[url=]A-D Dark Shadow Forge Runner[/url]|
This build has been successfully vetted by the GuildWiki community according to the vetting procedure. This build has been designed for the following use: |
This build enables an Assassin to solo run from Beacon's Perch to Droknar's Forge, and with some modification is suitable for running other areas. Agility and protection skills from the Shadow Arts line, plus the Dervish's anti-knockdown Fleeting Stability enchantment, make this a fragile yet efficient Droknar's Forge runner. This build is even more efficient since the last game update that fixed the "enemies following you forever" bug.
The build takes practice, timing, and knowledge of the whole Droknar's Forge run, particularly Lornar's Pass, in order to successfully complete the run. Overall run times are at least on par with Warrior or Dervish runners. Ultimately, if nothing else, this is a challenging and fun alternative to experienced Drok's runners.
| Attribute Rank | |
|---|---|
| Shadow Arts | 12 + 1 + 3 |
| Earth Prayers | 12 |
| Deadly Arts | 3 |
|
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The skill bar above is laid out from left to right in the general order in which to use skills, depending on the situation. Deadly Paradox plus Death's Charge and Dark Escape are the main movement skills. Dark Escape can and should be kept up constantly for 1/2 damage and +25% speed. Dash should be used when Dark Escape fades out to gain as much distance from any enemies following you, especially if you need some extra time to use Signet of Pious Light to end Shadow Form. Death's Charge can be a massive overall speed buff (and self heal) if used efficiently. Almost all healing during the run can be accomplished while still moving.
Normal running sequence:
Anti-knockdown sequence (for wurms and giants):
Healing sequence when Shadow Form begins to fade out:
Healing sequence when you have a place to rest with no aggro:
When to use Deadly Paradox:
When to use Shadow Form: