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Old Mar 27, 2008, 02:22 AM // 02:22   #1
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Default Running Elementalist build?

Does anyone have a running build so I can run myself to sanctum cay and not bother guildies or pay? Preferably with a djinn haste or armor of mist
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Old Mar 27, 2008, 02:25 AM // 02:25   #2
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I suggest [skill]storm djinn's haste[/skill] to be your speed boost.

And I recall the Sanctum Cay run having lots of Crippling? I am Undefeatable (whatever it's called) will help with that.
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Old Mar 27, 2008, 02:35 AM // 02:35   #3
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Try this
http://www.pvxwiki.com/wiki/Build:E/...tum_Cay_Runner
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Old Mar 27, 2008, 02:50 AM // 02:50   #4
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He wants to run TO sanctum cay, not run Sanctum cay. ;3

Saying that, it's not that tough, just bring some regen, a self heal and a speed boost.

Things like [skill]Dark Escape[/skill] for damage reduction are good, too.
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Old Mar 27, 2008, 07:21 AM // 07:21   #5
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E/D

Storm Djinns Haste
I Am Unstoppable
Mystic Regen
Mist Form
Vital Boon
Signet of Pius Light
X
X

Basically Storm Djinns to move, I Am Unstoppable whenever ghouls are around (they cripple like little bumbs). Regen to stay alive, vital boon/pius sig for quick heal, Mist Form whenever its recharged to avoid attacks.
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Old Mar 27, 2008, 05:12 PM // 17:12   #6
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Alright, let's go over the basics. To successfully run yourself somewhere, you need:

1) Speed boost
2) Hex removal (if slowdown hexes are present)
3) Condition removal (if slowdown conditions are present)
4) Knockdown prevention (if enemies with knockdown are present)
5) Healing or damage prevention (to spend less time recovering between mobs)

As an elementalist, your best speed boosts are [skill]Armor of Mist[/skill] and [skill]Storm Djinn's Haste[/skill]. Mist is faster, but you can't keep it up constantly. Haste can be refreshed quickly and kept up constantly, but has less of a boost.

For damage prevention on a pure Elementalist, nothing beats [skill]Mist Form[/skill]. [skill]Shadow Form[/skill] is great on an E/A runner, but makes it necessary to wait out the recharge between mobs. [skill]Vow of Silence[/skill] can be good on an E/D, but lasts much less than the other skills, while also preventing any of your own spells from being cast.

Monk offers unparalleled hex and condition removal, which is why many runners pick it for their secondaries. [skill]Holy Veil[/skill] and [skill]Remove Hex[/skill] are great; [skill]Purge Conditions[/skill] and [skill]Dismiss Condition[/skill] work really well.

Since you're attempting to run yourself, I'll assume you don't have access to PvE skills that make running easier. Outside of them, [skill]Fleeting Stability[/skill] and [skill]Balanced Stance[/skill] are the best choices for knockdown prevention. Both synergize well with an Elementalist runner, who should have a "longer enchantment duration" weapon and rely on enchantments instead of stances for the speed boost.

Considering you'll be mainly concerned with getting away from monsters (rather than being able to handle their damage), even something as simple as [skill]Aura of Restoration[/skill] can be enough to keep you healthy. Heck, assuming no health degen, you would be able to just wait things out in a safe spot and heal up that way. If degen kills you, you probably need hex and condition removal; if it doesn't, recasting Aura of Restoration should heal you up well enough to rush past the next mob. [skill]Mystic Regeneration[/skill] would effectively allow you to ignore the effects of hex and condition degen, or heal you up if neither is present.

Of course, you won't really need hex removal unless you're staring down mesmer mobs, and you probably won't need condition removal unless there are traps on the way. Against everything else, you can just run away and heal up. Knockdown is nasty, but only present in a few areas, so it is also effectively a non-factor. Your choices, then, are:

A) E/Mo runner:

[skill]Mist Form[/skill][skill]Aura of Restoration[/skill][skill]Armor of Mist[/skill][skill]Holy Veil[/skill][skill]Dismiss Condition[/skill][skill]Storm Djinn's Haste[/skill][skill]Remove Hex[/skill] +Glyph of Swiftness, to avoid waiting out recharge times.

Good all around, though doesn't have knockdown prevention.

B) E/D runner:

[skill]Mist Form[/skill][skill]Mystic Regeneration[/skill][skill]Fleeting Stability[/skill][skill]Storm Djinn's Haste[/skill][skill]Featherfoot Grace[/skill][skill]Signet of Pious Light[/skill][skill]Vital Boon[/skill] +Glyph of Swiftness.

Good for knockdown prevention, but won't do well in hex- or condition-heavy areas.

C) E/A runner

[skill]Deadly Paradox[/skill][skill]Shadow Form[/skill][skill]Storm Djinn's Haste[/skill][skill]Dash[/skill][skill]Shadow of Haste[/skill][skill]Death's Charge[/skill][skill]Heart of Shadow[/skill][skill]Shadow Refuge[/skill]

Good for pretty much everything (ran treasure chests in Realm of Torment with this), though running is accomplished in short bursts due to skill recharge and health and energy regen.

Of course, you could also go E/R for stances (Storm Chaser), E/Me for hex removal (Hex Breaker, Inspired Hex), or E/P for condition removal (Signet of Remedy), so the combinations really depend only on what is accessible to you. Generally, though, your best bet is to grab a speed boost, study the enemies in the area you're trying to run through, and pad the rest of your bar accordingly.
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Old Mar 27, 2008, 06:36 PM // 18:36   #7
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Hmm i use this one just get a Totem Axe

[skill]Death's Charge[/skill][skill]Dark Prison[/skill][skill]Storm Djinn's Haste[/skill][skill]Glyph Of Lesser Energy[/skill][skill]Shadow Form[/skill][skill]Shadow Refuge[/skill][skill]Feigned Neutrality[/skill]


This one i use 12 Shadow Mastery and 12 Air Mastery and the other if you got on Energy Storage
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