Tricks To Running

dixie

Ascalonian Squire

Join Date: Nov 2005

Nebraska

E/Me

I'm pretty new to the game. My character is a 21st level Elementalist and we are on our first trip through. I would like to run from Augury Rock to Destiny's Gorge, using Armour Mist.

I have tried making the run a few times, but the hydras always take my character out.

I would appreciate some pointers about running. Do you run flat out from one point to another? Do you try to constantly survey your surroundings, stopping and going as the situation warrants? Do you run some and walk some? How do you stay moving and not run into trouble?

What's the best approach to running?

Thanks for your help.

Dixie

Claire Wolf

Claire Wolf

Krytan Explorer

Join Date: Aug 2005

The Zephyr Of Tyria [tZoT]

A/

Classes best for running are Rangers and Warriors~ You may try, its just that that skill takes a few seconds to activate and you must stand still for it to work. It does not last long enough neither. Also, it also has to do with the armor. Spell casters' armor tends to be weaker than the others, so that also may have to do with this.

Former Ruling

Grotto Attendant

Join Date: Oct 2005

Cedartown, Georgia

R/

Elementalist do have some choices for stuff.

You have:
1) Windborne Speed, to get past Aggro (If you are moving faster than them, they won't follow you far).

2) Armor Of Earth, 30 seconds of up to ~60 AL is good. that can be like wearing another set of armor on top of yours for 30 secs.

3) Magnetic Aura, is less effective than other classes' stuff, but it still gives some 75% evasion from melee attacks (recharge sucks though). Use when you need it.

4) You have some of the Glyph's that can work.

5) Like you said - Armor of Mist is probably the best known of the Elementalist run type skills.

Most likely, you'll go Water/Air and just cut your loses of Armor of earth, and level up a secondary class attribute. BUt it really depends..if you have a weaker running type secondary, armor of earth can help.

You didn't tell your secondary, but I'm sure theres something in it that is effective too.

If you can - also wear Pyromancer armor since hydras do fire dmg. And you already know this...but dont cast Armor of Frost.

SECONDARY BY CLASS:
Warrior: - The Stances and Run skills. Sprint is good. They have a couple good 75% evade stances that might fit your situation.

Ranger: - Run skills are many here. Storm Chaser is the obvious choice because of the energy benefits because you are taking fire dmg. Dryder's Defenses is the best defense stance for you, because its 75% evade on top of ALOT of elemental defense bonus.

Monk: - actually less effective here than in either situations such as this. The protective prayers line holds some evasion for you though.

Necromancer: - Not the best...Necromancer's skills weren't made for running, but rather mostly hurting the opponent - and in your case your running right by them...

Mesmer: - Simple choice here - Mantra of Flame. gives less dmg for you, and energy.

If you are /ranger then your in luck..thats the best for you. But take the advice for the others too.

Also note your in luck because the Elementalist things are all enchantments, and stack with a stance.

Antisocial

Academy Page

Join Date: Sep 2005

W/Mo

He has an Ele/mesmer(look at chars in profiles)
And btw, Armor of Earth for RUNNING? The armor is great.. but it slows you down way too much.., or is it for protecting yourself while other skills are recharging?

William Stark

William Stark

Academy Page

Join Date: Dec 2005

UK

The Imperial Guards

W/Mo

A lot of the standard running techniques will hold true for you regardless of profession.
Most runners won't just flat-out peg it through to where they want to go; I always try to know where I can safely rest and recharge skills, then use speed enhancements at the right time to make sure I have shaken off pursuit before reaching them. Timing is everything there.
Knowledge of the terrain is a major boost for a runner- running to somewhere you have never been is much harder than a route you have done dozens of times- especially in the desert where many of your opponents are hiding.
Good luck and let us know how you get on.

Shattered Self

Shattered Self

Frost Gate Guardian

Join Date: Sep 2005

PvE

N/

There are a couple key things to remember when running:

Know the route. If it's a run you haven't made before, look at maps online and figure out the path you need to take. Try to memorize the route around any obstacles, e.g. "I need to turn right when I hit the big rock wall" or "hook left when the path splits". If the route is new to you and particularly complicated, ask someone who knows the route if they'll show you where to go. In the desert, try to plan out a route that doesn't involve teleporters, as they are usually guarded, and it's nearly impossible to activate one when you're being attacked.

