User:Trogam

Characters
Scott Trogam (Ranger) The Big B Healer (Monk) Kenzie Trogam (Rit) The Big B Skewer (Paragon) I Forsaken I (Ele) Diana Naida (Derv) Megan Trogam (Necro) Forsaken Wanderer K E N Z I E
 * PvE
 * PvP

Notable Accomplishments
-Has Tyrian Master Cartographer on Ranger -Seeker of Wisdom on Monk -Has 5 Sets of 15K and 10K armor.
 * Rit: Ancient, Kurzick, FoW
 * Ranger: Druid
 * Paragon: Ancient
 * Monk Canthian
 * Ele Ancient

-Has succesfully solo farmed: Dead Swords, Totem Axes, UW, FoW, Wardens, Styigan Gemstone -R5 Hero Title -Over 600,000 Balth Faction -Have defeated a few top 100 guilds in GvG -Most consecutive wins in HA: 8 -Won in Halls 6 times -Held Halls 3 times -Have Defeated Avirica Assassin with the help of, Kitty Likes Coconuts [Wild] -Received the Good Sportsmanship Award for the Celestial Tournament.

Guild
Member of the Forsaken Wanderers. Flag runner

Strange Happenings to My Characters
-Have been Power Blocked by Charr. -Have had Throw Dirt Skull Cracked by a Whiptail Devourer.

Purpose of this Guide
My original intent with this guide was to write down my thoughts, observations, and tips for flag running so my guild mates could see what I thought went on in the mind of a flag runner. Ithoguht maybe I'd write down 5 or 6 tips and that'd be it. Well, after about 90 minutes of writing, and reaching what I thought was the end, I foudn I had written a lot more than I orignially intended. So Instead I decided to turn this into full blown guide to flag running. These are my tips, obersvations, guidelines, and a whole bunch of other things about flag running. The information here is my opinon about flag running and unless otherwise specified, is my own work.

Misc Info
This guide represents my opinion on flag running, as such, I welcome input and comments. This guide is only cleared to be used on my GuildWiki User page and the Forsaken Wanderer's forums. If for some reason you want to post this guide in your own forum, site, or other location, please e-mail me about it. Contact information is at the bottom.

General Tips
1. Know your bar, and what you can and cannot face off against. Fire or Air Runners can pretty much face off against most threats, enough to driver them off. They lack usually lack a lot of snares of defensive spells, outside of Blinding Flash and Gale. But you can put some high damage out in a short amount of time, forcing an enemy flag runner or gankers out of a base. Water Runners are my personal favorite now. They have snares and blinds. Blurred Vision cannot be mend touched or signet of malaiced away, and freezing gust is one of my all time favorite skills. Depending on your bar deterimines how you can face off against enemy runners or gankers. Shatterstone runners will provide some decent damage, along with the snares, while Water Trident Eles can keep an enemy snared for 45+ seconds (It takes them 45 seconds to move through you aggro bubble.) Icy Shackle Eles are the most annyoing runners you may face though, as the skill itself costs 10 energy, can last up to 10 seconds, and has a 12 second recharge. And if you have an enchant on you (Storm Dijins, Fire Dijins, or Armor of Mist) then you will be slowed for 90% for 10 seconds which allows an enemy to collapse on you. If you have any self heals, then you can face off better and usually fare a bit better, but if you lack any self heals, I mean direct heals like Heal Party and others, not Aegis, then you want to be really careful about who you engage. Monk Runners are not my particular favorite, but when used correctly are effective. Basically, you are a monk with a running skill and maybe a snare. Holy Veil is a must for a runner, since it slows down most snares, sans Gust. However, know when and what to remove. If you go up against an Ele with icy shakles, save your veil for removing Shackles, since it will slow you down the most and it lasts the longest. You can also defend yourself against Gankers pretty decently so long as you use your NPC's which I will go into next.

2. Your NPC's are your friends When dealing with gankers, take into account what the gankers are, where your NPC's are, and what base you are in. Taking Frozen Isle as an example, if you can cut off the gankers from each other, you will have a better chance of killing one or both of them. If you can shut the bottom gate you effectivly make the gankers job more difficult if and when your team comes back to collaspe on them. Fall back into your Guild Lord if you find yourself being pushed to far, and keep the knights up as best you can through blinds and heals. Remeber, let your teamates know whats in the base, and know who you'll need back. Calling for a monk should only really be a last resort. Calling for a curses necro or warrior/sin/ranger would be a better idea. Know what your teamates are running and know who to call back.

3. Know the Gankers If you find yourself dealing with gankers by yourself, then there are some rules of thumb for the various builds. The most common gankers tend to be Warrior (YAA, Crip Slash, w/Signet of Malace, etc.), Rangers (Interupts, Burning Arrow, Broadhead Arrow, w/mend touch/troll ungent), and assassians (Anything really, but usually horns of the ox w/ degen skills, Twisting Fangs, Falling Spiders). Against Warriors Solo: Stick close to your NPC's, make sure if he's a YAA to stand next to an archer, which can save you some problems later on. Get Blinds and Slows on him as quickly as possible. If you are a monk runner, then heal the guy he is attacking, and be prepared to kite like mad. Against Rangers: Watch your line of sight carefully. Position yourself behind obstructions and do not lead off right away with Blurred Vision or a blind skill. A good ranger will anticapte what is coming and attempt to interupt you. He will likely have both Savage and Distracting shot. Both of which spell gg for you. Against broad head, kite and keep kiting. Against burning arrows, he will expect you to mend touch them away, and try to interupt it. Kite and remeber to cancel skills to force him into using an interupt. Monks, keep kiting and get the degen off of NPC's. Against Assasins: Your NPC's are your best buddies now. Sins are in, hit hard, and out before you have a chance to react. Since BoA sins have been nerfed, it is unliekly you will run into one while in the course of normal play. But in any case, stick close to your NPC's, because knockdowns (Shove, Shock, Horns of the Ox) will spell a quick demise as the next two skills are going to be falling spiders + twisting fangs. However, these guys are glass cannons, so if you can snare him when he is near a few NPCs, you could probally wipe him out. Monks, prot spirit, guridian, shielidng hands, SoA are your best skills. Deep wounds are also common with Sins, so be ready for that. Against Combinations of Gankers: If its 2v1, (Sin + Ranger, Warrior + Ranger most likely) hang back, and call for help. Make sure that you use your NPC's and cover. Do not try to engage them head on. If you are on Frozen Isle, try to seperate them through the use of the levers. Single gankers tend to be more cautious and are not as risky in terms of trying to kill you. But if its 2v1, or even 3v1 you'll need help. Keep an eye of the knights and bodyguard. As long as they can stay up, and your team is pushing the other team out, you don't need much help. But at the same time, depending on your bar, do not hesite to call for help if they are wiping NPC's. Once again, Kiting, Blinds, Snares, and Self Heals are important to staying alive long enough for a Warrior to get back to help drive them out. If they are retreating, Snare their thief (if appicable) and try and kill that.

4. Flags are imporant, but do not risk your life to cap one. If your team is getting kills, then you need to ensure that the stand is yours. Getting back rez sigs is a quick way to turn around a match. Do not make unneccasry risks when running flags. If you are going to have to run through the enemy to cap the stand and you are byself, DO NOT DO IT! Find a back route, retreat, just do not try to get through. Be aware of how your team is doing. Let the monks know you are coming so they won't be caught off guard when the enemy attempts to spike you. Also, hold off on capping for as long as possibile at the start of the match. This will make the match an 8v8 and you can help your team out signifgently. Also, unless the leader calls for soemthing else, do not cap first. By letting the other team cap first, you gain an advantage that you can stay with your team longer and make it a 8v7 match.

