I've heard of all the money players have been making running kids from Beacon to Droknar's Forge and decided to try and get a piece of the action. But however hard I try to make it, I always die early on in Lornar's Pass.
Is there some sort of special trick to getting by? Is it just a matter of avoiding certain groups of monsters, using skills at the right times, or what?
Thanks in advance for the help.
Secret to Running Lornar's Pass
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Originally Posted by Caco-Cola
Mending, Charge, Sprint, Healing Breeze, Unfalterable Stance (or something like that) anddd that should be it.
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I'll post my running build like i have a million times.
Sprint, Charge, Balanced Stance, Endure Pain, Healing Signet, Healing Breeze, Mend Ailment, Smite Hex
16 tactics, 13 strength, 3 heal
superior vigor, superior tactics, minor strength, minor absorb
glad helm, knight gloves, plate rest.
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I tried making the run last night just to see if I could. I did it the first time with only one death. As a warrior with Charge, Sprint, Balanced Stance, Healing Signet and Healing Breeze it really wasn't too difficult. There are only a few places were you have to know the pathing and be patient.
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The only difficult part is 3/4 of the way through the pass, right before and right after the short cave. That's worm territory. Unless you constantly have on something that stops you from getting knocked over, and can keep yourself going to eventually lose the worms, you're screwed.
I went from Droknar's to Camp Rankor to Beacon's Perch the night before last with NPCs in a party of 8. We arrived with 60% DP, most of it from the two worms that jumped us right before entering worm territory, then the mob we had managed to bypass before on the way up the pass. Stupid migrating group of 1,000 grawls
I went from Droknar's to Camp Rankor to Beacon's Perch the night before last with NPCs in a party of 8. We arrived with 60% DP, most of it from the two worms that jumped us right before entering worm territory, then the mob we had managed to bypass before on the way up the pass. Stupid migrating group of 1,000 grawls

Ok thanks for the info. But I'm having the most trouble with Dreadnought's Drift. (the short map part where there is a loop in the path). Everytime I die at this point because I am slowed down by enemy spells and overwhelmed. Is there a special strategy for just this part of the map?
Thanks in advance.
Thanks in advance.
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Originally Posted by Crix Lionheart
Ok thanks for the info. But I'm having the most trouble with Dreadnought's Drift. (the short map part where there is a loop in the path). Everytime I die at this point because I am slowed down by enemy spells and overwhelmed. Is there a special strategy for just this part of the map?
Thanks in advance. |
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That's the one thing that eludes me, is how people are avoiding getting mobbed after being cursed by slowness. Even if you remove the hex, another imp will cast something on you. By then you get hit by multiple creatures and it's just a few moments from horrible, horrible death.
I'll have to try again tonight for fun, but damn.
I'll have to try again tonight for fun, but damn.
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Imps are always best avoided. Any more than 2, and you've got some serious bad news. When you get slowed, it's best to use that time to heal yourself if you can, or at least put up Disciplined Stance or some other spell that will prevent you from taking damage.
There's three imps right at the start of the Cave in Lornar's Pass...if they catch you, you're gunna have a bad time. Beyond that, imps aren't a huge problem. You'll get slowed down a few times, but just plan your approach to avoid as many of them as possible and you should be fine. Remember the ctrl key to see what mobs are ahead of you. It's much better to run through 20 bird warriors than 10 imps.
And yea, there's little trouble doing it solo if you know what you're doing. About the only thing I can't do completely alone is that section right after Camp Rankor on the way to Droknar, and then you just send the rest of your team to absorb Shadow blows while you sprint on past saving Balanced Stance for the next big group. It's all good.
There's three imps right at the start of the Cave in Lornar's Pass...if they catch you, you're gunna have a bad time. Beyond that, imps aren't a huge problem. You'll get slowed down a few times, but just plan your approach to avoid as many of them as possible and you should be fine. Remember the ctrl key to see what mobs are ahead of you. It's much better to run through 20 bird warriors than 10 imps.
And yea, there's little trouble doing it solo if you know what you're doing. About the only thing I can't do completely alone is that section right after Camp Rankor on the way to Droknar, and then you just send the rest of your team to absorb Shadow blows while you sprint on past saving Balanced Stance for the next big group. It's all good.
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My second character is a W/M who has not made it to Droknar's, or to perdition rock so I don't have Charge! or Balanced Stance. Is there a way to get these skills earlier on? I wanted to run myself to Droknar's but it doesn't make much sense if I can't get the required skills until I've been there already.
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Originally Posted by wheel
no. mending gets you killed because it eats up way too much energy.
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Originally Posted by wheel
Sprint, Charge, Balanced Stance, Endure Pain, Healing Signet, Healing Breeze, Mend Ailment, Smite Hex 16 tactics, 13 strength, 3 heal
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I've also seen it done with a warrior/ranger. He said his build was Strength (11+2), Tactics (10+1), and Wilderness (10) and he did not use any superior runes to keep his HPs up there. His skills were:
Strength: Defy Pain (E), Endure Pain, Rush
Tactics: Ballanced Stance, Watch Yourself, Healing Signet
Wilderness: Troll Uguent, Storm Chaser
He'd use Troll Uguent when approaching groups, Storm Chaser to begin the "Sprint" process (Storm Chaser is like Sprint, but it gives energy on each elemental attack that you sustain). During heavy engagement he'd use Defy/Endure Pain (in sequence?), Rush, and Watch Yourself. Right after engagement, he'd use Healing Signet; and then Troll Uguent.
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When my character (Mo/Ra) sprints -- and I can make it though lots of stuff -- I use mending, storm chaser, and melandru's resilience. I like Melandru's resilience since it gives me lots of regen arrows when poisoned, bleeding, etc. Mending isn't enough arrows, but together with Resilience there is enough + regen to offset most conditions.

