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Build:R/any Escape Runner

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This build is provisionally vetted Good pending more votes.

This build has received a provisional rating in the range from 3.75 to < 4.75 and thus qualifies for the lower category of working builds: Good.

This build has been designed for the following use:

Flexible core concept of a running build relying on Escape.

Attributes and skills

12 + 1 + 1
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Ranger/None
  • If you have ranks and face an area with little to no enchantment removal, consider bringing Dwarven Stability over Dodge/Zojun's.
  • Natural Stride or Storm Chaser can also be used instead of Dodge/Zojun's, if you feel the need for bar-compressing.
  • Feel No Pain for a good on-the-run heal.
  • Troll Unguent for a stronger regen with a longer casting time. Spec into Wilderness Survival.
  • "Don't Trip!" can be a good anti-kd alongside IAU if you're good at timing it.
  • "YMLaD!" to interrupt foes on the run, snare, and for the enjoyment of bashing foes.
  • Serpent's Quickness is useful for reducing vital skill recharges such as that of IAU's, with no downside because you can cancel it with Escape when you no longer need it.

Ranger/Monk

Example of monk variant for the Droks run.

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Ranger/Assassin
  • Dash is an optimal choice of an IMS alongside Escape, for even more speed, aggro-losing and immunity to being stuck.
  • Dark Escape is a popular choice for a slower IMS with significant damage reduction.
  • Death's Charge is a popular choice for the heal and speed it gives.
  • Dark Prison Alongside Death's Charge for ultimate speed. Note the high energy cost.
  • Feigned Neutrality is a good anti-pressure, selfheal and tanking skill.
  • Shadow Sanctuary for the same effect as Feigned Neutrality.
  • Heart of Shadow for a quick self-heal but also as an unreliable lifesaver if you get stuck.

Assassin, for places with little or no hexes, for loads of speed (e.g. Crystal Desert, Ascalon, Talus Chute).

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Equipment

  • Sentry's/Survivor Insignia.
  • A shield, a staff as a high energy set and a main-hand weapon depending on your choice of skills.
  • If you have enchantments, consider using a Totem Axe or something alike.
  • If not using enchantments, consider a +5 energy main-hand weapon with either +5 armor or +30 health.

Usage

  • The usage is very build specific, although there's nothing a little common sense can't do.
  • Keep up 33% IMS with Dodge > Escape > Zojun's Haste > Escape
    • If using Dwarven Stability, maintain it and use Escape on recharge.
  • If you get crippled, just hit IAU and give your foes the finger. Use it before you would get knocked down, and use it to significantly increase your armor.

Counters

  • The counters depend a lot on the choice of build, but some common ones are:
  • Degeneration when not prepared.
  • Snaring hexes when not prepared.
  • Rubberband/lag, if it turns out bad.
  • Running mistakes.

Notes

  • Ranks don't affect the build's performance by much, but a higher Deldrimor/Norn rank is always an advantage.