Dec 10, 2006, 05:22 AM // 05:22
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#1
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Wilds Pathfinder
Join Date: May 2006
Guild: The Agonized
Profession: Rt/Mo
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{Rt/Me} Solo Vehjin Mine///Holding of Chokhin Farm~
Heya, the build used for this run is credited to Dahnel, the original creator of the VwK build. And with that in mind, on to the run:
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Preparation
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Skills:
Resilient Weapon
Soothing Memories
Arcane Echo
Vengeful was Khanei {Elite}
Illusion of Pain
Ancestors Visage
Sympathetic Visage
Physical Resistance
Attributes:
Illusion Magic 10
Inspiration Magic 8
Restoration Magic 16 (12 +3 +1)
Equipment:
Any weapon will do, I personally use a collectors staff with +1 restoration mod and +5 energy staff head.
I guess a weapon with enchanment mod will work well, but is not absolutely needed, instead, I would say energy is most important.
I wear Halycon armour with Rune of attunements on all pieces except one, in which case I use a vigor rune (any will do, with superior being best of course). In nightfall terms, armour with radiant insignia’s + rune of attunements will work the best. With this, once you finish off your 3rd VwK (as so happens many times in this run) you will have more than enough energy to sustain yourself.
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The Run
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Start off in Jennur’s Horde and exit through to Vehjin mines. Talk to the scout to get Sunspear points when you kill great beasts. Proceed straight till you see the Grenth’s Shrine. You should already be seeing some Cobalt mobs around. When you have favour, get the Ritualist +1 blessing as it will help the run by speeding it up. Now, turn left and kill the cobalt surrounding that area.
Steps to kill Cobalt Mobs:
Before battle:
1) Cast Physical resistance, a visage and then Arcane Echo.
2) Aggro
In battle:
1) Cast Vengeful was Khanei.
2) Continue till mob is nearly dead.
3) When the monsters switch up and are nearly dead, cast Illusion of pain on the running monster. It’ll kill them and prevent further switching. Remember to recast visages.
4) Continue casting VwK till dead. Collect loot!
Now, after killing the Cobalt you see on the minimap, head towards Pehnsed, the paragon boss.
Just treat the mob the same, but ALWAYS maintain a visage, so by the time the small mobs die, Pehnsed will remain energyless and cannot heal himself. Keep on VwK’ing, till his near death and plant a illusion of pain to kill him off.
Now head back towards the grenth shrine, and the kill the Cobalts on the left. After taking care of those, you should see some Grave Behemoths. That is the next stage of the run.
Steps to kill Behemoths:
Before Battle:
1) precast arcane echo and resilient weapon
2) aggro and move back a little so you stay out of other mobs range.
In battle:
1) Cast VwK and a visage, if mob has a dervish behemoth, cast physical resistance.
2) Continue till switching happens, in which case put Illusion of Pain on an escaping near death monster. Remember to recast visages.
3) Collect loot.
These babies are dangerous, so be careful! Also, the Grave Behemoths summon minions if you don’t have visage constantly on them so remember to upkeep those!
Now after you kill the ones in the narrow cave take a moment and observe the mob on the right. It should contain 4 Grave behemoths (necro) and 1-2 Dervish ones. Follow the steps but when you aggro, this time move back to the cave so the other mobs won’t aggro. Be sure to get in range of the melandru shrine so even if you die, you can res without running much.
After killing this mob, RUN RUN RUN to Holding of Chokhin. This is how your map should look like:
Once you get into Holding, quickly go to the shrine and get the ritualist +1 blessing. Talk to the scout too if you plan on killing harpies.
Right here, you can do two things:
A) FOCUS on MINOTAURS
B) FOCUS on HARPIES
Both ways are fine, but I find the minotaurs MUCH more profitable (5 golds in one run)
A) MINOTAURS
Go on the left path that heads downwards instead of upwards (harpies)
These mobs are perfect for VwK because they come in groups of 3, so they don’t switch.
Steps to kill Minotaurs:
Before battle:
1) Precast Physical resistance/Visage/ and Arcane Echo
2) Aggro.
In battle:
1) Cast VwK and use soothing memories AFTER the toxic chill hits you.
2) Continue, and minos should die. Remember to recast visages/physical resistance when necessary.
3) If one survives just plant an illusion of pain on them and they should be down quick.
Follow this path downwards with awareness to the path the mobs intersect at so you don’t aggro two groups. Sometimes there WILL be mobs with 4 minos and 1-2 Minotaur trainers. In this case, you can do the same steps, just with more awareness of healing and Illusion of Pain the weak monsters.
Head down this path till you see a dwayna shrine. Head right, and under the cave to fight MORE minos. Continue around this area till you see other Plant mobs (These you can’t kill). This is around the end of the run.
B) HARPIES
If you plan on fighting harpies, go on the left path that leads upwards instead. These mobs have griffons which act as monks. These can be taken care of through Illusion of Pain.
Steps to kill Harpies:
Before Battle:
1) Precast Physical resistance/Visage/ Arcane Echo.
2) Aggro, and RUN right next to the griffon. Cast VwK immediately.
In Battle:
1) Continue casting VwK, but make sure you watch the griffons health.
2) When 1-2 Raider has died, heal yourself and cast Illusion of Pain on Griffon.
3) QUICKLY cast VwK, and Griffon should die with the remaining raiders.
ALWAYS make sure visage is up next to griffons so they cant heal.
Continue straight till you remove all the mobs, and see the dwayna shrine. Go up ahead and kill minos around area. At this point your run should end, and look around like this:
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Summary
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In one run I got 7 golds, 4 purps, and tons of runes. On top of that, just in gold I got 3k. This run may take a little longer, but the return is excellent. As well, I got at least 2 level ups per run, and sometimes I get lucky and get Pehnsed’s voice, a green spear.
Hope you all enjoyed this guide, as it was my first guide.
Any feedback is more than welcome!
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Dec 10, 2006, 05:38 AM // 05:38
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#2
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Krytan Explorer
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very nice guide,
time to make a ritualist
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Dec 10, 2006, 06:21 PM // 18:21
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#3
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Frost Gate Guardian
Join Date: Oct 2006
Location: .at
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big up! nice guide..
thx for sharing..
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Dec 10, 2006, 08:21 PM // 20:21
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#4
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Wilds Pathfinder
Join Date: Oct 2005
Profession: Rt/Me
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Nice work
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Dec 10, 2006, 08:45 PM // 20:45
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#5
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Ascalonian Squire
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Very nice build! I really need to cap VwK soon....
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Dec 10, 2006, 09:42 PM // 21:42
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#6
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Wilds Pathfinder
Join Date: May 2006
Guild: The Agonized
Profession: Rt/Mo
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Quote:
Originally Posted by Dahnel
Nice work
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Ahaha, thank YOU for sharing the original build, lol.
And thanks for the positive feedback, I'll continue scouting for farmable areas.
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Dec 10, 2006, 11:24 PM // 23:24
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#7
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Frost Gate Guardian
Join Date: Oct 2006
Location: .at
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just found out, that you could farm this area with 105hp ss with ease..
i usually just ran through the vehjin mine, but didn't enter holding..
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Dec 11, 2006, 12:12 AM // 00:12
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#8
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Frost Gate Guardian
Join Date: Mar 2006
Guild: Fortune Cookie
Profession: Mo/
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three cheers for those who cherish their ritualists!!
three more cheers for those who share builds!!
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Dec 11, 2006, 12:20 AM // 00:20
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#9
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Wilds Pathfinder
Join Date: May 2006
Guild: The Agonized
Profession: Rt/Mo
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Quote:
Originally Posted by vespertine
just found out, that you could farm this area with 105hp ss with ease..
i usually just ran through the vehjin mine, but didn't enter holding..
