Ranger/Elementalist Runner Build
I don't think this build can make the Drok's run, but I've run from Ascalon to Lion's Arch with no problems and I don't think the other runs will be much harder except for finding the way.
Ranger/Elementalist
Level: 20
Expertise: 11 (10+1)
Wilderness Survival: 12 (11+1)
Water Magic: 7
- Dodge (Expertise)
For 9 seconds, you move 33% faster and have a 62% chance to "evade" incoming arrows. Dodge ends if you attack.
- Storm Chaser (Wilderness Survival)
For 18 seconds, you move 25% faster, and you gain 4 Energy whenever you take elemental damage.
- Whirling Defense (Expertise)
For 17 seconds, you have 75% chance to "block" attacks. Whenever you block a projectile in this way, adjacent foes take 9 piercing damage.
- Melandru's Resilience [Elite] (Wilderness Survival)
For 18 seconds, you gain +2 Health regeneration and +1 Energy regeneration for each Condition and Hex you are suffering.
- Armor of Mist (Water Magic)
For 14 seconds, you gain +24 armor and move 33% faster.
- Throw Dirt (Expertise)
Target touched foe and foes adjacent to your target become Blinded for 12 seconds.
- Antidote Signet (Ranger other)
Cleanse yourself of Poison, Disease and Blindness.
- Troll Unguent (Wilderness Survival)
For 10 seconds, you gain Health regeneration +9.
Recommended Gear:
Druid's set
Hunter's mask or Traveler's mask
Apply runes that beef up expertise and/or wilderness survival
I know the attributes are weak. I haven't finished the game through yet. If you can beef up your wilderness survival more, that would be better.
Strategy
The basic premise is to use Dodge and Storm Chaser to get you through the monsters. If you get hexed or there are conditions on you, use Melandru's Resilience and your health and energy will recharge. I LOVE this skill. It's a stance, so you don't have to stop running. Just make sure to use it when you have a lot of conditions on you.
If you get slowed down, use whirling defense, then cast armor of mist to raise your armor and if your slowed condition wears off, you will run 33% faster. This is great for escaping. If you keep getting slowed down, cast whirling defense. This will decrease the amount of physical hits you are taking. Then just cast troll ungent to heal. Keep trying to cast armor of mist to escape but if you keep getting stuck just repeat the process. Whirling defense has a long recharge time so make sure that if you are going to use another stance that you can get out.
I don't really use throw dirt and antidote signet that much but I don't really need them. The heart of the build is Dodge, Storm Chaser, Whirling Defense, Melandru's resilience, and Armor of mist.
Variation
Expertise: 11 (10+1)
Wilderness Survival: 12 (11+1)
Earth Magic: 7
The skills are the same but instead of Armor of mist and Throw Dirt you use Obsidian's Flesh and Ward Against Foes.
Obsidian's Flesh:
Elite Enchantment Spell. For 14 seconds, you gain +20 armor and cannot be the target of foe Spells, but move 50% slower
This can be helpful when you're trying to get past alot of spell casters. Just use Dodge to negate some of the slowdown penalty. You won't run as fast but you'll be protected pretty well.
Ward Against Foes:
Spell. You create a Ward Against Foes at your current location. For 14 seconds, foes in this area move 50% slower.
Use this when you've been crippled and everyone is after you. You can slow them down using this spell and hopefully use Dodge once you are healed to escape them.
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