Secret to Running Lornar's Pass
Scol
I have been curious about the run as well with my W/R. I know R's have a lot of running skills and could sustain the 25% (short burst of 33%) for a while, but I'm wondering about hexes. Is it simply just a matter of taking the right path to avoid those? I mean azures pop out of nowhere and stay away from those arcanists... what else, the ice ppl too.
What of the armor set? I know plate is 85+10, where as glads is 80+20. Isn't the majority of hits u take up there physical (all that rock throwing)? Wouldn't Glad be better at reduction, or does the 5 additional at base level make a difference vs other damage types? (Of course I pack on some Knights Boots or Gloves for the reduction)
Anyone know a good W/R build for the run?
What of the armor set? I know plate is 85+10, where as glads is 80+20. Isn't the majority of hits u take up there physical (all that rock throwing)? Wouldn't Glad be better at reduction, or does the 5 additional at base level make a difference vs other damage types? (Of course I pack on some Knights Boots or Gloves for the reduction)
Anyone know a good W/R build for the run?
WeiPing
My Warrior/Ranger's pretty damn good at the run with the following build.
11 Strength
12 Tactics
10 Wilderness Survival.
Skills:
Sprint
Storm Chaser
Balanced Stance
Charge
Troll Unguent
Disciplined Stance
Endure Pain
Something else I never use.
11 Strength
12 Tactics
10 Wilderness Survival.
Skills:
Sprint
Storm Chaser
Balanced Stance
Charge
Troll Unguent
Disciplined Stance
Endure Pain
Something else I never use.
WeiPing
BTW, if there is a "secret", I think it's knowing when to heal as much as knowing where to heal. Now, just about everyone can pretty easily see where the good spots are to heal up...any absense of red dots will do fine. But WHEN to heal is anonther issue.
When you start getting to around 50% health, unless you know you'll make it to the next empty zone, you've got to start thinking about what you're going to aggo. Mobs are most dangerous right after you aggro them...that's when they use their skills that do all the damage. After they get through with their skills, you've got some relatively safe time. Sure, you'll continue to take damage, but not a LOT of damage, and you can usually heal fast enough to keep up, or at least close, and even if you aren't healing fast enough to keep up with damage, you're stalling...you're giving yourself time to recover your skills, specifically balanced stance and charge. Once you've got those, you're usually going to be in pretty good shape, unless there's something ahead that will slow you down.
A good example is the first cave in Lornar's Pass. You've got worms, a few bird warriors, then on the other side of the cave there's usually a bunch of ice golums. I like to run through the cave stopping just short of that group, and hit my troll unguent stalling until Balanced Stance is recovered.
I'd much rather sit through 3 bird warriors flinging arrows at me than try running past some ice golums without Balanced Stance (probably STILL while getting pegged by bird warriors).
When you start getting to around 50% health, unless you know you'll make it to the next empty zone, you've got to start thinking about what you're going to aggo. Mobs are most dangerous right after you aggro them...that's when they use their skills that do all the damage. After they get through with their skills, you've got some relatively safe time. Sure, you'll continue to take damage, but not a LOT of damage, and you can usually heal fast enough to keep up, or at least close, and even if you aren't healing fast enough to keep up with damage, you're stalling...you're giving yourself time to recover your skills, specifically balanced stance and charge. Once you've got those, you're usually going to be in pretty good shape, unless there's something ahead that will slow you down.
A good example is the first cave in Lornar's Pass. You've got worms, a few bird warriors, then on the other side of the cave there's usually a bunch of ice golums. I like to run through the cave stopping just short of that group, and hit my troll unguent stalling until Balanced Stance is recovered.
I'd much rather sit through 3 bird warriors flinging arrows at me than try running past some ice golums without Balanced Stance (probably STILL while getting pegged by bird warriors).
MSecorsky
Quote:
Originally Posted by WeiPing
My Warrior/Ranger's pretty damn good at the run with the following build.
