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Old Apr 08, 2006, 04:13 PM // 16:13   #1
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Talking The future of running could be ra/a ?

heres just an idea for a build, recommendations are appreciated since i never did a droks run only some easy runs, but ive been on like 8 good runs and about 60 unsuccesful ones

Storm Chaser 10e 30 recharge
For 8-18 seconds, you move 25% faster, and you gain 1-4 energy whenever you take elemental damage.

Dodge 5e 30 recharge
For 5-10 seconds, you move 33% faster than normal and have a 27-65% chance to evade incoming arrows. Dodge ends if you attack.

Escape 5e 30 recharge
For 5-15 seconds, you move 25% faster than normal and have a 75% chance to evade attacks. This is an elite skill.

Lightning Reflexes 10 e 45 recharge
For 5-10 seconds, you have a 75% chance to evade melee and projectile attacks, and you attack 33% faster.

Whirling Defense 10 e recharge 60

For 8-18 seconds, you have 75% chance to block attacks. Whenever you block an arrow this way, adjacent foes take 5-10 piercing damage.

Dark Escape 5e recharge 30

For 5-13 seconds, you move 25% faster and take half damage. Dark Escape ends if you successfully hit with an attack.

Shadow Refuge 5 e 1 second ativate 8 second recharge

For 4 seconds, you take half damage. When Shadow Refuge ends, you are healed for 30-102.



im still trying to fit in a shadow step spell, so that if you get stuck there be a way outta it

but this build seems like a good runnning build, * because if you start to lose a lot of health you can dark escape to try and take less damage

shadow refuge i like because you can get healed a decent amount while taking half damage


personally i like rangers as runners because they can almost run with like +25%-33% the whole time, espcially if they add some to give them more energy, even though expertise rocks

there is only one wilderness survival in this build, so after i figure out the lvls i would only put in extra pts in it, i put it in since it is extra time to be running if you need it, i guess

only one thing in this build has an activation time, which is good, and along with only 1 second ativation time shadow refrudge helps block attacks


ok i think i got the lvls now

11 +1 +1 expertise
5+1 wilderness survival
11 shadow arts


i think this build has very good potential in most running areas, maybe even droks? if running droks with this i would assume fur lined for all the extraz cold def, otherwise druids probably.

Last edited by unholy guardian; Apr 08, 2006 at 04:45 PM // 16:45..
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Old Apr 08, 2006, 05:35 PM // 17:35   #2
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Quote:
Originally Posted by unholy guardian
Shadow Refuge 5 e 1 second ativate 8 second recharge

For 4 seconds, you take half damage. When Shadow Refuge ends, you are healed for 30-102.

Shadow Refuge - Enchantment Spell

For 4 seconds, you have 50% chance to "evade" attacks. When Shadow Refuge ends, you are healed for 30...102.

GWonline and Guru have not say the same thing.
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Old Apr 08, 2006, 06:24 PM // 18:24   #3
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In the last factions event, they updated shadow refuge from 50% evasion to half damage
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Old Apr 08, 2006, 06:29 PM // 18:29   #4
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Don't think it would work for drok runs =o You would have no hex removal, eventho it's not that important and you wouldn't have balanced stance either which is really important specially with all them siege golems and worms in every corner.
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Old Apr 08, 2006, 06:54 PM // 18:54   #5
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i think it would work as a desert runner maybe tho, course maybe a modifacation or two could make it campadible for droks runs, maybe some shadow steps to avoid some the stuff still seems like a pretty good running build tho
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Old Apr 08, 2006, 07:43 PM // 19:43   #6
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You can run desert with R/*, I do it frequently whenever a friend needs to get around.

I don't think Assassin really offers anything to boost a ranger primary as a runner. W/A might have some uses for it, but I don't think we'll see the forge run turned upside down any time soon.
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Old Apr 09, 2006, 02:15 AM // 02:15   #7
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Quote:
You can run desert with R/*, I do it frequently whenever a friend needs to get around.

I don't think Assassin really offers anything to boost a ranger primary as a runner. W/A might have some uses for it, but I don't think we'll see the forge run turned upside down any time soon.
agreed.

