Flag Runner
Bane of Mortality
My guild has started doing lots of GvG lately and I've been unofficially designated the flag runner. I've just been using my W/E to run flags but its not working well against the high ranked guilds. My current build is:
Warrior/Elemntalist
14 Hammer Mastery
8 Strength
12 Earth Magic
Irresistable Blow, Frenzy, Hammer Bash, Aftershock, Armor of Earth, Magnetic Aura, Sprint, and Rez Sig.
I normally just use sprint and put up armor or aura when I take damage. Anybody have any suggestions to make this better? Help would be greatly appreciated.
Warrior/Elemntalist
14 Hammer Mastery
8 Strength
12 Earth Magic
Irresistable Blow, Frenzy, Hammer Bash, Aftershock, Armor of Earth, Magnetic Aura, Sprint, and Rez Sig.
I normally just use sprint and put up armor or aura when I take damage. Anybody have any suggestions to make this better? Help would be greatly appreciated.
Eonwe
Crippling shot rangers make for the best runners.
Bane of Mortality
Are rangers an overall better class for running?
CAT
warriors are unacceptable flag runners, all flag runners bring snares which make warriors(especially w/e) unable to hit ONCE. Heres two builds you might like to try
Me/R
Crippling Anguish
Conjure Phantasm
Phantom Pain
Leach Signet
Inspired Hex
Muddy Terrain
Stormchaser
Troll Unguent
-- Isnt good at "running", but is basically the runners bane of all other flag runners, disables runwalk increases + max degen. Use leach signet to inturrupt heavy healing spells or heavy damage spells. If you are camping the flagstand and they are coming with you with the flag you are unkillable.
R/Me
Crippling Shot
Hunters Shot
Savage Shot
Muddy Terrain
Troll Unguent
Dodge
Insp Hex
Another Damage shot, a res sig, or Fav winds
---Is a better "runner" and can spit out cripples like a mother even if they are getting removed, and if they are running its gg, but runners with 75% evade make this harder to use
Me/R
Crippling Anguish
Conjure Phantasm
Phantom Pain
Leach Signet
Inspired Hex
Muddy Terrain
Stormchaser
Troll Unguent
-- Isnt good at "running", but is basically the runners bane of all other flag runners, disables runwalk increases + max degen. Use leach signet to inturrupt heavy healing spells or heavy damage spells. If you are camping the flagstand and they are coming with you with the flag you are unkillable.
R/Me
Crippling Shot
Hunters Shot
Savage Shot
Muddy Terrain
Troll Unguent
Dodge
Insp Hex
Another Damage shot, a res sig, or Fav winds
---Is a better "runner" and can spit out cripples like a mother even if they are getting removed, and if they are running its gg, but runners with 75% evade make this harder to use
entropy
there isn't really a best IMO. There are many ways to slow down the opposing flag runner. Crippling shot+apply poison is the most well known but its my favorite since its easy to run, And the ranger's higher al makes it tougher as well.
Don't take armor of earth. Anti-hex. Anti-condition. Something that slows your opponent down. Something that makes you go faster. Make it something you can keep up if possible. Then take the rest of the skill slots and make them try to help your team out. Though Crippling the enemy team is a help as well.
Don't take armor of earth. Anti-hex. Anti-condition. Something that slows your opponent down. Something that makes you go faster. Make it something you can keep up if possible. Then take the rest of the skill slots and make them try to help your team out. Though Crippling the enemy team is a help as well.
entropy
Quote:
Originally Posted by CAT
warriors are unacceptable flag runners, all flag runners bring snares which make warriors(especially w/e) unable to hit ONCE. Heres two builds you might like to try
Me/R
Crippling Anguish
Conjure Phantasm
Phantom Pain
Leach Signet
Inspired Hex
Muddy Terrain
Stormchaser
Troll Unguent
-- Isnt good at "running", but is basically the runners bane of all other flag runners, disables runwalk increases + max degen. Use leach signet to inturrupt heavy healing spells or heavy damage spells. If you are camping the flagstand and they are coming with you with the flag you are unkillable.
R/Me
Crippling Shot
Hunters Shot
Savage Shot
Muddy Terrain
Troll Unguent
Dodge
Insp Hex
Another Damage shot, a res sig, or Fav winds
---Is a better "runner" and can spit out cripples like a mother even if they are getting removed, and if they are running its gg, but runners with 75% evade make this harder to use Crippling can't be blocked or evaded
Me/R
Crippling Anguish
Conjure Phantasm
Phantom Pain
Leach Signet
Inspired Hex
Muddy Terrain
Stormchaser
Troll Unguent
-- Isnt good at "running", but is basically the runners bane of all other flag runners, disables runwalk increases + max degen. Use leach signet to inturrupt heavy healing spells or heavy damage spells. If you are camping the flagstand and they are coming with you with the flag you are unkillable.
