User:Frvwfr2/Me/A Shadow Runner

This running build uses Illusion of Haste as the speed boost, while using Shadow Form to run past difficult areas with ease, with Arcane Echo to lengthen its duration to allow a longer distance to be run while under its effects. Particularly suitable for running in the Southern Shiverpeaks. Both A/Me or Me/A profession combinations can be used.

Armor

 * Suggested armor pieces:
 * 1) Enchanter's Armor - For better armor (+10), basically you will be under the effects of an enchantment 100% of the time.
 * 2) Charlatan's Armor - For extra energy, number of pieces from this set depending on your preference.

Runes

 * A Major Rune of Illusion Magic would be a good choice giving you 10 + 2 (12), more points in Illusion Magic will only provide a 1~1.2 seconds increase in Illusion of Haste.
 * Alternatively, you may also choose to use a Major Rune instead with Illusion Magic 11 + 1 + 2 (14) with Fast Casting at 6 + 1 (7), trading off a little bit of fast casting for +40 maximum HP while maintaining the same duration for Illusion of Haste.
 * You may use a Minor Rune of Illusion Magic giving 10 + 1 + 1 (12) Illusion Magic, trading off 1~1.2 seconds off duration of Illusion of Haste for +75 maximum HP.

Weapons

 * Any one-handed weapon that increases enchantment duration, preferably with increase to energy too:
 * 1) Rajazan's Fervor
 * 2) Totem Axe
 * 3) Fiery Flame Spitter
 * Any +12 energy focus items with attribute on Illusion Magic or Fast Casting. Examples include:
 * 1) The Rockmolder - Relatively easy to find, and gives 10% chance of half skill recharge for all spells.
 * 2) The Time Eater (focus) - Suitable if you decide to use a Superior Rune of Illusion Magic. Only 9 Fast Casting or more gives you the +12 Energy of this focus.
 * 3) Forgotten Fan - Alternatively, you can also choose to sacrifice 5 maximum energy for +30 maximum HP and +5 armor.

Usage

 * Keep Illusion of Weakness on at all times, especially while Shadow Form is active.
 * Use Illusion of Haste as your main running skill.
 * Whenever possible, use Deadly Paradox before assassin skills to half their recharge times.
 * Feigned Neutrality is your self heal. However don't attempt to make any attacks while you are running.
 * Even though the speed increasing effects of Dark Escape don't stack with Illusion of Haste, it is still useful for cutting your received damage into half while Shadow Form isn't up. This includes armor-ignoring damage such as Azure Shadows' Signet of Judgment.
 * Death's Charge can provide a quick heal and/or an escape from a melee trap.
 * Cast Deadly Paradox -> Arcane Echo -> Shadow Form to run past difficult areas. With the Enchantments last 20% longer upgrade you can use Shadow Form up to 3 times consecutively for a total of 60 seconds.
 * Try to get into a safe zone when Shadow Form expires, if possible.
 * Cast your arcane echoed Shadow Form just before the enchantment or copied skill expires (whichever comes first depending on your weapon mod).
 * Health loss from Shadow Form does not trigger Illusion of Weakness. It will trigger when you receive a non-lethal hit of less than 40 damage. When your final copy of Shadow Form is just about to expire, use Dark Escape to half your received damage then cast Feigned Neutrality to begin healing, this would maximize your survivability and allow Illusion of Weakness to be triggered. (the order is important here because Feigned Neutrality ends if you use a skill)

Possible Routes

 * Southern Shiverpeaks:
 * Camp Rankor -> Deldrimor War Camp -> The Granite Citadel -> Copperhammer Mines -> Iron Mines of Moladune -> Marhan's Grotto -> Thunderhead Keep

Counters
While using Shadow Form, you must beware that...
 * The following monsters can knock you down while you're under the effects of Shadow Form:
 * Wurms, such as Frost Wurm
 * Monsters with Giant Stomp, such as Tundra Giants
 * Azure Shadows with Signet of Judgment
 * Warrior Wardens with "None Shall Pass!"


 * The following monsters uses certain skills that can remove your Shadow Form and put you in grave danger:
 * Monsters with Chilblains, such as Grawl Crone
 * Creeping Carp with Expunge Enchantments

Variants
Inspired Hex can be replaced with: This build could also possibly be run by Assassin primaries too with the same skillset.
 * Dark Prison for an extra teleportation skill
 * Revealed Hex is the same as Inspired Hex
 * Dash for extra speed, and lose any foe fast
 * Arcane Mimicry for a Dual Me/A or A/Me run.

The Skill Template for the Assassin variant: