Beacons to Draknors Unrunable doing it solo now?
Knight of Eternal Darknes
i heard just as hard as the run from darknors to citadel, because they've added ice golems, and mesmers with a lot more worms various different areas
Doooom
There are still some runners around that can make it, but they're certainly fewer and farther between (and more expensive).
Ranger Li
I still do it easily...its really not that hard..i dont see why runners are having problem soloing but all i can say it more business for me ^_^
EAT U ALIVE
Dude your a ranger i doubt you could solo a droknars run...... I do them all the time, I love that they made it harder, kicked all the noobie runners.That means more buisness for me also!
Ranger Li
...Thats one of my proffesions u half-wit...obviously i run as a w/mo
badd
i have never made it to droks even b4 the update
Nawn Centz
Quote:
Originally Posted by EAT U ALIVE
Dude your a ranger i doubt you could solo a droknars run...... I do them all the time, I love that they made it harder, kicked all the noobie runners.That means more buisness for me also!
1. He's a ranger, he has uber armor against elemental damage.
2. When running, you won't take but so much physical damage seeing as how you will run from everything, maybe only the wurms will do physical.
3. Run my ranger to droks.
!!
2. When running, you won't take but so much physical damage seeing as how you will run from everything, maybe only the wurms will do physical.
3. Run my ranger to droks.

a_scrawny_gnoll01
My W/mo still makes the run with little-no difficulty. You just need to hold down the ctrl key and watch for golems and heretics; as those are what will kill you if you get careless. Regardless, you should still bring remove hex, as it helps drop that 20 second anguish slow.
This run is still doable, very much so. The first part in lornars is the only part that tends to prove any factor of difficulty, as the rest is a breeze.
This run is still doable, very much so. The first part in lornars is the only part that tends to prove any factor of difficulty, as the rest is a breeze.
lord_shar
I just did this run 2x this morning out of 3 attempts (only 1 failure because I ran out of time and had to go to work).
The 3 monsters that can slow you down enough to be fatal:
1) imps
2) siege golems
3) heretics
The imps and golems have non-removable ice based slow spells which you have to wait out once they hit you. It's not these creatures that kill you though... it's the numerous other monsters nearby that swarm you once you're slowed.
Knockdowns can be handled by Balanced Stance, but slowed-movement doesn't have an immediate countermeasure.
A lot of the run also involved luck-of-the-spawn. If you get a particularly nasty spawn with 12+ slow/knockdown mobs guarding a sole chokepoint, just have a passenger at the start re-zone to reset these spawns, then try again. Don't push a bad situation if you don't have to do so.
The 3 monsters that can slow you down enough to be fatal:
1) imps
2) siege golems
3) heretics
The imps and golems have non-removable ice based slow spells which you have to wait out once they hit you. It's not these creatures that kill you though... it's the numerous other monsters nearby that swarm you once you're slowed.
Knockdowns can be handled by Balanced Stance, but slowed-movement doesn't have an immediate countermeasure.
A lot of the run also involved luck-of-the-spawn. If you get a particularly nasty spawn with 12+ slow/knockdown mobs guarding a sole chokepoint, just have a passenger at the start re-zone to reset these spawns, then try again. Don't push a bad situation if you don't have to do so.
karunpav
Quote:
Originally Posted by a_scrawny_gnoll01
Quote:
Originally Posted by lord_shar
The 3 monsters that can slow you down enough to be fatal:
1) imps 2) siege golems 3) heretics I also agree with this. The worst, in my opinion, are the Ice Imps. That Mind Freeze really ticks me off. What I do to solve this is use Balanced Stance and Storm Chaser (I use a W/R for running). Storm Chaser helps tremendously, as about 95% of the damage you'll take is elemental. Melkor of ZoSo
W/R's are the best runners, if they have the right build.
Klmpee
Quote:
Originally Posted by Melkor of ZoSo
W/R's are the best runners, if they have the right build.
amen to that brother.
use the speed of the ranger and sturdiness of the war Farin
Quote:
Originally Posted by Klmpee
amen to that brother.
use the speed of the ranger and sturdiness of the war I'd still pick a Monk secondary over a Ranger secondary. You don't know when will you step over a barbed Trap. And to stay on topic, find this run just as easy as it has always been. Only died once when I didn't notice an heretic, but that's it. fenix
I havent tried since the update, but before it I made it to Dreadnaughts Drift with my level 14 W/Mo. Impossible you say? Nope, I just avoided most enemies, and when they did go to attack me, I did Sprint + Healing Breeze + Endure Pain so I took little or no damage. This WAS after I had bought Droknars Platemail, but it was still kinda cool. The funny part is, I was in a group who were running there, and the level 20 in the group (W/R) died almost straigh away, so I was left to run. All I heard was:
"OMG DUDE RUN!!!" "You are a legend!" etc. etc. Mavrik
its still possible, got a successful run there the other day. Of course the cost to get run has gone up... lowest charges I have come across is 1.5k snakes dance and 1.5k at ranko... 3k in total for run.
=HT=Ingram
guys, go the easy way through the war camp. sheesh...
Demon Rebel
That woulda been a nice stop on the run - The War Camp - then I coulda got my little tank into the furnace after she got some Knights armor!
I have a Strong hate towards Ice Imps and Mob Mesmers... they suck! |