Forum Link Code:[url=]Mo-R Shiverpeaks Runner[/url]
The Shiverpeaks Runner makes running through the Southern
Shiverpeaks no longer impossible. Due to spell-breaking it is
good for routes full of hex-casters, and guarantees a more secure
run than any other class or build. It is primarily built around Spell Breaker
and the main Ranger running skills.
Attributes and Skills
Equipment
Armor
It is essential to wear infused armor for the run to Marhan's
Grotto or Thunderhead Keep where many Mursaat and Jades with Spectral Agony
would instantly kill you without Infusion. Other than that,
consider the following armor types for additional protection:
Weapons
A weapon with 20% longer Enchantments is essential for
lengthening the duration of Spell Breaker, and shortening the recast gap
between 2x Spell Breaker. Divine Favor Skill Recharge bonus is helpful but
not strictly required for this build to work. Options:
Usage
Maintain the following casting orders when running.
Enchantment Sequence
Note: Watchful Spirit, though providing only a Health
recovery of +2, can quick-heal you for 160 Hit Points (12 Divine
Favor) or even 190 (Divine Favor of 16) when canceled by
double-clicking on it. Recover your Energy bar after that.
Therefore, in emergency situations (Avicara Rangers, Jade Bows)
cancel this skill, if you need immediate health. Blessed Aura helps
keep up Spell Breaker - your only insurance of not dying right
away.
Running Sequence
Note #1: With Serpent's Quickness you initate your
running sequence. It will give Spell Breaker a minimal advantage to
recover faster. Try to keep up Spell Breaker at any given moment.
Blessed Aura (supported by your weapon with +20% longer
enchantments), and Serpent's Quickness guarantee that Spell Breaker
will get recharged within 18,5 secs or less if you delay the
activation of Storm Chaser (which cancels Serpent's Quickness'
Quick-Recharge-Skill ability) (See Bug: Serpent's Quickness
under Specific Hints No. #6). Eventually, Storm Chaser will
boost your speed for 18 secs, the same period of time Spell Breaker
is being active (with Divine Favor of 16). If there aren't any
Hex-casting enemies on your route, you, of course, are free not to
use Spell Breaker.
Note #2: As soon as Spell Breaker fades away, recast it,
and use Storm Chaser again. You can do the Running Sequence
twice, without a gap between 2x Spell Breaker.
Variants
- It is possible to use Dryder's Defenses instead of Dodge in order to start aggroing
multiple Rangers (Jade Bows, etc.) since Dryder's
Defenses is one of the evasion stances that is not tied to
Expertise unlike Dodge.
- Zojun's
Haste can replace Dodge, as it is a Factions duplicate skill.
- Holy Veil can
replace Smite Hex,
as both are generally one-second cast Hex removal skills, and you
will not have to stop to remove a hex if you pre-cast it where
needed.
- Divine Intervention for fatal situations
can replace Smite
Hex but be aware of the missing hex remover in emergency
situations (unforeseen aggroing) where you simply aggroed
enemies w/o Spell Breaker being active. Be aware of the long skill
recharge of 30 secs.
- Healing
Touch can replace Smite Hex when in need of healing, but don't want
to cancel Watchful Spirit. With 16 in divine and 3 in
Healing Prayers, Healing Touch will heal for about 25+102 HP for
the cost of 5 energy.
- Dodge can also be
replaced with other running skills, such as Storm's
Embrace or Natural Stride.
- For users with Nightfall, Purge Conditions can be replaced with Mending
Touch.
Notes
Major Running Principles
- Don't aggro too many groups.
- Evade and choose a direct pass through groups.
- It's better to aggro one group than two, even if the one group
is much bigger.
- Avoid boss aggroing, because bosses have a different aggro
radius. They won't give up chasing you as easily as all the other
non-boss characters.
- Take your time for regeneration of your Health and Energy.
- If you are a paid runner, run your routes secure rather than
fast.
Specific Hints
- It is vital to keep up Spell Breaker as long as possible. With
a 20% longer enchantment item, Serpent's Quickness and Blessed Aura
you should be able to keep up Spellbreaker for at least
twice in a row.
- Use Dodge for
encountering Jade Bows due to its Dodge abilities, or in emergency
situations if Storm Chaser is not available or for short distance
sprints.
- Make use of your high Divine Favor attribute to gain health by
using skills that you may not need at the moment like: Purge
Conditions, Smite
Hex before thinking of canceling Watchful Spirit.
- Smite Hex is there for emergency anti-hex situations. (E.g. you
aggroed an Ice Imp but did not notice...)
- Storm Chaser gives you much energy for elemental attacks.
Though, do not start the running sequence with less than 30 Energy
(5 + 15 + 10).
- Although Storm Chaser should cancel Serpent's Quickness, it is
still active and recharges Storm Chaser 33% faster, so that you can
use Storm Chaser immediately again (1 sec gap in-between).
- Sometimes it's useful (e.g. Iron Mines to Grotto) to recast
your already used Watchful Spirit even while running, and
immediately cancel it again to boost up your health. Pay attention
to your Energy bar, though. Spellbreaker, and a running skill has
the first casting priority.
Possible Routes
- Deldrimor War Camp -> Granite Citadel
-> Copperhammer Mines
- Copperhammer Mines -> Iron
Mines of Moladune
- Iron Mines of Moladune -> Marhan's
Grotto -> Thunderhead Keep
Note: The second route can be a 100% guaranteed run. Use
henchmen for attacking the Pinesouls and therewith luring the Azure Shadows (keep
calling your targets). Use Watchful Spirit and Divine Intervention
whenever needed. Take the middle way.
Templates
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