Distintivo myh the great wall slot forum
Distintivo Myh The Great Wall Wall Slot Forum
by: Rowan Baylis [Merlin]
background
The Lockheed T-33, developed from the first practical jet fighter in the United States, was initially named TF-80C after the predecessor of the fighter, and flew to the sky in March 1948, a tremendous long and diverse career. Started. More than 6, 500 T-33 were manufactured between 1948 and 1959, and this classic practice machine was active in more than 40 Air Force. According to Wikipedia, he is still active in Bolivia as of 2015.
kit
The T-33 shooting star announced by GWH excites classic jet fans. Now the sample kit has arrived and the time has been waiting.
GWH's T-33 enters a fairly stylish up box, and sprwers and accessories are packed separately for protection. I am glad that the main canopy is protected by a transparent adhesive film to prevent abrasion during transportation.
Kit configuration 112 x Gray Styrofool Parts 7 x Clear Parts 3 X Color Scheme Decal
The styrene used is quite hard, the mold is beautiful, very clear, and no burrs. In the first test, a few sinks were found in thick parts, but this could be improved quickly. The surface finish is composed of a very delicate panel line, and some of the aircraft have a delicate embossed rivet and zipper.
In order to maintain the details of the surface, the spruce adhesive surface may have an adhesive surface, so it is necessary to spend one or two minutes preparing the main parts before assembling.
Fit test
Half of the fuselage is fixed with a clip, and the wings are fit tightly. The lower wing of the full span extends beyond the air brake, forms a posterior edge of the nose wheelbay, and links with the air intake. The stabilizer was good, but the positioning tab was short, and it was too loose to fix without cement (so it was not shown in the photo on the right).
In the reference photo, it looks like a knife blade, but my only concern based on test fit is that the rear edge of the flight surface is heavy.
Some details < SPAN> Distintivo Myh the Great Wall Wall Slotforum
by: Rowan Baylis [Merlin]
background
The Lockheed T-33, developed from the first practical jet fighter in the United States, was initially named TF-80C after the predecessor of the fighter, and flew to the sky in March 1948, a tremendous long and diverse career. Started. More than 6, 500 T-33 were manufactured between 1948 and 1959, and this classic practice machine was active in more than 40 Air Force. According to Wikipedia, he is still active in Bolivia as of 2015.
kit
The T-33 shooting star announced by GWH excites classic jet fans. Now the sample kit has arrived and the time has been waiting.
GWH's T-33 enters a fairly stylish up box, and sprwers and accessories are packed separately for protection. I am glad that the main canopy is protected by a transparent adhesive film to prevent abrasion during transportation.
Kit configuration 112 x Gray Styrofool Parts 7 x Clear Parts 3 X Color Scheme Decal
The styrene used is quite hard, the mold is beautiful, very clear, and no burrs. In the first test, a few sinks were found in thick parts, but this could be improved quickly. The surface finish is composed of a very delicate panel line, and some of the aircraft have a delicate embossed rivet and zipper.
In order to maintain the details of the surface, the spruce adhesive surface may have an adhesive surface, so it is necessary to spend one or two minutes preparing the main parts before assembling.
Fit test
Half of the fuselage is fixed with a clip, and the wings are inserted tightly. The lower wing of the full span extends beyond the air brake, forms a posterior edge of the nose wheelbay, and links with the air intake. The stabilizer was good, but the positioning tab was short, and it was too loose to fix without cement (so it was not shown in the photo on the right).
In the reference photo, it looks like a knife blade, but my only concern based on test fit is that the rear edge of the flight surface is heavy.
Some details Distintivo Myh the Great Wall Wall Slot Forum
by: Rowan Baylis [Merlin]
background
The Lockheed T-33, developed from the first practical jet fighter in the United States, was initially named TF-80C after the predecessor of the fighter, and flew to the sky in March 1948, a tremendous long and diverse career. Started. More than 6, 500 T-33 were manufactured between 1948 and 1959, and this classic practice machine was active in more than 40 Air Force. According to Wikipedia, he is still active in Bolivia as of 2015.
kit
The T-33 shooting star announced by GWH excites classic jet fans. Now the sample kit has arrived and the time has been waiting.
GWH's T-33 enters a fairly stylish up box, and sprwers and accessories are packed separately for protection. I am glad that the main canopy is protected by a transparent adhesive film to prevent abrasion during transportation.
Kit configuration 112 x Gray Styrofool Parts 7 x Clear Parts 3 X Color Scheme Decal
The styrene used is quite hard, the mold is beautiful, very clear, and no burrs. In the first test, a few sinks were found in thick parts, but this could be improved quickly. The surface finish is composed of a very delicate panel line, and some of the aircraft have a delicate embossed rivet and zipper.
In order to maintain the details of the surface, the spruce adhesive surface may have an adhesive surface, so it is necessary to spend one or two minutes preparing the main parts before assembling.
Fit test
Half of the fuselage is fixed with a clip, and the wings are fit tightly. The lower wing of the full span extends beyond the air brake, forms a posterior edge of the nose wheelbay, and links with the air intake. The stabilizer was good, but the positioning tab was short, and it was too loose to fix without cement (so it was not shown in the photo on the right).
In the reference photo, it looks like a knife blade, but my only concern based on test fit is that the rear edge of the flight surface is heavy.
