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In Guild Wars, [[Run]]ning refers to two activities:
'''Running''' is when one or more players lead one or more players to areas in the game that would otherwise be unreachable, or at least very difficult to reach for the other players. The runner runs past all enemy [[mob]]s and [[zone]]s until the destination is reached. Players that cannot survive encounters with powerful mobs are killed, or they sit comfortably in a safe spot for the duration of the run. A run differs from a [[ferry]] in that runs take players to locations that can be reached physically - albeit through hazards - rather than through special access areas.
 
  +
# '''Rapid travel''' to a target location, typically through avoiding or ignoring foes.
  +
# '''Rapid completion''' of missions or quests, typically by avoiding or ignoring all foes but those absolutely essential to completing the task.
   
  +
Both activities require specialized builds, equipment, and practice. People offer their services as runners to speed up the game for those who can afford to pay for the privilege. People buy runs to unlock towns for access to services (such as max armor crafters in [[Droknar's Forge]]) or to quests or bounties (such as [[Gadd's Encampment]] to defeat [[Mobrin, Lord of the Marsh|Mobrin]]). Typically, the ''runnee'' remains stationary while the runner does all the work.
=== Introduction ===
 
   
 
== Common Runs ==
Enemies in Guild Wars move as fast as player characters, if not faster. Pursuing foes cannot be shaken off simply by trying to run away at normal speed (see [[Aggro]]). Eventually, players will be forced to fight back or heal themselves unless the player manages to [[zone]]. Therefore, most runners use [[skill]]s that increase movement speed, like [[Sprint]], [["Charge!"]], or [[Storm Chaser]] that allows the player to evade enemies.
 
  +
{| class="stdt"
  +
! Tyria: Early areas !! Tyria: other
  +
|-
  +
|
 
* [[Ascalon City (Post-Searing)|Ascalon City]] [[Piken Square]] [[Yak's Bend]] or [[Lion's Arch]] or [[Beacon's Perch]]
 
* [[Yak's Bend]] [[Beacon's Perch]] → [[Lions Arch]]
 
* [[Beacon's Perch]] [[Droknar's Forge]] (The [[Droknar Run]])
  +
* [[Beacon's Perch]] → [[Gates of Kryta]] or [[Lion's Arch]]
  +
* [[Lions Arch]] → [[Ascalon City (Post-Searing)|Ascalon City]]
 
* [[Lions Arch]] [[Sanctum Cay (location)|Sanctum Cay]] and [[Temple of the Ages]]
  +
|
 
* [[The Amnoon Oasis]] [[Augury Rock (location)|Augury Rock]] (see [[The Amnoon Oasis to Augury Rock]])
 
* [[Augury Rock (location)|Augury Rock]] the mission locations in the [[Crystal Desert]], see the [[Ascension guide]]
 
* [[Thunderhead Keep]] [[Marhan's Grotto]]
 
* [[Iron Mines of Moladune]] [[Copperhammer Mines]]
 
* From [[Copperhammer Mines]] [[Granite Citadel]]
  +
|-
  +
! Cantha !! Elona
  +
|-
  +
|
 
* [[Cavalon]] →<br />[[Bai Paasu Reach]], [[Eredon Terrace]], [[Breaker Hollow]], [[Jade Flats (Luxon)]] & [[Aspenwood Gate (Luxon)]]
 
* [[House zu Heltzer]] →<br />[[Aspenwood Gate (Kurzick)]], [[Saint Anjeka's Shrine]], [[Lutgardis Conservatory]], [[Brauer Academy]] & [[Jade Flats (Kurzick)]]
  +
|
  +
* [[Vabbi Tour]]
  +
*[[Desolation run]]
  +
* Bone Palace run
  +
* Ruins of Morah
  +
|}
   
 
== Paying for runs ==
When runners reach the entrance to the next area and pass through (i.e. [[zone]]), all party members (whether killed or sitting at the other end of the area) are moved to the next area. If all other party members are already dead, a runner only has to run "close enough" to the other end of an area to resurrect at the closest [[resurrection shrine]]. This is risky and should never be counted on.
 
