User:Luobailong/Sandbox

R/W Bold Forge Runner
The Bold Forge Runner was especially designed for the Droknar's Forge run with a Ranger. It makes clever use of the Ranger's abilities to recharge skills faster to use Balanced Stance, and "Charge!" twice in a row. The downside is that one has to tank out hexes, and conditions successfully.

Armor
Note #1: Your armor level (AL) is more important than your energy pool due to hex- and condition-tanking, that is why it is not advised to use the popular Druid's Armor here.
 * Full Sentry's Armor for extra armor (+10 AL in stance).

Runes

 * Rune of Major or Superior Vigor

Weapons

 * Any one-handed weapon that increases health, and/or energy:
 * 1) Sword with +5 Energy and +30 HP


 * Any shield with either stance and/or health modifications:
 * 1) Grognar's Defender - 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 this runs.

General
The Running Sequence gives you a constant high speed boost and a high chance to evade missiles, and attacks. Holy Veil against hexes and the healing skills against conditions and degeneration help you survive.

Running Sequence
Note #1: Dodge and Zojun's Haste only evade missile attacks.
 * Use Dodge, Zojun's Haste and Escape for a constant speed boost.
 * Only Dodge and Zojun's Haste boost your speed to 33%, whereas Escape only provides you with 25%.
 * Use Escape to avoid mass damage as it provides a 75% chance to avoid attacks. It also protects from knockdown from melee attackers.

Note #2: Avoid knockdown if possible.

Healing

 * Cast Mending when entering a new area.
 * Use Healing Breeze before engaging large damage dealing mobs.
 * Use Heal Area when taking large amounts of damage and when you are in need of instant healing. Be aware of your energy level.

Note: There are enemies which strip enchantments such as Stone Summit Heretics or Avicara Guile. You have to decide then which enchantment (Holy Veil or Mending) you want to use as cover, and which you do not want get stripped right away. Cast the cover enchantment that you want to get stripped last. Pay attention to Chilblains which mostly strips two enchantments.

General

 * Use Storm Chaser to regain energy when running through elemental damage dealing mobs.
 * Use Troll Unguent instead of Healing Breeze for lower energy cost. Remember to set points into Wilderness Survival.
 * Use Smite Hex instead of Holy Veil.
 * Use Smite Hex instead of Purge Conditions or Heal Area for a second hex remover.

Bold Forge Runner
This build can be used to solo-run Droknar Forge. It is highly reliable and you will notice that it is easier to run Lornar's Pass with, actually. Snake Dance and its Tundra Giants need a bit practice, though. Below are specific Ranger hints for this run:

Note #1: It is advised to use a weapon with 20% longer enchantments for the sake of Healing Breeze.

Note #2: Mend Ailment can replace Purge Conditions for countering two or more Barbed Traps. Crippled will always hit you last.

Worm Tunnel

 * Cast Mending, and Holy Veil (in this order). You don't want the Avicaras to strip Mending right away. Holy Veil represents a cover enchantment here (unlike later).
 * Use Healing Breeze before and during encountering dangerous situation, such as a run-through.
 * Use Zojun's Haste and Dodge to outrun the worm(s).
 * Use Escape when expecting mass damage from attacks, especially in melee by groups of Avicaras. It helps you survive grave danger situation by evading most attacks.

Worm Path

 * Use Healing Breeze after you got knocked-down by the worm(s) and when he is just outside your aggro bubble. This helps to avoid interruption again. Recast Mending on you between knockdowns, in case it got stripped through Chilblains. Without Mending in coordination with HB you might get into trouble regarding your health.
 * Use Escape for running through the groups of Grawls and when you get slowed down by hexes and take attack damage from melee.

Dreadnought's Drift
Note: When HB fades out, and after a Giant Stomp recast it as often as needed. Mending and HB should keep you alive without problems.
 * Cast Holy Veil, and Mending (in this order). This time Mending is the cover enchantment for Holy Veil due to the high risk of encountering Heretics.
 * Lose aggro and regenerate before encountering the Tundra Giants.
 * Use Healing Breeze and Escape before running through groups of Giants. Make use of a Stance Shield here.

Attention: When Stone Summit Heretic(s) and Ice Golem(s) get spawned and you cannot avoid them, immediately run back and rezone. Reasons: 1) Two different slow-down spells (Crippling Anguish & Deep Freeze), 2) covered with different hex-spells 3) accompanied by Gnashers & companions 4) with a Tundra Giant group to be passed at full health with Healing Breeze, and fully recharged Escape only. Smite Hex and Holy Veil will not make you survive this - no matter how high your running level is.

Snake Dance

 * Try to only aggro one group of Giants at a time.
 * Aggro them before running through to make them stomp before your run-through comes.
 * Use Healing Breeze as often as possible between stomps. The chances for an interrupt between two stomps are low.

Possible Routes
Listed below are all 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 -> Granite Citadel - > Copperhammer Mines -> Iron Mines of Moladune - Using henchmen as cannon fodder will help greatly.
 * 3) Iron Mines of Moladune -> Marhan's Grotto -> Thunderhead Keep
 * 4) Iron Mines of Moladune -> Copperhammer Mines - take full henchmen party. Continue running even with boss aggro. Hard but not impossible run.