Some details
The assembly starts with a cockpit consisting of 28 parts. One pair of injection seats are composed of seven parts, and if they are painted carefully and dressed up a little, they should look great. The inside of the seats is very detailed, but it is hidden by a cushion (but if you want to make a maintenance scene, this detail is required), and the back and side frames are clearly molded. GWH does not include etched parts in the T-33, so only harness is not enough.
The instrument panel is very original and other manufacturers may succeed. Basically, the bezel on the front of the panel is open and the decals are sandwiched. I myself have drilled the bezel of the kit panel with a drill, but by combining the excitement of the mold panel and the dented instruments of the etched film sandwich type, it will be a very convincing finish. 。 Open the bezel a little more with a fine file, hang the varnish and finish.
There is also a decal on the side console, but it seems to be difficult to put on molded details, so let's paint.
Next, if you pay attention to the nose gear, you will get a sturdy and beautiful detail. The landing lamp comes with a clear lens, and the wheels have light weight tires.
Speaking of weight, GWH is working on the problem that this kit is a tail sitter in an unusual way in front of the cockpit tab, a Styrofiles Solid Mold Wait placed on a nose wheelbay. To be honest, it doesn't feel so heavy, but probably the designer has just calculated it. Even so, there is plenty of room to add ballast.
Intake inserts prevent se e-through from the front, and the rear has a slid e-molded tail pipe that is divided into two parts. For this reason, it is a positive aspect that those who expect the details of the J33 engine will be disappointed, but there is no troublesome part to hide the seams of the central torso, so it is possible to assemble very obediently. | The details of the main wheelwell and air brake are beautiful, and the piping and wiring are clearly molded. There is no doubt that resi n-made upgrades will appear, but the kit parts are the best for styrofiles. | The wheel door and the air brake are integrally closed, so if you want to lower the landing gear, you need to be carefully separated. | The landing flap is lowered and equipped with an operation arm for attaching it to the bay. The flap is very beautifully molded in the inside, and it is also a big point that the designer does not leave traces of ejector pin. This point can be evaluated. | The T-33 had a hard point for storing the wings, but the kit offers only a pair of wing tanks. | The canopy is transparent and is attached to the lamb in the opening lamb. The last finish is a wel l-molded boarding ladder, and it's a pity that GWH has not included several crew figures to complete the scene. | Instructions and decals | The assembly and painting guide are divided into three sheets, and most of them are one large (slightly troublesome) folding manual. The assembly is very simple and is divided into nine simple stages. Gunze industry and mig paint are colored matching along with the general name. |
Decals are prepared for three interesting themes: 1. T-33A S/N 53-4892, 78th Battle, Hamilton AB, California, 1957 2. T-33A S/N 51-17481, J A-395, 2 staffel, JG 71 "Richthofen", Alhorn, West Germany, 1961 3. T-33A S/M MM55-3076, CR-20, CR-20, PRA TICA DI Mari, Rome, 1964. |
The selected scheme is rich in variety and should look good. GWH does not provide a template, so it is necessary to create a symmetrical mask visually. GWH does not distribute a template, so it is necessary to mask it with a quantity.
The quality of the decal itself is quite good, and the match is sharp. The red of the US military marking emblem looks a bit brighter to me, but what is more worrisome is that it is finished with a flat varnish as if the decal was dead. I still don't know how much the carrier film will fit into the N/M part, which is extended.
Conclusion
GWH is going to be a very fun build. GWH's molding technology is the best in the mainstream business. I strongly recommend it to all classic jet enthusiasts.
When contacting retail stores or manufacturers, don't forget to be introduced in Aeroscale.
Relative Velocity's Beginner's Running Guide
Hi, I'm Relative Velocity. I was an outpost runner back in the day, I was there when the canter tours were first invented, and I still hold some of the zone run records.
By the end of this guide, you should be able to run most of the routes.
By the end of this guide, you should be able to run most of the routes.
