User talk:TheGit15295

Build:D/any Avatar Forge Runner From GuildWiki Jump to: navigation, search On May 1, 2007, all articles in the GuildWiki build namespace will be deleted. After that date, no build articles may be posted to the GuildWiki in either the main or build namespaces before a new policy is decided on. Find the reasoning and the details behind this at GuildWiki:Builds wipe.

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This build has been designed for the following use:

PvE running

Contents [hide] 1 Attributes and Skills 2 Equipment 3 Usage 3.1 Healing 3.2 Dreadnought's Drift 3.3 Snake Dance 3.4 Camp Rankor 3.5 Talus Chute 4 Counters 5 Variants 6 Notes 7 See also This build is designed to run from Beacon's Perch to Droknar's Forge, with the use of Dervish skills.

[edit] Attributes and Skills Dervish / Any Attribute Rank Mysticism 11 + 1 + 3 Earth Prayers 12 + 1 Wind Prayers 6 + 1

Avatar of Balthazar Faithful Intervention Vital Boon Fleeting Stability Pious Restoration Mystic Regeneration Conviction Dwayna's Touch

[edit] Equipment +7 extra energy armour - Radiant Insignia +10 armour while enchanted works well since you are enchanted most of the time - Blessed Insignia + 20% enchantment mod on a scythe or a Rajazan's Fervor or Totem Axe will do If using a one handed weapon equip a shield like Malinon's Shield [edit] Usage Use Avatar of Balthazar before engaging any creatures for the +40 armour and increase running speed by 33%. To get past Tundra Giants, Frost Wurms, and Ice Golems, use this with Fleeting Stability. Pious Restoration should be used against all Hexes. [edit] Healing Before enemies, make sure your Health is max or near max. Take some time to heal if you can find a safe location to heal. Vital Boon and Faithful Intervention should be enough. Use Faithful Intervention first and then use Vital Boon so if a creature strips Enchantments, Vital Boon will be triggered - its 2nd ability is to heal you when it ends or when someone removes it.* Before running past Ice Imps use Vital Boon. If you are hexed cast Pious Restoration to remove the slow down hexes that the Ice Imps use. Use Avatar of Balthazar and then cast Fleeting Stability, covering it up with Faithful Intervention and Vital Boon. This way, when you are getting attacked by a Frost Wurm and going through the Wurm tunnel, the enchantment remover just removes Vital Boon. Entering the Troll Cave, lure the Mountain Trolls out before entering, so you don’t get body blocked by them. In the Wurm Path use Fleeting Stability and Avatar of Balthazar go get past the Wurm quickly. [edit] Dreadnought's Drift Before engaging any enemies use Avatar of Balthazar and Fleeting Stability and cover it up with Faithful Intervention and Vital Boon in case you met some Tundra Giants. [edit] Snake Dance Use Avatar of Balthazar and Fleeting Stability and cover it up with Faithful Intervention and Vital Boon because there are a lot of Tundra Giants to knock you down, along with some Azure Shadows. Make sure you run away from Stone Summits and their mobs to get to Camp Rankor. [edit] Camp Rankor Here is a rest stop and you can swap some skills if you think healing is needed. [edit] Talus Chute Same thing really, Avatar of Balthazar and Fleeting Stability and cover it up with Faithful Intervention and Vital Boon because there are Azure Shadows and large Avicara groups near the start. [edit] Counters Strip enchantment skills would put you off if the skill is still recharging.

[edit] Variants Watchful Intervention can be used if more healing is needed and more cover for Fleeting Stability against enchantment removing creatures. Extend Enchantments could be added if you wanted to extend your enchantments. Avatar of Dwayna can replace Avatar of Balthazar if you want more skills to get rid of hex. Avatar of Melandru can replace Avatar of Balthazar if you want more condition removers. Smite Hex can be used for quick hex removal. Mending Touch can use for removing condition if needed. [edit] Notes Try and keep Fleeting Stability up all the time while under attack by Tundra Giants, Wurms or Ice Golems.