5. Flags are important, but team survial is even more so. While you are at the flag stand, try and stay for as long as possible to assissit your team, but do not stay too long. Some times for maps that are good to know, Uncharted Isle: Reach the land outisde of your gate with more than 30 seconds until enemy morale boost in order to make it in time and give yourself time to deal with an enemy runner trying to slow you. Isle of Jade: it takes 1:04 to run from the Bridge on the side of the flag stand, to your flag, through the teleporter, through the coral, and up to the flag stand. I know this because I made the msitake of waiting until 1:04 to go back for a flag. Isle of jade, your best bet is to leave for a flag at about 1:30 on enemy morale. Imperial Isle: You have to deal with traps on this map, and enemy gankers trying to stop you through teleporters or gankres. Gauge what you can do safely, and act accordingly, even if that means running back through the traps to go through your backline to reach the stand. It takes a little longer, but it can save you a lot of hassle.

6. Know when to pass of the flag. If you are getting body blocked like tehre is no t-mrw, call out for a flag pass off. Thats where a person on your team stands as close as possible to you and you spike teh drop and hiim picking it up. The target closet item key is Semi-Colon (Wink So if you are the guy picking up the flag, ensure that you are ready to pick it up. I have a few tips for countering enemy flag runners below.

7. If you are duel running, make sure you let the other runner know when he needs to go get the next flag.

8. You are part of the team. What skills you bring to the match need to not only help yourself, but synergize well with the team as a whole. Skills that help the main team like Heal Party, Aegis, Convert Hexes, Heals, Slows, Snares, can help relieve pressure off of the main team. Remeber, your job title may be "Flag Runner," But you need to work with the rest of the team in order to acheive victory.

9. Leave an extra flag lying around in case your team starts to push the enemy. I prefer to leave an extra flag stand near the flag stand behind an obstruction, or just in general somewhere outisde of my base. I do not like taking a flag into the enemy's base because if you get killed, the other team pushes, you are scewered. Though it is a matter of personal prefrence.

10. Switching weapons or picking up an enemy flag/repair kit will cause you to drop your flag.

11. Don't always return the enemy flag right away. If it is just after a rez time, go ahead and return it. It will cost them anywhere from 0:45 to 1:30 to bring a new flag out. That will almost always ensure a morale boost. If you are pushing the enemy back and their flagger gets killed, DO NOT RETURN! Make note of where the flag dropped, and camp it for a bit until the enemy is pushed back far enough. When inside the enemy base, keep an eye on the back door (if there is one) and be ready to snag their flag again, costing them another 30+ seconds to go back into the base and retrieve a new one. A flag runner will then either do one of three things if he see's you camping a flag: 1. Run at you an attempt to return it. 2. Retreat back into his base. 3. Call for help. I prefer running at the person or calling for help, as this will force the flag back into my base where I can keep an eye on it. However, leaving a flag there will allow you to move more quickly, so it really comes down to what is best for the situation, use your gut.

12. If you are capping the stand and you see the enemy flag lying on the ground, wait to return it. Camp it for a bit until you see the enemy flag runner. You give yourself an additional 20-30 seconds by camping it, and waiting to return it. If you return it right away, that sends up a red flag to the enemy that someone is outside of the base (Capping the stand is to) but also it means that the enemy flagger knows to head directly to his or her base to retrieve a new flag. By waiting to return it, you force a game of chicken with the flag and you could possibily bring back more of the enemy team that gives your guys breathing room. The more you can mess up an enemy teams movements by doing stuff like not reutrning a flag until you see an enemy, will help you ahceieve victory!

13. Stay Away from obsrutctions that may block off one side of you. Do not run close to a wall when there are enemies around, try and stay as much in the open as you possibily can. This will give you more avenuves of escape.

14. At VoD, the only way to survive an entire team of archers, knights, and the bodyguard is by hitting your speed boost before you are in ranger of the archers, and if you are at 0 DP or 10% morale. Otherwise, you will die. I have tested this through the course of normal play.

15. Use gust on enemy flaggers and players on the Ice, it is quite fun!

These are all observations and tips, and things I do when I run flags. Saying that flag running is brainless (or any position for that matter) means that they do not fully understand a position. To quote Saftey who quotes a QQ member, I think, "Everytime you push a skill, do so with meaning. Do not just sit there and pound skills. Make sure that your move will threaten the enemy in some way." For runners, knowing when to run, snare, and blind will help you out a lot.