I'll use some common and less common abbreviations here. If I missed any, please refer to the wiki. | What is running? | DS | Running is when you party up with someone and drag them into the zone to unlock the outpost. (Not to be confused with rushing, where you finish a mission for a guest). | SF | The canopy is transparent and is attached to the lamb in the opening lamb. The last finish is a wel l-molded boarding ladder, and it's a pity that GWH has not included several crew figures to complete the scene. | Instructions and decals | Like anything in Guild Wars, it starts with a build. The meta "best possible running build" requires a Dervish primary, but pretty much any class can do it with assassin skills and some PvE skills from EotN. |
D/A Runner | Meta. Big guy. The only class combination that can sustain 50% IMS without BU. | ||||||
---|---|---|---|---|---|---|---|
Zealous Renewal | Pious Haste |
Dwarven Stability (DS)
"I Am Unstoppable (IAU)
Shadow Form (SF)
Dark Prison
Deadly Charge
Heart of Shadow (HoS)
I'll use some common and less common abbreviations here. If I missed any, please refer to the wiki. | Feed Pious Haste is an enchantment that gives you a 7 second stance with a 12 second cooldown. With DS you can maintain it permanently. Generally you use Zealous Renewal. 14 seconds of 50% IMS effectively costs 2 energy, 5 energy if you use DS every 30 seconds. | DS | Running is when you party up with someone and drag them into the zone to unlock the outpost. (Not to be confused with rushing, where you finish a mission for a guest). | SF | The canopy is transparent and is attached to the lamb in the opening lamb. The last finish is a wel l-molded boarding ladder, and it's a pity that GWH has not included several crew figures to complete the scene. | Instructions and decals | Like anything in Guild Wars, it starts with a build. The meta "best possible running build" requires a Dervish primary, but pretty much any class can do it with assassin skills and some PvE skills from EotN. |
As you can see. The only skills you want to keep are PIOUS HASTE, DS and HOS. | Notable is the perma build using Deadly Paradox. As a stance, PIOUS HASTE is gone, but SF can be maintained as long as the physical strength continues. You will need it on a very rare route. | ||||||
---|---|---|---|---|---|---|---|
A/R runner (R/A) | The second fastest runner. In this build, half of the time can get 50%IMS, and the other half can have 33%IMS and 50%blocks. | ||||||
dash | Natural stride | ||||||
IAU | Dark prison | ||||||
Death charge | HoS | ||||||
Assassin | OWJTGZ/8ZAC6X7UKMUKMUNHCC3BBCA |
Ranger
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Stance management is a little more complicated. The dash is the only 50%IMS other than the PIOUS HASTE, but there is also 2 seconds downtime using DS. The best way to cover it is a natural stride, which provides 33%of IMS and 50%blocks, but has 12 seconds of cool down and needs to be half half.
In addition, when you receive an enchantment or hex, the natural stride ends, so you need to be more concerned about the timing of hex and DS/SF. | The usage other than the stance management is basically the same as the D/A Build. | DS | Running is when you party up with someone and drag them into the zone to unlock the outpost. (Not to be confused with rushing, where you finish a mission for a guest). | SF | The canopy is transparent and is attached to the lamb in the opening lamb. The last finish is a wel l-molded boarding ladder, and it's a pity that GWH has not included several crew figures to complete the scene. | Instructions and decals | Like anything in Guild Wars, it starts with a build. The meta "best possible running build" requires a Dervish primary, but pretty much any class can do it with assassin skills and some PvE skills from EotN. |
Dark escape |
IAU
Dark prison
Death charge
Host
Monk
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Necromancer
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Femalemer
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Elementary
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Returist
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Paragon
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Like the A/R runner, this build uses the second stance to offset the downtime of the dash. That stance is Dark Escape. Damage is reduced by 50%, but this stance is required because IMS is 25%and cool down is 30 seconds.
W runner
Warrior and Paragon have a terribly low energy regeneration. They can use Any/A builds, but Warrior can use 30%of IMS cheaply by using "I am the strongest" and "Soldier's Speed".
"I'm the strongest
Soldier speed
IAU
Dark prison
Death Charge
HOS
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Since the stance is long, you can drop the DS if you want another slot.
Equipment
HSR20%, Enchart Duration 20%, HCT10%+10%Swift "Don't Think Twice" staff of enchantment. If you need more energy, you can change "Don't Think Twice" to "Have Faith".
Occasionally, you will need the indomitable shield "Run for Your Life" and the enchantment "I have the Power" to survive the area with large damage at the expense of HSR/HCT. The bonus shield and the tootem ax are perfect.
In rare cases, you may want a set of high energy such as Fendi's rod and focus.
- Armor requires excellent VIGOR, a large amount of Radiant and Attunement. D/A runners will also want +1+1 Mysticism.
- If you overtake things that will become-HP by ice impting or gate clipping, you may want to change the excellent VIGOR to Attunement, so put it on a cheap armor.
- As a consumable, DS fuel is required. One pointer can be bought from 200 gold, 3 pointers can be bought from players. Each gets drunk for 1 minute and 5 minutes.
Rank
After the character's level up and the collection of necessary skills and equipment, the title truck is very important for runners. Deldrimor increases DS, Norn is IAU, and vanguard increases the amount of recovery in EE. Asura is not very important in the preparatory battle.
The most important truck for runners is Deldrimor. Until the rank 5 is 5, you will not be able to make the most of the important skills DS in running builds.
The easiest way to get the DelDrimor rank point is to pass four maps to Koris Deeprunner in Umbral Grotto and unlock the Secret LAIR OF THE SNOWMEN dungeon. This dungeon is only a lo w-level enemy (15 in normal mode), so if you get a prize, you will be able to rank 5 in a few hours.
The fastest way to increase the vanguard is to repeat a special start. You can earn 1250 avan t-garde points in 5 minutes. In addition, you can get one piece of warfare and one platinum, so you can make money.
The drawbacks, of course, cannot be started until the war in the clutter is over, but if you are a runner, you want to end the war anyway. It should end in one or two hours.
Finally, Norn Ruck. IAU is very important, so if it becomes rank 5, it will be easier to breathe in a hig h-class area with a crisp / KD. Unfortunately, the quickest way is to conquer Barajar Fels.
The extermination is troublesome, but the combination with the Path to Revels, which allows you to spawn six additional bosses in one place, is outstanding. Now you can get a lot of points, so it will take only 1-2 hours.
technique
Move with agro
Agro. Decide whether something on the compass attacks or is thinking only about yourself. If it doesn't exist, it's easy to run, but it exists. So it's difficult. And make money!
