Talk:"Make Haste!"

Oh look. The birth of W/P dual runners. --Black Ark 10:11, 30 July 2006 (CDT)
 * Anything can run an easy area. Running a hard area is as much about hex removal and KD protection as it is about speed buffs. You also assume that running will even be possible in the new game. (Ever ran anywhere other than the immediate next zone in Factions?) &mdash; 130.58 (talk) 11:21, 30 July 2006 (CDT)
 * Speaking of assumptions, you assume I run or get run at all. While we're on the subject - one that ought to get moved to a different talk-page altogether, I suspect - I'm a huge proponent of the whole "locking areas" thing until the primary quest demands that players are taken to a new area. I hate rushes, rushers and rusheds like I hate rats. And man, do I hate me some rats. The reason I brought up the whole runner-thing is because this shout craps all over a two-man "Charge!"-build in terms of duration and recharge. And since it's not elite (yet) there's no stopping people from taking "Charge!" (no pun intended) as well. --Black Ark 11:32, 30 July 2006 (CDT)
 * I wasn't flaming you. The problem I see is this: a good running build for a tough area (like Lornar's Pass) needs to be able to remove hexes (and negate knockdowns, too, in many cases) in addition to just getting a speed buff. This skill is useful for the same reasons "Charge!" is useful (shout, not stance), but, unless the Paragon can bring some heavy-duty hex removal to bear (the answer to that at the moment seems to be "no"), W/P will always be a weaker runner than the W/Mo. The Paragon's armor is almost as good as a warrior's, though, so P/* running is certainly not out of the question. I guess the Drok's Run fad hasn't died despite there being no point to it anymore, so there'll still be running in the game anyway, but it really seems like
 * I don't like the Factions locking system because it seems like they went overboard with it. There have been plenty of times when I've just been exploring around and kept hitting locked doors (maybe I'd have an easier time buying it if the missions included plot devices for why I could suddenly visit new areas that I couldn't before -- something more concrete and coherent than just a bunch of random locked doors). Something more like the Crystal Desert where you have a few concurrent missions to work on might be preferrable for me (though the Crystal Desert teems with runners, so that's not the perfect model of what I'd like to see, exactly). &mdash; 130.58 (talk) 12:55, 30 July 2006 (CDT)

Another AYB shout? :) &mdash; Skuld 11:57, 30 July 2006 (CDT)
 * i dont see it at AYB --[[Image:Kitty1.jpg|24px|]] (Talk) (Cont) [[Image:Soft2.jpg|24px|]] 12:15, 30 July 2006 (CDT)
 * CATS: You have no chance to survive make your time., na, remembered that line wrong &mdash; Skuld 17:35, 31 July 2006 (CDT)
 * "And Alan, make haste, for the badger parade is in but half an hour!" --Carth 21:30, 31 October 2006 (CST)

This skill is great for Fort Aspenwood. I just patrol near mines as kurzick and speedboost people carrying amber. I sometimes combine it with Enduring harmony. --Spura 11:27, 28 September 2006 (CDT)