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Old Apr 07, 2009, 03:26 PM // 15:26   #201
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Originally Posted by Chan Wildheart View Post
(i don't know how to post images of the skills and stuff but w/e.
It's the first post on this thread = from Adult about his Vloxen Excavations running build)

So ok, i got a question about these builds.
At Taskmaster Durgon (lv1, 2nd mob from Vlox's Falls) there is always a healer.
Now i'm able to kill the whole mob except the healer.
so my question is how do you kill the Stone Sumit Healers?
If this build works (haven't tried it) go next to the healer and put one visage on and then after this anoter one. In that case monk will lose all of his energy and won't be able to heal. But remember that a few warriors must attack you. Only in that case monk will lose energy. Make sure you stand next to the monk.
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Old Apr 08, 2009, 07:30 PM // 19:30   #202
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Lots of people are talking about perma builds for dungeons, but I don't see anything serious except for Bogroot... So I hope this may help !

I just ran Darkrime Delves with this :

[build=OwZTkY/8ZqBS6jHRnBZIXkHimEA]

I think [dwarven stability] is much better than [i am unstoppable], if you want to use alcohol.

The only hard part of the run is the Vaettir spawn in the first level : run straight to the most northern bridge (see on your map), they should break aggro when you reach the bridge. Then, you can take the side path to the southern bridge and cross it.

All the Incubus can be avoided, and there are lots of easy kills to reduce your death penalty.


I'll try Dragrimmar later. Just one question : will the monster skill of the final boss deal damage through SF ?

Last edited by Bug John; Apr 08, 2009 at 09:17 PM // 21:17..
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Old Apr 08, 2009, 08:21 PM // 20:21   #203
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Edit: Forgot, that you are talking about Dragrimmar. Thought you meant Darkrime Delves (I blame lack of sleep).

Um, yeah, he will...most runners usually take an SV 55 along to do the boss.

Last edited by faraaz; Apr 08, 2009 at 09:01 PM // 21:01..
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Old Apr 08, 2009, 09:15 PM // 21:15   #204
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thanks for the answer
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Old Apr 09, 2009, 09:36 AM // 09:36   #205
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anyone have the 600 build for arachni? i've seen 600's advertising runs for it. i've also seen them asking for a martyr monk... hmmm
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Old Apr 09, 2009, 03:24 PM // 15:24   #206
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Quote:
Originally Posted by Bug John View Post
Lots of people are talking about perma builds for dungeons, but I don't see anything serious except for Bogroot... So I hope this may help !

I just ran Darkrime Delves with this :

[build=OwZTkY/8ZqBS6jHRnBZIXkHimEA]

I think [dwarven stability] is much better than [i am unstoppable], if you want to use alcohol.

The only hard part of the run is the Vaettir spawn in the first level : run straight to the most northern bridge (see on your map), they should break aggro when you reach the bridge. Then, you can take the side path to the southern bridge and cross it.

All the Incubus can be avoided, and there are lots of easy kills to reduce your death penalty.


A better/faster build for this would be:

[build=OwZTkY/8ZimkHRnpBizDZIXkHCA]

Add some essences and entire dungeon done in 25 mins, gg ^^
No need to kill anything but 1 boss on each lvl, then keep agro away from chest at the end. DP shouldn't even be a problem since u only die once at lvl3, to get the party to the boss room
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Old Apr 09, 2009, 04:34 PM // 16:34   #207
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The reason I hate using cons in dungeons is you have to use them again for each level, like with your build.

And if you have to pop 3 essences to run the dungeon just because you dont want to bring glyph...meh...defeats the purpose of running dungeons for a profit imo.
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Old Apr 09, 2009, 04:42 PM // 16:42   #208
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Still is a 44k profit for 25 mins of work, and...

Constant 20% speed increase?
Ability to be able to not care about where the vaettirs spawn after first lock on lvl1 cause u can run right through them?
No need to worry about bloodcurlers touch heals?
Getting pwned by chillings cause they got you with chilling and u got no way to heal up?

Dropping glyph for a heal has more pros than cons.. But sure, go ahead and make the slow run while I speed through it
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Old Apr 11, 2009, 04:03 PM // 16:03   #209
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I ran Darkrime HM with the build Bug John posted. I changed [Dark Escape] for [Shadow Refuge] and popped a birthday cupcake at Vaettirs on lvl1 after crossing south bridge. As I found out a few minutes later it was in vain.
They spawn when you run across the bridge (after lever), before that you just activate the res shrine at the lock, go kill boss, let them kill you and res back there.

Level 2 was 15min, Level 3 10min - didn't /age Level 1 though. And I was randomly killing Havok-kins for the fun, got an Elite War tome.