Agro has several rules, which can be seen by looking at the wiki, but the runners are related to health pools, weapons, speed, and moving techniques. In general, AI aims at a slow character with a low health, swinging a weapon for casters.
Another biggest trick is to escape. If you run to the group, you will be aggro, but if you escape from the IMS group, you will usually release the aggro and become a group.
Sometimes a group comes out, so it is necessary to release aggro early: Straff spam. AI is ready to read your movements, so if you move quickly to a zigzag, you will read that it is moving back and forth faster than the IMS 50 %, and the deave will be faster instead of a slightly slower forward speed.
This is troublesome for Gravebanes, Creeping Carp, and other Mobs of 50%or more!
From the same prediction, if the striping can be kept tight enough, all the fired arrows will be removed.
Also, except for the shadow step, I think it is best to proceed with the body block to zigzag. But this is just an intuition that ran many times.
Shadow step
"I'm a night crawler!" If you master the shadow step, you'll be shouting. This discount teleport is very convenient to run.
Mechanically, it is a spell that must be cast within the scope of the spell, can only be teleported to a place where you can pass it to a place adjacent to the target. (In other words, anywhere you can move with a mouse click).
- In other words, there must be a route to the target somewhere within the compass range, but using a shadow step can omit the detour route.
- Shadow steps are in the scope of spells, so you should sing manually when you get closer. If you cast a shadow step from a distance, you will walk after walking to the range of agro, but if you manually cast it, you can step out of the agro.
- There are various types of shadow steps. Four are convenient for runners:
- Shadow step to allies
- Shadow step to the enemy
Shadow step away from allies and enemies
Shadow Theft and Wastrel's Collapse are touched separately to remove science fiction as elite skills, but useful when enemies without casters continue for a long time.
You should choose Shadow Theft, but Wastrel's Collapse is useful if you have three PVE skills. There is an elite Arai Step, but if you really need the fourth Arai step, you won't need a science fiction.
Usually, you bring HOS, Death Charge, and Dark Prison. HOS is used everywhere. HOS is a heel and is effective for enemies and allies (including yourself, but in that case is random). (However, it is inferior to this effect because the distance has been reduced)
Death Charge is better than Dark Prison. The energy cost is low, there are heels, and it can be used for spirit. I usually start with dark prison and postpone the death chage, but sometimes a specific step cycle may be required to break through the zone (see the timing of skill, Vegenmine).
EE is a typical ally step. The cool down is as short as 8 seconds, and the recovery is large. The low cool down between Shadow theft and Wastrel is effective when you have to do many steps in a short time.
Body block
If you use the shadow step carefully, you can skip the body block completely. The trick is to circulate the target behind the group-if possible. If possible, it is desirable to be a caster. When you aggro in front of the group, all the melee mobs will run toward you.
Sometimes it is better to step on Melee's enemy. The target target is selected at the start of the cast. Aglo w-aggressive enemies run here shortly before the cast is over.
HOS is suitable for avoiding body blocks. When you are surrounded, you can get out of the group in the direction you want to go by targeting the enemy behind.
HOS is perfect for deaguing, and you can do deagurgos with a little extra distance and health.
Trick step
A trickstep is a shadow step that saves time than running in front. A typical example is moving from Tihaku Orchard to Kodash Bazaar. For a long time, it has been filled with allies, of which 5 or more are trick steps.
You can take steps to aim for the enemy on the wall or the cliff, or go around the other side by HOS for the enemy on this side.
There is also an extra to make enemies without shadow steps (most enemies) make a detour. This good example is to cross the waves of jade in an unwilling sea area, and to lure a creeping carp just after the Les shrine.
Skill timing
Knowing the timing of skills creates a big difference. You have to cast a shadow form before overtaking ice imp. In other words, if you use your skills when there is no enemy on the compass, the time to pass through the zone is half.
It's difficult to explain, so let's give an actual example. Make a map on the bypers Reach on the east side of the jade sea. From there, run on the section to the southeast Eldon Terrace. IAU and science fiction are required, but it's a pretty simple route.
Only one is to aggro with Island Guardian. You can't go around slowly!
Go, go. When you come back, you're still here.
Let me guess your strategy.
I used IAU at the first Island Guardian.
I used SF for Naga
And I couldn't move. IAU was in cool down
Eventually, I play the IAU and run through.
However, it cuts again just before hitting the third Island Guardian, and while waiting for a cool down, he twists his thumb.
Was this okay? Did you feel fast?
Of course not. That is the tips for the skill timing. If the first guardian casts an IAU before riding the compass, the IAU will be cut off immediately after overtaking the Guardian. After that, if you recite the IAU again with a recharge in front of Naga, you can recharge in time for the third group.
This is the trick of skill timing. By knowing in advance, you can run without stopping any route. Sometimes you have to think about your own timing, but that's the difference between the dervish pairs that should have the same IMS.
Benign strip
Let's talk about the strip. Strips are usually quite bad for runners. Most strips cannot target science fiction, so there is no worry, but DS is indispensable for any running build and disappears too often.
- But there is no need to use science fiction. If the stance lasts long enough, you can run too much and recasted DS on the other side, and if you are cool down, wait for a science fiction recharge.
- Making the intentional strip timing is one of the skills to move faster. For the same reason, there is no reason to stop for the DS if it is half a step away to the next portal.
