User:Dark Luke/R/D Enchanted Forge Runner

This build uses Ranger stances to maintain high average speed and Dervish enchantments for support to run various places, particularly from Beacon's Perch to Droknar's Forge.

Armor

 * Full Sentry's Insignia (+10 armor while in stance)

Runes

 * Rune of Vigor
 * 3 Attunement runes (+2 Energy x 3 = +6 Energy)

Weapons

 * Crafted or collector's staff (20% chance of half spell recharge) with +5 energy staff head and any enchantment lengthening mod

General
Very important: Timing is very important here. Make sure Vow of Silence lands before the snare hexes do! If you don't, Vow of Silence will prevent you from removing the hexes because you can't cast spells!
 * Use Dodge, Zojun's Haste, and Storm Chaser for running
 * Use Fleeting Stability to run past enemies with knockdown (e.g. Frost Wurm, Siege Ice Golem, Tundra Giant, Azure Shadow)
 * Use Vow of Silence (6 seconds with any enchantment lengthening mod) to pass through monsters with snares (Ice Imp, Siege Ice Golem, Stone Summit Heretic)

Wurm Tunnel

 * Cast Fleeting Stability before entering the Wurm spawning zones. Avoid getting knocked down while you cast it.
 * Cover your Fleeting Stability with two other enchantments before engaging the Avicaras in the Wurm tunnel.

Siege Ice Golem Spots

 * Recast Fleeting Stability if time permits
 * Just after entering the casting range of the Ice Golems, cast Vow of Silence to give you 6 seconds of snare-hex-free running.
 * Stay away from Pinesouls at all costs. One Barbed Trap will be fatal to you.

After the Troll tunnel

 * Cast Fleeting Stability at the curve after the bridge. Keep away from Grawl Crones as much as possible to avoid them stripping your Fleeting Stability with Chilblains.

Counters

 * Lack of condition removal - Running over a Barbed Trap will guarantee death.