But I guess if I'd be running people Essence might come more handy and less costly.
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Old Apr 11, 2009, 05:51 PM // 17:51   #210
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This is what i use to run multiple dungeons and uw/fow
Works amazingly, even better than my monk, so i rarely use monk to 600 except rare occasions.

Just tweak the Optionals to run whatever dungeon/uw/fow/vanquish zone you're doing. (see suggestions)

600
16 resto
12 prot
3 spawning
[skill]Protective Spirit[/skill][skill]Spirit Bond[/skill][skill]Vengeful Was Khanhei[/skill][skill]Vengeful Weapon[/skill][skill]Optional[/skill][skill]Optional[/skill][skill]Optional[/skill][skill]Essence Bond[/skill]

Optionals Typically i bring [skill]Mindbender[/skill][skill]Light Of Deldrimor[/skill][skill]Pain Inverter[/skill]

but, [skill]"I am unstoppable!"[/skill] [skill]Radiation Field[/skill] [skill]Resilient Weapon[/skill] [skill]TechnoBabble[/skill] all have their uses, you can really put whatever you want in the optionals. I like to bring as much extra Damage as possible, and depending on what zone i'm doing, i bring the needed skills.

and now the smiters, I like to bring Two, as your spell breaker monk will always have energy, also, you must tweak these for whatever zone you're doing. Very versatile.

Bonder: Spell Breaker
16 Divine
15 prot
[skill]Blessed Signet[/skill][skill]Optional[/skill][skill]Spell Breaker[/skill][skill]Vital Blessing[/skill][skill]Life Attunement[/skill][skill]Succor[/skill][skill]Blessed Aura[/skill][skill]Optional[/skill]

Optionals The last optional SHOULD be filled with [skill]Rebirth[/skill] but it can be replaced for certain things.

I usually only bring, [skill]Signet Of Devotion[/skill] This is especially handy in CoF so that he can heal the smiter from RoD and Scourge Damage. But, [skill]Purge Signet[/skill] is very helpful in any area with LOTS of conditions, and by lots, i mean necros that cast every possible condition, because other than that, you can pretty much survive anything with no problems. also [skill]Blood Ritual[/skill] is a good idea for giving the smiter energy when there are spells/skills on him that you need casted quicker. It's not needed for 600, because 600rit can aggro with 10 Energy and have no problems thanks to VwK

If you're farming all Melee's like Oola's Lab, than Spell breaker could be dropped for something useful like [skill]Blood is Power[/skill] and you would use on smiter, so that he can have nrg quicker to obviously make the run quicker. But anything could be taken, it's up to you.

Smiter: Insert Elite Skill Here
16 Smite
15 Divine
[skill]Blessed Signet[/skill][skill]Optional[/skill][skill]Optional[/skill][skill]Optional[/skill][skill]Holy Wrath[/skill][skill]Retribution[/skill][skill]Balthazar's Spirit[/skill][skill]Optional[/skill]

Optionals Again, the last optional SHOULD be [skill]Rebirth[/skill]

Typically i fill the others with [skill]Signet of Devotion[/skill][skill]Blessed Aura[/skill][skill]Shield of Judgment[/skill] THIS IS EXTREMELY HANDY whenever there is heavy Melee interrupts, example Enchanted Daggers in CoF.

Also, another extremely handy option is [skill]Weapon of Quickening[/skill] and you maintain on 600 and Bonder, letting you have a perma VwK and Spell Breaker.

If you're doing SoO [skill]Quickening Zephyr[/skill] would be the way to go.

With a Hero it's risky if you're not very experienced, and know where to pull the mobs so they wont break aggro, but if your smiter is human [skill]Ray Of Judgment[/skill] + [skill]Arcane Echo[/skill] can significantly speed up your run times, and definitely drop difficult mobs much quicker.

But like stated earlier, you bring whatever you NEED to get the job done.


Anyway, anyone who's ever used a 600 rit, will tell you, it is AMAZINGLY faster than 600 monk, much much faster, their argument would be, Well you don't have a native spell denial skill (spell breaker), well if you're set up correctly and know what you're doing, or have a friend, you can maintain Spell Breaker with no problems what-so-ever, and like i said, i rarely use monk, unless he's roj'ing or speed clearing, for 600 i've been spoiled by the rit.
Another plus is, because of VwK, you don't need to have Spell Breaker on as much, because usually everything is dead way before the first cast runs out.

