User:Luobailong/Sandbox

The Illusory Forge Runner is, perhaps, the oddest of Forge running builds. It is optimized for the Beacon's Perch to Droknar's Forge route, but is in principle adaptable for any running situation. By echoing classical Warrior stances, shouts, or hex-removers it is possible to run with greater efficiency and longevity.

Armor
Note: It is also possible to use a mixture of these suggested armor sets.
 * Virtuoso's Armor [Armor +15 (while activating skill)]
 * Rogue's Armor [Armor +10 (vs. physical attacks); + Energy]
 * Masquerade Armor [Health +10]

Runes

 * Superior or Major Rune of Vigor

Weapons

 * Any one-handed weapon that increases enchantment duration, and energy:
 * 1) Rajazan's Fervor
 * 2) Totem Axe
 * 3) Alternatively: Katana of Enchanting [+5 Energy, +20% Longer Enchantments], or even a Henge of Denravi Sword [+5 Energy + Upgrade of your Choice]
 * 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) Malinon's Shield - Preferrably the first choice because you stay in Illusion of Weakness most of the time.

General
Note: This build needs a relatively high knowledge of the spawns at Lornar's Pass, and average to high skills at aggroing and evaluating the NPCs' aggro behavior (e.g. Allowing Avicara Guile to cast his last Death Swarm to lower his aggro moral; Worm aggroing). It is not possible to run every Lornar's Pass spawn with; though it is not too difficult to run with a death penalty of 15-30% Dreadnought's Drift and Snake Dance.
 * Stay in Illusion of Weakness at all times.
 * Use Illusion of Haste as your primary running skill.
 * Use Hex Breaker well before encountering foes with hexes. It should be recharged before the first hex lands on you, so you can cast it immediately again.
 * Use Inspired Hex to remove a hex that Hex Breaker does not catch.
 * Use Healing Signet to heal yourself when not taking damage.

Lornar's Pass

 * You can remove up to three hexes quickly, so never aggro more than three Ice Imps at once.
 * At the mouth of the first cave, wait until you have a clear path before aggroing the Avicara. You should cross the cave in a single Illusion of Haste. Activate your Balanced Stance just before entering the radius of the Frost Wurms.
 * Generally run in a straight line away from Frost Wurms. The 33% increase in movement speed ensures that you can outrun any given wurm.
 * Run straight through all Avicara and Grawl spawns, then heal with Healing Signet. You can easily regain up to 215 health automatically when your health drops below 25%. This should give you enough of a buffer to make it to safety before recasting Illusion of Weakness.

Dreadnought's Drift

 * When engaging Tundra Giants, activate Balanced Stance and use "Shields Up!".
 * Take time to heal. It can get tricky towards the end if you don't have enough health to run straight through all the Giants and Blessed Griffons.

Snake Dance

 * You rarely have to worry about hexes here.
 * Concentrate on staying in Balanced Stance through the large groups of Tundra Giants and Azure Shadows.
 * At the Mountain Troll cave, you might consider activating Hex Breaker or Inspired Hex to avoid being slowed down in a tricky point. Try to lure the trolls out of the cave first.
 * A good way to lose a train of trolls is to run them to a spawn of Stone Summit Herders.

Camp Rankor

 * Replace Inspired Hex with a low energy cost cover enchantment such as Channeling to try to protect your Illusion of Haste from being stripped too quickly.

Talus Chute
The only difficult area is near the beginning where you have to run through two groups of Azure Shadow spawns and a large Avicara group immediately after.
 * Begin with Balanced Stance and chain cast Illusion of Haste to run through the groups of shadows. Just before running through the Avicaras, Recast Illusion of Haste and immediately cast your cover enchantment, then run through the group of Avicaras.

Variants

 * Hex Breaker can be replaced with Disciplined Stance if you feel survivability at the Snake Dance is more important when there is a long stretch of Tundra Giants will no break in the middle, and Balanced Stance wears out (Balanced Stance will override hex breaker)