Guide to running

Introduction
Running is when a player uses a combination of speed boost and protection skills to take players to outposts or areas that would otherwise be very difficult or impossible for them to reach by themselves. The main goals of running are to get end-game armor and weapons much sooner in a campaign, obtain outposts to help in achieving the Explorer and Vanquisher titles, or to skip most of a campaign. This practice is used often in Prophecies, where there are little to no restrictions in entering an outpost. Factions runs are much less common, as many towns and outposts can only be accessed via a specific quest or mission; in Nightfall, some missions and towns can be accessed ahead of the game storyline, but these missions cannot be started without completion of the proper primary quest (with exception of Rilohn Refuge). Regardless of a character's level or current quest, they can freely purchase new skills and craft new armor sets once the outpost has been reached, making this practice common among some low-level players.

Becoming a Runner
Becoming a runner in essence is very simple. Just equip a running skill such as the warrior’s Sprint, head out into an explorable area, and go. The real question should be “How To Become A Good Runner”. Good runners need proper control and decent knowledge of the runs they do. They also come equipped with the best armor, weapons, and build for the area they are running.

Goals of the Build
A running build accomplishes two aims, Speed and Survivability.

Speed
Most professions in Guild Wars have skills that increase movement speed; the exceptions being Monk, Ritualist, and Necromancer. These speed boosts vary in intensity, with the cap being at 50%. Speed is essential to survivability. The faster a player can get past a group of monsters, the less damage they take from them. Therefore, coupling shadow steps with high-intensity speed boosts ensures that the runner will receive minimal impact from a mob. Proper usage of shadow steps and speed boosts to receive as little damage as possible is a practiced art and when mastered, can make tough runs such as Icedome quite simple.

Survivability
The ability to offset any damage or adverse affect to the character. Choosing skills depends on the profession of the player and the type of mobs and environmental effects present. Usually, degeneration is not an issue and does not need to be removed or countered with health regeneration. The problem lies in knockdown, hexes which reduce movement speed, cripple, spells that remove enchantments, and high amounts of damage which occur in a small time frame (i.e Icedome mobs).

Here is a list of the most common skills used to counter each adverse affect.
 * Knockdown Counters: "I Am Unstoppable!" (Also used for cripple removal/prevention), Fleeting Stability, Balanced Stance, Dwarven Stability, "Don't Trip!".
 * Spell Protection: Vow of Silence, Shadow Form, Spell Breaker.
 * High Damage Density: Shadow Steps which heal (Death's Charge and Heart of Shadow), Shroud of Distress, Shadow Sanctuary

Traps can be safely ran over if a character uses a 50% speed boost as they are going over the trap. This is good when going over Pinesoul traps in Lornar's Pass and Frozen Forest.

Armor and Weapons
Armor and weapon sets increase survivability and energy management, and should compliment the skill set as well as the area being ran.

Armor
The runner usually outfits their armor with Radiant Insignias and Runes of Attunement for increased energy. Higher energy means the runner can go longer distances at maintained speeds. For areas which are damage-heavy, it may be advisable for the runner to use Survivor Insignias, a Rune of Vigor, and Runes of Vitae. In place of Survivor Insignias, the runner may opt to use insignias which increase armor such as Sentry's Insignias.

Weapons
The primary weapon of a runner should be a staff. Other weapons include major energy sets (for the last burst of energy near the end of a zone), health and armor sets (for protection), and others.


 * 1 A cheap weapon with this inscription can be purchased in Doomlore Shrine from Swift Fiercejustice for 5 Superb Charr Carvings.

Choosing Skills
When selecting your skills, keep in mind the types of mobs in the zone and how long the zone is. Generally, a suitable, generic build can be found to run any given run, with a few player-made variants to the generic build to account for different variables present in certain zones (i.e using Wastrel's Collapse in Talus Chute instead of spell protection to account for the lack of speed-reducing hexes and to increase overall speed).

A typical running build will contain at least one speed buff, such as the Dervish's Pious Haste, a source of healing, spell protection, and "I Am Unstoppable!" for anti-knockdown and anti-cripple. Primary or secondary Assassin builds often use Shadow step skills both to increase overall speed and provide moderate healing. Healing can also be achieved via skills such as Shadow Sanctuary and Shroud of Distress. The Assassin and the Dervish have protection against enemy spellcasters through the use of Shadow Form and Vow of Silence respectively.