R/Me
Crippling Shot
Hunters Shot
Savage Shot
Muddy Terrain
Troll Unguent
Dodge
Insp Hex
Another Damage shot, a res sig, or Fav winds
---Is a better "runner" and can spit out cripples like a mother even if they are getting removed, and if they are running its gg, but runners with 75% evade make this harder to use Crippling can't be blocked or evaded
Bane of Mortality
Hmmm.....I'll have to try the ranger and the mesmer. How well do you think a Water/Earth ele would work? It wouldn't have the best speed for running but it could throw up wards and slow down enemy runners with water magic.
CAT
Quote:
Originally Posted by entropy
Quote:
Hmmm.....I'll have to try the ranger and the mesmer. How well do you think a Water/Earth ele would work? It wouldn't have the best speed for running but it could throw up wards and slow down enemy runners with water magic.
Well, you'd have to consider three points 1. Water snares are basically shorter then crippling shot and conjure, so basically your sacrificing a short duration of cripple(which can mean the difference between capping and dieing) for like 20 damage 2. 30%+ of runners are rangers, elemental armor will kill your damage numbers 3. Using long cast ele spells is an easy target for fast inturrupts like in my two builds posted above Bane of Mortality
Thanks for all the help guys. I managed to come up with a build that rules flag carrying.
Ranger/Monk Wilderness:13 Expertise:12 Marksmanship:12 Skills:Apply Poison, Crippling Shot, Escape, Storm Chaser, Holy Veil, Mend Ailments, Troll Ungent, Throw Dirt Apply Poison is the attack skill. My guild has the Fire Isle hall so this, compined with a crippling shot when the enemy's in the lava kills them very quickly. Throw Dirt is for when the warriors swarm you. Holy Veil slows hexes, and Mend Ailments get rid of all other conditions. Troll Ungent heals. Escape and Storm Chaser are for, of course, running the flag. With this build me and my guild beat a rank 50 some-team. Thanks for all the help guys. Eonwe
You mean dodge and storm chaser? Crippling shot and Escape are both elite ;o.
Bane of Mortality
Yeah. I always confuse Poison arrow and apply poison, and escape and dodge. Then people are confused on how I have more than one elite.
Farin
I had fun running a Mistform+Spellbreaked flag runner. It was hilarious .
Neo-LD
Quote:
Originally Posted by RaZoO
I had fun running a Mistform+Spellbreaked flag runner. It was hilarious .
do people designated as flagrunners have special 2-elite-uber-hax that i am unaware of?
Bane of Mortality
Quote:
Originally Posted by Neo-LD
do people designated as flagrunners have special 2-elite-uber-hax that i am unaware of?
lol
One time I went agaist an elementalist flag runner who was the most annoying thing ever. She kept on using water spells and wards on me. I couldn't touch her. Farin
Quote:
Originally Posted by Neo-LD
do people designated as flagrunners have special 2-elite-uber-hax that i am unaware of?
Ele using mistform. Monk would put spellbreaker on him. It was for fun as i said, nothing serious
Livpooolsupafayn
Quote:
Thanks for all the help guys. I managed to come up with a build that rules flag carrying. | Ranger/Monk Wilderness:13 Expertise:12 Marksmanship:12 Skills:Apply Poison, Crippling Shot, Escape, Storm Chaser, Holy Veil, Mend Ailments, Troll Ungent, Throw Dirt Apply Poison is the attack skill. My guild has the Fire Isle hall so this, compined with a crippling shot when the enemy's in the lava kills them very quickly. Throw Dirt is for when the warriors swarm you. Holy Veil slows hexes, and Mend Ailments get rid of all other conditions. Troll Ungent heals. Escape and Storm Chaser are for, of course, running the flag. With this build me and my guild beat a rank 50 some-team. Thanks for all the help guys. Yes nice running build but what do you expect to do for the other 8 maps without a relic run? Run around avoiding stuff while dealing close to no damage? Dmitri3
Quote:
Originally Posted by Livpooolsupafayn
Yes nice running build but what do you expect to do for the other 8 maps without a relic run? Run around avoiding stuff while dealing close to no damage?
first, this is for GvG.
Second, you think that getting enemy crippled+poisoned+interrupted does nothing? mortalis doleo
when i run the flag (rarely), i use something like this:
1. spike trap 2. dust trap 3. holy vail/remove hex 4. remove conditions/antidote sig 5. storm chaser 6. dodge 7. spirit of your choice (muddy terrain if you want) 8. res/anything really... when it's time to put the flag, i place it and put the two traps near the flag stand. this also allows me to be usefull with the flag in my hands (not used much, but its nice to be able to). |