Jul 04, 2009, 05:18 AM // 05:18
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#2
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Forge Runner
Join Date: Mar 2008
Location: Wolfenstein: Goldrush
Guild: Zombies Go Nom Nom [Nom]
Profession: N/
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Well, I bring a sin that runs Floor 2 entirely for me. And they run floor 1 after I get the Key.
Look at a wiki map and streamline to the keys then to exit.
Balth Aura+Essence bond=More than enuff energy management, I use Dwarven Stability for my Anti KD (Drunk)
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Jul 04, 2009, 06:22 AM // 06:22
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#3
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Academy Page
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Quote:
Originally Posted by IronSheik
Well, I bring a sin that runs Floor 2 entirely for me. And they run floor 1 after I get the Key.
Look at a wiki map and streamline to the keys then to exit.
Balth Aura+Essence bond=More than enuff energy management, I use Dwarven Stability for my Anti KD (Drunk)
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Ah ok floor 2 was what was givin me problems thanks ill get one that can do that.
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Jul 04, 2009, 02:00 PM // 14:00
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#4
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Jungle Guide
Join Date: Jan 2009
Location: Imperial Sanctum
Guild: Legendary Drunken Masters [DUI]
Profession: E/Me
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NEVER bring essence bond in Kathandrax.
Also, I do use my perma to clear lvl2, or hold aggro until we pass through.
Here's my build:
Owoj8wQ7qR3VaR1DREqXylAEyDA(tank)
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Jul 04, 2009, 03:40 PM // 15:40
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#5
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Ascalonian Squire
Join Date: Jan 2009
Guild: NITE
Profession: D/A
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why not essence bond on te 600, i use it, its even on the pvxwiki team build,,?
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Jul 04, 2009, 04:39 PM // 16:39
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#6
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Desert Nomad
Join Date: Aug 2007
Location: EastCoast
Profession: E/Me
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I think he means as the 600 don't use e. bond. The ranger uses e. bond to put onto the 600. It is due to the fact e. bond only triggers on phsy and ele damage. So say a mesmer with is wanding you with a chaos damage(i think that is the type of damage mesmer wands/staves do)from mesmer weapon only Balth spirit triggers energy. I know this cause of mantid dreamweavers in dsc. They can be a pain sometimes.
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Jul 04, 2009, 05:00 PM // 17:00
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#7
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Ascalonian Squire
Join Date: Jan 2009
Guild: NITE
Profession: D/A
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well when i run it i have essence bond on my bar, i 2 man it, me and oggy, no ranger.. ogg is standard bip smiter with balth spirit instead of life attunment, and my bar is same as pvxwiki bar, never have problems, with all the ele stuff goin on in there theres no reason NOT to bring essence bond... i only run this for my guildies so they bring heals maybe martyr and frigid armor etc.... and mesmers are dead b4 spellbreaker wears off, so ive never had the need for qz... or ranger hero..
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Jul 04, 2009, 05:06 PM // 17:06
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#8
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Desert Nomad
Join Date: Aug 2007
Location: EastCoast
Profession: E/Me
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Quote:
Originally Posted by fltrekker
well when i run it i have essence bond on my bar, i 2 man it, me and oggy, no ranger.. ogg is standard bip smiter with balth spirit instead of life attunment, and my bar is same as pvxwiki bar, never have problems, with all the ele stuff goin on in there theres no reason NOT to bring essence bond... i only run this for my guildies so they bring heals maybe martyr and frigid armor etc.... and mesmers are dead b4 spellbreaker wears off, so ive never had the need for qz... or ranger hero..
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Qz is used for perma pi on the flame djinn and isllunder
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Jul 05, 2009, 03:06 PM // 15:06
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#9
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Ascalonian Squire
Join Date: Jan 2009
Guild: NITE
Profession: D/A
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ah i see.. kk, ill try it, maybe speed it up, but never had a problem without it.. ty..
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Jul 06, 2009, 11:11 PM // 23:11
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#10
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Academy Page
Join Date: Apr 2007
Location: Shetland, Scotland
Guild: Shadowed Ones [Ones]
Profession: E/A
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This can easily be done with just a 600 and a hero smiter.
You use "I am unstoppable" to run the last part of Level 2 (it gets rid of KD and the crippled). But you gotta take down the last forgemaster group (next to a couple of siege wurms).
Watch also at the start of level 2, because some of the oozes (cant remember which, been a long time, the black ones) are a bitch to take down especially with the healers. My advice is to use to PI on the healers quick and to take them down while you are still tanking. Roaring Ethers can be a pain too if your SB goes down.
3rd level can be difficult because of the constant bombardment from siege wurms and the spawn has once or twice made it unplayable for me as the smiter gets aggro at the start no matter where its put, but the flame djinn boss that drops the key is easy if you get everyone to ball and pain inverter him well.
Yeah, its a good, fun run. And VERY profitable for the full run. Have fun!
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Jul 12, 2009, 09:58 PM // 21:58
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#11
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Ascalonian Squire
Join Date: Oct 2008
Location: Oregon
Guild: Golf Stream Owners Club [GS]
Profession: W/
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Personally I run 2 accounts with a sin and a 600/smite. I run level 1 and 2 on my sin and then finish lvl 3 on my 600 makes for a really fast (30-35 min) and profitable run. I have actually developed a 8 man sin way build to defeat this dungeon in half this time. If u need a guide pm me ign HK Fourtyseven.
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