Aggro is bad. Whenever you can go around enemies to avoid aggro, do so, even if it means taking longer. You should generally be paying as much attention to your aggro circle in the radar as you should to the actual path, if not more. This is not to say you should ignore the main screen, since it's often difficult to see small obstacles in the radar. When you do get aggro (it's inevitable on most runs), use speed-boosting skills to get away from the enemies as quickly as possible. Try to select fast-casting skills so that you can use them while you have aggro if you need to; anything that takes more than 1 second to cast is probably not a good choice, and more than 1/4 second should only be used in an emergency. If possible, bring more than one speed-enhancing skill in order to minimize the time you spend with all speed skills recharging.

Be patient. Stop any time you find a safe place. It's a good way to plan your route (checking a website map or your in-game map), taking into account the location of any nearby enemies and the timing of any visible patrols. Hold down control to see enemies from beyond the range of your radar. Always make sure your health and energy are full and all your skills are recharged before leaving a safe spot.

Know when to quit and when not to. Some routes are easier for caster classes to fight through with henchmen than to run. If you've tried 10 times and you keep dying at the same spot, it might not be doable. On the other hand, don't abort a run just because you've died; sometimes dying will pull you to a resurrection shrine closer to where you're trying to go (though I think this is more common in the southern Shiverpeaks than in the desert). If you don't resurrect where you started, wait until your DP hits 15 or 30 before aborting and restarting the run.

dixie

Ascalonian Squire

Join Date: Nov 2005

Nebraska

E/Me

Hey, Claire, Former, William, Antisocial and Shattered, thanks so much for the help. You sound like you have much more experience than me; I do appreciate the time.

Yes, my character's secondary profession is a mesmer, but I really don't understand how to use those skills. I think that it was a poor choice of a secondary for someone playing the game the first time.

When I get back from class this afternoon, I'll give your very helpful suggestions a try.

I promise to let you know how I do.

Talk with you soon; and thanks again.

Dixie

Antisocial

Academy Page

Join Date: Sep 2005

W/Mo

Quote:
Originally Posted by dixie
Hey, Claire, Former, William, Antisocial and Shattered, thanks so much for the help. You sound like you have much more experience than me; I do appreciate the time.

Yes, my character's secondary profession is a mesmer, but I really don't understand how to use those skills. I think that it was a poor choice of a secondary for someone playing the game the first time.

When I get back from class this afternoon, I'll give your very helpful suggestions a try.

I promise to let you know how I do.

Talk with you soon; and thanks again.

Dixie
You're welcome, in case you didnt know: YOu got the chance to change your secondary proffession when you arrive into droknar(After ascension) If you want more informatie on this, ill gladly help you out..

Orest Endwar

Pre-Searing Cadet

Join Date: Nov 2005

Hall of Mystic Elders

E/Me

If you are a mesmer second try Illusion of Haste. Its an 'infinite' run as long as you keep casting it but takes a second to recast. I used it to run solo around the jungle.

I also used Illusion of Weakness for extra health and Distortion in case I get stuck in melee. Be careful with distortion though because it can burn energy fast and its runs down quick.

EF2NYD

Wilds Pathfinder

Join Date: Jun 2005

I've ran to Elona with my mesmer before. For the hydras, the only thing that they can you with while you're running is Fireball, since you can outrun their Meteor. Just make sure you're running when you know you're going to aggro.

dixie

Ascalonian Squire

Join Date: Nov 2005

Nebraska

E/Me

EF, Anti and Ores, thanks for your tips. Orest, I'll take a close look at the mesmer spells you mention. Armour Mist doesn't allow my character to move very fast. Perhaps one of the mesmer spells will.

Anti, thanks for the advice about changing second profession. I'll give serious consideration to changing when the time comes. Who knows? Maybe I'll have learned to appreciate my mesmer skills more as time goes along.

Again, thank all of you for your help. I'll keep you posted on my progress.

Dixie

Maxiemonster

Maxiemonster

There is no spoon.

Join Date: Jun 2005

Netherlands

Mo/

Lvl 21?