General Running Tips
The following tips will help you no matter what profession you plan to run on.
 * Don't stop running. The reason why most beginner runners die is NOT because of mistimed skills or forgetting to use a certain skill, but because the runner does not get away from monsters fast enough.  If you get away fast enough, you won't be taking any major damage that needs healing (thus also simplify the run: less skills to be used). The only time you need to stop running is when waiting for certain skills to recharge that you will need to get by an upcoming mob.
 * Learn to Shadow step. Generally your secondary profession should be Assassin if it isn't your primary.  Learning how to shadow step properly will help greatly in speed, and is the first bridge between beginner and adept runners.
 * Don't look at your health. When starting to run, you should avoid looking at your health bar.  Simply run as fast you can, using your common sense.  If you do look at your health and see it's low, a beginner's instant reaction would be to stop in a safe area and regenerate.  This will lead to failure, as spawns change even if you're not moving forward.  If you run at a steady pace without stopping, you will see the spawns look comfortable and fit all your skill usages.
 * Timing is everything and running is very methodical. Use certain skills at certain places so they will be ready for you again at the perfect time.  For example, someone could use Shadow Form 10 seconds before they reach a mob, meaning it will be fully recharged just after they get away from that mob.  Learning where and when to use skills is extremely crucial because in most cases, the spawns are consistent enough for the same timings to be used over and over for consistent success.
 * Ask for help. Experienced runners in Beacon's Perch will usually be able to help you on whatever run you are have problems with.

Learning From Others
Often the best way to learn is to join a running guild, have an experienced runner teach you, or to watch an experienced runner successfully complete a run. This can be achieved by running alongside the runner, or simply dying and observing the runner as they go. Ask for permission if you can run alongside them. If the runner does not wish to have you run with them, dying offers a convenient way to watch the runner and see what they do. After you die, simply click on the surviving runner's name in the Party List and observe. You will be able see what skills they are using, and where they use them, giving you an idea of what you should do to succeed.

Game Configuration

 * For advanced point-to-point runners: these changes can hinder you in non-running activities, e.g. speed clearing and PvP

General
''Navigate to the "General" tab of the game options. Make sure the following options have checkmarks in the checkboxes beside them.''
 * Disable Mouse Walking (Disabling this prevents accidental movement via mouse clicks.)
 * Double Click to Attack/Interact (Having this option enabled allows you to target an enemy and not move there by clicking on them once. This prevents lag created by auto-moving to a target via clicking the target once. You can still auto-run to the target by double clicking them.)

Make sure the following options do NOT have checkmarks in the checkboxes beside them
 * Auto-target foes when there’s no chosen target (Disabling this prevents the game from choosing your target. The player should always be in control of target selection.)
 * Auto-target NPC’s, items, and interactive objects when there’s no chosen target (Disabling this prevents the game from choosing your target. The player should always be in control of target selection.)

Controls
Runners use many different controls which most people never even use.

''Navigate to the "Controls" tab of the game options. Make sure the following controls have keys assigned to them.''
 * Targeting: Show Targets (Using this allows you to show all the enemies within your range. Once highlighted with a keyboard key, you are free to click the name of any enemy to target them.)
 * Targeting: Show Others (Using this allows you to show all the allies within your range. Once highlighted with a keyboard key, you are free to click the name of any ally to target them.)
 * Targeting: Foe (Next) (Using this allows you to scroll through the enemies you have within your range. Use this to select a proper target.)
 * Targeting: Ally (Nearest) (Using this allows you to immediately target the closest ally.)
 * All Your Skills (All your skills 1-8 should have keys assigned to them which are easy to reach. Doing so allows more flexibility in movement and targeting with the mouse.)

A combination of keyboard and mouse should be used. Skills should be used with keyboard when possible, and moving can be done either with mouse or the keyboard depending on your personal preference.

Graphics
Having a screen that is easy to see is more beneficial to a runner. ''Navigate to the "Controls" tab of the game options. Make sure the following option does NOT have a checkmark in the checkbox beside it.''
 * Enable post-process effects (Using post-processing creates an annoying glow and also displays the full effects of being drunk. To make running easier, it is suggested that post processing is disabled.)

Some Texmod modifications can be used to ease the view of the game while running. Some examples are…
 * Removal of the “red flash” when damage is received.
 * Removal of the falling snow on the Droknar’s Forge run.

Interface
A small interface with minimal miscellaneous information is best suited for running. Consider removing the following elements:


 * Hints
 * Notifications
 * Dialogues 1 & 2
 * Mission Progress
 * Experience Bar
 * Performance Monitor
 * Damage Monitor
 * Mission Goals

Sizing and positioning of certain elements in your interface is also quite important.


 * Compass (Semi-large and positioned close to your Target Display.)
 * Energy/Health Bars (Don’t need to be big but keep them near your skill bar.)
 * Skill Bar (Large so you can accurately see the recharges of each skill.)

