How To Run (builds, skills, tips, all FREE)

AncientPC

AncientPC

Forge Runner

Join Date: Sep 2005

Ascalon 1

W/R

Disclaimer: I am not against anyone running or being run, however I am disgusted at the elitism among some current runners. This thread is meant to start an open discussion on running tips / skills.

Feel free to either PM on the forums or in game (IGN: Sven Aite) for a run. My prices are much cheaper than the other "established" runners and payment is made in partial payments at the end of each leg of a run.

I will only go into the build order and skills for a W/Mo runner because that is what I am most familiar with. However understanding the reasoning for choosing such skills will apply to any profession.

1) Professions for Running

Either Warrior or Rangers as a primary or secondary class is needed as they have the best running skills.

Warrior as a primary profession is preferred for max armor, but Rangers and other professions benefit from a higher energy regeneration. Some of the earlier runs can be done simply with no running skills, but later on running depends on the ability to out-tank the damage done rather than out-running the enemies.

A second profession is not necessary for running, but some form of healing and condition/hex removal is always a boon.

2) Armor / Items

Droknar's Forge armor should be a necessity, however any run done before Yak's Bend can be completed easily by any profession with any armor. I have done many runs in the Ascalon City area with a level 7 E/N (no form of healing), pre-searing armor, and henchies.

Vigor and absorption runes are very helpful but not a necessity. My W/Mo only has 510hp with a minor absorption rune.

For weapons and offhand items, choose items that either boost your health or energy. I prefer to run with a +12 energy healing ankh (req 7) over a shield that has absorption.

3) Skills

Sprint
Bull's Charge or Charge
Balanced Stance
Defensive Stance
Healing Breeze
Purge Conditions
Mending
Smite Hex or Holy Veil

Bull's Charge vs Charge - Bull's Charge should be used in most scenarios since both Sprint and Bull's Charge are both strength based while Charge is tactics based. However Charge's advantage is that is a shout and not a stance, therefore you can stack other stances on top of Charge (basically Balanced Stance).

Smite Hex or Holy Veil - Use Holy Veil when the majority of hexes are damaging, use Smite Hex when the majority of hexes are slowdowns.

4) Attributes

Healing Prayers (8) - Minimum requirement for 3 pips of health regeneration.
Strength (12) - Both Sprint and Bull's Charge are based off Strength

Leftover Attributes - I place it in Axe Mastery in case I need to fight my way out. There are cases when you're hit by Pin Down or a slowdown hex, it is actually faster to kill the enemies than to run.

You might want to put the rest of the points in tactics when running in more difficult parts of the map to take more advantage of the stances.

5) The Actual Run

a) I find it works best to use the minimap (hotkey U) and not the compass oriented minimap at the top right by default.

b) Warriors only have 2 pips of energy regeneration so you will not be able to keep non-stop Sprint and Bull's Charge with Mending on. For earlier areas will you will not take much damage, it is much faster to just run through without mending. Mending should only be used in areas will you be slowed down and taking considerable damage.

c) Maximise your increased running speed time by chaining the next Sprint or Bull's Charge only when the first one has worn off or is blinking really fast. As long as you have 2 pips of energy regeneration, you will be able to maintain non-stop Sprint or Bull's Charge for the entire duration of a run.

d) You can sacrifice health for time by simply running through most of easier enemies. There's no need to avoid them.

However the aggro range for creeps is a little farther from the halo around your corner in the top right mini-map. When trying to run while avoiding damage, find a path where no enemies will enter that halo.

e) When slowed down try to use either Purge Condition or Smite Hex to stop the slowdown.

Even if a hex or spell slows you down 25%, using Sprint or Bull's Charge will not bring your speed to 100%. Instead, wait until the hex or condition is flashing to start the Sprint. In the meantime keep moving (albeit slowly) towards your destination or safe area depending on your health. If you know that you will be taking too much damage, use Defensive Stance to minimize as much damage as possible.

