User:Flash in the pan/Forge runner

The Bold Forge Runner is the fundamental Warrior running build that can be used to great effect in running from Beacon's Perch to Droknar's Forge. The key feature of this build is the lack of any Healing Prayers skills. With small modifications it's the perfect basis for most Warrior running builds, and almost all Warrior running routes.

Armor

 * Full Gladiator's Armor for maximum energy.
 * Helm alternative: Lieutenant's Helm for shortened Hex duration at the expense of one less point of Tactics (13), 1 Energy, and only 60 AL compared to the Gladiator's head gear.

Runes

 * Rune of Superior or Major Vigor
 * Rune of Superior Absorption

Weapons

 * Any one-handed weapon that increases health, and/or energy:
 * 1) Katana of Fortitude (from Factions - Divine Path) - plus 5 Energy always and plus modification of your choice (preferrably + Health).
 * 2) Any sword and an "I Have the Power!" inscription. (If you have Nightfall)

Note: Of course, you are free to use the collectors' shield versions instead of the Green ones.
 * A shield with maximum armor (+16) with attribute requirement in Tactics:
 * 1) Grognar's Defender [Green Item; Received Dmg: -2 (In Stance); +45 HP (In Stance)] - 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 the run.

Core Running Sequence
Note: Balanced Stance cancels Sprint, for they are both stances. Never use them simultaneously if you don't want to lose either of them. Balanced Stance should be used with "Charge!" instead. Balanced Stance will outlast "Charge!" by 8 secs. Use Balanced Stance, wait 4-8 secs and activate "Charge!". It is better to be quicker in escape than in approach due to aggro/ deaggro behavior of the NPCs.
 * Use Sprint, and Charge for running. It's the sequence which you can use without any gaps.
 * Use Balanced Stance to counter knockdowns by Frost Worms, Ice Golems, Tundra Giants, and Azure Shadows.

Healing
Note: Be aware of the fact that "runners run, and healers heal." Only heal yourself if it is really necessary.
 * Use Healing Signet in safe spots for healing.
 * Use Endure Pain for extra health boost in passages of the run where you encounter much damage.

Hex-Countering Mechanism
Note #1: Always use Smite Hex for removing a Hex before canceling Holy Veil. By not canceling Holy Veil first you make sure that the enemies still need twice as long to cast for their hexes.
 * Cast Holy Veil on yourself as major hex-protecting mechanism.
 * Use Smite Hex as major hex-remover.

Note #2: For an extra hex remover cast Holy Veil and wait for it to recharge. By canceling it, recasting, and canceling it again, you can remove up to two hexes only with Holy Veil.

Conditions
Note: Beware traps set by Pinesouls that cripple you for quite a long time. It is not unlikely that two traps are behind each other. Go on running crippled to check whether a second trap is about to ignite; only then use Purge Conditions to reduce the chance of getting trapped twice to a minimum. Alternatively, Mend Ailment can replace Purge Conditions for countering multi-traps.
 * Use Purge Conditions for an all-in-one conditions clean-up.

Ice Imps

 * Cast Holy Veil on yourself before encountering them. Either outstand the first Mind Freeze on you or remove it with Smite Hex while Holy Veil is still being on you.

Worm Tunnel
Note: Sprint cancels Balanced Stance, for they are both stances. Never use them simultaneously if you don't want to lose either of them.
 * On entering the worm tunnel do not aggro the Ice Imp patrol.
 * Run into the tunnel with Sprint as long as possible until Frost Worms pop up. Activate Balanced Stance, jog for some seconds, and escape with "Charge!".
 * In some of the spawns, the tree behind the tunnel is a safe spot for regeneration.
 * Cast Holy Veil on yourself before encountering the Ice Golems behind the tunnel. Use Smite Hex for removing their Deep Freeze. Cancel Holy Veil only if it is really necessary. Refrain from using Holy Veil if there are Avicara Guile between your current location and the Ice Golems, as Avicara Guile can and will remove your Holy Veil immediatly.

Troll Cave

 * In most spawns and due to lag it is highly advisable to lure the Mountain Trolls either out of the cave, or around the Icicles in the cave.

