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Old Jan 19, 2006, 12:25 AM // 00:25   #1
Frost Gate Guardian
 
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Guild: Legions of Twilight
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Default Runner Build

Lord Sabir

Strength :13
Healing Prayers:12
Tactics:4

Sprint
Healing Breeze
Mending
Rush
Endure Pain
"I Will Survive!"
Mend Ailment
Balanced Stance
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Old Jan 19, 2006, 01:03 AM // 01:03   #2
Ascalonian Squire
 
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Does this work for everywhere?
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Old Jan 19, 2006, 01:37 AM // 01:37   #3
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Well, except for areas that are hex-heavy, like droks run. There I switch Mend Ailment for Smite Hex.
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Old Jan 19, 2006, 01:38 AM // 01:38   #4
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ummm..... where is charge!?
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Old Jan 19, 2006, 01:54 AM // 01:54   #5
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Perdition Rock.
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Old Jan 19, 2006, 01:55 AM // 01:55   #6
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Oh, in the build.... good question.
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Old Jan 19, 2006, 02:38 AM // 02:38   #7
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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.
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Old Jan 19, 2006, 05:22 AM // 05:22   #8
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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.
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Old Jan 19, 2006, 08:22 PM // 20:22   #9
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No Heal Sig or Charge makes this build a complete bummer.
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Old Jan 19, 2006, 08:25 PM // 20:25   #10
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On top of that Rush requires Addrenaline. Do you intend to fight to gain the addrenaline?
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Old Jan 19, 2006, 10:50 PM // 22:50   #11
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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?
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Old Jan 19, 2006, 11:31 PM // 23:31   #12
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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?
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Old Jan 22, 2006, 04:00 AM // 04:00   #13
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Uh, Symbol of Wraith...why? You're running, so the mobs shouldn't be catching up to you. Right?
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Old Jan 22, 2006, 06:35 AM // 06:35   #14
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Dude... I think you could make like...... Ascalon to Piken runs, and that's it, and you would still probably have troubles.
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Old Jan 22, 2006, 09:55 AM // 09:55   #15
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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.
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Old Jan 22, 2006, 12:00 PM // 12:00   #16
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The best you can make out of rush is using "to the limit" but that would be a waste of two slots
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