   
 
Many runners require payment for their services, the timing and amount varying on the run. Whether hiring another player to run you, or running a group of players yourself, you should watch out for [[Common_scams#Adventuring Scams|scams]]. Although you can report unscrupulous players to ANet, you are unlikely to recoup you loss of time or money, therefore, keep the following tips in mind:
For lower-level players, running provides access to crafters and [[skill trainer]]s who sell powerful items and skills not otherwise available to them, potentially paying for things they could have acquired for free by playing the game sequentially. More importantly, players escorted to more advanced areas of the game gain little experience, both in terms of how to play the game as well as actual [[experience points]] for their character. Players that are run through several areas and skip numerous [[Mission overviews|missions]] and [[quests]], may be surrounded by others who have much higher levels. Generally speaking, parties are not interested in grouping with players that are too low-level to be of much use, making it difficult for them to adventure further. Players who find their characters too low in level in a certain area may seek a [[power level]]ing service.
 
   
 
; Runners
Players can also run to complete certain [[quest]]s or [[mission]]s (e.g. deliver an item or perform [[infusion]]) without fighting monsters along the way.
 
  +
Insist that players pay ''before'' reaching the final destination; asking to be paid ''on arrival'' is offering an opportunity to be scammed; once at the target outpost, the only incentive for the customer to pay is honesty and good will. On longer runs, ask for several payments.
   
  +
; Customers
=== Professions ===
 
   
 
* Never pay up front for a run, since this leaves the runner with little incentive to complete the promised activity. Insist that payment be made in the [[explorable area]] close to the destination. At most, offer to pay half at a half-way point.
Runners often choose [[warrior]] as their primary profession with [[monk]] or [[ranger]] as their secondary profession. These characters can use [[Sprint]], have the highest [[Armor (rating)|armor rating]], can wear [[absorption]] armor and runes, and can heal themselves. Monk/Rangers using [[Spell Breaker]] and Ranger stances, as well as Dervishes using [[Vow of Silence]], are also popular profession combinations for running. It is however quite possible to do some runs with other professions, which can be useful for moving your own characters through Tyria. The Ranger's additional armor against [[Elemental damage]] helps in many places. There are also quite a few [[Secondary professions for a Ranger#Ranger Assassin|Ranger Assassin]] runners that use the [[Ranger]] stances such as [[Escape]] with the [[Assassin]]'s [[Dash]] and [[Death's Charge]].
 
 
* Familiarize yourself with the going rates. If you've regularly seen a run priced at 1000 gold, do not pay 3000 for it.
  +
** It can be difficult to determine the market price for some runs by looking at the trade window: when possible, check with friends, guild-mates, or on fansites that offer market information.
  +
* Ignore advertising hype:
  +
** ''Guaranteed arrival'' and ''pro-runner'' are subjective terms that have little meaning. Experienced runners do not necessarily deserve more than relatively new ones; you also have no way of evaluating abilities until after the run is over.
  +
** ''Test runners'' can often good bargains on running. It might take a bit longer, but you will get to where you need to be.
  +
** Beware of claims that a recent update means a particular run costs more. Check the [[game updates]] to see if a build has been rendered less effective. If the runner is unwilling to run for what you're willing to pay, wait for another runner.
   
  +
; Special considerations
=== Common Runs ===
 
  +
* [[Survivor]]-candidates should alert their runners ''before'' engaging them. Some runs, particularly "Droks," require special measures to ensure that the players being run do not die en route.
Running isn't as common in [[Factions]] as it is in [[Prophecies]] because in [[Cantha]] most locations have a gate guard at the entry who will only let you pass if the player speaking to him has a specific [[quest]]. This requires that the player being run makes it to the gate guard, meaning they have to run themselves and survive, which voids the entire purpose of being run. One popular run is from [[The Marketplace]] to [[Kaineng City]] for Canthan born characters, but it's a trivial run with no real threat.
 
