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The Bold Forge Runner is the fundamental Warrior running build that can be used to great effect in running from Beacon's Perch to Droknar's Forge. The key feature of this build is the lack of any Healing Prayers skills. With small modifications it's the perfect basis for most Warrior running builds, and almost all Warrior running routes.

Attributes and Skills[ | ]

WarriorMonkWarrior / Monk Attribute Rank
Tactics 12 + 1 + 1
Strength 12 + 1
Endure Pain

Endure Pain

Sprint

Sprint

"Charge!"

"Charge!"

Balanced Stance

Balanced Stance

Healing Signet

Healing Signet

Purge Conditions

Purge Conditions

Smite Hex

Smite Hex

Holy Veil

Holy Veil

Equipment[ | ]

Armor[ | ]

  • Full Gladiator's Armor for maximum energy.
  • Helm alternative: Lieutenant's Helm for shortened Hex duration at the expense of one less point of Tactics (13), 1 Energy, and only 60 AL compared to the Gladiator's head gear.

Runes[ | ]

  • Rune of Superior or Major Vigor
  • Rune of Superior Absorption

Weapons[ | ]

  • Any one-handed weapon that increases health, and/or energy:
  1. Katana of Fortitude (from Factions - Divine Path) - plus 5 Energy always and plus modification of your choice (preferrably + Health).
  2. Any sword and an "I Have the Power!" inscription. (If you have Nightfall)
  • A shield with maximum armor (+16) with attribute requirement in Tactics:
  1. Grognar's Defender [Green Item; Received Dmg: -2 (In Stance); +45 HP (In Stance)] - The Runner's Best Stance Shield Choice.
  2. Emboldened Carapace Shield from Hagnon Warblade [Health +60 (while hexed), Received damage -3 (while hexed)] - For hex passages of the run.

Note: Of course, you are free to use the collectors' shield versions instead of the Green ones.

Usage[ | ]

General[ | ]

Core Running Sequence[ | ]

  • Use Sprint, and Charge for running. It's the sequence which you can use without any gaps.
  • Use Balanced Stance to counter knockdowns by Frost Worms, Ice Golems, Tundra Giants, and Azure Shadows.

Note: Balanced Stance cancels Sprint, for they are both stances. Never use them simultaneously if you don't want to lose either of them. Balanced Stance should be used with "Charge!" instead. Balanced Stance will outlast "Charge!" by 8 secs. Use Balanced Stance, wait 4-8 secs and activate "Charge!". It is better to be quicker in escape than in approach due to aggro/ deaggro behavior of the NPCs.

Healing[ | ]

  • Use Healing Signet in safe spots for healing.
  • Use Endure Pain for extra health boost in passages of the run where you encounter much damage.

Note: Be aware of the fact that "runners run, and healers heal." Only heal yourself if it is really necessary.

Hex-Countering Mechanism[ | ]

  • Cast Holy Veil on yourself as major hex-protecting mechanism.
  • Use Smite Hex as major hex-remover.

Note #1: Always use Smite Hex for removing a Hex before canceling Holy Veil. By not canceling Holy Veil first you make sure that the enemies still need twice as long to cast for their hexes.

Note #2: For an extra hex remover cast Holy Veil and wait for it to recharge. By canceling it, recasting, and canceling it again, you can remove up to two hexes only with Holy Veil.

Conditions[ | ]

Note: Beware traps set by Pinesouls that cripple you for quite a long time. It is not unlikely that two traps are behind each other. Go on running crippled to check whether a second trap is about to ignite; only then use Purge Conditions to reduce the chance of getting trapped twice to a minimum. Alternatively, Mend Ailment can replace Purge Conditions for countering multi-traps.

Lornar's Pass[ | ]

Ice Imps[ | ]

  • Cast Holy Veil on yourself before encountering them. Either outstand the first Mind Freeze on you or remove it with Smite Hex while Holy Veil is still being on you.