- For the D/A runner, there is a special timing to make it easier: If you cast a science fiction shortly before the first stance, the science fiction will last to the third stance. Even with long enchantment peeling routes such as iron horse mine, it can maintain a sufficient time to recharge the science fiction to protect DS.
No matter how important this timing is, no matter how much you emphasize. I tried to map the timing of all run skills in this game, but in my guess, 60 % to 80 % of all the casts of all shadows have kept this timing. Let's remember.
Hero support
You know that if you send a hero to the portal, it will be a teleport. Put UNYIELDING AURA on some heroes and make a flag on the portal. If you die in the run, you can flag through the portal and revive yourself.
This is effective even if you die on sulfur, and if they die, they will be RES. However, depending on the portal, there is no passage behind, and some cannot pass the hero.
However, this is not an excuse to die with a goal! This is a safety net for customers, not for you.
Warning: If Mob rises the hero and customer group in the portal, remove the hero's flag and let them die. It is unlikely that they will bring customers back to the portal and send you one zone.
If you use a dervish hero, you can use mystic healing. This is a short cool down that recovers the entire party, which is the only recovery that works for the whole map.
Running the wind prayer to the derbish hero and key binding the skills of Mystic Healing can recover HP207 on demand as long as there is an enchantment (almost always using DS).
Again, don't rely on this. If you can't run without a hero, don't use it. This is a safety net for customers, not for you!
Gate clipping
You can pass through a specific gate and go to the opposite portal. To do this, you need a big hit box than the gate hit box. If it moves it next to the gate and sandwiches between the gate, the game will jump out of you on the other side.
Originally discovered by aggro, it could also pull other close MOBs. The reliable method is to transplant a hero with Aura of the Lich into the gate, strip Verata AURA in Contemability of Purity and oppose it.
This method is mainly used in Kanta, so it is rude not to mention that the minion is killed by a friend of the ally near the Jade Gate and the day may be ruined. Fortunately, the only gate is Gyala Hatchery. Drag some kappa and kill the guards, and when they are gone, cut them out.
Not all gates work. Some gates do not have a passage behind (you can see the portal because they are "bump"), so they do not clip on the other side.
The easiest way to arrange minions is to separate the minion hit box a little from the gate and put it there, so the easiest way to arrange the minions is to replace your vitality with major rune and reduce your physical strength and use it to make it a minion. Apply aggro and draw minions to the right position.
Unfortunately, many easy gates have a broken AI path, and if they stand near the gate too much, the minions will be deery without permission. As a solution, the hero is manually flagged beside the gate before peeling off the aura, so that the minion is already at that position.
Boring
The adhesion to the mob is mainly used in SC, but some mission rushes require it.
Especially in Boreas Seabed. I want to run around the center of the group in the aggro range of the whole group. A group center is the place where Mob lies when escaping from Mob.
You are always "Away" from the group, so Mob returns to the center of the group, misunderstanding that you are running away at high speed, and then you can enter the close range in a spiral.
Sulfur running
It is killed when walking in the wilderness of sulfur. At least it was scheduled for the Fisters to pass through the wilderness of the sulfur and enter Saharaha and set a record that had never been broken until I appeared.
While standing on a sulfur, the logic of the game happens every 2 seconds:
Those who stand on sulfur and have the effect of Sulferous Haze will die.
Others standing on sulfur have the effect of SULFEROUS HAZE.
Those who are not standing on sulfur loses the effect of Sulferous Haze.
From this theory, if you leave the place immediately after 2 seconds, you will have less than 4 seconds on sulfur before you die. You can use this 4 seconds to continue running from a safe place to a safe place.
After the Salfara Waste, it will be much easier. Safe spots are so large that they can run around the body block, and large sand can be safely walked. It's a good idea to remember which sand is safe and which sand is not safe.
With FISSURES sulfur Texmod, you can emphasize which sand is safe and which sand is safe, and you can first learn the route. (Note that some safe spots are very misleading even with mods)
Gump of ice imp
- Let's take a look at the ic e-imp. Among them is "Hateful Mind Freez e-Bain of Runners". Let's look at the explanation.
- Effect 10. It deals cold air damage of 50. 60. If your energy is higher than the enemy's energy, it will cause+10. 50. 60 cold air damage and the movement speed will decrease by 90%(1. 4. 5 seconds).
- What a hell. Is that a slide?
- That's right! The energy of ice imp. 75. D/A runners will be 77 energy if the energy is fully used. If you take a posture on Zealous Renewal, you will consume two energy, so you can run without worrying about snares.
- But better is that the opponent's AI will not be able to snare, and will not snare! Instead, they use a pathetic MaelStrom and ICE SPEAR.
- Of course, if you have to stop and recast DS, you'll be boned. This trick is used when hitting a disadvantageous spawn on Spearhead Peaks and Lunner Pass. I don't always rely on it.
- Arberstone Lesbian
- If the faction points of the party have more Luxon than KURZICK, you will not be able to use the RES shrine of Arborstone next to Tanglewood Copse. However, there is another shrine in the middle of the zone, so if you wipe it on purpose, you can access Altruum Ruins and Arborstone without making a detour.
