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Iminluvwit2women
Posts: 15
Joined: 11/07/2005
Credibility: 0 pts
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I ran the drok run plenty of times before these last updates. I took a break from it for awhile until over the weekend. I'm kind of confused about the ai update saying that it changed where the creatures would stop chasing fleeing players. After 2 runs over the weekend, some things are different but some remain the same or worse. I had some avicara chase me from the cave the whole way to the top of the hill right before the troll cave. I wasn't jogging either. That happened alot before the update. The worm situation is way weird, totally random, and unbelievably unpredictable. The lornar's pass programmer goes home every night with a smile on his face now. I did about 20 test runs just to troll cave. Sometimes I made it out of the cave without the worm following, and sometimes they stuck all sick to me down on the otherside of the downslope after the cave. I never had them come that far before the update. Either the ai fleeing part is bugged or the worm territory became larger. I've tried to see if getting knocked down makes them stick to you more....but after testing...no distinct evidence proving that. I tried to test if running the whole way down the path into the cave continuously had any affect on breaking away from them....after several tries still no evidence supporting my thoughts of continuous running will allow you break away from them easier. I've even gone so far as to run around out front of the cave allowing them to work on me for 20-30 secs and then hitting the cave. I was thinking maybe there is a time window of some sorts...again still no evidence supporting my thoughts. I'm going to do some more testing tomorrow. But all I have come up with is the update fleeing fix is bugged still(my opinion). Or they have that section completely ramdomized to what occurs every single time you pass through there. I will figure this out. lol. If anyone has some thoughts...feel free to pass them on.
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| 11/14/05 00:50 |
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Mann
Posts: 5
Joined: 10/04/2005
Credibility: 0 pts
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They added 2 more worms, more necros, and maybe a few more mesmers.
And the knockdowns are like... WOW. Is that even possible?? :p
So yah, it got harder. Remember that they "fixed" the AI again. So... who knows? I suggest doing a 2-3 person run if you really want to get into it. But that's just me.
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| 11/14/05 00:53 |
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Necromancing_Prince
Posts: 20
Joined: 08/31/2005
Credibility: 0 pts
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Ive been running the Droks all weekend and only really noticed that the worm follows me all the way to the hill right before the 1st troll cave as well as spawns being abit harder more often. Other than that though my runs are fine.
LII:
Kain Server:
Phoenix Knight Lv.79
Hierophant Lv.79
Shillien Elder Lv.74
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| 11/14/05 01:28 |
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Iminluvwit2women
Posts: 15
Joined: 11/07/2005
Credibility: 0 pts
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I do tag team the run also. It makes it go much faster and more enjoyable with the good chemistry my partner and I have. We try to entertain our guests, but I have to admit some groups are snoring! They either don't appreciate our humor, or just don't care to engage in friendly converstation. That can kind of suck.
I've just have been toying with some different things to run solo. I can run it solo, but I just like to try to perfect things. There are always people asking me to run, and my partner isnt always around. I have notice some posts on running skills, builds, and what not. Most of them are fairly on point. I must add to them by saying, if you don't have HOLY VEIL you are making your runs so much harder. For those you who don't have holy veil in your skill bar....I would suggest getting it.
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| 11/14/05 02:46 |
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vancityboi
Posts: 9
Joined: 09/17/2005
Credibility: 0 pts
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droks running is still possible.
if ur starting a run and u see more than 4 imps after the beacon portal be careful. Cuz that USUALLY means a bad spawn :D
i can run droks fine. well depends on spawn. especially after worm tunnel.
If there are alot of siege golems in the middle of the path i need to run..im a gonner ( 1 or 2 golems not bad..anymore and i cant make it)
Lazy people will take over the world ____im a computer potato
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| 11/15/05 01:11 |
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Mann
Posts: 5
Joined: 10/04/2005
Credibility: 0 pts
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The problem that most have with Holy Veil is that they like Mending. Nice and all, but it can work both ways.
I feel that holy veil best with solo, mending for risky or with a partner.
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| 11/15/05 02:03 |
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vancityboi
Posts: 9
Joined: 09/17/2005
Credibility: 0 pts
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mending probably might work better with dual runs. So the primary runner can use all of his energy for running and the secondary runner can run upkeeps.
Holy Veil works like a charm, now only if we have a hex remover similar to purge condition (able to remove ALL condition :( )
Lazy people will take over the world ____im a computer potato
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| 11/15/05 17:23 |
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NecroRebel
Posts: 15
Joined: 10/11/2005
Credibility: 0 pts
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There is a skill that removes both all conditions AND all hexes at the same time. It is called Purge Signet. Unfortunately, it has a long casting speed (3 seconds), is a Signet so has its casting time tripled by Rust (9 seconds), and drains 10 energy from you for every Condition and Hex it removes. It isn't so bad if you manage to hit the cast after, say, Deep Freeze hits but before Rust hits, and you can activate Sprint, Charge!, and/or Balanced Stance right before the Signet goes through and takes your energy, but overall it doesn't work too well. It has saved my *** on the Drok's run on more than one occasion, though, especially when I got hit by a Heretic's Crippling Anguish spell (which is normally instant death for a runner).
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| 11/15/05 17:29 |
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vancityboi
Posts: 9
Joined: 09/17/2005
Credibility: 0 pts
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ya..but @ 3 seconds, that spells death. and 10 energy for each hex/condition removed...as a runner i have 27 energy.
I cant afford to waste 1 energy..yet along 10.
nice idea though :D
Lazy people will take over the world ____im a computer potato
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| 11/16/05 22:27 |
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Mann
Posts: 5
Joined: 10/04/2005
Credibility: 0 pts
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:p Wondering why the neg. cred ;)
Remove hex and purge conditions are good to bring. And yes, that 3 seconds can mean death if you are getting run down on. But there are a lot of chances after to be able to stop and recharge, assuming that you were able to out run.
Did anyone else notice that you can't run between the rock and a tree near after the tunnel after anymore? I just found that out last night.
I like to dual run with my guildie. What we do is switch charge back and forth so we only have to use one running skill the whole time, and save energy just in case for later. It helps when you're on balanced stance as well when you want to run longer.
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| 11/16/05 22:37 |
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