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Very nice! You can also run a ritualist through the area with ease as well, for people without a necromancer. or vice versa.
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Dec 16, 2006, 05:55 PM // 17:55
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#10
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Lion's Arch Merchant
Join Date: Feb 2006
Guild: [iDum]
Profession: R/E
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Quote:
Originally Posted by Geishe
Ahaha, thank YOU for sharing the original build, lol.
And thanks for the positive feedback, I'll continue scouting for farmable areas.
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Try Heket I've been doing those a few days now, they are easier and drop good.
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Dec 17, 2006, 01:17 AM // 01:17
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#11
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Wilds Pathfinder
Join Date: May 2006
Guild: The Agonized
Profession: Rt/Mo
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I have indeed tried the Hecket as well. But I have had better luck here... Pehnsed has been nice to me ^^ In terms of easier... I normally just farm and watch tv at the same time... so its all good, lol.
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Dec 17, 2006, 11:24 AM // 11:24
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#12
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Pre-Searing Cadet
Join Date: Sep 2006
Location: Germany
Guild: [Girl] Girls Camp
Profession: R/Me
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Quote:
Try Heket I've been doing those a few days now, they are easier and drop good.
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which heket u mean? in which area?!
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Dec 17, 2006, 12:23 PM // 12:23
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#13
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Frost Gate Guardian
Join Date: Oct 2006
Location: On a plane constantly moving around the world
Guild: The King's Guard
Profession: E/
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Sorry but could u explain how the skills work together?
Looks like a good run
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Dec 17, 2006, 04:34 PM // 16:34
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#14
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Forge Runner
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I've been farming this area with a geomancer, and my thought has been that the rit build would probably do better.
Here's the thinking.
A mob of cobalts is 4 warriors and 1 paragon, except for the boss mob; he's a paragon and replaces a warrior. Damage is a non-issue with two earth armor spells, but there's burning, so you do get degened. Disruption is totally non-existent. But the problem is self-heals.
Warrior self-heals are adrenaline-based (Lion's Comfort). So for any kind of speed you want to make room for SV and AV both. However, that makes the skillbar painfully tight.
You can drop almost any one of:
Ether Renewal (E)
SV
AV
Earth Attunement/Channeling
Stoneflesh Aura
Kinetic Armor
Aura of Restoration
Sliver Armor
Stone Daggers
and succeed.
But if you drop two of them to make room for a PBAoE spell or Arcane Echo, survival gets a bit dicey, especially if you're pulling two mobs together and fighting them at once.
Maybe Mist Form/Meteor Shower would work.
Anyhow, despite my grumbling I've done plenty of runs that have brought in 2-3K plus half a dozen runes and insignia, and it should be possible to do those runs in well under 15 minutes, so it's indeed a good area.
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Dec 17, 2006, 08:08 PM // 20:08
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#15
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Wilds Pathfinder
Join Date: May 2006
Guild: The Agonized
Profession: Rt/Mo
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Oh Ohohhh, and when Pehnsed drops his spear, thats another 8-10k! OHohoh and Chest runs! lol.
To Ultima: Basically it works like this:
1) Cast physical resistance (gives armour, more survivability)
2) Run in, Cast Arcane Echo, then Vengeful was Khanei.
3) Cast Ancestors OR Sympathetic Visage
4) Chain VwK three times in a row, while upkeeping Visages.
5) When a Mokele that is nearly dead starts running, cast Illusion of Pain / or Conjure Phantasm to quickly kill it.
6) Collect Looooot!