- Peacekeeper clip
You can break through the NPC by clip without borrowing skills and hero help. Running is almost meaningless, as the piecekeeper of Wik is only used when the road is blocking the road. Still, if you forget your ally's steps (or when you keep turning to the wrong side in your ally's steps), let's write here for the time being.
The basic principles can be explained best in the Lions arch. Somewhere in LA, there is an NPC called "Guide Armen". There is a small alcove behind him, hindering the entry into it. In this game, we intentionally ignore the fact that we are likely to collide when passing by the NPC. Use this to break through your friends.
If you approach him at a shallow angle, you should be able to gradually get closer until you can enter the alcove. You may need/Stuck to make sure you have passed through.
The same tactics can also be used when sitting in the treasure chest of the thunder, or passing through a piecekeeper barricade while dialogue continues. A good place to practice it is the Modock gap mission, and there is a row of pirates doing the same immediately after the start. Choose a pirate near the wall, slide to him, and pass through the other side.
Ferry quest
- The quest to move the party to another area can be used to operate the outpost. This is usually called ferry.
- When traveling by ferry, it is important to complete the quest as much as possible, and when you run someone, you can complete only the last part. It is even more important to abandon the quest when you arrive at your destination so that you do not inadvertently receive rewards. After running, go back and complete the quest as much as possible.
- You can pass the character to Unwaking Waters (Luxon) in Journey to the whirlpool. Unfortunately, all quests must be completed.
- If the character of Prophecies and Nightfall has cleared Zen Daijun, you can move to Vizunah Square (Local Quarter). To go to the underground shopping area, you need to clear the Mayhem in the Market quest. If you follow the mainspring and go to Under City, the spawn will decrease dramatically and it will be easier. This quest needs to be done by the character of the fact, so the best occupation is an assassin.
The time is night, "Terror in Tyria", and "Plague in Canthha" are famous dock ferry quests. These are the characters from Kamadan to the consulate's dock, then from there to the lion arches and the kaining center. You can leave Tilia and Kansa's quests in your dave, but you need to sacrifice to the mainland of Erona to leave "time is coming." If so, consider using a local quarter ferry assassin. Foreign characters don't take time to go to quests.
- Route and Mob
- There is a detailed route map at the bottom of this article, but as mentioned in the skill timing section, not only the route only needs to know in advance to succeed in the operation.
- The mob in the zone determines the timing of the skill, which bar to take, and the route itself. Fortunately, there are several ways to adjust the mob well.
Quest
- There are a number of useful quests that change spawns to an advantageous way. In order to make full use of these, it is a good idea to prepare a dedicated running character that does not do quests as much as possible.
- In particular, PropHecies and Factions can be completely completed with dervish without receiving any quest rewards. The quests needed to enter the preparatory site can be abandoned after arrival. It's perfect to expand your choices.
- Here's a brief explanation:
- To the clutter, in Journey's End, many wave breakers and brighters have been replaced by zombies. This means that there is no need to perm the science fiction, but you need to bring an IAU to deal with the ghoul.
- In search of a foresight, increase the steps of allies by one, and replace Abikara/ Troll/ Ice IP with "Stone Semtotype" before "Lamentation Ice Hole".
- Joko's Hito increases the steps of allies and gives a trick step at the starting point of Vegin's Mine.
- A journey to the Walpool is necessary to bring customers to UNWAKING WATERS.
- Mayhem in the market is necessary to carry customers on the Local Quarter.
Following Zenmai, the only enemy between Kaineng Center and The Marketplace is removed. If you proceed to the under city of the quest, most of the enemies on the way to the local quarter will be removed instead.
- The time is night is necessary to carry people to the consulate dock.
- "Terror in Tyria" and "Plague in Cantha" are required to carry people from the consulate from the consulate to the lion arch and the kaineng center.
- There are many quests that you do not want to clear, such as To High a Price. If you don't need it, don't do the quest, don't forget to give up the ferry quests that you have performed once.
- Popular appendix
- Here is a brief summary of which mob is doing what. If you read it so far, you will know the best timing by trying any route several times. Mobs that are not listed here are not as important as you care about.
- It is killed by snares except for the bottom zone. Always pass by science fiction. Most snares have interrupted and cannot be recusted of science fiction. Stance removal occurs only in melee attacks. The strip will ruin your DS, but if that's the only thing, there is no problem if you match the timing.
Do whatever you need to avoid KD other than hydra. IAU can be used immediately, so you can wait until you eat the clipple. If the terrain is muddy, you will be able to reach the foot, but if the escape is fast, you can go out of range before the IAU is activated.
- Askallon
- Crush gargoyle: Trap
- Charl Shaot peeling off
- Charr Blade Warrior/Storm: Stance removal
- If the character of Prophecies and Nightfall has cleared Zen Daijun, you can move to Vizunah Square (Local Quarter). To go to the underground shopping area, you need to clear the Mayhem in the Market quest. If you follow the mainspring and go to Under City, the spawn will decrease dramatically and it will be easier. This quest needs to be done by the character of the fact, so the best occupation is an assassin.
- Hall of the north
- Stone Summit Strips, Kripur
Ice Golem: Trap, PBAoe Trap
- Dryiders high pressure damage (spell)
- Crist
- There is a detailed route map at the bottom of this article, but as mentioned in the skill timing section, not only the route only needs to know in advance to succeed in the operation.
