User:Feedmenow4244

User:Feedmenow/builds/Dual Anguish Farmer User:Feedmenow/builds/N/Mo Spoil Victor Boss Farmer User:Feedmenow/builds/N/R Stygian Solo User:Feedmenow/builds/55/SS User:Feedmenow/builds/W/Rt UW Solo User:Feedmenow/builds/W/any Fissure Spider Farmer

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Build:N/Mo Boss Farmer
This build is intended for quick and direct farming of bosses. It relies on the normal 55 standard and very high health regeneration for healing and damage reduction. Essence Bond and Balthazar's Spirit provide energy for the consistent spamming of regeneration skills. The main damage comes from Spoil Victor and possibly one Touch Attack. This build allows the user to charge directly for the boss monster and ignore the boss's mob.

Equipment

 * Each of your armor pieces need to have a superior attribute Rune. This will lower your base Health to 105. (The only required type is blood, but 5 are necessary to hit 105 health.)
 * It is a good idea to bring a second set of armor. This will allow you to adjust your health manually based on any Death Penalty you might accumulate.
 * Any +5 energy/20% longer enchanting sword/axe such as Rajazan's Fervor or Totem Axe.
 * The -50hp Grim Cesta from the Cities of Ascalon quest. (This is not required if you don't mind dying once and using a -20 offhand to hit 13hp. This will work better in most cases.)
 * For 13hp build, any -20hp offhand (preferably +12 energy). (Life is Pain Inscriptions help with this.)
 * If you have any +hp offhands they could also be useful if any DP is accumulated.

Usage

 * Cast your four maintained enchantments when entering the explorable area. Try to allow full energy regeneration after each one until you're used to an area.
 * As you approach your target cast Protective Spirit and Healing Breeze.
 * Target the boss monster and cast Spoil Victor.
 * Get as much aggro as possible from the boss's mob of monsters.
 * Begin using Vampiric Touch on the boss
 * After any touch attempt refresh either Healing Breeze or Protective Spirit. Alternate the refresh between the two.
 * Having the touches interrupted is not an issue. They have a fast refresh time.
 * Refreshing Healing Breeze and Protective Spirit early is ideal when facing a boss whose mob has interrupt capability. If they are interrupted this is less problematic as they'll likely refresh before they expire.
 * To keep melee foes from fleeing, keep hitting them with your axe or sword.

Counters

 * Enchantment stripping spells such as Chilblains, Lingering Curse, Well of the Profane, Gaze of Contempt, Rend Enchantments, Strip Enchantment, Inspired Enchantment, Dark Apostasy, Shatter Enchantment, or Expunge Enchantments.
 * Life Steal attacks will bypass the protection offered from Protective Spirit. This will usually kill you.

Variants

 * Consider using Blood of the Aggressor instead of Vampiric Touch for lesser energy use and damage from a distance (safer against interrupts from warriors or rangers). Vampiric Touch is sometimes impossible to use in areas where there's a lot of energy degeneration such as Domain of Secrets.
 * Some groups apply more degen than you can handle, in this case replace Vampiric Touch with either Life Siphon or Blood Renewal. Life Siphon is better for groups without a lot of interrupts, while Blood Renewal has a faster cast time, and the sacrifice will be healed before you notice it most of the time.
 * Another skill you may consider in replacing Vampiric Touch is Wallow's Bite or Touch of Agony. With only 5 energy cost and 3 sec recharge time, you can definitely spam this skill to speed up killing.  The 10% life sacrifice is hardly noticeable.  A good example would be the case of farming Wing's Axe.  If you encounter a mesmer with two ritualists, it's almost impossible to kill her with just Spoil Victor as she strips off hexes the moment you put it on her.  Not to mention she strips off hexes from the her party too.
 * Replacing Watchful Spirit with Vigorous Spirit and Vampiric Touch with Plague Touch opens up a lot of possibilities. Vigorous Spirit maybe be used as a cover enchantment versus enchantment removal or a cheaper heal than Healing Breeze when down to one or two attackers. When using Vigorous Spirit as a cover, it's usually best to cast Protective Spirit, then Vigorous Spirit, then Healing Breeze immediately before attacking the target mesmer or necro (Kournan Seers are one example of where this works very well). Plague Touch is useful to remove conditions such as Dazed from the Grasping Darknesses in the Underworld, or Deep Wound when fighting Stoneaxe Hekets while farming greens like the Eye of Argon and Balthazar's Fury though removing Deep Wound isn't always a good idea, since you end up taking less damage which makes you harder to kill.

Build:N/R Stygian Solo Farmer
This build is made specifically to farm the Stygian Demons associated with the Breaching the Stygian Veil quest in the Stygian Veil for Stygian Gemstones and shiny weapons. It is capable of destroying all mobs, although the later mobs take more time and are much more difficult.

Equipment

 * You'll need one high-health set of armor and weapons and one 55 set (see Invincible Monk for details on 55 equipment).

Usage
When you enter the Stygian Veil, there is a mob in the trench immediately to your right (S-SE) that may be (mostly) killed easily for fun and profit and to get the first few no-drops out of the way. If you get a great drop from these, use Consume Corpse and retrieve it. This will end this farming run. Watch out for the patrol - particularly the Mind Tormentors and Water Tormentors that often spawn will hurt.

Head East, dodging the nasty Shadow patrols. Talk to the Whispers Informant to receive Anguish Hunt. Then talk to the Adept of Whispers, take the Breaching the Stygian Veil quest, and immediately run NE along the wall above the Dreadspawn Maw. Wait for three mobs of six Stygian Hungers to gather around the Adept of Whispers.

Carefully run along the wall to the lower area around the Dreadspawn Maw - there's just enough room to get down there from either side without aggro'ing any of the groups..

Now the fun begins....

Part 1 - The Hunger Mobs
Stygian Hungers are touch/AoE necros with Grenth's Balance as their elite. Switch to your 55 health setup to counter Grenth's Balance. Repeat the following:


 * Use 'c' to select the nearest target - make sure it is in one of the side mobs - save the center mob for last.
 * Cast Suffering.
 * Run away around the Dreadspawn Maw using a running skill until aggro is broken. Occasionally, this will be difficult. Do not stop running until aggro is broken.
 * Make sure you have the nearest target of the same mob, and cast Desecrate Enchantments. The Hungers use Dark Aura, making this do a decent amount of damage to the mob.
 * Run away and break aggro.
 * Nearest target, cast Feast of Corruption.
 * Run away.
 * Go back to the first step, and repeat until their health is low.

You really want to finish them off with Feast of Corruption or Desecrate Enchantments. If you let them degen to death while you're not in the area, you may not get any drops. They should be in an easily killable range with either skill once their health bar is into the 'Lvl' text. If you are using your 55 armor, then all can be killed simultaneously.

When a mob dies, it will be replaced by another one from a spawn point behind the gates the first three mobs came from. You have a lot of time to run around the Dreadspawn Maw to lose aggro from the other two mobs, but do try to avoid aggro'ing the new one.

Part 2 - The Brute Mobs
Stygian Brutes are hammer warriors. While facing them, you can switch to your high-health armor if you wish, but you're still probably dead if they actually hit you. Use the same techniques as on the Stygian Hungers, except only cast Desecrate Enchantments when you have energy to burn, as it is considerably less cost-effective for damaging the Brutes.



Part 3 - The Fiend Mobs
Stygian Fiends are rangers with Crippling Shot, Choking Gas, and other fun skills to mutilate necromancers with. Once again, you really don't want to get hit by these. Unfortunately, if they even shoot at you and miss, Demonic Miasma will make it hurt. Use the high-health armor when dealing with these, as you're likely to at least be *missed* by a barrage or two of arrows.

Once again, hit and run. If possible, run up the nearby hill while running away to minimize any height-advantage and additional range the Fiends may get. See the highlighted path in the map:



Part 4 - The Golem Mobs
Stygian Golems are Dervish beasts which use Harrier's Haste to catch up with you. It's almost impossible to reliably lose them with just running skills. The trick here is to circle around the mob and plant Muddy Terrain *behind* the mob, to the NE of the Adept of Whispers (center point on the map to the right). Then head back down below and do the following:


 * Cast Suffering
 * Run away (use a running skill just before leaving Muddy Terrain's area of effect).
 * Wait for mob to resettle.
 * Cast Feast of Corruption.
 * Run away and wait for mob to resettle.
 * Cast Suffering
 * Run away until you lose aggro, then head back and drop another Muddy Terrain spirit at the spot on the map.
 * Rinse, repeat.

It works best if you trigger your running skill just prior to leaving the area under the effect of Muddy Terrain. This makes you go fast while the Golems are still stuck trudging along. If the spirit is correctly placed, they'll give up before getting out of its range.

Part 5 - The Horror Mobs
Stygian Horrors are warriors which, similar to the Stygian Golems, use Bull's Charge to speed them on their way to killing you. Use the same technique with Muddy Terrain to kill these as used for Stygian Golems.



Part 6 - The Mixed Mobs
The last mob of each of the three sets has all of the Stygian Demons in it. You'll need to use the high-health armor to deal with the Fiends and use the Muddy Terrain technique (See the map images for placement for Eastern and Western mobs). Unfortunately, that means you're unlikely to kill them all simultaneously. Once the Stygian Hungers are the only ones left, switch back to your 55 armor for the final kills.

Part 7 - How do I get my drops?!?!
Once you've killed all the mobs, the area around the Adept will be safe. However, it's easy enough to pick up valuable drops long before that point, either directly after killing one set or not.

If you've just killed a set, then run away *without* using a running skill. Go around the Dreadspawn Maw with the remaining two mobs trailing behind you. Just as you cross the halfway-around point, hit your running skills and head for your most valuable drops. If done correctly, you can pick up one or two items, then run away without being hit and be able to continue the farm if desired.

This will most likely not work if a mob of Fiends, Golems, or Horrors is present - only make hoover runs with Brutes and Hungers around. Look at the table showing the order of the mobs in Breaching the Stygian Veil to figure out your best kill order to get drops.

If you haven't just killed a set, just aggro them with Suffering and run around the Maw as described above.

Variants
A N/A using Deadly Paradox Shadow of Haste Dark Escape and Dash and 12 Shadow Arts instead of the ranger skills and Wilderness Survival. The strategy is very much the same except for the running away part. For that you activate Deadly Paradox then Shadow of Haste, run in, cast your spell(s), then use Dash to cancel out Shadow of Haste. This will teleport you back to the place where you used Shadow of Haste and you can proceed to run using Dark Escape if needed. For a more indepth guide to this version see here.

Counters

 * Everything in this area hits hard. Getting hit once is likely to produce a Necromancer-shaped corpse.  Try to avoid getting hit.

Build:Team - 55/SS
A modern 55/SS pair for farming. The build is based on an Invincible Monk tank and a modified N/Me SS Nuker.

Build Concept
While there are different tactics for different situations (explained below, in the tactics section), the general outline of how this team works is very similar to most other 55/SS teams:
 * The 55 monk attracts all aggro of the enemies. This includes the important step of taking melee attackers to spell casters and/or ranged attacker whenever possible to allow Spiteful Spirit to kill as many foes simultaneously as possible. Solid lining up of ranged attackers and then solid piling of melee attackers on them are the keys to making this team build effective and successful.
 * The SS necromancer's job is to carefully administer Spiteful Spirit on foes so that as many foes as possible drop at the same time. If the 55 monk does a solid job piling up foes, then Spiteful Spirit placed on two of them can take out the entire group in a matter of seconds.
 * The 55 monk's primary responsibility is to survive. He/she must be accustomed to playing the role of an invincible monk.
 * The SS necromancer is in charge of killing, and must utilize his skills in the way that takes out the most dangerous foes first.
 * In case of aggro breaks the 55 monk needs to cast protective and healing spells on the SS necromancer who then needs to gather the enemies together again.

The Invincible Monk (55)
Usage:
 * Cast Blessed Aura, Mending and Balthazar's Spirit at the beginning. Note that you will have low energy regeneration. Use Blessed Signet to recharge.
 * In situations where there are no enemy mesmers or elementalists, use Protective Spirit and engage. With four pips of health regeneration from Mending you should not need Healing Breeze until you round all foes and they are all hitting you at the same time.
 * The Energy from Balthazar's Spirit should be more than enough for all situations, but use Blessed Signet to fill when it has recharged.
 * Use Spell Breaker to deflect enchantment removal, or prevent initial spells while you approach. When you see a Dying Nightmare pop up in your mini radar, use Spell Breaker immediately to avoid Rend Enchantments. If your enchantments are removed, cast Protective Spirit as fast as you can to avoid death.
 * If the necromancer is attacked, cast Protective Spirit and Healing Breeze on him, so that he will survive when pulling the attackers to you.

Equipment:
 * A sword or axe with an Of Enchanting upgrade. A Totem Axe or Rajazan's Fervor is ideal.
 * The Cities of Ascalon quest reward -50hp Cesta.
 * Ascetic's Armor, with 5 monk superior runes.

Variations:

If you are sure that the SS necro will stay out of harm's way and not die (not likely in a PUG), you can replace Rebirth with one of the following:
 * Bonetti's Defense and use it when encountering large mobs or before using Healing Breeze to help interruption. (Note that it will end upon successful casting.)
 * Essence Bond for better energy management.

Spiteful Spirit Necromancer (SS/SV)

 * Good choices for the Optional skill slots are Blood Ritual, Awaken the Blood, Leech Signet and Desecrate Enchantments/Defile Enchantments. Your monk will love you for the extra energy from Blood Ritual, the extra four damage from Awaken the Blood will add up quick, Leech Signet can be the difference between life and death if your monk misses Spell Breaker on a Dying Nightmare spawn, and Desecrate/Defile Enchantments are great for that last bit of damage needed to kill a group of Smite Crawlers, Coldfire Nights, or Terrorweb Dryders.
 * Insidious Parasite is also useful, only use it to speed up the killing of one foe, and to kill escaping graspings/smites on your own (doing this with smites is pretty dangerous and needs practice. Don't make the monk come to you. You can kill it on your own, if you are in danger however (below 50% health) run to the monk to get breeze and PS.
 * If you use Blood Magic skills move points from Soul Reaping to Blood Magic and take a Blood Magic rune, preferably a superior one.
 * If you do not have access to the Sunspear Rebirth Signet, you can substitute a normal Resurrection Signet instead.
 * A high Soul Reaping is not really needed, it only gives you (near) full energy after the mob is killed. So you can remove ALL points in Soul Reaping (you can keep the minor rune) and use the attribute points to raise your Illusion Magic to 12. This will give you a nine-seconds-lasting Sympathetic Visage or Ancestor's Visage. It will decrease the time that the tank doesn't have SV/AV on him. Now, this advantage might not look so great, but it can prevent the Smite Crawlers to gain energy. So that they won't use Smite Hex on your precious Spiteful Spirit. (This can save a lot of time.)

Usage:
 * Patience and good timing are the most important aspects of success. Give the 55 monk room to operate and round up and gather aggro. Following closely will only result in breaking up aggro and making fights longer. Never move into the aggro range of enemies before they are concentrating on the monk. Most enemy types will also change their target to you if you go closer than the maximum spell casting range.
 * Once the enemies are piled up into one nice pile, proceed to echo and apply Spiteful Spirit and its copy on different foes. Follow it up with Reckless Haste if you have it (which affects an area so you do not need to apply it to more than one foe in the same cluster before the duration wears off). Generally, Warriors and Assassins make the best targets as they attack fast and invoke stances while attacking which only serves to increase the damage SS deals.
 * Maintain Sympathetic Visage or Ancestor's Visage (but rarely/never at the same time) on the monk, especially against Grasping Darknesses (otherwise they will interrupt the tank) and Smite Crawlers (otherwise they will use Smite Hex to remove Spiteful Spirit)
 * Use other damage spells such as Desecrate Enchantments and Defile Enchantments to deal extra damage to speed up the killing. They might also be useful in situations where the enemies break aggro.
 * If you are attacked, pull the attackers to the monk, who should cast Protective Spirit and Healing Breeze on you, so that all enemies will be damaged by the SS. If you act quickly, the enemies will die to the initial SS spells and you won't need to recast it.
 * Bladed Aatxes are pretty easy to kill. Just make sure that any Dying Nightmares are killed as fast as possible, before the Spell Breaker of the 55-monk runs out.
 * With the Grasping Darknesses, make sure that the tank has Sympathetic Visage or Ancestor's Visage on him when possible to prevent the Graspings from interrupting the monk.
 * When fighting Smite Crawlers you need to be more careful and wait for the monk to finish the pull and let the Smites gather around him to prevent aggro change. Cast SV on the monk, wait 9 seconds to let SV lower the energy of the Smites, then cast in the following order: AV on the monk, Arcane Echo, Spiteful Spirit on target 1, Spiteful Spirit on target 2, SV on the monk again, and move away from aggro range if the mob has 4 or 5 smites (they'll come after you). If its a group of 4, cast Insidious Parasite (if you have it) then a cover hex like Reckless Haste or even SS. If it is a group of 5 smites, place two SS's (explained above) then run away until the smites lose aggro. When they are back at the monk, just restart the process.
 * Coldfire Nights are easy to kill if the monk is able to keep them together and you stay out of their aggro when not casting SS on them.

Equipment:
 * A 20/20 weapon set, Ideally, Villnar's Glove and the Wayward Wand of Curses from the Adept of Bone. A curses Wailing Wand is also very useful, it can be obtained from Telamon or Gertrud. This significantly reduces the average recharge time of Spiteful Spirit.
 * High rated Scar or Cabalist's Armor with Runes of Attunement.
 * The Stonereaper also works relatively well with this character.

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== Build:W/Rt UW solo ==

A Vengeful Farmer is a Warrior that employs the elite Vengeful Was Khanhei (VWK). When a foe attacks you through melee or ranged attacks, they lose health for each attack and you gain that lost health. Using dolyak signet a warrior can alternate between these for farming Smite Crawlers in the underworld.

Equipment

 * Armor: Warrior Gladiator's Armor is best, although not vital.
 * Weapons: A +5 energy sword/axe/spear with a +30hp or +7 armor mod. A shield with +30hp always and damage -5 (chance: 20%). Also shields with stance bonuses are advisable for the running portion and you could replace the +5 energy weapon for a weapon with "let the memory live again" to reduce the recharge time of Vengeful Was Khanhei.

Usage
Carefully approach, and take the quest from the Lost Soul who should be in front of you.

If you accidentally aggro a Bladed Aatxe, hit Sprint and run straight to the cliff wall behind you, this should break any aggro. If you attract a Dying Nightmare, use Vengeful Weapon until you kill it.

Once the quest was taken, you should have noticed some monsters appear on your mini-map. They are Grasping Darknesses, so we need to lure and kill them to escape from the chamber.

So aggro the closest group, usually of about 4 Grasping’s. This will normally also aggro the Bladed Aatxe, so we hit sprint, and run straight to the back wall. Only the Graspings should follow. (You could also use a longbow for luring the Graspings, that way you can save 5 energy from not having to use Sprint.)

Once lured, use Dolyak Signet, attack them with your sword (or axe) until Bonetti’s is charged, once charged use Bonetti’s, then Vengeful was Khanhei.

Repeat until they are dead. The main problem with Grasping's are their interrupts and energy drain, both of which can be tackled with Bonetti’s. Use it as a cover when casting VWK.

Once you have killed the 3 Groups of Graspings required for the quest, you can escape the chamber.

After escape you have to aim for smites, they are the creatures that you can kill that will drop ecto. Once you reach the Smites, do NOT attack the Smites, just lure them and let them attack you while you spam all the skills. When looking for Smites, be sure to watch out for Coldfire Nights, if you do aggro them, just sprint away. If you are hit by their Shard Storm or Frozen Burst spell, try to run and not to be in the middle of their Maelstorm.

For a better sight go to http://www.youtube.com/watch?v=pO4nVP_ZHvc

Counters
Aatxes.

The standard set-up of this build cannot handle Coldfire Nights. However, Resilient Weapon can replace Sprint if you intend to farm them. Even with Resilient Weapon, they are very difficult to kill. Otherwise they should be avoided because once aggroed their spell Shard Storm will make it very hard to escape them, but its still possible if you evade their attacks and run to the beginning of smites.

