User:VIktor/VoS

The Generic Forge Runner is a blueprint build for every Dervish player who wants to successfully and reliably run the Droknar's Forge run. This build's article proposes optional skills for every useful secondary profession, and, thus, serves as general pool for all Dervish builds relying on the usage of Vow of Silence to counter hexes, Fleeting Stability against knock-downs, and Mystic Regeneration for superior healing powers.

Skills & Attributes
[build prof=dervi/any earthp=≥8 mystic=≥9][fleeting stability][mystic regeneration][vow of silence][optional][optional][optional][optional][optional][/build]

Insignias & Runes

 * Any Insignia Armor that gives +Armor when enchanted
 * Rune of Major or Superior Vigor
 * Rune of Restoration (Reduces the duration of Bleeding, and Crippled by 20%.)

Weapons
This is rather a choice of preference, than of logic. It is recommended to always carry two weapon sets, one providing high-energy, and one with an armor bonus with you. Though, when having invested into Mysticism, be aware that you will always get back a good portion of energy when Enchantments on you end.

Weapon Set #1
Note: To further embrace against the condition Crippled, you can also use an Reduce Cripple by 20% (Stacking) mod on your modable shield. This works perfectly together with the Rune of Restoration.
 * Any one-handed weapon with +5 Energy, and +20% longer Enchantments: Totem Axe, Rajazan's Fervor, etc.
 * Any perfect Stance Shield, such as Grognar's Defender.

Weapon Set #2

 * A +20 En staff w/ 20% longer Enchantments is recommended.

General
Beside the core skills of this build that are not replaceable, it is possible to assemble a build which serves one's preferences, and running techniques best. Proposals for replaceable skills will be listed below with hints, and tips on the usage, its pros, and cons.

Running Sequence
First of all a running build needs a continuous running sequence. That means that there should be no gap at all, or at least a least minimal gap between the running sequence's end and start. Generally it is not advised to take Enchantment running skills with you when doing the Drok's run, as this specific route has got too many Enchantment-stripping foes (Avicara Guile, Grawl Crones). The more running skills you have, whereas Stances should be preferred, the better is the deaggro effect; same goes for the running speed. The faster you are, the better you can deaggro enemies.

Dervish

 * - Such as Sprint, this running Stance has no real disadvantages.
 * - A superior speed boost of 33% with an excellent recharge time. Advanced runners might consider this stance, but be aware of the fact that it does end the last Enchantments cast upon you once this stance ends making its usage more complicated with Enchantments that you might rely on, especially in hefty situations.
 * - Works only with an Enchantment up on you. This stance is often considered when running with D/Mo or D only, and works perfectly together with Harrier's Haste.
 * - An Enchantment which boosts you and lowers conditions on you by 50%. It's not quite needed for Droknar's Forge as it can conflict with Enchantment-stripping foes, and Vow of Silence.

Assassin
Paired with, for example, a Dervish stance such as Harrier's Haste, the Assassin provides the best secondary profession for the most advantagous running skills.
 * - A damage-compensating running stance. What more can you ask for?
 * - A short speed boost of 50% with an excellent recharge time. Dash does not trigger Barbed Traps. Works great with Dark Escape, and Harrier's Haste.

Ranger

 * - Provides an additional energy income when taking Elemental damage (which almost all enemies in Lornar's Pass cause).
 * - A good stance that renews it self whenever hit by elemental damage.
 * - Gives a good speed boost of 33% has as well as a 50% chance to block incoming attacks and has a low recharge. However it ends whenever you cast an enchantment or becomes hexed.

Warrior

 * - Provides a speed boost of 25% for 8 decent seconds.
 * - Provides a speed boost of 25% for 8 decent seconds and is adrenaline based, could prove useful if you have bad energy management.

Aiding Skills
Skills that support you, and back you up are called Aiding skills. This can be anything from healing to additional hex-removal, or condition countering, but excludes speed buffs. Below you will find a selection of the most useful aiding skills for every useful secondary profession:

Dervish

 * - Useful as cover enchantment, and additional mass-healing skill.
 * - A permanent Enchantment that works well together with Mystic Regeneration.
 * - The best anti-hex skill, which needs a few Enchantments to work properly though. Works great together with Vital Boon, Holy Veil, etc.
 * - As it ends Enchantments in the same way as Pious Restoration it can be used to power-heal in combination with Vital Boon, or even end Vow of Silence, or Fleeting Stability.
 * - An Enchantment-lengthening skill. However, when it expires all Enchantments end on you end.

Assassin
The Assassin profession with its teleportation skills can backup the runner immensely, embracing him against lag, and situation where the runner got stuck or surrounded by enemies. Above that, you can cover a great distance with teleports.
 * - First choice teleportation skill with healing capabilities. Works great with Dark Escape, and Dash.
 * - The second choice when it comes to target-aiming teleporting. Its downside is the high-energy cost.
 * - A good backup teleportation spell with good recharge, and healing capabilities. Can also be used against lags, and trappy situations.

Monk
The monk profession offers direct condition counters, and additional hex-removals.
 * - The best condition remover in the game, removing two conditions at once (perfect against Barbed Traps), and healing you when you invested into Protection Prayers.
 * - A quick-cast anti-conditioner, inferior to Mending Touch due to the recast time.
 * - One of the best hex-counters in the game, which is the reason why you will find it in many Monk running builds.

Warrior
The Warrior profession does not have any spells wich means that all their skills are useable under the effect of VoS wich can prove useful.
 * - As it is a Signet this Healing Signet can be used even while under VoS.
 * - Useful if the runner desires to use Extend Enchantments since it makes all enchantment expire on you once it ended this stance can counter knock-downs while recasting some Enchantments.
 * - Since this skill is a shout you can use it as additional protection if you need additional protection while coverd by VoS.
 * - Gives a 50 additional Health.

Usage
Depending on the selection of your additional skills this part may vary from secondary to secondary profession. However, the usage of your now-assembled build is not far different than from other Vow of Silence builds. Look here for example builds following the same VoS approach with detailed Droknar's Forge running instructions:
 * D/A Dark Silence Runner

Variants
Below may be listed up examples of reliable builds for the Droknar's Forge run categorized in secondary professions.

Dervish

 * D/any Dervish Forge Runner

Assassin

 * D/A Dark Silence Runner

Warrior

 * D/W Extended Silence Runner