Skill Section (COMING SOON)

Equipment: Energy On Head and Goves. Health on everything else. Major Rune on the headpiece. Vitae runes after you have all the others runes you need, maybe one rune of attunment. My health is usually about 545 when I'm holding flags, because my primary weapon set is a Spear of Enchanting with +5 energy, and a focus for my offhand with no health bounses either. If i'm picking something up, I don't want to die right after I pick them up. Weapon Set 2: I usually put a +30 +30 Staff on this one for when my DP starts to stack up. Weapon Set 3: High Set, +15/-1 rod, +15/-1 offhand. Weapon Set 4: Spear/Sword/Axe of Enchanting, -5 energy, 20% enchanting, and a shield with a "Swift as the wind" inscprition or -5/20% on it. I stay in this set for almost whole matches when fighting on Burning Isle, or when I face off agaisnt other runners who can cripple me. It also serves as your energy hiding set.

General Builds

E/Mo Runners -Shatterstone -Water Trident -Icy Shackles -Ether Prodigy -Mind Blast -Blinding Surge -Ether Prodigy
 * Water
 * Fire
 * Air

E/Rt -Weapon Of Remedy
 * Water, Air

Rt/E -Weapon of Remedy
 * Restortion

Mo/E -Zealous Bendiction -Shield of Regeneration -Shield of Deflection
 * Protection

Those are the msot common builds around these days and the ones you are most likely to face off against. The first thing to notice is the fact that all of thema re either an Ele primary or Ele Secondary. That is because of the Enchantment based speed boosts which have become more popular, as well as more praticial in the game today.

The next set of runner builds are older builds and ideas, as well as a couple of ideas that in my opnion do not work very well.

Me/A -Crippling Anguish
 * Illusion

Why this was popular: Solo abilites. By utilzing crippling anguish, clumsiness, and some other choice hexes, a Me/A runner could solo most other people while at the same time be able to escape sticky situations. Since most runners and gankers do not have hex removel, this build based on hexing is quite potent. Why this isn't popular now: It was a strong solo character, but did not bring much to the overall team. Since most teams bring hex removel, and if you are not running a hex build, then the hexes will get removed and you'll proablly get spiked down. The other point is the fact that the running as a Me/A, you had to use Stances for speed boosts. One of the more popular ones was Shadow of Haste (I think) that would give you a 25% speed boost for so many seconds, but you'd return to your original location once the stance ended. ANet nerfed this skill to increase its recharge (or lower its duration) so that you couldn't chain this skill to prevent returning. The other problem ws once this ros up, so did the amount of Warriors Bringing Wild Blow. Once they hit you with wild blow, you'd shadow step back to your original location, dropping the flag where you were hit. This will always remain one of my favorite builds however, because of my ability to stop assassins, rangers, and warriors in their tracks. Strong degen and slowing power made this build an "Oldie but a goodie."

N/A -Tainted Flesh Why People Like This: Added Pressure to the main team. Synergizes really well with the main team. Why this Build is ineffective (In my opnion): Tainted Flesh is only good for your team so as long as you are with them. Also, if you are not careful, if you do not put Tainted Flesh onto more than one teamate, then you threaten to spread diease to the other members of your team, as well as the enemy team. Also, when you are dealig with gankers or other runners, the elite is not that useful. A lot of gankers are eitehr A/? or R/Mo or W/Mo or W/A who all carry some sort of condition removal, (Either Signet of Malaice or Mending Touch.) So therefore, they can simply back off and mending touch or signet the condition away. Conversly, they could hit their running skill and run around your base spreading diease to multiple NPC's, given they all carry some sort of self heal, but the fact that you now have degen getting thrown around can and will cause probelms. In addition, these runners carry no self heal, as well as having a primary attribute that provides bonuses only if things are dying.
 * Death Magic

