User:Grim Wolfscythe

Hi All, Please take a look at these two builds. Thanks.

Why I have added these to builds I love Guild Wars. One of the main reasons why is the community. There must be something about the game not having a monthly subscription that makes the community more chill. Thank you very kindly, for moving my page to the correct area for people to see Toraen.

My History of running builds: I started running only a few months ago. The first build I used, because it was what I could afford was D/Mo Balthazar's Forge Runner. This build is one of the best generic running builds for almost any area.

When I took this to run Droks though, I ran into problems. Even though I was sucessfull making the run a few times, I was unable to handle bad spawns. Vow of Silence builds made the first difference. It decreases the the time which the the enemies can do large amounts of damage to you.

So at this point in time in my short running carrier I did not have EoTn. The first Vow of Silence, or D/A build I used was D/A Dark Silence Runner.

This build was considerably easier for Droks. But I had to ask myself, why add points into shadow arts for Dark Escape when there were more choices in Wind Prayers for running speed? In the Droks run, damage is not the worst enemy. The worst enemies are slow spells, slow conditions, energy management, and casting heal while Vow of Silence was up. Also body blocking, which the Shadow Step spells take care of.

Then I ran into a great player named Reaper of Deathbane. We ran together, and he gave me his build. It is similar to the Dark Silence Runner, but more simple and eligante in its functionality. This build was the first build to finally give me a greater chance of sucess. I plan to post this build at a later date, in honor of Deathbane, and add in a complex modification to it.

So then I purchased EoTn. I desperately wanted to try out the build D/A Unstoppable Droks Dervish, but I did not have Shadow Sanctuary. Mystic regeneration wouldn't work either, because the build does not have enough enchantments.

So looking back, I took the simple elegance of Deathbane's skill set, and combined it with Ustoppable Droks Dervish. How I actually determined the best build was to take every spell set for D/A that could be used for running. Pasted them into excel. Elimiated 70% of the skills for one reason or another. Then I compared the finalists.

What I came up with is the build that I have posted. Even though I am not the greatest runner, the build makes me look good. I couldn't believe it, but while running, people were amazed, and were requesting my build. So i figured that if this build did that on a constant basis, then I should share it to the community.

Grim

Flexible running build from Beacon's Perch to Droknar's Forge, and other areas. The different options enable handling multiple scenarios, creating up to 4 different yet stable builds, depending on the zone or preference. Choose between mastering conditions and knockdowns, or body blocking. Then choose between providing greater healing and armor, or better energy management.

Skills & Attributes
[build prof=D/A sha=5 win=10 earthp=10+1 mys=10+1] [Faithful Intervention][Feel No Pain][Fleeting Stability]["I Am Unstoppable!"][Vow of Silence][Death's Charge][Dash][Enchanted Haste][/build]

Equipment

 * Here is a link to understanding how armor/weapons work. Guru Armor and Weapon Mechanics

Insignia
Note: Personally I like to mix Windwalkers and Stalwarts so if I do get in a jam, I still have some extra armor.
 * Recommended: Windwalker's Insignias especially chest and legs.
 * Optional Budget: Stalwart Insignia +10 (vs. physical damage), or Blessed Insignias +10 (while affected by an Enchantment Spell).
 * Optional: (Head) Radiant Insignia if you want +1 more energy.

Runes

 * Necessary: 1 Rune of Vigor Superior + 50 health or Major + 41 health, 1 Rune of Attunement + 2 energy.
 * If you don't have "I Am Unstoppable!", then get 1 Rune of Restoration (Reduces duration of Bleeding and Crippled by 20%).
 * Optional: Add either Rune of Attunement +2 energy or Rune of Vitae +10 health for the rest of the armor.

Weapons
Green one-handed weapons are: Totem Axe, Rajazan's Fervor, Spirit of the Forgotten. Green Shields are: Hidesplitter's Shieldfs, Jacqui's Aegis. Green Enchanted staffs are Ferverborn Staff or Sadi's Benediction.
 * Any one-handed weapon with Enchantments last 20% longer and "Hale and Hearty", "Have Faith"or "I have the power!"
 * A low req Enchanted Shield of Devotion. Inscription "Run for your Life!" and Shield Handle shield handle of devotion or shield handle of endurance.
 * (Optional for more energy) An Enchanted staff with +15 energy and Enchantments last 20% longer, Insightful Staff Head +5 energy and "Hale and Hearty" or "Have Faith".

Variants

 * should replace if you don't have Norn Rank 10.
 * Pros: + 5 armor per Windwalker's Insignia. Longer duration. Higher life regeneration when all enchantments are up.
 * Cons: Higher energy cost and unable to cast while Vow of Silence is up.
 * Build Changes: Optional +1 to Earth Prayers for 1 more second for both life regeneration and fleeting stability.


 * can replace.
 * Pros: Second shadow step spell for when body blocked already, and a bit more healing.
 * Cons: Unpredictability. Much less used than I Am Unstoppable, no condition avoidance, no override of Fleeting Stability while Vow of Silence is up.
 * Build Changes: Make sure to add + 4 more energy from runes. Earth Prayers 9+1+1 and place extra skill points into Shadow Arts.

Casting Sequences

 * can be replaced with in the below sequences.
 * As soon as you load, cast
 * If you loose more than 50% life, recast in a safe spot.
 * Until then, upkeep another enchantment for Enchanted Haste to work


 * should always be up, unless you have the specific need for . Use only towards the end of the recharge time of Enchanted Haste
 * Use these spells when running through areas with casters:
 * ,, if needed, re-cast.


 * Use these spells for running through areas only with knockdown:


 * Use these spells for running through areas with knockdown and casters:
 * ,, , if needed, re-cast.
 * If still in area with knockdown and casters, cast right before  ends. This should be done while  is still up.
 * If you do not have, cast as soon as  ends, and then re-cast
 * Also, if needed, it is possible to shout while  is up.

Either Or
 * Use: if you get a condition or if running through an area with knockdown when  is running out before Vow of Silence is over.
 * Use: if already trapped by enemies, and  has already been used or is unusable.

Running Tips

 * Use Dash to run over Barbed Traps without igniting them.
 * Use Dash to lower aggro quicker, especially in tight spots.
 * If you are Cripple, activate "I Am Unstoppable!"
 * Strafe around groups of Pinesouls to avoid being Cripple.
 * Strafing around groups and proper use of Death's Charge will help to avoid body blocking.
 * Remember to strafe around the enemy you just shadow stepped to after using Death's Charge.
 * With any of these build variations, the only time that you might have energy problems is where Fleeting Stability and Vow of Silence need to be upkept for a prolonged period of time.
 * To help, with energy management, mystic regeneration or Feel No Pain is not necessary to maintain while Vow of Silence is up.


 * Sections that do not require Vow of Silence, Fleeting Stability should be up all of the time for better life regeneration.

Use of Death's Charge

 * Use in all caves to shadow step to the last enemy, or the enemy separated from the pack, to avoid being body blocked/surrounded.
 * Shadow Step to larger groups of high physical damage enemies, to avoid the damage in just running up to the group.
 * Use to break aggro with a dangerous group faster, buy jumping quickly to an easier group of enemies.
 * Use to skip sections of the run by jumping to an enemy on the other side of a sharp turn, or cliff.