Hi all. Following is a build I developed and used for running the flag in Guild vs Guild battles recently; I initially opted to keep it to myself but since my guild seems to be afraid of using anything but a r/w for the runner I decided to share it with the masses. The character is designed to outrun the other team but also have versatile uses in combat. Following that is a theoretical M/W runner that I feel is superior but will probably never have a chance to try, considering my guild's conservative view on tactics.
Tira's E/W Runner:
Water Magic 12+3+1
Air Magic 4+1
Tactics 9
.. and the rest in E. Storage
-- weapon switch 1
+5 energy long sword of enchanting (20%)
Shield of your choice
-- weapon switch 2
casting speed +20% water wand
cast+recharge +20% water wand
Skills:
Armor of Mist
"Charge!" (elite)
Sprint
Maelstrom
Ice Prison
Gale
"Watch Yourself!" or Rush
Res Signet
I won't go into how to play it, but it should be apparent that you have a lot of flexibility in snaring and otherwise disabling opposing runners, melee, and monks in between flag runs.
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Tira's M/W Runner
Illusion Magic 12+3+1
Fast Casting 9
Tactics 9
... leftovers in Domination
Skills:
Illusion of Haste
"Charge!" (elite)
Sprint
Hex Breaker
Soothing Images
Arcane Conundrum
Imagined Burden
Res Signet
That's it. Thanks for reading and hopefully some people in more tactically-minded guilds will see the potential of these builds.
~Tira Halite
T

Only map that I grab the flag first is actually my guildhall, the frozen hall. The flagstand is so far out of the way you've gotta be the only one running it.