R/Mo -Crippling Shot Why people like it: One of the original runners in the game. With the ability to snare, degen, an unremovable self heal, and interrupts that don't cause exhaustion, this runner bar was quite potent for a long time. They are probably one of the strongest solo runners in the game. It is also a stance based runner and up until the rise of Wild Blow being used, quite potent. Why it fell out of favor: One of the first things that hurt Crip Shot Runners was the nerf to the skill, makign it cost 15 energy as opposed to 10 energy, which was realtivily minor, but still can be hard if played incorrectly. As the Caster based Runners gained popularity, so did blinds and the ability to act while holding a flag. As well as the fact that mending touch and signet of malice can both remove crip shot even with a cover, this runner began to fall out of favor. In addition, once people learned how to kite and utilize line of sight, you saw a fall off in its usage. It is still one of my old favorites basesd soley on the fact its a Ranger Runner, and I like Rangers.
 * Expertise

Looking at the different Runners in comparasion:

Offensive Capabilites, Greatest to Lowest Mind Blast -- Air Runner -- Shatter Stone -- Water Trident -- Icy Shakles -- WoR -- Monk Runner Defensive Capabilites Monk Runner -- WoR -- Water Trident -- Icy Shakles -- Shatter Stone -- Air Runner -- Mind Blast Solo Survival Shatter Stone -- Water Trident -- WoR -- Icy Shakles -- Monk Runner -- Air Runner -- Mind Blast 1. Know your bar, and what you can and cannot face off against. Fire or Air Runners can pretty much face off against most threats, enough to driver them off. They lack usually lack a lot of snares of defensive spells, outside of Blinding Flash and Gale. But you can put some high damage out in a short amount of time, forcing an enemy flag runner or gankers out of a base. Water Runners are my personal favorite now. They have snares and blinds. Blurred Vision cannot be mend touched or signet of malaiced away, and freezing gust is one of my all time favorite skills. Depending on your bar deterimines how you can face off against enemy runners or gankers. Shatterstone runners will provide some decent damage, along with the snares, while Water Trident Eles can keep an enemy snared for 45+ seconds (It takes them 45 seconds to move through you aggro bubble.) Icy Shackle Eles are the most annyoing runners you may face though, as the skill itself costs 10 energy, can last up to 10 seconds, and has a 12 second recharge. And if you have an enchant on you (Storm Dijins, Fire Dijins, or Armor of Mist) then you will be slowed for 90% for 10 seconds which allows an enemy to collapse on you. If you have any self heals, then you can face off better and usually fare a bit better, but if you lack any self heals, I mean direct heals like Heal Party and others, not Aegis, then you want to be really careful about who you engage. Monk Runners are not my particular favorite, but when used correctly are effective. Basically, you are a monk with a running skill and maybe a snare. Holy Veil is a must for a runner, since it slows down most snares, sans Gust. However, know when and what to remove. If you go up against an Ele with icy shakles, save your veil for removing Shackles, since it will slow you down the most and it lasts the longest. You can also defend yourself against Gankers pretty decently so long as you use your NPC's which I will go into next.

2. Your NPC's are your friends When dealing with gankers, take into account what the gankers are, where your NPC's are, and what base you are in. Taking Frozen Isle as an example, if you can cut off the gankers from each other, you will have a better chance of killing one or both of them. If you can shut the bottom gate you effectivly make the gankers job more difficult if and when your team comes back to collaspe on them. Fall back into your Guild Lord if you find yourself being pushed to far, and keep the knights up as best you can through blinds and heals. Remeber, let your teamates know whats in the base, and know who you'll need back. Calling for a monk should only really be a last resort. Calling for a curses necro or warrior/sin/ranger would be a better idea. Know what your teamates are running and know who to call back.

