Runner Build

Lord Sabir

Lord Sabir

Frost Gate Guardian

Join Date: Jan 2006

Legions of Twilight

W/Mo

Lord Sabir

Strength :13
Healing Prayers:12
Tactics:4

Sprint
Healing Breeze
Mending
Rush
Endure Pain
"I Will Survive!"
Mend Ailment
Balanced Stance

Durik

Ascalonian Squire

Join Date: Jan 2006

NC

Onyx Guard

W/E

Does this work for everywhere?

Lord Sabir

Lord Sabir

Frost Gate Guardian

Join Date: Jan 2006

Legions of Twilight

W/Mo

Well, except for areas that are hex-heavy, like droks run. There I switch Mend Ailment for Smite Hex.

Kwisatz_Haderach

Kwisatz_Haderach

Frost Gate Guardian

Join Date: Oct 2005

ummm..... where is charge!?

Red1086

Red1086

Ascalonian Squire

Join Date: Jul 2005

Pink Clan [pink]

Perdition Rock.

Red1086

Red1086

Ascalonian Squire

Join Date: Jul 2005

Pink Clan [pink]

Oh, in the build.... good question.

Lord Sabir

Lord Sabir

Frost Gate Guardian

Join Date: Jan 2006

Legions of Twilight

W/Mo

Charge, with 13 points in Tactics, lasts about 11 seconds. Sprint, with 13 Strength points, lasts 14. Besides, I don't need to boost the whole party's speed, just me. And there's Rush, which gives me an extra 18 seconds of speed when i'm hurting.

stool_cannon

Academy Page

Join Date: Nov 2005

Pride Fighterz

W/

Quote:
Originally Posted by Lord Sabir
Charge, with 13 points in Tactics, lasts about 11 seconds. Sprint, with 13 Strength points, lasts 14. Besides, I don't need to boost the whole party's speed, just me. And there's Rush, which gives me an extra 18 seconds of speed when i'm hurting. Where are you running with this build? Spring overrides balanced and vice versa. A slow balanced stance on a forge run seems to me like instant suicide.

Not that I'm the be all end all of forge runners but I usually make it solo 90% of the time.

The_Janitor

The_Janitor

Frost Gate Guardian

Join Date: Oct 2005

New Jersey

The Adventurer's Society [TAS]

Me/N

No Heal Sig or Charge makes this build a complete bummer.

berko

berko

Lion's Arch Merchant

Join Date: Jul 2005

Canada

N/Me

On top of that Rush requires Addrenaline. Do you intend to fight to gain the addrenaline?

Lightbulb

Lightbulb

Ascalonian Squire

Join Date: Jan 2006

HoT

Quote:
Originally Posted by Lord Sabir
Charge, with 13 points in Tactics, lasts about 11 seconds. Sprint, with 13 Strength points, lasts 14. Besides, I don't need to boost the whole party's speed, just me. And there's Rush, which gives me an extra 18 seconds of speed when i'm hurting. For the Droks run you need Balanced Stance to get past the Worms - but you must still go fast meaning you need Charge!.

That much i do know. However what skills, attributes and equipment is usual for Droks running?

Lord Sabir

Lord Sabir

Frost Gate Guardian

Join Date: Jan 2006

Legions of Twilight

W/Mo

First off, I don't do Droks runs with this build.

Secondly, Rush increased when the enemies are pounding on me, allowing me to go faster by activating Rush.

Third, Healing Signet reduces armor during activation, and takes too long, however, I have forged a new build for my runner:

Tactics: 15 (12+3)
Strength: 13

1) Healing Signet (Heal)
2) Charge! (Speed)
3) Endure Pain (Extra Health)
4) Sprint (Speed)
5) Balacned Stance (Knockdown Prevention)
6) Watch Yourself! / Rush (Extra Armor, Speed)
7) Mend Ailment (Cure Crippled)
8) Symbol of Wrath (shake off mobs)

Thoughts?

karunpav

karunpav

Jungle Guide

Join Date: Jul 2005

Uh, Symbol of Wraith...why? You're running, so the mobs shouldn't be catching up to you. Right?

Mistermagoo

Mistermagoo

Frost Gate Guardian

Join Date: Dec 2005

In my computer room.

The Noob Elite [TnE]

N/Me

Dude... I think you could make like...... Ascalon to Piken runs, and that's it, and you would still probably have troubles.

Me NoFat

Me NoFat

Krytan Explorer

Join Date: Sep 2005

USA

Crimson Explorers Worldwide {CrEw}; Lifetime graduate of [LBS]

W/

Quote:
Originally Posted by Lord Sabir
First off, I don't do Droks runs with this build.

Secondly, Rush increased when the enemies are pounding on me, allowing me to go faster by activating Rush.

Third, Healing Signet reduces armor during activation, and takes too long, however, I have forged a new build for my runner:

6) Watch Yourself! / Rush (Extra Armor, Speed)
8) Symbol of Wrath (shake off mobs)

Thoughts? Here is my advise...take it or leave it

First off it doesn't matter if you are running droks or not your skill choice the 1st time was not very good.

Secondly you should never stand around long enough to make rush a skill that you could use too often so I am happy that you are dropping it.

Third...yes healing signet reduces your armor that is why you use it only in safe areas where you are not getting hit so you can get moving faster.

Now the 2 skills I have a problem with....6 and 8.

Skill #6 is situational...it all depends on where you are running. If you are running in a high hex area you are better off taking a hex remover. As a matter of fact you have the room to just make a hex remover part of your permanent build. I assume you want versatility since you are running all over the place.

Skill #8 needs to go. You are running you do not need mob disbursement. Q. But Me Nofat what if I get trapped?
R. Don't get trapped. Use a bow to pull them out of tight areas if you are afraid of getting trapped.

So IMO (for your build) keep 6 of the 8 skills and swap out the other 2 skills. One is a changeable slot and the other should be a hex remover.

Da Immortal King

Da Immortal King

Frost Gate Guardian

Join Date: Nov 2005

R/Mo

The best you can make out of rush is using "to the limit" but that would be a waste of two slots