Don't think any of those skills would help or hinder anything really. Plus there are a couple new ranger running skills in factions. (not that we really need any more ) Desert runs are cakewalks with current skills. Things might be completely different depending on the enemies and skills they use in some areas of factions, but right now I'd say you benefit more from monk secondary.

Not trying to knock your ideas at all, could very well be spot on...hard to say what running's gonna be like in factions though.
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Old Apr 09, 2006, 08:15 PM // 20:15   #8
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shadow form, dash, dodge, z's haste, dash, troll ung, stormchaser, dash, dodge, z's haste, dash, shadow form, storm chaser, troll ung and so on... well that's my idea for R/A runner... or lets call him ranner...

Last edited by ColaManiac; Apr 10, 2006 at 08:32 PM // 20:32..
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Old Apr 15, 2006, 01:04 AM // 01:04   #9
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shadow form: For 5-17 seconds, all hostile spells that target you fail and all attacks against you miss. When Shadow Form ends, lose all but 5-41 health. This is an elite skill.
Energy Cost: 5
Activation Time: 1 Second.
Recharge Time: 60 Seconds.
Linked Attribute: Shadow Arts. Increases duration and lessens health loss.
Skill Type: Enchantment Spell.


with this i think those weird rock dudes would miss and you could speed by with dark escape and it does the following

Description: For 5-13 seconds, you move 25% faster and take half damage. Dark Escape ends if you successfully hit with an attack.
Energy Cost: 5
Activation Time: None.
Recharge Time: 30 Seconds.
Linked Attribute: Shadow Arts. Increases duration.
Skill Type: Stance.
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Old Apr 15, 2006, 04:31 AM // 04:31   #10
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Quote:
Originally Posted by unholy guardian
shadow form: For 5-17 seconds, all hostile spells that target you fail and all attacks against you miss. When Shadow Form ends, lose all but 5-41 health. This is an elite skill.
Energy Cost: 5
Activation Time: 1 Second.
Recharge Time: 60 Seconds.
Linked Attribute: Shadow Arts. Increases duration and lessens health loss.
Skill Type: Enchantment Spell.


with this i think those weird rock dudes would miss and you could speed by with dark escape and it does the following

Description: For 5-13 seconds, you move 25% faster and take half damage. Dark Escape ends if you successfully hit with an attack.
Energy Cost: 5
Activation Time: None.
Recharge Time: 30 Seconds.
Linked Attribute: Shadow Arts. Increases duration.
Skill Type: Stance.

that would make you invincible.. but traps would still hurt you no?


if this is true... would this combo negate the knockdown from the worm at droks?

if so.. would you even be knocked down?

or would you be knocked down.. just take 0 damge.





The monster attack when he pops up.. if that is an attack or spell then you wouldnt be knocked down.. making you invincible to worms, making it very possible to do a droks run..

but it might be default that ANY attack knocks you down...

dunno, what do you guys think?
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Old Apr 15, 2006, 02:47 PM // 14:47   #11
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Well, I think the AoE will affect Shadow Form. That doesn't mean you will get some dmg. So, my points, the knock down will take effect, because you haven't been targeted. And for traps...... I think you take damage by that AoE.

Edit: Another thing I thought. All attack miss you. Sound like Mist Form (Except its no damage, then they miss). I have some skills in mind that can effect (That doesn't mean you can't run by these spells too ).


Illusionary Weaponary
Crystal Wave
After Shock
Earthquake (If you're next of the target)
EoE
Etc......

Last edited by Francis Demeules; Apr 15, 2006 at 02:51 PM // 14:51..
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Old Apr 15, 2006, 06:50 PM // 18:50   #12
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It would defiantly be worth trying, cause if it worked it might get nerfed, but idk maybe another thing could work to throw off the worms, the one where you got 25% faster but end up where you started. That might help, who knows until we try =)
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Old Apr 16, 2006, 09:35 PM // 21:35   #13
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In reguards to running, a Ranger/Monk would still be more effective. The running skills that you had would be overkill. My running build is usually a 16 exp using Escape and Dodge. There is only one second on non running in that time. Its more than enough to get you through almost anywhere. The other 6 skills are fast heals and hex/condition removal. There is no need to have all these running skills that won't do you any good. The shadow form skill could help, but if you hit a long streak of enemys, chances are your dead. Just my personal opinions on it all.

-Craze ==== RunningRangers.tk
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