3. Know the Gankers If you find yourself dealing with gankers by yourself, then there are some rules of thumb for the various builds. The most common gankers tend to be Warrior (YAA, Crip Slash, w/Signet of Malace, etc.), Rangers (Interupts, Burning Arrow, Broadhead Arrow, w/mend touch/troll ungent), and assassians (Anything really, but usually horns of the ox w/ degen skills, Twisting Fangs, Falling Spiders). Against Warriors Solo: Stick close to your NPC's, make sure if he's a YAA to stand next to an archer, which can save you some problems later on. Get Blinds and Slows on him as quickly as possible. If you are a monk runner, then heal the guy he is attacking, and be prepared to kite like mad. Against Rangers: Watch your line of sight carefully. Position yourself behind obstructions and do not lead off right away with Blurred Vision or a blind skill. A good ranger will anticapte what is coming and attempt to interupt you. He will likely have both Savage and Distracting shot. Both of which spell gg for you. Against broad head, kite and keep kiting. Against burning arrows, he will expect you to mend touch them away, and try to interupt it. Kite and remeber to cancel skills to force him into using an interupt. Monks, keep kiting and get the degen off of NPC's. Against Assasins: Your NPC's are your best buddies now. Sins are in, hit hard, and out before you have a chance to react. Since BoA sins have been nerfed, it is unliekly you will run into one while in the course of normal play. But in any case, stick close to your NPC's, because knockdowns (Shove, Shock, Horns of the Ox) will spell a quick demise as the next two skills are going to be falling spiders + twisting fangs. However, these guys are glass cannons, so if you can snare him when he is near a few NPCs, you could probally wipe him out. Monks, prot spirit, guridian, shielidng hands, SoA are your best skills. Deep wounds are also common with Sins, so be ready for that. Against Combinations of Gankers: If its 2v1, (Sin + Ranger, Warrior + Ranger most likely) hang back, and call for help. Make sure that you use your NPC's and cover. Do not try to engage them head on. If you are on Frozen Isle, try to seperate them through the use of the levers. Single gankers tend to be more cautious and are not as risky in terms of trying to kill you. But if its 2v1, or even 3v1 you'll need help. Keep an eye of the knights and bodyguard. As long as they can stay up, and your team is pushing the other team out, you don't need much help. But at the same time, depending on your bar, do not hesite to call for help if they are wiping NPC's. Once again, Kiting, Blinds, Snares, and Self Heals are important to staying alive long enough for a Warrior to get back to help drive them out. If they are retreating, Snare their thief (if appicable) and try and kill that.

4. Flags are imporant, but do not risk your life to cap one. If your team is getting kills, then you need to ensure that the stand is yours. Getting back rez sigs is a quick way to turn around a match. Do not make unneccasry risks when running flags. If you are going to have to run through the enemy to cap the stand and you are byself, DO NOT DO IT! Find a back route, retreat, just do not try to get through. Be aware of how your team is doing. Let the monks know you are coming so they won't be caught off guard when the enemy attempts to spike you. Also, hold off on capping for as long as possibile at the start of the match. This will make the match an 8v8 and you can help your team out signifgently. Also, unless the leader calls for soemthing else, do not cap first. By letting the other team cap first, you gain an advantage that you can stay with your team longer and make it a 8v7 match.

5. Flags are important, but team survial is even more so. While you are at the flag stand, try and stay for as long as possible to assissit your team, but do not stay too long. Some times for maps that are good to know, Uncharted Isle: Reach the land outisde of your gate with more than 30 seconds until enemy morale boost in order to make it in time and give yourself time to deal with an enemy runner trying to slow you. Isle of Jade: it takes 1:04 to run from the Bridge on the side of the flag stand, to your flag, through the teleporter, through the coral, and up to the flag stand. I know this because I made the msitake of waiting until 1:04 to go back for a flag. Isle of jade, your best bet is to leave for a flag at about 1:30 on enemy morale. Imperial Isle: You have to deal with traps on this map, and enemy gankers trying to stop you through teleporters or gankres. Gauge what you can do safely, and act accordingly, even if that means running back through the traps to go through your backline to reach the stand. It takes a little longer, but it can save you a lot of hassle.

6. Know when to pass of the flag. If you are getting body blocked like tehre is no t-mrw, call out for a flag pass off. Thats where a person on your team stands as close as possible to you and you spike teh drop and hiim picking it up. The target closet item key is Semi-Colon (Wink So if you are the guy picking up the flag, ensure that you are ready to pick it up. I have a few tips for countering enemy flag runners below.

7. If you are duel running, make sure you let the other runner know when he needs to go get the next flag.

8. You are part of the team. What skills you bring to the match need to not only help yourself, but synergize well with the team as a whole. Skills that help the main team like Heal Party, Aegis, Convert Hexes, Heals, Slows, Snares, can help relieve pressure off of the main team. Remeber, your job title may be "Flag Runner," But you need to work with the rest of the team in order to acheive victory.