   
 
== Notes ==
Some popular runs are:
 
  +
* Most runs are in [[Tyria]]: it's the largest geographic area and allows players to reach nearly every outpost without completing any [[mission]]s at all.
*The [[Droknar Run]]
 
  +
* Common reasons for buying runs include gaining access to end game towns/outpost, [[crafter]]s and [[skill trainer]]s, capping elite skills, [[power level]]ing, or skipping tedious parts of the storyline.
*From [[Lions Arch]] to [[Sanctum Cay (Location)|Sanctum Cay]], [[Beacon's Perch]] or [[Temple of the Ages]].
 
  +
** However, use caution: low-level players can find themselves in tougher areas without access to sufficient skills making it hard to find groups willing to include them.
*From [[Bergen Hot Springs]] to [[Temple of the Ages]] or [[Beetletun]], or vice versa
 
 
* If you want to see how the runner survives, let your character die. Then, click on the runner's name in the [[Party List]] and observe. You can see what skills they're using if you watch the bar at the center of the top of the screen. However, ask your runner for permission to do this first; some runs, particularly in missions, require payment shortly before completion.
*From [[The Amnoon Oasis]] to [[Augury Rock]] (see [[The Amnoon Oasis to Augury Rock]])
 
 
=== Similar terms ===
*From [[Augury Rock]] to the mission locations in the [[Crystal Desert]], see the [[Ascension guide]]
 
  +
* [[Ferry]] is when one player includes others in their party to complete a quest that grants access to a new area, typically because it cannot be reached by physically running from one area to another.
*From [[Henge of Denravi]] to [[Maguuma Stade]]
 
  +
* A ''run'' also refers to a single trip through an area, quest, or mission, e.g. ''"I need to do another [[farming]] run"'' or ''"let's run that mission together"''.
*From [[Thunderhead Keep]] to [[Marhan's Grotto]]
 
  +
* Players also ''run'' particular [[build]]s, e.g. ''"are you going to run a [[Minion Master]] build?"''
*From [[Iron Mines of Moladune]] to [[Copperhammer Mines]]
 
*From [[Copperhammer Mines]] to [[Granite Citadel]]
 
*From [[Piken Square]] to [[Yak's Bend]]
 
*From [[Yak's Bend]] to [[Beacon's Perch]]
 
*From [[Beacon's Perch]] to [[Gates of Kryta]] or [[Lion's Arch]]
 
*From [[Ascalon City (Post-Searing)|Ascalon City]] or [[Piken Square]] to [[Lion's Arch]] (combining several of the preceeding runs into one quicker process)
 
*From [[Cavalon]] to [[Bai Paasu Reach]], [[Eredon Terrace]], [[Breaker Hollow]], [[Jade Flats (Luxon)]] and [[Aspenwood Gate (Luxon)]]
 
*From [[House zu Heltzer]] to [[Aspenwood Gate (Kurzick)]], [[Saint Anjeka's Shrine]], [[Lutgardis Conservatory]], [[Brauer Academy]] and [[Jade Flats (Kurzick)]]
 
   
  +
== See also ==
=== Paying and Getting Paid for Runs ===
 
  +
* For a general guide on running: [[Running guide]].
Experienced players often require payment from others to run them. Weaker players or players not interested in playing the [[PvE]] campaign often offer payment in popular running locations like [[Beacon's Perch]], [[Droknar's Forge]] and [[Augury Rock]].
 
  +
* For articles about specific runs: [[:Category:Running guides]]
 
  +
* For running builds: [[w:c:pvx:category:All working running builds|PvXWiki]]
There is little consistency regarding the price of runs or where and when a payment should be made/taken. Players seeking runs are at the mercy of the runners available at that particular outpost and at that particular time. A run is only "worth" what people are willing to pay for it.
 
 
Whether hiring another player to run you, or running a group of players yourself, you should watch out for [[Common_scams#Adventuring Scams|scams]]. Keep the following points in mind when you decide to charge/pay for a run:
 
 
:Runners:
 
:* Asking players to pay "on arrival" is inviting the opportunity to be scammed. Insist that players pay in the [[explorable area]] prior to the destination. Once you have reached an outpost, there is no incentive for the player to pay.
 
:* Misunderstandings between players (such as when a run payment should be made) is not an offense that can be reported.
 
