This is my W/Mo Runner.... I'm trying to set him up for droks running and other shiverpeaks runs..... The Pic has everything... my armor, my attributes, my weapons, and my skills
I know that these improvements could be made
1)+30 Sword Pommel, my current is +27
2) Superior Absorbtion, my current is major
3) Superior Vigor, my current is major
Can you PLZ look at pic, and critque my running build!
thanks guys,
-Undead
W/Mo Forge Runner....PLZ CRITIQUE
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k
1) +3 health isn't going to make a significant difference.
2) -1 absorbtion isn't going to make a significant difference.
3) +9 health isn't going to make a significant difference.
In my opinion, -75 health is worse than having +1 second more of "Charge!" and +2 seconds more of Balanced Stance. One/two more second(s) of running away isn't likely (note, likely) to save you if you're being pounded on.
It looks fine to me, as long as you're comfortable with removing Mending/Veil when you don't need it for energy regeneration.
One suggestion though: ditch the Ascalon Leggings and get the Gladiator Leggings instead. You only need one piece of Knight's/Ascalon Armor to get damage reduction...
2) -1 absorbtion isn't going to make a significant difference.
3) +9 health isn't going to make a significant difference.
In my opinion, -75 health is worse than having +1 second more of "Charge!" and +2 seconds more of Balanced Stance. One/two more second(s) of running away isn't likely (note, likely) to save you if you're being pounded on.
It looks fine to me, as long as you're comfortable with removing Mending/Veil when you don't need it for energy regeneration.
One suggestion though: ditch the Ascalon Leggings and get the Gladiator Leggings instead. You only need one piece of Knight's/Ascalon Armor to get damage reduction...
R
The general rule of thumb that I follow is that if you need to heal, you're probably going to die.
Ditch mending. Seriously, I never take any healing spells because they aren't needed. I take healing signet because it's nice to "up" your health faster at rest points.
13 tactics 13 strength and 6 points left over (or put into sword if you want)
I use the exact same skills, except I bring smite hex instead of mending. It's really nice to be able to remove a cover hex with smite (conjure) then remove cripling anguish with holy veil.
I almost never die (only on horrible spawns) and use absolutly no healing prayer skills.
Also try to get a -2/-2 (stance/enchanted) or -2/-3 (stance/hex) shield, it helps a bit. I only use the -2/+45 in snake dance.
Ditch mending. Seriously, I never take any healing spells because they aren't needed. I take healing signet because it's nice to "up" your health faster at rest points.
13 tactics 13 strength and 6 points left over (or put into sword if you want)
I use the exact same skills, except I bring smite hex instead of mending. It's really nice to be able to remove a cover hex with smite (conjure) then remove cripling anguish with holy veil.
I almost never die (only on horrible spawns) and use absolutly no healing prayer skills.
Also try to get a -2/-2 (stance/enchanted) or -2/-3 (stance/hex) shield, it helps a bit. I only use the -2/+45 in snake dance.
I say Mending is useless, for the 3 health regeneration and 1 energy regeneration you are wasting 8 points into healing prayers whereas they can go more into tactics and strength.
As Koneko said, stick with the 27. Also the difference between sup and maj. aren't big.
In replacement of mending, throw in Smite Hex for some nice hex removal.
As Koneko said, stick with the 27. Also the difference between sup and maj. aren't big.
In replacement of mending, throw in Smite Hex for some nice hex removal.
.
E
do the 15 attrib quests, and 13 str/13tactic makes not much sense, the 13 tactics doesnt lenghten charge or balanced stance, I use the exact build that u use, full glads armor + HoD helmet, +25 health collector axe, stance collector shield, collector healing ank from maguuma, nolani wand.
Knights/ascalon boots would be good.
8 points in healing, 12 in strength 12 in tactics. Put on mending + veil when around hexers. Put holy veil back on when it is shattered.
Mending pwns the worms and the tundra giants btw.
But for the full explanation: the forge runner thread
Knights/ascalon boots would be good.
8 points in healing, 12 in strength 12 in tactics. Put on mending + veil when around hexers. Put holy veil back on when it is shattered.
Mending pwns the worms and the tundra giants btw.
But for the full explanation: the forge runner thread

k
Quote:
Originally Posted by Eternity
Even better, get an Ascalon helm as well and switch off when you're not in a hex zone.
But a Gladiator's Helm gives +1 energy, +10 more armor against physical and the +1 to Tactics in comparison to the Ascalon Helm.
I don't bother to switch from the Lieutenant's Helm anyway.
(I don't use minor runes to boost strength or tactics either because I'm stupid, and I do just fine.)
I don't bother to switch from the Lieutenant's Helm anyway.
(I don't use minor runes to boost strength or tactics either because I'm stupid, and I do just fine.)
M
Funny thing lately i've been using this build for running for a while but i had a break, 
from running for a while basicaly because i dont need the money and it does get boring
after a few runs, but since the rest i just can't seem to get my ass down to droknars.
Maybe im a little outa practice but for the last coupld of weeks i've been having
some very bad experiences trying to get past the first cave with the snakes and
the last part of lornars, it just seems almost impossible lately to me,
...

from running for a while basicaly because i dont need the money and it does get boring
after a few runs, but since the rest i just can't seem to get my ass down to droknars.
Maybe im a little outa practice but for the last coupld of weeks i've been having
some very bad experiences trying to get past the first cave with the snakes and
the last part of lornars, it just seems almost impossible lately to me,
... Quote:
Originally Posted by Sk8tborderx
You should never encounter massive degen unless you run into a heretic. The only time you should run into one is in snake dance and it is easy to get past just 1. (Heretics in Lornars and Dreadnaughts can be avoided).
First time I totally disagree with you ^_^
In dreadnoughts, there is atleast one spawn where the heretic is unavoidable. First time I ran into the heretic, was the with the heretic right before the tundra giants, never seen that spawn afterwards, so I cannot verify that heretic doesnt patrol away.
The other one, is when the heretic is right after the first safe spot (after the first group of silly stone summit) He doesnt patrol away, I had this spawn 2 times now, and no matter how long I waited he never got out of that spot.
I did however get past that one ^_^ he casted crippling anguish and I removed it (holy veil ftw, fastest response to hexes
) before he casted a cover hex.
In dreadnoughts, there is atleast one spawn where the heretic is unavoidable. First time I ran into the heretic, was the with the heretic right before the tundra giants, never seen that spawn afterwards, so I cannot verify that heretic doesnt patrol away.
The other one, is when the heretic is right after the first safe spot (after the first group of silly stone summit) He doesnt patrol away, I had this spawn 2 times now, and no matter how long I waited he never got out of that spot.
I did however get past that one ^_^ he casted crippling anguish and I removed it (holy veil ftw, fastest response to hexes
) before he casted a cover hex.