9. Leave an extra flag lying around in case your team starts to push the enemy. I prefer to leave an extra flag stand near the flag stand behind an obstruction, or just in general somewhere outisde of my base. I do not like taking a flag into the enemy's base because if you get killed, the other team pushes, you are scewered. Though it is a matter of personal prefrence.

10. Switching weapons or picking up an enemy flag/repair kit will cause you to drop your flag.

11. Don't always return the enemy flag right away. If it is just after a rez time, go ahead and return it. It will cost them anywhere from 0:45 to 1:30 to bring a new flag out. That will almost always ensure a morale boost. If you are pushing the enemy back and their flagger gets killed, DO NOT RETURN! Make note of where the flag dropped, and camp it for a bit until the enemy is pushed back far enough. When inside the enemy base, keep an eye on the back door (if there is one) and be ready to snag their flag again, costing them another 30+ seconds to go back into the base and retrieve a new one. A flag runner will then either do one of three things if he see's you camping a flag: 1. Run at you an attempt to return it. 2. Retreat back into his base. 3. Call for help. I prefer running at the person or calling for help, as this will force the flag back into my base where I can keep an eye on it. However, leaving a flag there will allow you to move more quickly, so it really comes down to what is best for the situation, use your gut.

12. If you are capping the stand and you see the enemy flag lying on the ground, wait to return it. Camp it for a bit until you see the enemy flag runner. You give yourself an additional 20-30 seconds by camping it, and waiting to return it. If you return it right away, that sends up a red flag to the enemy that someone is outside of the base (Capping the stand is to) but also it means that the enemy flagger knows to head directly to his or her base to retrieve a new flag. By waiting to return it, you force a game of chicken with the flag and you could possibily bring back more of the enemy team that gives your guys breathing room. The more you can mess up an enemy teams movements by doing stuff like not reutrning a flag until you see an enemy, will help you ahceieve victory!

13. Stay Away from obsrutctions that may block off one side of you. Do not run close to a wall when there are enemies around, try and stay as much in the open as you possibily can. This will give you more avenuves of escape.

14. At VoD, the only way to survive an entire team of archers, knights, and the bodyguard is by hitting your speed boost before you are in ranger of the archers, and if you are at 0 DP or 10% morale. Otherwise, you will die. I have tested this through the course of normal play.

15. Use gust on enemy flaggers and players on the Ice, it is quite fun!

These are all observations and tips, and things I do when I run flags. Saying that flag running is brainless (or any position for that matter) means that they do not fully understand a position. To quote Saftey who quotes a QQ member, I think, "Everytime you push a skill, do so with meaning. Do not just sit there and pound skills. Make sure that your move will threaten the enemy in some way." For runners, knowing when to run, snare, and blind will help you out a lot.

Skill Section (COMING SOON)

Equipment: Energy On Head and Goves. Health on everything else. Major Rune on the headpiece. Vitae runes after you have all the others runes you need, maybe one rune of attunment. My health is usually about 545 when I'm holding flags, because my primary weapon set is a Spear of Enchanting with +5 energy, and a focus for my offhand with no health bounses either. If i'm picking something up, I don't want to die right after I pick them up. Weapon Set 2: I usually put a +30 +30 Staff on this one for when my DP starts to stack up. Weapon Set 3: High Set, +15/-1 rod, +15/-1 offhand. Weapon Set 4: Spear/Sword/Axe of Enchanting, -5 energy, 20% enchanting, and a shield with a "Swift as the wind" inscprition or -5/20% on it. I stay in this set for almost whole matches when fighting on Burning Isle, or when I face off agaisnt other runners who can cripple me. It also serves as your energy hiding set.

