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   Sharon             
 


25 Nov 2008, 8:17 pm / Other

I have tested it multiple times, just to make sure that the first time through wasn't a fluke, and so far I've been 5 for 5 with it. Equipment Armor: Max armor, Mysticism Hood. I used a superior vigor, but the way the runs went it didn't seem essential. As far as runes you will need a major mysticism, major earth prayers, minor wind prayers, and a Rune of Vitae or Attuenment, either is fine. For insignias, the only one that I would very highly recomend is a Windwalker's Insignia for your chest piece. You can use Radiant or Survivor Insignias if you want, just for a little extra energy and health on the remaining pieces of armor. Weapons: I used a totem axe, but any simmilar one handed weapon will work, as long as it has +20% enchanting(18% or 19% will work too if you you have one laying around). I used a modded offhand with +45 health w/enchanted and Halves Recharge of Spells 10%, but if you dont have something like that laying around one of the offhands that you can craft at Droknar's Forge that gives +45 Health and +5 Armor w/enchanted should work just fine. Attributes These are all with the runes included. Mysticism: 15 (you can keep this at 14 but no lower, i just used 15 for the extra energy when the enchants end) Earth Prayers: 10 Wind Prayers: 11 Protection Prayers: 2 Skills: Vow of Silence 5 energy, 1 second cast, 10 second recharge(Enchantment): For 10 Seconds,12 with the weapon, you cannot be the target of spells, or cast spells. (this needs to be the LAST spell you cast before you start running, im not gonna explain why, you can figure that out) This only needs to go up when you are around imps and golems, and those damn heretics. As long as you cast this right before you run into a group the 12 seconds should be plenty of time to clear 1 or 2 groups, and then you just need to stop for a second to recast it. Fleeting Stability 10 energy, 1 second cast, 10 second recharge(Enchantment): For 18 seconds, about 22 with the weapon, you cannot be knocked, if this enchantment lasts its full duration you are knocked down. Well you arent gonna let that happen, it can be recast in 10 seconds and if you renew it you dont get knocked down. moving on Signet of Pious Light 1 second cast 20 second recharge(Signet): Lose 1 enchantment. Heal target ally for 90 health, if an enchantment was removed this way the signet recharges immediately. This is a saftey skill for the build, you can use this to remove Vow of Silence if you forgot to recast one of your other enchants and it will recharge immediately, plus it gives you a little extra healing. Enchanted Haste 5 energy 25 recharge(Stance): For 16 seconds you run 25% faster if you are under the effects of an enchantment. This one should explain itself. mp3 player Featherfoot Grace 10 energy 1/4 second cast 20 second recharge(Enchantment): For 16 seconds you move 25% faster and conditions on you expire 50% faster. This is the running skill that you want up when you are running through a group with pinesouls just incase you hit their traps You can use Mend Ailment for the cripple and and just let the bleeding run out on its own since its cut short. Harrier's Haste 5 energy 20 second recharge(Stance): For 12 seconds you move 25% faster. world of warcraft gold Just an all purpose running skill. Vital Boon 5 energy 1 second cast 8 second recharge(Enchantment): For 20 seconds you have +80 health when it ends you are healed for 158 health. Not much to explain here. wow Mend Ailment 5 energy 3/4 second cast 5 energy(Spell): Remove one condition (poison, disease, blindness, dazed, bleeding, crippled or Deep Wound) from target ally. For each remaining condition, that ally is healed for 14 health. I'm not going to get too in-depth about the run itself, just a couple key spots. wow gold Lonars 1. Wurm cave: When you get to the area in lonars with the imp patrol, you have 2 choices, wait for them to run away and take a second to get all of your enchants up, or if you end up with one of those ""Wall of imps"" spawns, put on VoS,The apprentice tailor vital boon, and make a run for it to a spot where you can setup for the rest. When you are ready to run through the cave you should put up your enchants in this order: Fleeting Stability -> Vital Boon -> VoS. wow gold Once you make it out of the cave itself, hit SoPL to cancel VoS if it hasn't worn off yet, and immediately recast fleeting stability, then recast VoS. Run like hell through the golem and pinesoul group right ahead of you, stop to recast VoS if needed, but it shouldn't be. 2. wow gold Wurm Alley: You wont need VoS here. Just keep up Fleeting Stability, and alternate your running skills. You will run into a few Groups of Grawl. don't get close to them, they will use chillbains and strip fleeting. 3. I don't have a name for it but its where you see walls of golems and pine souls.






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