I've been using this for a long time now, i posted it on pvx wiki, but a 2-man variant, it works, but it's slow and much much less efficient, and kathandrax, SoO, CoF, oolas, ooze pits, uw, and fow, has been a breeze. feel free to check out the wiki for a list of places vanquished w/ this as well. Anyway; ENJOY!

Last edited by SimplyAmazing; Apr 15, 2009 at 06:43 PM // 18:43..
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Old Apr 14, 2009, 02:27 AM // 02:27   #211
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Originally Posted by CE Devilman View Post
nice try.....................

Nice try what? SoO with what looks like a few heros and spirits... do you have a new way to do SoO?
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Old Apr 14, 2009, 06:17 AM // 06:17   #212
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Originally Posted by jdm_ap1 View Post
can anyone help me out on a build with arachi's haunt?
[your character] Reg Dungeon monk with Pain Inverter
BiP smiter = Retribution, holy viel, rebirth, ect
Ranger hero= Succor, QZ, Martyr, Rebirth

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Old Apr 14, 2009, 09:58 AM // 09:58   #213
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Just wondering is there a decent build for Elementalist HM Snowman Dungeon and for Heroes as well.
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Old Apr 14, 2009, 11:49 AM // 11:49   #214
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well, they only do 50 damage to you...so bond up & go nuke? Technically they shouldn't be able to touch you.
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Old Apr 15, 2009, 03:40 PM // 15:40   #215
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I did Arachni's with my ''own'' build. But running it rly hard. First you must know all their spawns and even without deaths is first lvl quite long. I was normal 600 with mantra of resolve and PI, normal smiter, SBr hero with some bonds and EoE. I had a few problems with Oozes on 1st lvl.
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Old Apr 16, 2009, 07:47 PM // 19:47   #216
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some1 now if there are new build to run Raven's Point?
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Old Apr 16, 2009, 11:23 PM // 23:23   #217
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Dont see why the standard Monk + Smiter + RoJ formula which works in Frostmaws wouldnt work in Raven's Point. Give ita try?
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Old Apr 17, 2009, 02:07 AM // 02:07   #218
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Quote:
Originally Posted by Sacratus Ignis View Post
FROSTMAW HM 3man
here is the promised guide - I quit game yesterday so I've got no more secrets to hide this concept basically breaks EoTN - there is NO dungeon in game now that I have not done with 3 toons or fewer... IMO anet should nerf 600 and permasin since they break the game, but whatever...

1) 600 resolve tank Prot spirit, Spirit bond, SoA, Spell Breaker, Mantra of Resolve, I am unstoppable (or dwarven stab + booze), blessed aura, essence bond.

2) UA smiter Unyielding aura, balthazar's spirit, essence bond, retribution, holy wrath, blood ritual, blessed signet, and optional 8th

3) The bat/wurm killer This role can be fulfilled in one of two ways...
a. RoJ smiter can be done by human or hero, for hero id suggest going mo/e for glyph of swiftness etc... for human, go mo/mes for RoJ, arcane echo, mindbender, smite hex, smite condition, remove hex, urals hammer, pain inverter

b. Derv bomber Lots of options here - should be played by a human though as its hard to micro this hero while you tank! I'd suggest...
Aura of displacement, mystic sandstorm, mirage cloak, heart of holy flame, dust cloak, i am unstoppable, and whatever other end effect enchants you want...

Usage: The majority of the dungeon is incredibly easy... literally just bond the tank, tank stay alive - use resolve to deal with maelstorm and other annoying garbage. I am unstoppable is mainly for tanking wurms as they KD the hell out of you and do a lot of spike damage when they first come up. IaU and resolve are also good for tanking smaller groups of bats as they let you cast through daze and mind shock.

Killing wurms: For wurm groups, throw up iau right as you aggro as well as spell breaker. Once all the wurms are up, have the RoJ monk use the double RoJ on them. The RoJ can also spam smite hex and smite condition on you for more damage since the wurms apply a ton of hexes and conditions. If you are using the derv, as soon as you aggro, the derv should stack his enchants, hit iau, then AoD into the wurms and mystic sandstorm for a huge spike and a free teleport out since AoD ends. Also most wurms will just auto attack you, doing damage to themselves. The exception seems to be some siege wurms and the occasional wurm boss.

Killing bats: This is the only hard part of the dungeon, and the reason why no one has run it until recently. This breakthrough allows ANY dungeon in game to be 3manned, since the only thing stopping people in this dungeon and a few others was the bat presence.

There are no bats on f1, and the bats on f2 can be avoided by going the long way and killing the drakes/elementals which are easy as a 600. There are no bats on floor 5 as well.