11 Strength 12 Tactics 10 Wilderness Survival. Skills: Sprint Storm Chaser Balanced Stance Charge Troll Unguent Disciplined Stance Endure Pain Something else I never use. |
Wa$d
not to get anyones pants in a bundle, but i make the run in under 25min and make 200k in about 10 runs.....so theres my money making place....Cheers!
WeiPing
Quote:
Originally Posted by MSecorsky
Throw Dodge in there, get another 5 sec burst of speed
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Red Locust
An E/W with balanced stance, windborne speed, sprint, mist form, and some other stuff, I don't see why he couldn't make it to droknar's. It'd take longer, though.
JoDiamonds
The problem with Elementalist speed boosts is that they take time to cast, unlike stances. That's a pretty serious drawback, since you need to repeat cast them.
Still might be possible, but you'd have to be very, very careful with when you stop to cast windborne speed and such.
Still might be possible, but you'd have to be very, very careful with when you stop to cast windborne speed and such.
Chaynsaw
Ask me for SN... I will show you how to do it.
wheel
Quote:
Originally Posted by Wa$d
not to get anyones pants in a bundle, but i make the run in under 25min and make 200k in about 10 runs.....so theres my money making place....Cheers!
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Nuddley
Ive done a couple of Forge Runs with my W/E, now i have done these and taken people along for free because its a bit of a buzz when you can strafe and step your way out of a huge mob of trolls in a cave and the people with you start calling you super tank and confessing there love for you. The best comment i recieved was "if you weren't most likely a guy i'd kiss you"
Now my build is probably not the best or the quickest to get there, but when your taking people there for free they don't complain.
My Equipment
All platemail armour except Knights gloves.
Crimson Carapace Shiled +45 health -2 Damage Reduction whilst in stance
A Sword that has +22 health (its not great but better then nothing)
I have a major Vigor too.
Skills
The times ive done the run ive used only warrior skills, i guess there are some elem skills i could use but i dont like the cast times.
Charge
Sprint
Balanced Stance
Defensive Stance
Healing Signet
Charge is the best running skill ever, as its a shout it stacks on your stances,
i'll make a bold statement and say its the most important skill needed for any sort of running effectively especially forge running.
Attributes
Using this build high tactics is critical (i think mine is 13 or so), good strength helps you sprint go that little bit longer
So thats my build.....waiting for skill to recharge is very important too especially around those giants and there stomping ways.
Its a bit soppy of me but running some people to droknars for free and recieving genuine thanks has been the best thing thats happened in this game so far.......oh and getting out of that pack of trolls was pretty dam good too
Now my build is probably not the best or the quickest to get there, but when your taking people there for free they don't complain.
My Equipment
All platemail armour except Knights gloves.
Crimson Carapace Shiled +45 health -2 Damage Reduction whilst in stance
A Sword that has +22 health (its not great but better then nothing)
I have a major Vigor too.
Skills
The times ive done the run ive used only warrior skills, i guess there are some elem skills i could use but i dont like the cast times.
Charge
Sprint
Balanced Stance
Defensive Stance
Healing Signet
Charge is the best running skill ever, as its a shout it stacks on your stances,
i'll make a bold statement and say its the most important skill needed for any sort of running effectively especially forge running.
Attributes
Using this build high tactics is critical (i think mine is 13 or so), good strength helps you sprint go that little bit longer
So thats my build.....waiting for skill to recharge is very important too especially around those giants and there stomping ways.
Its a bit soppy of me but running some people to droknars for free and recieving genuine thanks has been the best thing thats happened in this game so far.......oh and getting out of that pack of trolls was pretty dam good too
wheel
i wear gladiator's armor for the +1 tactics because tactics is more important than +1 str with balanced stance.
Eskimo Bob
I can make this run myself with ease. I use mending but I NEVER run out of energy. Why? Becuase I have 37 energy WITHOUT any gladiators peices. Will probably buy full gladiators besides helm and make it easier. I don't even use defy/endure pain. I don't even have to change my pve build attributes one bit for my running build.
wheel
Quote:
Originally Posted by Eskimo Bob
I can make this run myself with ease. I use mending but I NEVER run out of energy. Why? Becuase I have 37 energy WITHOUT any gladiators peices. Will probably buy full gladiators besides helm and make it easier. I don't even use defy/endure pain. I don't even have to change my pve build attributes one bit for my running build.