Dervish/Assassin
The Dervish/Assassin profession combination is popular for place-to-place running. The D/A performs much like the Assassin/Ranger: both use a total of three skills (including Dwarven Stability) to control speed; the rest of the build is mostly the same (differing primarily by the choice of Vow of Silence or Shadow Form).

(Earlier D/A builds tended to use two speed boosts (Dash and Pious Haste), one spell protection (Vow of Silence), an anti-knockdown/anti-cripple skill ("I Am Unstoppable!"), two main shadow steps (Dark Prison and Death's Charge), a boost/heal skill (Heart of Shadow), and an optional (usually Return, Ebon Escape, Death's Retreat, or Shadow Sanctuary).

Enhanced Pious
This build is considered be the fastest; it takes full advantage of Pious Haste to give a constant 50% speed boost.


 * Build


 * Your choice of a Flash Enchantment: generally Zealous Renewal, Conviction, or Whirling Charge.
 * Can replace Vow of Silence with Shadow Form


 * Attributes:
 * Mysticism: 12 + 1 + 1
 * Shadow Arts: 12


 * Gear
 * 20% enchantments staff with Swift Staff Head and perfect "Don't Think Twice" inscription (10%) OR a 20% enchantments staff with Insightful Staff Head and perfect "Hale and Hearty" inscription.
 * Mysticism headpiece with minor Mysticism rune.
 * Your choice of either Sentry's Insignias and Vigor runes or Radiant Insignias and Attunement runes.

Whirling/Pious Hybrid
This build uses both Whirling Charge and Pious Haste to utilize a combination of 33% and 50% speed boosts. Good alternate build for people that cannot maintain Pious Haste with DS.


 * Build


 * Can replace Vow of Silence with Shadow Form


 * Attributes:
 * Mysticism: 12 + 1 + 1
 * Shadow Arts: 12
 * Wind Prayers: 3 + 2


 * Gear
 * 20% enchantments staff with Insightful Staff Head and perfect "Hale and Hearty" inscription.
 * Mysticism headpiece with minor Mysticism rune.
 * Major Wind Prayers rune on any piece of armor.
 * Your choice of either Sentry's Insignias and Vigor runes or Radiant Insignias and Attunement runes.

Assassin/Ranger
The main contribution of the Ranger profession to an Assassin runner build is the Natural Stride stance, which offers a speed boost as well as increased chance of blocking attacks.

Desolation Running
The Desolation is a hazardous area in the Nightfall campaign which features an environmental effect called Sulfurous Haze, which will kill party members shortly after they step in it. A runner can safely navigate the region by taking less than three seconds to cross between safe spots, where there is no haze. To make this easier, you can use the TexMod plug-in, Desolation Mod v1.0 (see its ReadMe for usage details).

Build Categories
The builds in this guide are grouped into three catagories:

600/Smite is the most popular dungeon running build to date. The build uses a 600hp tank, who stays alive through the use of Protective Spirit and Spirit Bond. The smiter does damage through a low-armor 600hp tank, using skills such as Holy Wrath and Retribution: There are many variants of 600/smite and often dungeon running builds have a third person to provide additional damage, healing and energy denial. The smite/supporters are listed here as hero builds but could also be played by humans.
 * 55 Monk: [[image:Protective Spirit.jpg|25px]][[image:Spirit Bond.jpg|25px]][[image:Holy Wrath.jpg|25px]]

An extremely popular build for running and farming, throughout Guild Wars. The build uses an Assassin with Shroud of Distress and Shadow Form, coupled with Consumables or Deadly Paradox to permanently maintain Shadow Form, while using skills such as Silver Armor and Ebon Battlestand of Honor to kill foes. This build can be used throughout many dungeons for solo farming or running. Running on a Perma is preferable because it maximizes the number of free slots in a team, increasing the number of people paying to be ran.
 * Perma: [[image:Shroud of Distress.jpg|25px]][[image:Shadow Form.jpg|25px]][[image:Vow of Silence.jpg|25px]]


 * Whirlwind: [[image:Mark of Pain.jpg|25px]][[image:Hundred Blades.jpg|25px]][[image:Vow of Strength.jpg|25px]][[image:Whirlwind Attack.jpg|25px]]

Speed clears have become very popular throughout a number of areas in Guild Wars. Many of the dungeons with sought after drops have speed clear builds since they allow areas to be completed many times in a short period of time. These builds are very specific and often focus on running past and skipping everything that does not require killing. Some of the most popular speed clear builds include:


 * Manly Spike, in which a tank balls mobs up ,and a warrior/derv uses a combination of Hundred Blades (or in dervish's case, Vow of Strength) and Whirlwind Attack (and sand shards for dervish) to mass trigger Mark of Pain and kill the mob.
 * Sinway, where every party member has Shadow Form and Shroud of Distress.