Forum Link Code:[url=]-D-any Forge Runner[/url]

This build has been archived in userspace, at Forge Runner, because of the impending builds wipe. Editing this article is likely a waste of time.


Image:Warning.png 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 successfully vetted by the GuildWiki community according to the vetting procedure.

This build has been designed for the following use:

Dervish Forge Runner for Beacon's Perch to Droknar's Forge run.

Attributes and Skills

DervishDervish / Any Attribute Rank
Wind Prayers 11 + 1
Earth Prayers 8 + 1
Mysticism 11 + 1 + 2
Faithful Intervention

Faithful Intervention

Watchful Intervention

Watchful Intervention

Vow of Silence

Vow of Silence

Featherfoot Grace

Featherfoot Grace

Harrier's Haste

Harrier's Haste

Enchanted Haste

Enchanted Haste

Mystic Regeneration

Mystic Regeneration

Fleeting Stability

Fleeting Stability

Equipment

Usage

Keep Faithful Intervention on at all times, and use Watchful Intervention for emergency heals. Vow of Silence will keep you going through the grawl, ice imps, and ice golems safely.Featherfoot Grace reduces poison, bleeding, and cripple when running through the Grawl. Harrier's Haste and Enchanted Haste are stances to increase your speed. Try to keep Mystic Regeneration up. Fleeting Stability will get you through the worms and other knockdowns you may encounter.

Watch your enchantment expirations. If they are about to go out, go ahead and recharge them whenever you can.

Variations

Using a D/A, take out Watchful Intervention and Enchanted Haste and replace them with Dark Escape and Dash. Attributes should be aligned as 14 Mysticism (With Hood+Superior Rune), 11 Earth Prayers, 10 Wind Prays, and 9 Shadow Arts.

Notes

It may take a few trial runs at first to get through the first part of the run. After you get used to it, you should be able to make successful runs unless you get a bad spawn


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