General Builds

E/Mo Runners -Shatterstone -Water Trident -Icy Shackles -Ether Prodigy -Mind Blast -Blinding Surge -Ether Prodigy
 * Water
 * Fire
 * Air

E/Rt -Weapon Of Remedy
 * Water, Air

Rt/E -Weapon of Remedy
 * Restortion

Mo/E -Zealous Bendiction -Shield of Regeneration -Shield of Deflection
 * Protection

Those are the msot common builds around these days and the ones you are most likely to face off against. The first thing to notice is the fact that all of thema re either an Ele primary or Ele Secondary. That is because of the Enchantment based speed boosts which have become more popular, as well as more praticial in the game today.

The next set of runner builds are older builds and ideas, as well as a couple of ideas that in my opnion do not work very well.

Me/A -Crippling Anguish
 * Illusion

Why this was popular: Solo abilites. By utilzing crippling anguish, clumsiness, and some other choice hexes, a Me/A runner could solo most other people while at the same time be able to escape sticky situations. Since most runners and gankers do not have hex removel, this build based on hexing is quite potent. Why this isn't popular now: It was a strong solo character, but did not bring much to the overall team. Since most teams bring hex removel, and if you are not running a hex build, then the hexes will get removed and you'll proablly get spiked down. The other point is the fact that the running as a Me/A, you had to use Stances for speed boosts. One of the more popular ones was Shadow of Haste (I think) that would give you a 25% speed boost for so many seconds, but you'd return to your original location once the stance ended. ANet nerfed this skill to increase its recharge (or lower its duration) so that you couldn't chain this skill to prevent returning. The other problem ws once this ros up, so did the amount of Warriors Bringing Wild Blow. Once they hit you with wild blow, you'd shadow step back to your orignial location, dropping the flag where you were hit. This will always remain one of my favorite builds however, because of my ability to stop assassians, rangers, and warriors in their tracks. Strong degen and slowing power made this build an "Oldie but a goodie."

N/A -Tainted Flesh Why People Like This: Added Pressure to the main team. Synergizes really well with the main team. Why this Build is ineffective (In my opnion): Tainted Flesh is only good for your team so as long as you are with them. Also, if you are not careful, if you do not put Tainted Flesh onto more than one teamate, then you threaten to spread diease to the other members of your team, as well as the enemy team. Also, when you are dealig with gankers or other runners, the elite is not that useful. A lot of gankers are eitehr A/? or R/Mo or W/Mo or W/A who all carry some sort of condition removal, (Either Signet of Malaice or Mending Touch.) So therefore, they can simply back off and mending touch or signet the condition away. Conversly, they could hit their running skill and run around your base spreading diease to mulitple NPC's, given they all carry some sort of self heal, but the fact that you now have degen getting thrown around can and will cause probelms. In addition, these runners carry no self heal, as well as having a primary attribute that provides bonuses only if things are dying.
 * Death Magic

R/Mo -Crippling Shot Why people like it: One of the original runners in the game. With the ability to snare, degen, an unremovable self heal, and interrupts that don't cause exhaustion, this runner bar was quite potent for a long time. They are probably one of the strongest solo runners in the game. It is also a stance based runner and up until the rise of Wild Blow being used, quite potent. Why it fell out of favor: One of the first things that hurt Crip Shot Runners was the nerf to the skill, makign it cost 15 energy as opposed to 10 energy, which was realtivily minor, but still can be hard if played incorrectly. As the Caster based Runners gained popularity, so did blinds and the ability to act while holding a flag. As well as the fact that mending touch and signet of malice can both remove crip shot even with a cover, this runner began to fall out of favor. In addition, once people learned how to kite and utilize line of sight, you saw a fall off in its usage. It is still one of my old favorites basesd soley on the fact its a Ranger Runner, and I like Rangers.
 * Expertise

Looking at the different Runners in comparasion:

Offensive Capabilites, Greatest to Lowest Mind Blast -- Air Runner -- Shatter Stone -- Water Trident -- Icy Shakles -- WoR -- Monk Runner Defensive Capabilites Monk Runner -- WoR -- Water Trident -- Icy Shakles -- Shatter Stone -- Air Runner -- Mind Blast Solo Survival Shatter Stone -- Water Trident -- WoR -- Icy Shakles -- Monk Runner -- Air Runner -- Mind Blast