User:Dark Luke/R/D Enchanted Forge Runner

Describe the build.

Equipment

 * Armor
 * Full Sentry's Insignia (+10 armor while in stance)
 * Rune of Vigor (+health)
 * Expertise mask
 * Rune of minor expertise
 * 3 Attunement runes (+2 energy x 3)
 * Weapons
 * Crafted or collector staff (20% chance of half spell recharge) with +5 energy staff head and any enchantment lengthening mod

Usage

 * General
 * 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)
 * Lornar's Pass
 * Do not aggro the group of Avicaras just outside Beacon's Peach. If they can't be avoided, rezone back into Beacon's Peach
 * 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 Groups
 * 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 this point there is absolutely no safe zone for the rest of this map. Avicara Guile, Siege Ice Golem and Grawl Crone will chase you nonstop forever. Keep running using your 3 stances.
 * After the Troll tunnel
 * Cast Fleeting Stability and do not let the chasing Avicara Guile strip it from you. 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