- Ghoul Kripur (Melee)
- Bogs Kale Blyders Strip, Inserted
- Stone Summit Strips, Kripur
- Skeleton archer kripur
- White Mantor strip of two snake lakes
- Interanged roots of the Majesty Rest: Camp, muddy terrain
- Wik WHITE MANTLE/Peacekeepers: SF, SF, KD, Snare that detours interrupts. Assume that you have all the opponent, play the science fiction and escape quickly!
- magma
- Devauer weakness
Torn Stalker KD (Spell, Devaer only)
- Spider kid
Rider peeling, interrupt
- Skail strip
- Route Behemos Stance Removal (Normally immediately after step because it does not move, it does not move)
- Crystal desert
Jade scalabe stripe
- Riders in front of Salt Frats
- Sand Elemental KD
- Drake 50%IMS, KD (spell, but can only be used in close battles)
- Hydra KD (Spell, Delaid Target)
- Centaur: Skills suspension (+recharge time)
- Worm unexpected KD (learn in advance)
- South terrifying
- Ice Imp: Trap
- Pine soul kripur, muddy terrain
- Crystal desert
AVICARA GUILE: Stripping
- Grawl Crones: Strip
- Worm Surprise KD (remember in advance)
- Summit Giant Herder PBAoe KD
- Stripping, traps at the top of the stone
- Tundra's giant PBAoe KD, high pressure damage
Azure shadow KD (signet)
- Jade building stance removal, Spectral Agony
- MURSAAT: Interpt, hig h-pressure damage (spell), Spectral Agony
- Shin Gee
- AFFLICTED: Trap
Kainen
- Jade building stance removal, Spectral Agony
- Jade Brotherhood SF bypass interrupt, Ward Snare
- Africated strip, snare
- Jade sea
Island guardian KD (Signi)
- Rot Waro Hig h-pressure damage (spell)
- Naga Archer SF bypass interrupt, DAZE
- Creeping Carp: & gt; 50%or more IMS, science fiction avoidance strip (touch), snares, stance removal, built to kill runners!
- Dolphin snare
- Exiled person Strips, Snares, SF bypass Strips (Melee, critical), Cripple (Melee)
- Oni KD (spell)
- Dragon KD (Spell)
- Kappa: High pressure damage (spell)
Africated strip, snare
- Africated strip, snare
- Oni KD (spell)
- Brad Drinker / Hungar Warrow High Pressure Damage
- Naga Archer SF bypass interrupt, DAZE
- Mantis: Snare, obstruction, kripur
- Dried kripur, KD, stance removal
- Jade building stance removal, Spectral Agony
Iboga: Trap
- Mandrago Slizer Stance Removal
- Frigid Skail Snare
- Corsare Snare
- Cruna
- Iboga: Trap
- Mandrager Strips
- Krnan Strip, Interpt, KD (Spell)
- Stone Summit Strips, Kripur
- Devastation
- Dryiders high pressure damage (spell)
- Djinn: Hig h-pressure damage (spell)
Awakening KD (signet), spell seal (shadow step), weak (spell)
- Stone Shad: KD (spell, only when weakening due to awakening)
- Monolith snare
- Margonite: Strip, Interrapt, Snare
- Giant PBAoe KD, Krupur
- Worm unexpected KD (learning in advance! Very dangerous in sulfur)
- Vabi
- Peel off the crunan, interrupt, KD (spell)
Margonite: Strip, interrupt, snare
Gravebanes: Best pressure in the game, 50%or more IMS, extremely long dea gross range
Djinn: High pressure damage (spell)
Roar ether: The best spike damage in the game. (ESURGE. Discard energy before encounter and switch to energy set after encounter)
Jakandra: KD (Spell)
Iboga: Trap
Distant dazzling
Pinesoul: Kripur
Aloe KD (Signet)
Mandragar KD (spell), high spike damage (spell), high pressure damage
Frozen Elemental Snare, PBAoe Snare
Centaur: KD (touch), cripple
Bjorra March Wolves Cripple (melee)
Shar Strip, interrupt
Wurm Surprise KD (know in advance)
Berserking KD (melee), stance removal (melee)
Ice Imp: Snare
Vaettir: KD (signet)
Tarnished Coast
Rider Snare, interrupt
Krait Snares, high spike damage (spell, delay)
Chromatic Drake: Snare, high spike damage (spell)
Fanged Ayahuasca: Snare
Simians Snare, PBAoE KD
Tengu KD (shout), strips
Angorodon: high spike damage (spell)
Practice
This is a list of zones to practice. Once you can do everything reliably, you're no longer a beginner.
Beginner
Beginner Areas
From LA to Ascalon or vice versa, Sinzia Island, Istan. In these beginner areas, you can practice the basics with almost no chance of dying. The hardest part is learning the route.
Arrow Dodging Practice
Leave Bergen Hot Springs and aggro the 5 low level archers there. Keep strafe and stay in one spot attacking the other side while the arrows are deflecting to the side. You'll notice that the closer you get to the archers, the faster you can spam to avoid getting hit.
Gate Clipping Practice
If you followed my advice on quests, you should not have accepted the quests to open Boreas Seabed or Gyala hatchery. Leave the outpost with a clip hero and practice clipping.
NPC Clipping Practice
Start the Moddok Crevice mission and NPC clip past a line of Corsairs, or start the Tihark Orchard mission and clip past the guards for free cartography.