:* It is also possible to take a player's armor as collateral, given that it is [[Customize|customized]] on purchase and therefore not useful to the runner.
 
:*: <code>Note: runes can be salvaged from customized armor!</code>
 
 
:Players Seeking Runs:
 
:* Do ''not'' pay up front for a run. If you pay up front, the runner has no incentive to run you to your destination. Insist that payment be made in the [[explorable area]] prior to the destination, or if possible, at the destination.
 
:* Familiarize yourself with the going rates for a run to your destination. If you've regularly seen a run priced at 1000 gold, do not pay 3000 for it.
 
:* "Guaranteed Arrival" is a subjective term that shouldn't be taken literally. A runner may be very skilled at making a particular run, but do not pay more just because arrival is purportedly "guaranteed."
 
:* Beware of claims that a particular run now costs more because the running build was [[Nerf|nerfed.]] Always check the Guild Wiki and [[Game_updates|Game Updates]] to see if a build has been rendered less effective.
 
 
=== Skills Guide ===
 
Here's a list of the most common skills used in a running build with a short description of why they're useful for running.
 
 
==== Increased Movement Speed ====
 
''Note:'' More skills can be found on the [[movement speed quick reference]], although the skills listed here are specifically for running.
 
 
Shouts:
 
*{{w}}[["Charge!"]] (Elite, affects ALL allies within earshot)
 
*{{p}}[["Fall Back!"]] (Also heals while moving)
 
*{{p}}[["Lead the Way!"]] (Duration based on allies nearby)
 
*{{p}}[["Make Haste!"]] (Target other ally)
 
*{{p}}[[Godspeed]] (While under the effect of an Enchantment)
 
 
Enchantments:
 
*{{e}}[[Armor of Mist]]
 
*{{e}}[[Burning Speed]] (Beware of the burning effect taking some of your health)
 
*{{e}}[[Windborne Speed]]
 
*{{e}}[[Flame Djinn's Haste]] (Damages adjacent foes)
 
*{{e}}[[Storm Djinn's Haste]] (Beware of energy loss)
 
*{{me}}[[Illusion of Haste]] (After this wears off, you will be [[Crippled]])
 
*{{d}}[[Featherfoot Grace]] (Conditions expire 50% faster)
 
 
Stances (only one [[stance]] may be active at a time):
 
*{{w}}[[Battle Rage]] (Elite, requires adrenaline)
 
*{{w}}[[Bull's Charge]] (Elite)
 
*{{w}}[[Charging Strike]] (Elite)
 
*{{w}}[[Enraging Charge]] (Ends and gives you adrenaline if you attack)
 
*{{w}}[[Rush]] (Requires adrenaline)
 
*{{w}}[[Sprint]]
 
*{{r}}[[Escape]] (Elite)
 
*{{r}}[[Dodge]]
 
*{{r}}[[Storm Chaser]] (May also be used to generate energy for other skills if running through an elemental area ie: The [[Shiverpeak Mountains]])
 
*{{r}}[[Zojun's Haste]]
 
*{{r}}[[Run as One]] (Affects you AND your pet)
 
*{{a}}[[Dash]]
 
*{{a}}[[Dark Escape]]
 
*{{d}}[[Harrier's Haste]]
 
*{{d}}[[Pious Haste]]
 
*{{d}}[[Enchanted Haste]]
 
*{{d}}[[Whirling Charge]]
 
 
Forms (only one [[form]] may be active at a time):
 
*{{d}}[[Avatar of Balthazar]] (Elite)
 
 
==== Other skills ====
 
Here are some other potentially useful skills for running. Many areas include monsters with damaging attacks, knockdown, hexes, etc. that all need to be countered or negated in order to complete a run.
 
 
Anti-Knockdown Skills:
 
*{{w}}[[Balanced Stance]]
 
*{{d}}[[Fleeting Stability]]
 
 
Skills which Negate/Prevent Damage:
 
*{{e}}[[Mist Form]]
 
*{{d}}[[Vow of Silence]]
 
*{{a}}[[Shadow Form]]
 
*{{mo}}[[Spell Breaker]]
 
 
Defensive Skills:
 
*{{w}}[[Bonetti's Defense]]
 
*{{w}}[[Defensive Stance]]
 
*{{w}}[["Shields Up!"]]
 