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Dec 18, 2006, 07:34 AM // 07:34
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#16
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Krytan Explorer
Join Date: May 2006
Guild: SAW
Profession: D/
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I actually found the skillset harder than the standard Vrit build
AE
VwK
visage
visage
PR
Vweap
MbS
Channeling
16resto
11 illusion
6 inspiration
seemed to be more realiable and faster
for the Cobalts only need to prep resistance and channeling
agro and cast echo
cast VwK and visage
then visage and VwK
spamming Vweapon make sure channeling and PR are up all the time alternate visages
for the Behemoths
prep PR, Channeling, echo Vwk
agro cast Visage Vweap and MbS
spam mend body and Vweap keeping channeling and PR up always
Skree
prep to echo
agro and cast VwK
spam Vweap
Last edited by sinican; Dec 18, 2006 at 07:36 AM // 07:36..
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Dec 18, 2006, 03:10 PM // 15:10
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#17
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Wilds Pathfinder
Join Date: May 2006
Guild: The Agonized
Profession: Rt/Mo
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Ah, that can be an alternative. Personally, I find channeling useless because I never have energy managment problems anyway. I rather use something else and make killing faster. With your build, the monsters that run off cannot be killed, unless you degen them. Hence the illusion of pain, of course conjure phantasm can also work.
To each their own.
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Dec 18, 2006, 04:24 PM // 16:24
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#18
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Krytan Explorer
Join Date: May 2006
Guild: SAW
Profession: D/
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Quote:
Originally Posted by Geishe
Ah, that can be an alternative. Personally, I find channeling useless because I never have energy managment problems anyway. I rather use something else and make killing faster. With your build, the monsters that run off cannot be killed, unless you degen them. Hence the illusion of pain, of course conjure phantasm can also work.
To each their own.
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the channeling is what allows you to spam vweap and Mend body... this was the origional reason for it in the origional Vrit build...
I did try both ways... but what it came down to is without being able to spam vweap/mending the build didnt seem as reliable to take on the mines... also with being able to smap vweap due to channeling only 1 ever ran off and one would die as it was so it would rejoin faster... it seems to be they die faster with the origional build...
I just wasn't able to get the effect out of the OP's build as id expect to get... always seemed like a 50/50 and that the blessing was almost always needed for survival... I could just be having trouble playing your variation though...
any other helpfull tips for it? have you tried the origional Vrit build and spamming Vweap?
Last edited by sinican; Dec 18, 2006 at 05:05 PM // 17:05..
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Dec 22, 2006, 07:47 AM // 07:47
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#19
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Frost Gate Guardian
Join Date: Oct 2006
Location: On a plane constantly moving around the world
Guild: The King's Guard
Profession: E/
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Quote:
Originally Posted by Geishe
To Ultima: Basically it works like this:
1) Cast physical resistance (gives armour, more survivability)
2) Run in, Cast Arcane Echo, then Vengeful was Khanei.
3) Cast Ancestors OR Sympathetic Visage
4) Chain VwK three times in a row, while upkeeping Visages.
5) When a Mokele that is nearly dead starts running, cast Illusion of Pain / or Conjure Phantasm to quickly kill it.
6) Collect Looooot!
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Now do i understand correctly that this doesnt seem very fast...as you explained when 1 is nearly dead cast conjure phantasm, which would mean only targeting one...
I wonder though are their many spells involved, ism most of the damage from attacks?
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Dec 24, 2006, 09:18 PM // 21:18
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#20
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Frost Gate Guardian
Join Date: Jan 2006
Location: Ireland
Guild: [DVDF]
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Quote:
Originally Posted by ultima desturcto
Now do i understand correctly that this doesnt seem very fast...as you explained when 1 is nearly dead cast conjure phantasm, which would mean only targeting one...
I wonder though are their many spells involved, ism most of the damage from attacks?
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Yes most of the damage is based on attacks ultima. VwK is based on attacks done UPON you. For each attack against you you steal 37 health from that enemy thereby healing yourself and damaging the enemy. The reason you are using illusion of pain is because of the "scatter" effect that VwK has on mobs of melee enemies like Cobalts. They run away on low health so that they can heal themselves. If they are doing this your VwK is useless so you must use an alterante spell since you cannot attack/wand if ur holding VwK.
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