Tihark to Kodash
A 1 minute stretch with no enemies. Step on an ally 4 times and HoS and trick step through. Do 10+ to the end. It's a good way to practice click targeting and skill queuing, as you have to do it quickly and can't rely on target cycling.
Eye of the North Tour
Despite being the last main campaign, EotN is the easiest campaign to do a full tour of. With texmod and a day of practice you should be able to do it for sure, and you might even make some money as the running demand is high!
Intermediate
Droknar's Run
Lornar's Pass is the zone with the most mileage in existence. There's a good balance of strips, snares, cripples, KDs and body blocks, and the spawns are varied too.
Snake dance is the longest zone in this game. Alcohol is needed to run to the end, but if the KD is worried, it is a good practice to set up a DS (or cover it with IAU).
Arberstone from Altorum
Occasionally KD is hit on a tw o-minute road. Get out of the portal before you get around.
- From Granit Castle to Copper Hammer Mine
- It starts with two groups passing by science fiction and ends with a on e-minute stretch of ice imp. The perfect place to try a hig h-energy set or permabuild for mind freeze.
- Advanced grade
- Royal tour
- From the gates of devastation to the Sahara Ja, followed by the Cave of Genki, and followed by the Hideaway of the forgotten person, the Bone Palace, and Mora's ruins.
- Run sulfur while measuring the timing of IAU and science fiction, dodge body blocks, and finally confront the enemy's trials at the end of Joko's territory. In alkaline bread, your eyesight is tested and you can see which sand you can run.
- Bone Palace Direct
- Shar Strip, interrupt
- Vehidin Mine
The timing of the skill is tested. To survive the last one minute of the grave vane, the DS, science fiction and shadow step must be perfect.
Vegetendi ValleySpeaking of Gravebanes, use a trickstep to survive here after the science fiction inevitably falls. Inconveniences that plants swing will make you think you have more Gravebanes!
Go straight from Doroks to Maruhans Go to Marhan's Grotto through ICEDOME. ICEDOME is a small zone filled with Ice Golem and Stone Summit. If you drop science fiction for a moment, you will be snacked, so a perm build with Deadly Paradox is required. It is necessary not only to cast skills as soon as possible and avoid body blocks in shadow steps, but also need to replace weapon sets to the end for defense, energy regeneration, and maximum energy.- But the fun is not enough. After passing ICEDOME, it is FROZEN FOREST (Frozen Forest), and you have to run a test that the Stone Summit, Abikara, and Pine Ol are awaited along the body blocks south of the map.
- Finally, we arrived at the ice flow, and the ice imp, Mursat and Eye Ground are waiting.
No direct alcohol from Doroks to Maruhan's IAU
Go through Icedome to Marhan's Grotto, but don't drink alcohol or IAU. Technically it will be faster, but this build is not going to get you any customers. You have space to add Shadow Step since you don't take IAU, but without IAU you will need Conviction to remove cripples in Frozen Forest. Deadly Paradox combined with Conviction will make you 0 with Icedome even if you have energy set, and Frozen Forest is not that easy either! ResourcesI uploaded my build to the repository. Tyria and EotN are pretty easy and can be done with just a few builds, but Cantha and Elona switch builds for each other outpost. If you want to make the builds work in order, try to go through the outposts in the same order as me.
Go to Marhan's Grotto through ICEDOME. ICEDOME is a small zone filled with Ice Golem and Stone Summit. If you drop science fiction for a moment, you will be snacked, so a perm build with Deadly Paradox is required. It is necessary not only to cast skills as soon as possible and avoid body blocks in shadow steps, but also need to replace weapon sets to the end for defense, energy regeneration, and maximum energy.- Video
- Finally, we arrived at the ice flow, and the ice imp, Mursat and Eye Ground are waiting.
Prophecies Tour Pt.
Go through Icedome to Marhan's Grotto, but don't drink alcohol or IAU. Technically it will be faster, but this build is not going to get you any customers. You have space to add Shadow Step since you don't take IAU, but without IAU you will need Conviction to remove cripples in Frozen Forest. Deadly Paradox combined with Conviction will make you 0 with Icedome even if you have energy set, and Frozen Forest is not that easy either!Snakedance No Booze
Kanta TourBoreas Undersea 2:46 Running Build
Istani Tour
North Eye Tour
NPC Clipping
71 edits, last edited by JnvSor ( May 5, 2021 at 10:00 PM ).
Cozyfeep
June 13, 2018 at 6:45 PM
Thread moved from the forum General to the forum Profession discussion and individual player builds.
Trade Moderator
Reactions Received 1, 010 Points 9, 415 Trophies 5 Posts 1, 619
June 13, 2018 8:14 PM
Official Post
Very little I didn't already know, but still a great guide and a great refresher course for my running knowledge :). Thanks for posting. I'm sure it will be useful for almost every runner.
Legendary Runner
Reactions 16 Points 116 Posts 18
Very little I didn't already know
So what's new?
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June 13, 2018 9:21 PM
Official Post
Ice Imp trick. I didn't know
Legendary runner
16 reactions 116 points 18 posts
I draw imps after SF falls and use them to confuse each other when racing Lornar.
1 reaction 6 points 1 trophy 1 post 1