*{{r}}[[Whirling Defense]]
 
*{{e}}[[Swirling Aura]]
 
 
Healing Skills:
 
*{{d}}[[Watchful Intervention]]
 
*{{mo}}[[Mending]]
 
*{{mo}}[[Divine Intervention]]
 
*{{a}}[[Death's Charge]]
 
*{{a}}[[Heart of Shadow]]
 
*{{d}}[[Mystic Regeneration]]
 
*{{w}}[[Healing Signet]]
 
*{{mo}}[[Watchful Spirit]]
 
*{{mo}}[[Restful Breeze]]
 
 
Skills Which Provide Extra Health/Armor:
 
*{{w}} [[Endure Pain]]
 
*{{w}} [[Defy Pain]] (Elite, requires adrenaline)
 
*{{w}}[[Signet of Stamina]]
 
*{{a}}[[Feigned Neutrality]]
 
*{{d}}[[Avatar of Balthazar]]
 
*{{d}}[[Vital Boon]]
 
*{{d}}[[Conviction]]
 
 
Anti-Hex:
 
*{{d}}[[Pious Restoration]]
 
*{{me}}[[Inspired Hex]]
 
*{{me}}[[Revealed Hex]]
 
*{{me}}[[Hex Breaker]]
 
*{{mo}}[[Smite Hex]]
 
*{{mo}}[[Holy Veil]]
 
 
=== Strategy ===
 
==== Skills ====
 
The cooldown on [["Charge!"]] is 20 seconds so with a high [[Tactics]] attribute there will only be a 9-10 second gap before you can use it again. Using a stance during "Charge!"'s downtime will usually allow for continuous running (25% movement increase). Using "Charge!" and two stances will allow for continuous 25% movement increases with alternating 33% increases in speed.
 
 
Of the list above, [[Sprint]], [[Enraging Charge]], [["Charge!"]] and [[Storm Chaser]] are the ones most favored by runners for a couple reasons:
 
* They last at least 10 seconds (if the linked [[attribute]] is high enough) which is adequate for dodging groups and gaining distance quickly.
 
* They are [[shout]]s or [[stance]]s, which do not have an [[activation time]]. This means a character can use them ''on the fly'' while running without stopping. While [[Armor of Mist]] is a spell that lasts longer and increases speed more than Sprint, it requires runners to stop and cast it for two full seconds, which often allows monsters to surround them. Unless this is cast before getting into the threat range of a mob, this is usually fatal.
 
 
''Note:'' [[Dodge]] is often used by those who use Storm Chaser as an extra boost after Storm Chaser wears off to get past the really long gauntlet of foes that are sometimes encountered. Similarly, [[Charge!]] is often used in conjunction with [[Sprint]] to allow the player to quickly outpace pursuing foes. Dodge also represents an obvious choice for [[Ranger]] primary runners since the duration can be increased with [[Expertise]] and it adds +33% speed instead of +25%.
 
 
==== Warming up: ====
 
Many runners activate some sort of healing regeneration (typically [[Mending]] for [[monk]]s or [[Troll Unguent]] for [[ranger]]s) for a healing boost just before encountering a group of foes. This helps to combat the health degeneration often inflicted on runners by enemy mesmers and other occasional attacks that hit a runner. [[Elementalist]]s may also start with either [[Windborne Speed]] or [[Armor of Mist]], which allows them to save the stances or shouts (which don't require any activation time) for when they're actually surrounded by foes. Beware of [[mesmer]]s with [[Shatter Enchantment]] when using enchantments such as [[Mending]]. These will make casting the enchantment a waste of energy and health. Using [[Watchful Spirit]] can also be used as it always gives 2 pips of regeneration and requires no investment in the [[Divine Favor]] attribute. Some runners may also chose to use [[Signet of Stamina]] for the additional health throughout the run.
 