Wurm Path

 * Use Sprint for covering the first meters of the Wurm Path (beginning right behind the bridge of the Troll Cave).
 * Try to run at the right-hand side.
 * Use Balanced Stance when getting knocked down for the first time.
 * Use "Charge!" when you get in aggro range of the Grawl Patrol.
 * Jog with Balanced Stance, or Sprint all along the path.
 * Use Healing Signet after a Wurm popped up, when you escaped him and it is outside your aggro circle.

Ice Golem Path
Note: If a Muddy Terrain Spirit was already cast (e.g. due to another runner in your group or by accident), wait for it to die before attempting the run-through.
 * Encounter them only with fully recharged Balanced Stance and Holy Veil being already up.
 * Use the shortest and therefore quickest path available, avoiding as many Pinesouls and Ice Golems as possible. Be fond of running through Grawls rather than through Pinesouls and Ice Golems.
 * Beware of more than one trap set by Pinesouls.
 * Avoid Stone Summit Heretic at any cost.

Dreadnought's Drift
Attention: Survivor Title Hunters can survive here. Therefore, they just stand in the lower right corner when entering the Drift. It may need some spawns, for the patrols always tend to use a slightly different path depending on other NPC groups. Millimeter work!


 * Go to the right immediately, and if there is anyone you are running that is not going for survivor title, tell them to run into the patrol there as well.

Snake Dance
Note #1: Beware of lag in the Troll Tunnel. It is advisable to lure some Mountain Trolls or even Ice Golems out to guarantee a secure run-through. Cast Holy Veil on yourself to avoid a minor slow-down by the Ice Golems when running through the tunnel.
 * Efficiently use Balanced Stance and "Charge!" here against groups of Tundra Giants, and Azure Shadows.

Note #2: It is not necessary to use Balanced Stance for these low-level Ice Golems that do not knock you down.

Talus Chute

 * Before encountering the first Azure Shadows cast and recharge Holy Veil.
 * Activate Balanced Stance when the first Signet of Judgments are about to hit you.
 * Use "Charge!" in the first corner near the Azure Shadow Boss.
 * Use Endure Pain when running through the groups of Avicara.

Variants

 * Mending Touch can replace Purge Conditions to counter more than one Barbed Trap. It has a faster regeneration time and heals the runner slightly.
 * Signet of Stamina can replace Endure Pain for a permanent health boost so long as the runner never attacks.
 * Mend Ailment can replace Purge Conditions to counter more than one Barbed Trap. Crippled will always hit you last.
 * Defensive Stance can replace Healing Signet for running from Copperhammer Mines -> Iron Mines of Moladune. Activate "Charge!", then Defensive Stance when running through large aggro groups of Avicara. Wait for natural health regeneration to take effect in safe spots. Be sure to activate "Charge!" before Defensive Stance, or else Defensive Stance will end immediately.
 * Deflect Arrows can replace Healing Signet for running from Copperhammer Mines -> Iron Mines of Moladune.
 * Contemplation of Purity, and Mending can replace Smite Hex, and/or Purge Conditions. Use CoP for removing Hexes and Conditions while Holy Veil and/or Mending is active. It is recommended to increase Healing Prayers to 8 to gain 3 pips of health regeneration from Mending.  This variant, however, since it uses Healing Prayers, goes against the general theory of the "Bold Forge Runner" which uses no Healing Prayers.
 * Shielding Hands can replace Endure Pain for damage limitation although Endure Pain can be useful if a player is overwhelmed by monsters at a single time.
 * Replace Smite Hex with Signet of Stamina for extra health. Don't attack or else Signet of Stamina will end.
 * Swap Endure pain for Signet of Stamina which should boost your health to around 700 making it really easy to run past mobs.
 * Enraging Charge can replace Sprint for an extra second of running time.

Endure Pain Bug
After Endure Pain ends your Health may drop to 1. Due to the Endure Pain Bug do not activate Healing Signet after having 1 Health - this would kill you immediately due to negative health and positive signet healing. Wait for your Health bar to gain pips and regaining above 1 Health again before using Healing Signet.

Possible Routes
Listed below are 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
 * 3) Copperhammer Mines -> Iron Mines of Moladune -> Marhan's Grotto -> Thunderhead Keep