Worm Tunnel[ | ]

  • On entering the worm tunnel do not aggro the Ice Imp patrol.
  • Run into the tunnel with Sprint as long as possible until Frost Worms pop up. Activate Balanced Stance, jog for some seconds, and escape with "Charge!".
  • In some of the spawns, the tree behind the tunnel is a safe spot for regeneration.

Note: Sprint cancels Balanced Stance, for they are both stances. Never use them simultaneously if you don't want to lose either of them.

  • Cast Holy Veil on yourself before encountering the Ice Golems behind the tunnel. Use Smite Hex for removing their Deep Freeze. Cancel Holy Veil only if it is really necessary. Refrain from using Holy Veil if there are Avicara Guile between your current location and the Ice Golems, as Avicara Guile can and will remove your Holy Veil immediatly.

Troll Cave[ | ]

  • In most spawns and due to lag it is highly advisable to lure the Mountain Trolls either out of the cave, or around the Icicles in the cave.

Wurm Path[ | ]

  • Use Sprint for covering the first meters of the Wurm Path (beginning right behind the bridge of the Troll Cave).
  • Try to run at the right-hand side.
  • Use Balanced Stance when getting knocked down for the first time.
  • Use "Charge!" when you get in aggro range of the Grawl Patrol.
  • Jog with Balanced Stance, or Sprint all along the path.
  • Use Healing Signet after a Wurm popped up, when you escaped him and it is outside your aggro circle.

Ice Golem Path[ | ]

  • Encounter them only with fully recharged Balanced Stance and Holy Veil being already up.
  • Use the shortest and therefore quickest path available, avoiding as many Pinesouls and Ice Golems as possible. Be fond of running through Grawls rather than through Pinesouls and Ice Golems.
  • Beware of more than one trap set by Pinesouls.
  • Avoid Stone Summit Heretic at any cost.

Note: If a Muddy Terrain Spirit was already cast (e.g. due to another runner in your group or by accident), wait for it to die before attempting the run-through.

Dreadnought's Drift[ | ]

Attention: Survivor Title Hunters can survive here. Therefore, they just stand in the lower right corner when entering the Drift. It may need some spawns, for the patrols always tend to use a slightly different path depending on other NPC groups. Millimeter work!

  • Go to the right immediately, and if there is anyone you are running that is not going for survivor title, tell them to run into the patrol there as well.

Snake Dance[ | ]

  • Efficiently use Balanced Stance and "Charge!" here against groups of Tundra Giants, and Azure Shadows.

Note #1: Beware of lag in the Troll Tunnel. It is advisable to lure some Mountain Trolls or even Ice Golems out to guarantee a secure run-through. Cast Holy Veil on yourself to avoid a minor slow-down by the Ice Golems when running through the tunnel.

Note #2: It is not necessary to use Balanced Stance for these low-level Ice Golems that do not knock you down.

Talus Chute[ | ]

  • Before encountering the first Azure Shadows cast and recharge Holy Veil.
  • Activate Balanced Stance when the first Signet of Judgments are about to hit you.
  • Use "Charge!" in the first corner near the Azure Shadow Boss.
  • Use Endure Pain when running through the groups of Avicara.

Variants[ | ]

Notes[ | ]

Endure Pain Bug[ | ]

After Endure Pain ends your Health may drop to 1. Due to the Endure Pain Bug do not activate Healing Signet after having 1 Health - this would kill you immediately due to negative health and positive signet healing. Wait for your Health bar to gain pips and regaining above 1 Health again before using Healing Signet.

Possible Routes[ | ]

Listed below are the possible high-level routes that this build and its variants can be run with:

Prophecies[ | ]

  1. Beacon's Perch -> Camp Rankor -> Droknar's Forge
  2. Camp Rankor -> Deldrimor War Camp
  3. Copperhammer Mines -> Iron Mines of Moladune -> Marhan's Grotto -> Thunderhead Keep

External Links[ | ]

Templates[ | ]

Skillsdisk
The Skills Template for this build is:
{{#widget:DownloadTemplate|data=AxIRkrcs1uy25GAL6yTC|name=Erathiel/Builds/Build:W/Mo Bold Forge Runner}}
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