Monica Angelina

Monica Angelina

Frost Gate Guardian

Join Date: Jul 2005

Hot Original Elementalists

E/Me

Quote:
Originally Posted by Antisocial
You're welcome, in case you didnt know: YOu got the chance to change your secondary proffession when you arrive into droknar(After ascension) If you want more informatie on this, ill gladly help you out..
Technically, you get to change your profession after you have completed the secondary profession "Path" quests (e.g. if you are a Wa/Mo, you get to accept Elementalist's Path, Rangers's Path, Necromancer's Path, and Mesmer's Path). Although it is true that you will need to first ascend before these quests will become available, one more step is required between ascension and your arrival at Droknar. You must face Glint at the Dragon's Lair (where ascension actually takes you. Try the bonus, it's a hoot, and of course, bring two signets of captures and you'll be really happy). And you can change your secondary profession as often as you like once you've completed the Path missions. I don't think that you actually get the chance upon your arrival at Droknar once you have faced Glint.

But, in case I'm wrong, I'd love to see how this Droknar arrival/profession change thing works as I've never seen it before...

Former Ruling

Grotto Attendant

Join Date: Oct 2005

Cedartown, Georgia

R/

Quote:
Originally Posted by Antisocial
He has an Ele/mesmer(look at chars in profiles)
And btw, Armor of Earth for RUNNING? The armor is great.. but it slows you down way too much.., or is it for protecting yourself while other skills are recharging?
Obviously all skills have to be used at the right time.

And thats why I said He'd probably go between Water and Air, and skip earth all together.

Ele/mesmer huh...Umm..I'm thinking alittle on this:
Mantra of Flame (Stance, keep it on).
Windborne Speed (Enchantment, put it on while your free running [the long areas with no aggro])
Armor of Mist (Enchantment, your main weapon for running through hydra patrols)
Maybe Mist Form {E}?
Aura of Restoration for healing?
then w/e really...I'd say Arcane Echo something, but everything has too good of recharges to warrent it.

Fungus Amongus

Fungus Amongus

Wilds Pathfinder

Join Date: Jul 2005

Fifteen Over Fifty [Rare] | [Rare] Alliance

Quote:
Originally Posted by Former Ruling

Ranger: - Run skills are many here. Storm Chaser is the obvious choice because of the energy benefits because you are taking fire dmg. Dryder's Defenses is the best defense stance for you, because its 75% evade on top of ALOT of elemental defense bonus.
Unfortunately, for a Ranger secondary, the speed buffs Dodge and Escape, and the defensive stance Whirling Defense are tied to the Ranger only Expertise attribute.

Monica Angelina

Monica Angelina

Frost Gate Guardian

Join Date: Jul 2005

Hot Original Elementalists

E/Me

No different than Sprint being tied to Strength... All in the name of Balance...

Former Ruling

Grotto Attendant

Join Date: Oct 2005

Cedartown, Georgia

R/

Quote:
Originally Posted by Fungus Amongus
Unfortunately, for a Ranger secondary, the speed buffs Dodge and Escape, and the defensive stance Whirling Defense are tied to the Ranger only Expertise attribute.
I never mentioned either.

I said Storm Chaser, and Dryder's Defenses, both tied to Wilderness.

As for warrior's Sprint - that I did miss Sprint wouldn't be as effective because of its linkage.

dixie

Ascalonian Squire

Join Date: Nov 2005

Nebraska

E/Me

Maxie, Monica, Former and Fungus thanks for the notes. You guys sound like experts to me. When we get back from dinner, my roommate and I plan to implement some of your great suggestions.

Before the night's over, we'll let you know how we do.

Thanks again for your help.

Dixie

Senator Tom

Senator Tom

Banned

Join Date: Aug 2005

California

[Dark]

W/

well you can do what i did
make an easy 200g from each person running from beacons to kryta =) i only used windborne speed

Shattered Self

Shattered Self

Frost Gate Guardian

Join Date: Sep 2005

PvE

N/

Mesmer is an excellent secondary for elementalists, thanks to Arcane Echo and various energy-gaining skills. It's just not a great secondary for running places.

dixie

Ascalonian Squire

Join Date: Nov 2005

Nebraska

E/Me

Senator and Shattered, thanks for the notes.

Senator I don't understand what you were trying to say, sorry.

Shattered, thanks for the mesmer comment. I have a lot to learn about how to use their strengths.

Again, thanks Senator and Shattered.

Dixie