6) General Tips

a) The cheapest way to learn how to run is with a friend. Besides that, pay for a run and suicide yourself immediately and then watch the game from the runner's point of view. You will learn the runner's skills and certain hiding spots or shortcuts through this method.

b) Run with henchies when facing slowdown issues. Not only do they provide more targets for the enemy to waste hexes / cripple on, calling targets will make your henchman attack ahead of you and engage allowing you to run away damage free.

c) Facing constant knockdowns use Balanced Stance with or without Charge.

d) Hydras' Meteors are area of effect like Fire Storm. You can use Balanced Stance to counter the knockdown but you can simply outrun the Meteor and its knockdown by Sprinting / Charging.

Please contribute any tips or strategies you have to running. Thanks for reading!

Jetdoc

Jetdoc

Hell's Protector

Join Date: Jul 2005

The Eyes of Texas [BEVO]

D/A

The standard build for runners normally includes:

Sprint
Charge(E)
Balanced Stance
Endure Pain

I'm surprised that you haven't included Endure Pain in your list...I think that, with a high strength, it's almost invaluable to help you through a sticky situation. Otherwise, the healing and condition/hex removal skills are interchangeable.

TheCrusader

Frost Gate Guardian

Join Date: Mar 2005

Kent,Washington

Dei Victorae [dV]

R/

Mending is so bad....so bad...

Jetdoc

Jetdoc

Hell's Protector

Join Date: Jul 2005

The Eyes of Texas [BEVO]

D/A

I would also think about replacing Defensive Stance with Disciplined Stance if you like that ability to deflect attacks, Disciplined allows you to use your healing and condition/hex removal skills while it is running, while Defensive does not.

Believe

Academy Page

Join Date: Sep 2005

GRT

Mo/W

i would have to agree with you ancient it is a bit ridiculus on some runners prices. Not to be rude but ive asked a well known runner to run some where that anyone will run for say 5k and they want to charge me 13-30k for it. And i get a kick out of the reason why, They say becuase i offer a "Perfessional" Run and we drop what were doing to do it haha. i just find it funny

lord_shar

lord_shar

Furnace Stoker

Join Date: Jul 2005

near SF, CA

Quote:
Originally Posted by TheCrusader
Mending is so bad....so bad... ...Not when you're getting chain-knocked-down by worms and can't use Balanced stance until a certain critical point (Droknar runners know what I'm referring to).

AncientPC

AncientPC

Forge Runner

Join Date: Sep 2005

Ascalon 1

W/R

Quote:
Originally Posted by TheCrusader
Mending is so bad....so bad...
Mending is bad in PvP but it's not that bad for PvE and definitely worth it when running. You can't afford to stop and heal all the time while running.

Quote:
Originally Posted by Jetdoc
I'm surprised that you haven't included Endure Pain in your list...I think that, with a high strength, it's almost invaluable to help you through a sticky situation. Otherwise, the healing and condition/hex removal skills are interchangeable. Yeah I've tried using Endure Pain but I guess I never got the timing down. I always seem to run out of mana / time before I die.

Rico Carridan

Krytan Explorer

Join Date: Aug 2005

Eternal Comrades

E/Mo

A comment on shields: the armor level of a shield only protects you when you are being attacked from the front. Since when running there's a good chance you'll be being mostly hit from behind, the only benefits you get from the shield are any enchantments it may carry. Thus, it is often more useful to carry a focus when you run, unless you have a good absorption or health shield.

The biggest trick to running IMHO is knowing the route. With the exception of some of the most difficult runs, you usually can get through almost any run with basically just sprint and healing signet, as long as you know where you're going, which mobs to avoid (generally ones that use slow or knockdown are the biggest threat) and how not to get yourself trapped or swarmed. Once you've done a couple runs, you should get a decent feel for where the spawns are going to be, how the patrols move, and where is safe and where is not.

Rico

JMFD

JMFD

Jungle Guide

Join Date: Apr 2005

Looking...

E/

Something I find useful when running is "I will Survive!" Its ace for areas where you are blinded for free health regen, or for countering conditions when you can't afford to stop.

Also, for free energy, grab a firewand from outside Nolani