 
''Tip:'' Dying while others run you offers a convenient way to watch the runners and see how they do what they do. Simply click on the surviving runner's name in the [[Party List]] and observe. You can see what skills they're using if you watch the bar at the center of the top of the screen. Be sure to check with your runner prior to dying, as some runs, particularly in missions, require payment shortly before completion.
 
 
=== Additional Notes ===
 
*For [[:Category:Running guides|Running guides]] see [[Guides]]
 
*"Run" is occasionally used in a broader sense to refer to a single trip through a mission, explorable area, or quest, such as a "[[farm]]ing run".
 
   
 
[[Category:Glossary]]
 
[[Category:Glossary]]

Latest revision as of 15:05, 29 January 2011

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Notes: verbosity

In Guild Wars, Running refers to two activities:

  1. Rapid travel to a target location, typically through avoiding or ignoring foes.
  2. Rapid completion of missions or quests, typically by avoiding or ignoring all foes but those absolutely essential to completing the task.

Both activities require specialized builds, equipment, and practice. People offer their services as runners to speed up the game for those who can afford to pay for the privilege. People buy runs to unlock towns for access to services (such as max armor crafters in Droknar's Forge) or to quests or bounties (such as Gadd's Encampment to defeat Mobrin). Typically, the runnee remains stationary while the runner does all the work.

Common Runs

Tyria: Early areas Tyria: other
Cantha Elona
  • Vabbi Tour
  • Desolation run
  • Bone Palace run
  • Ruins of Morah

Paying for runs

Many runners require payment for their services, the timing and amount varying on the run. Whether hiring another player to run you, or running a group of players yourself, you should watch out for scams. Although you can report unscrupulous players to ANet, you are unlikely to recoup you loss of time or money, therefore, keep the following tips in mind:

Runners

Insist that players pay before reaching the final destination; asking to be paid on arrival is offering an opportunity to be scammed; once at the target outpost, the only incentive for the customer to pay is honesty and good will. On longer runs, ask for several payments.

Customers
  • Never pay up front for a run, since this leaves the runner with little incentive to complete the promised activity. Insist that payment be made in the explorable area close to the destination. At most, offer to pay half at a half-way point.
  • Familiarize yourself with the going rates. If you've regularly seen a run priced at 1000 gold, do not pay 3000 for it.
    • It can be difficult to determine the market price for some runs by looking at the trade window: when possible, check with friends, guild-mates, or on fansites that offer market information.
  • Ignore advertising hype:
    • Guaranteed arrival and pro-runner are subjective terms that have little meaning. Experienced runners do not necessarily deserve more than relatively new ones; you also have no way of evaluating abilities until after the run is over.
    • Test runners can often good bargains on running. It might take a bit longer, but you will get to where you need to be.
    • Beware of claims that a recent update means a particular run costs more. Check the game updates to see if a build has been rendered less effective. If the runner is unwilling to run for what you're willing to pay, wait for another runner.
Special considerations
  • Survivor-candidates should alert their runners before engaging them. Some runs, particularly "Droks," require special measures to ensure that the players being run do not die en route.

Notes

  • Most runs are in Tyria: it's the largest geographic area and allows players to reach nearly every outpost without completing any missions at all.
  • Common reasons for buying runs include gaining access to end game towns/outpost, crafters and skill trainers, capping elite skills, power leveling, or skipping tedious parts of the storyline.
    • However, use caution: low-level players can find themselves in tougher areas without access to sufficient skills making it hard to find groups willing to include them.
  • If you want to see how the runner survives, let your character die. Then, click on the runner's name in the Party List and observe. You can see what skills they're using if you watch the bar at the center of the top of the screen. However, ask your runner for permission to do this first; some runs, particularly in missions, require payment shortly before completion.

Similar terms

  • Ferry is when one player includes others in their party to complete a quest that grants access to a new area, typically because it cannot be reached by physically running from one area to another.
  • A run also refers to a single trip through an area, quest, or mission, e.g. "I need to do another farming run" or "let's run that mission together".
  • Players also run particular builds, e.g. "are you going to run a Minion Master build?"

See also