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Dervish Forge Runner/FoW Chest Runner

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authenticx Profile

Author: authenticx
View Profile of authenticx

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17 Comments



Disclaimer:
Ok this is my first guide so be gentle. As far as I can tell, this is not posted as a guide anywhere else. I've seen some similar builds but none the way I do it. If this exact guide is posted elswhere it was not to my knowledge. Any constructive criticism on the guide or suggestions to make the build better are welcome.


Ok here we go. Basically you want to have max armor, any will do.

Head piece- Major wind prayers
Chest- Sup Vigor(if you can afford it)
Hands- Major mysticism
Legs- Minor earth prayers
Feet- Rune of Attunement

As far as Insignias, whatever you like however I do reccomend using radient, blessed and/or survivor to get a nice balance of +armor while enchanted, more energy, and hp to make up the lost from that second major rune.

Any wand, sword or staff will work as long as it has +20% enchantments, + energy and + hp. you won't meet he req for a staff or offhand to get the full energy benefit but it will give you some. I guess you could also use some sort of Defensive Scythe of enchanting with a +5 energy inscription.

Skill usage:

Faithful Intervention: keep on always. with any luck you will never have to recast it. this is your first heal if you get into trouble.

Watchful Intervention: serves as an emergency heal and also a buffer for Mystic Regeneration.

Vow of Silence: this is what's going to get you past the ice imps, ice golems, and thru the throng of Grawl safely.

Featherfoot Grace: This is useful also when running thru Grawl so poison, bleeding, and cripple go away faster.

Harrier's Haste: Stance-your speed

Enchanted Haste: Stance-your other speed

Mystic Regen: try to keep this up at all times. this counts as an enchantment for itself so you can always keep at least a +9 hp regen going.

Fleeting Stability: use this to get thru the wurms(which chase you forever now)


Some things to keep in mind are when you have VoS up, you can't cast any other enchantments on yourself. It will take a few tries to get past the first area, after that you should be able to perform successful runs most ofthe time. (give or take a bad spawn or two)

It's kind of tricky at first. Take your time stop off in a safe area once in a while to assess if possible. Watch your enchantment expirations, if you see fleeting stability about to end, recast it to save yourself from being knocked down if it goes the full duration.


Well I hope I did ok for my first guide and I hope this helps people make some extra cash. I mainly use this to do chest runs in FoW which sometimes produces some nice items. I can honestly say running around in Fissure seems to be a lot easier than Lornar's pass....

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User Comments
  Spector 79 on 12/20/06 12:28

This sounds really good Im gunna have to try it.

  Brynden on 12/20/06 12:30

Looks pretty good, but I have a few suggestions. First of all, your offhand is useless to you, except for the mods, which could be taken off and put on something else. However, come to think of it, I can't think of anything else you would want to use. You couldn't use a shield, or a different offhand that would give you the full energy, since you are only using primary attributes, and dervs only have scythes, so nevermind, good choice of offhand for the +6 or so energy I guess.

Where is the e-management? Just in mysticism? I haven't done much with my derv, so I don't know if that's enough. Obviously, you've done it and it works, just thinking if something else might work better. You have three running skills, and all of these aren't necessarily required. You could almost keep both featherfoot grace and enchanted haste on all the time, which would have you moving pretty fast, so I don't really think harrier's haste is all that necessary, maybe replace it with something else.

  authenticx on 12/20/06 13:07

featherfoot is good because of the speed + shortened conditions and since it's an enchantment you need to cast it before vow of silence. harriers and enchanted haste are both stances so they can be use in conjuction with fleeting stability and can be activated while vow if silence is on. the recharge is short enough and duration long enough on both that when one is ending the other is recharged so its a source of constant speed buff. hope that helps!

  authenticx on 12/20/06 13:08

sorry i forgot this in the last post. as far as e-management, the +4 energy pip seems to be enoughto maintain energy plus gaining 4 energy whenever an enchantment ends from mysticism. I haven't ever found myself out of energy yet.

  Dags on 12/20/06 17:09

I have used this build before... SO easy to run droks with it!

on energy  medium_eddie on 12/20/06 19:39

id say take a staff with +10 energy, an insight mod with +5 energy, and a 20% enchant mod. the sword and offhand combo you are using gives you +11 energy total, whereas the staff would give you +15. not much, but it can help in stick situations.

btw, how long does this build take to run droks? since you need to keep vow on almost the whole time, wouldnt just casting it over and over every 10 seconds make this build take 5-10 minutes longer to run with?

  authenticx on 12/20/06 21:08

actually, without meeting the req for the staff, you wouldn't get the full 10 energy so it doesn't matter what you take really. as for the time, it's a little faster than a dual run. i have been making it in around 25-30 minutes. you don't need the whole time thru the giants.

  authenticx on 12/20/06 21:11

alternately you could take an avatar and use pios renewal and smite hex instead of VoS and enchanted hast. i've tried that variation using avatar of balthazaar and it works just as good

  Damien Zarek on 12/20/06 23:47

Actually the req on the staffs apply only to the damage most of the time, the +10 energy and +5 energy head have no requirements because I use a staff when trapping with my ranger. A staff would most likely be a good choice.

  Rogue on 12/21/06 00:28

QUOTE
Looks pretty good, but I have a few suggestions. First of all, your offhand is useless to you, except for the mods, which could be taken off and put on something else. However, come to think of it, I can't think of anything else you would want to use. You couldn't use a shield, or a different offhand that would give you the full energy, since you are only using primary attributes, and dervs only have scythes, so nevermind, good choice of offhand for the +6 or so energy I guess.


I would suggest using a stance or enchanted shield, you'll get the full benefit of the mods + 8 armor (if it's a max shield). the sword is nice because of the +e and + enchants, though a totem axe would work just as good if you had one of those instead (slightly cheaper).

Good Guide ^^

  zeramoth on 12/23/06 15:41

nice one will try it

  kotaro on 12/25/06 16:45

Woo! That makes me want to go make a Dervish now!

  ruski_tony on 12/25/06 20:19

ye just wondering y u need the sin as 2nd prof, everyone says D/A is the way to go, but i dont c u using any sin skills

  ruski_tony on 12/27/06 04:55

ye i agree with the staff comment. i myself use a woespreader. gives 60 health, reduces recharge times and gives 10 energy so my health is always over 600 :P

also i dont use major runes, i put my earth on 9, myst on 14, using armor piece that gives u xtra point and 11 wind. theres no real need for a high wind prayers

hope i helped :D

  butcher of canton on 02/28/07 22:29

i've seen similar runnin builds that use one of the various shadow stepping abilities, and dash, from the sin skillset.

  Fenrus on 04/25/07 15:25
 
Most of the runners I see (myself included) use a few of the running skills from the Sin line, ie: Dark Escape, Deaths Charge and Dash.

Personally I love using Dash.. yeah, it's only 3 seconds duration, but 50% speed boost, is often all you need to quickly break aggro in a very short distance. It seems to break aggro better than the typical 25-33% boosts, provided you are already getting some distance between you.

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