Strategy changes a bit if there are 10 bats in the spawn vs 2-4. For smaller groups of bats, the 600 can tank them successfully. Cover PS and Spiritbond with as many other things as you can, throw up iau and resolve, and bow the small groups of bats. They will soulrending spike you, but since you have resolve and iau you can spirit bond spam to keep it up. As long as they don't get your PS you are fine. As soon as aggro is set on you, the RoJ (who should have precasted echo mindbender etc) or derv can jump in and kill them.

For 10 bats, things are hairier. I'd suggest sending in the derv or RoJ to spawn them, then UAing them back after they get owned. If using the RoJ, the RoJ can basically run in, cast RoJ, get spiked to death, and be UA'd back. After 2-4 well placed RoJs, the bats die. The derv bomber can use his combo similarly. When there are just a few bats left, the 600 can tank. Also, I've found that a good strategy is to have the pugs stand JUST out of bat aggro range, so that the npcs move up. If the bats engage the npcs, you have 4 disposable tanks to hold aggro while RoJ (and if you are lucky, pugs) kill the bats.

For floor 5, pull the jotun into the balls if you want to kill them quickly. Tank the smaller groups of wurms, then have the pugs and support toons spread out on the back wall (looks like a cliff). The sieges and bosses will pop - go stand a little ways out from the wall and the bosses will all burrow to you. Tank them as best you can - the spawns are easy enough. RoJs or sandstorm bombs should drop them quickly. Frostmaw himself uses dark apostasy which will result in him owning you. Whenever he kills you, get UA'd and immediately throw PS and SB up to go back to tank him. Your object is for you and the npcs to hold focus while the RoJ kills. After a few minutes... GG you win.

By my 4th try on this run, i'd gotten overall time down to an hour. But it started rough as I was figuring things out and learning how to better tank bats and wurms... first try took nearly 2 hours. You can charge 30-40k each for the run though, and pocket 150-200k for a run + a chance to open EOTN's most profitable chest (since it drops over 5 different items worth 100k+ecto).

Good luck
So I tried to apply this to run Blood Stone Caves and the incubus were still causing me trouble. Am I supposed to keep the smiter bonds on me, than, aggro with a bunch of enchants stacked over prot spirit? Than spam spirit bond afterwards? When I tried that it worked some of the time but others it just didnt due to energy issues or life steal from the necro incubus.
So what should I do to make it easier for me to survive?
EDIT:I took the RoJ not the derv bomber.
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Old Apr 19, 2009, 04:13 PM // 16:13   #219
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just send in the roj and let it die and UA it back with ur other hero until all the incubus are dead or 1 or 2 are left
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Old Apr 20, 2009, 04:34 PM // 16:34   #220
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Quote:
Originally Posted by Zonk View Post
A better/faster build for this would be:

[build=OwZTkY/8ZimkHRnpBizDZIXkHCA]

Add some essences and entire dungeon done in 25 mins, gg ^^
No need to kill anything but 1 boss on each lvl, then keep agro away from chest at the end. DP shouldn't even be a problem since u only die once at lvl3, to get the party to the boss room

Ran this 11 times last night, completed first run ever in 35 mins. After that i got them down to 26-30 mins. Think it's my new favorite run, for the profit atleast.

I tried non-essence runs, but it was near impossible getting past the vaettirs, i burned threw 48 clovers trying to figure out how to prevail, but it was futile.

Essences are a MUST, and if you're charging people you make back the money w/ 1 customer so not a problem at all. You only need 1 for each level of the dungeon, You can easily run to the dungeon(and quest for customers) with no essence. I've took screens of my mini maps, for the run there and each level, i may update them later as a small guide.

Although i did swap [skill]Shadow Sanctuary[/skill] for [Skill]Shadow Refuge[/skill] as i think the recharge on refuge definitely helps for crossing the bridge after the lever where the vaettirs pop. I brought an armor of salvation just incase, but it was not needed, although if you're running custies and a full group, it would be smart to have a few of them so that the vaettirs are no problem what-so-ever, and the pop-up's are a breeze, as you can run right through them and because of essence they break aggro extremely easy.

Other than the vaettir on the first level, the rest of this dungeon is a breeze, extremely easy, I like to kill all the extra havok kin, for norn points so that it's worth it more for my custies. Oh and the keg stations are fun to pull lots of jotun to. thank you for this post!, any other dungeons sin's can run?(other than bogroots?) 600 is great just takes so long.

oh and i forgot about the incubus, and the reason why, is because they can all be avoided extremely easy, i almost forgot they were even in this dungeon. Just keep your eyes on the red text when running through for the first time.

Last edited by SimplyAmazing; Apr 20, 2009 at 04:40 PM // 16:40..
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