Racing

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Racing is the practice of everyone in a Party bringing a running build into a zone with the objective of being the first one to reach the end of the run. It's most commonly seen during the run to Droknar's Forge, particularly through Lornar's Pass. Many people bring Dervish or Assassin. Most races begin with a player typing "3" "2" "1" "go" and end at a zone or a resurrection shrine. Players commonly time themselves to compare to friends and separate runs.

The main purpose of racing is, other than for fun, to see how effective a running build is compared to others.

Rules[edit]

  • Using Shadow Steps on other players is usually NOT allowed.
  • Most races begin with a player typing "3" "2" "1" "go" and end at a zone or a resurrection shrine.
  • In multiple segment runs, such as the Drok's run, the winner is decided by the person who wins the most zones.

Differences with Running[edit]

While running is generally solo orientated (with one runner), racing is more party orientated, which means riskier, faster builds are usually better.

A very popular racing build for both the Dervish and Assassin is the replacement of the elite skill for Wastrel's Collapse, which gives you one additional shadow step. Dervishes usually combo this with "You Move Like A Dwarf!" in replace for "Don't Trip!"

Sometimes, Ebon Escape or Return is brought in areas with NPC(s) so that you can shadow step away the NPC(s).

Main race locations[edit]

Strategy[edit]

General Tips[edit]

  • Shadow step to neutral animals.
  • Know the shortcuts, e.g. shadow steps can save around 10 seconds in some areas.
  • Whenever you are turning, keep to the edge of turn so that you travel the least distance possible.
  • Practice and look for chances to chain step, especially at the beginning parts of a zone to get a good lead early.
  • Avoid using spell protection (Vow of Silence, Shadow Form) when running through Ice Imps and Ice Siege Golems if there are other players near you. Using such skills will only slow you down dramatically and waste energy (and in the case of VoS, no chance to chain step in hex areas which means you instantly lose when other players are chain stepping).
  • If you are behind, shadow step to wurms and azures that have popped up is a MUST. You must also avoid using ALL spell protection spells at ALL times (you are already behind with muddy on you; no need to deny yourself the chance to chain step in those areas) until you catch up, or you will definately lose the race.

Lornar's Pass[edit]

  • Cripple others. If you are bringing "You Move Like a Dwarf!", try to use it on Grawl Crones. They might use Plague Signet to transfer cripple on another player, delaying them for a second or two and forcing them to use "I Am Unstoppable!" This is specially useful if that player had used IAU before to cancel cripple due to a Barbed Trap, and the skill has ended and is recharging.
  • Trigger Muddy Terrain if you are in the lead. Even if the spawn is not directly in front of you, you should aggro the Pinesoul spawn so that the people behind you will get slowed.
  • Hex others. If you are not using Vow of Silence or Shadow Form near Ice Siege Golems, make sure to keep in nearby range of another player. That way if you get hexed, they will get hexed too.