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Bormil Stonemight
Quote:
Originally Posted by wheel
i could get by with just sprint and charge, easily.
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WeiPing
Yea...it's not gunna happen without Balanced Stance.
Anton H
Oh, you can actually. Pain in the ass though. People forget that with the right equipment worms only hit for about 12-13 dmg. And if youre rolling on 600+, its not an issue.
Anyway, Slash, that is the most RED ENGINE GORED ENGINE GORED ENGINE GORED ENGINE GOed up running build I have ever heard of.
And yes, I run superior abso / vigor.
Anyway, Slash, that is the most RED ENGINE GORED ENGINE GORED ENGINE GORED ENGINE GOed up running build I have ever heard of.
And yes, I run superior abso / vigor.
KaluMinati
is there a skill close to the Balanced Stance skill for rangers? im not nearly advanced to do the forge run but i do a run from ascalon to yaks currently, im pretty good, never died except on a few of my practice runs i use the following setup when i run
1) Armor of Mist
2) Troll Unguent
3) Dryder Defence
4) Healing Spring (for when i get to a "safe" spot)
5) Storm Chaser
6) Serpents Quikness
7) Dodge
8) Water Attunement
Insightful Ghostly Staff of Fortitude (total of +15 energy & +25 hp)
full 1.5k druids - major vigor
the only rough spot i hit is the ascalon foothills with the hydras but other then that... its a smooth run.. im curious what i would need to add/change to be able to do the forge run, im a lvl 20 r/e ( not accended yet )
1) Armor of Mist
2) Troll Unguent
3) Dryder Defence
4) Healing Spring (for when i get to a "safe" spot)
5) Storm Chaser
6) Serpents Quikness
7) Dodge
8) Water Attunement
Insightful Ghostly Staff of Fortitude (total of +15 energy & +25 hp)
full 1.5k druids - major vigor
the only rough spot i hit is the ascalon foothills with the hydras but other then that... its a smooth run.. im curious what i would need to add/change to be able to do the forge run, im a lvl 20 r/e ( not accended yet )
WeiPing
Quote:
Originally Posted by Anton H
Oh, you can actually. Pain in the ass though. People forget that with the right equipment worms only hit for about 12-13 dmg. And if youre rolling on 600+, its not an issue.
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Balanced Stance is THE skill that's mandatory, and you need Charge in order to do it reliably (although a few deaths would probably be likely without a fuller skillset). The other skills make it easier, safer, and faster.
Anton H
Shadows give up easily if youre running quick enough. One or two hits with their judgement signet and they lose interest, knockdown or no.
Worms, for a predetermined length, do not give up, and would pose a more serious issue in the choke point of Lornars than Shadows do at any of the SD spawns.
Worms, for a predetermined length, do not give up, and would pose a more serious issue in the choke point of Lornars than Shadows do at any of the SD spawns.
drizzt134
Quote:
Originally Posted by Bormil Stonemight
I'll PAY to see you get through this without Balanced Stance, because if you think you can, you're full of it.
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well actually i got through it without balanced stace after my sth like 150th try with my ranger... Dodge+escape+storm chaser rocks
drizzt134
Quote:
Originally Posted by KaluMinati
is there a skill close to the Balanced Stance skill for rangers? im not nearly advanced to do the forge run but i do a run from ascalon to yaks currently, im pretty good, never died except on a few of my practice runs i use the following setup when i run
1) Armor of Mist 2) Troll Unguent 3) Dryder Defence 4) Healing Spring (for when i get to a "safe" spot) 5) Storm Chaser 6) Serpents Quikness 7) Dodge 8) Water Attunement Insightful Ghostly Staff of Fortitude (total of +15 energy & +25 hp) full 1.5k druids - major vigor the only rough spot i hit is the ascalon foothills with the hydras but other then that... its a smooth run.. im curious what i would need to add/change to be able to do the forge run, im a lvl 20 r/e ( not accended yet ) |