[RR]

Quote:
Originally Posted by Sk8tborderx
You should never encounter massive degen unless you run into a heretic. The only time you should run into one is in snake dance and it is easy to get past just 1. (Heretics in Lornars and Dreadnaughts can be avoided). First time I totally disagree with you ^_^
In dreadnoughts, there is atleast one spawn where the heretic is unavoidable. First time I ran into the heretic, was the with the heretic right before the tundra giants, never seen that spawn afterwards, so I cannot verify that heretic doesnt patrol away.
The other one, is when the heretic is right after the first safe spot (after the first group of silly stone summit) He doesnt patrol away, I had this spawn 2 times now, and no matter how long I waited he never got out of that spot.
I did however get past that one ^_^ he casted crippling anguish and I removed it (holy veil ftw, fastest response to hexes ) before he casted a cover hex.

Sk8tborderx

Sk8tborderx

Jungle Guide

Join Date: Nov 2005

PA

Us Are Not [leet]

W/

You can always avoid the heretics in dreadnaughts if you dont stop running until you get past the giants. the heretics are in a patrol, you have to get past them before they spread out. Maybe there are some spawns that you cannot avoid them but I have never encountered one like that yet.

Mistical miss

Mistical miss

Desert Nomad

Join Date: Jan 2006

The Netherlands - Hattem

[RR]

Indeed most of the time they are like you said, they have to spread out. I've had a few other spawns tough..as I've said :P

Xiypher

Frost Gate Guardian

Join Date: Feb 2006

Shiverpeak Cartel [Shiv] - Leader

W/

I understand that minor tac and str can give you the extra seconds you need to charge and sprint, but I have been looking in to absorb runes. It seems that they arn't universial like the knights armor, basically, knights will reduce ALL damage by 2, while absorb runes will reduce all damage to that armor piece by 1-3. So would it be better to sacrifice the +1 tac/str and put 4 maj/sup absorbs and 1 maj/sup vigor to get the full benifit of the damage reduction.

sbhide

Ascalonian Squire

Join Date: Dec 2005

R/Mo

I have my droks runner setup up with 8 in heal, 12 each in tactics and strength along with major vigor and absorb runes.

Also i prefer to use Malinon's shield because i have an enchantment on (holy viel/mending) for about 90% of the run. Never tried the (+45/-2) collector stance shield. Might work out to be just as effective .

Mistical miss

Mistical miss

Desert Nomad

Join Date: Jan 2006

The Netherlands - Hattem

[RR]

Quote:
Originally Posted by Xiypher
I understand that minor tac and str can give you the extra seconds you need to charge and sprint, but I have been looking in to absorb runes. It seems that they arn't universial like the knights armor, basically, knights will reduce ALL damage by 2, while absorb runes will reduce all damage to that armor piece by 1-3. So would it be better to sacrifice the +1 tac/str and put 4 maj/sup absorbs and 1 maj/sup vigor to get the full benifit of the damage reduction. Absorption runes are global! It has been discussed on this forum several times, and is confirmed to be global. 12 tactic and 12 strength are the power levels for the skills used. 13 tactics doesnt add anything... (go check, "charge" and balanced stance last equally long on both 12 and 13 tactics) while 13 strength adds only a few hitpoints on endure pain..

Malinon's shield is great, but I'll stick to the stance shield, its cheap and it doesnt get worse if ur enchantments get shattered (which happens in some occasions when u need the +45 the most)

Xiypher

Frost Gate Guardian

Join Date: Feb 2006

Shiverpeak Cartel [Shiv] - Leader

W/

absorbs are global?

i tested against ignite arrows out side of piken today... completely naked i was delt 4 dmg per hit. with knights boots on i was always delt 2 damage... proving that they are indeed global. If i take the boots off and put my glads leggings with maj absorb, i an consistatly delt 4 damage still, with the occasional 1 damage... when ignight hits the leggings.. to me that would prove that absorb runes are not universal.

and again, with knights boots and rest glads.. all with maj absorbs.. but not wearing a helm.. i was delt 0 dmg except the occasional hit to the head.. which would do 2 because of knights global reduction

i havent quite figured out how absorbs work. many runners have said that 1 sup vig and 4 sup absorbs are the best combo. others have said that if you are a melee warrior that if you put absorb runes on your hand you deflect more damage. as far as i can tell, from my own testing is that absorbs are NOT global, hwile knight/ascalon armor is.




also i would like to applaud this forum for its promt help and response

Ephemeral Dreamer

Ephemeral Dreamer

Ascalonian Squire

Join Date: Feb 2006

12 characters

dsd

dsd

Academy Page

Join Date: Mar 2006

usa

holy green dragons

W/

hey man u cant complain about not ahveing enough money because u bought that 15k armor u could have spent it on runes and then when to that armo like all of us did ^_^ just my opion if i saw some 1 begging in that i wouldednt even think about it

]SK[

]SK[

Krytan Explorer

Join Date: Feb 2006

Nottingham, UK

GV

W/

Charge
Sprint
Balanced Stance
Endure Pain
Remove Hex
Holy Veil
Mend Aliment
Healing Signet

Swap out Remove Hex with something else if you wish. Res maybe if dual running. Holy Veil is great as you can precast it and remove a hex without having to stop running. Not good to keep it on you at all times as you will run out of energy eventually.

Max out Tactics and Strength.

Iori Shozu

Iori Shozu

Academy Page

Join Date: Feb 2006

N/

As stated before in this thread about droks running. Usually if you have to heal you are dead. Droks is all about bursting between groups. I mean one guild has run it with every class in the game and brags there is no zone they cant make it through with w/r. If you run this you should know how to avoid pinesoul traps and there is only one heretic which should come into play. The 2 big issues are the worms which some times never seem to stop following and the ice golems with those wonderful slow down hexes, countering those 2 is the key to making clean droks runs.

Undead Preacher

Undead Preacher

Banned

Join Date: Nov 2005

United Scribes of Cantha (USoC)

N/

why do people post in threads that are very very old... plz let this die!

or if a mod sees this you are more than welcome to delete it

Iori Shozu

Iori Shozu

Academy Page

Join Date: Feb 2006

N/

It helps by keeping a thread of building knowledge so there are less people who will get on and post the same question. Although I doubt running droks is on the top of anyones to do list now.