Variants
Quick Note/Tip, replace both Healing Signet and "Watch Yourself!" with the health buffs shown and use one of them when heath gets low right before using VWS as it recharges. (Health will be about 130hp after using Bonetti's Defense then use Stamina or Endure, then dolyak, then VWS. VWS will bring hp to maximum, enabling you to repeat.
 * Resilient Weapon can replace Sprint if you intend to farm other areas of the underworld.
 * "To the Limit!" can replace "Watch Yourself!" when you want some faster Adrenaline reload.
 * Soothing Memories or Mend Body and Soul Can replace Healing Signet so you don't have the -40 Armor.
 * Signet of Stamina can replace Healing Signet for running to smites and tanking them.
 * Endure Pain can replace watch yourself,or healing signet.
 * "To the Limit!" can also replace enraging charge if you don't have nightfall.

Build:W/any Fissure Spider Farmer
This article portraits a build designed to solo-farm the Fissure Shore and the Spider Cave areas in the Fissure of Woe as a primary Warrior. Note that there is not one single way to do it right, but multiple approaches, so this article will show different options, as well as one working example.

General
Many monsters in the area you will farm have very strong anti- spell caster skills. Do not bring any spells! (including hexes and enchantments)

Defense
The first thing to consider when setting up a build for such a dangerous area as the Fissure is obviously how to survive. Fortunately, the Warrior-class offers high armor, as well as skills to increase it even further. Possible options are "Watch Yourself!" and Dolyak Signet. With those two skills together, and high enough attributes in Tactics and Strength, you can constantly boost your armor level by 60 points. Adding the right equipment (see below) will render you nearly invulnerable to a large number of foes. Although this is no requirement for this build to function, it is beneficial to set your secondary profession to Mesmer, because with Physical Resistance you will have an even stronger defensive skill at your disposal.

Any combination of two of those skills will allow you to survive just fine. Although for starters you may want to bring all three.

Offense
Both swords and axes work, but better refrain from using a hammer, since the loss of a shield will really hurt. Skills that cause conditions, especially Deep Wounds, can be very effective, but also counterproductive (see enemy notes below), depending on usage. It is usually best just to bring some straight forward attack skills. Options that come into mind are:

Axe Skills
 * Cleave *Elite*
 * Cyclone Axe
 * Executioner's Strike
 * Penetrating Blow

Sword Skills Strength Skill
 * Hundred Blades *Elite*
 * Final Thrust
 * Galrath Slash
 * Power Attack

Tactics Skill
 * Thrill of Victory

Factions Only
 * Triple Chop *Elite*
 * Dragon Slash *Elite*
 * Standing Slash
 * Silverwing Slash
 * Quivering Blade *Elite*

Pick three or four skills of your liking, but consider adrenaline and energy costs (don't bring only skills that need adrenaline, since you will need it for "Watch Yourself!" also. Likewise, don't bring too many energy consuming skills when using Physical Resistance). Cyclone Axe and Hundred Blades are very useful to build up adrenaline. For the same reason, consider bringing Flurry, Flail or Auspicious Parry (but only if you don't use Physical Resistance, since you can only have one stance active).

Healing
Despite your high armor, you will still be taking damage from spells, conditions and the occasional lucky hit, so you need to be able to heal yourself. The only real option you have for this is the Healing Signet, unless you have access to Nightfall then Lion's Comfort is better.

Utility
The shore and the spider cave are quite close to the starting point, but unfortunately there are some very strong groups of Shadow Army creatures in between. You cannot kill those with this build. To get to the shore, you will need a skill that increases your movement speed. If you have Nightfall, Enraging Charge is the best option for this, as it can be used to give you an adrenaline head-start. Other than that, use Sprint.

Attributes
Your attributes depend, of course, on the skills you chose to bring. Normally you will want a very high Tactics, so Healing Signet and "Watch Yourself!" (if you decide to use it) are as effective as possible. Likewise, if using Dolyak Signet you should try to raise your Strength to 15. With that, the signet can be kept up constantly. Also, the armor penetration granted by Strength helps a lot. Of course, your weapon attribute should be at least 12.

Example
You may wish to start off with only minor runes until you get some experience, then build up to using 1, or more superior runes. Consider using minor runes for running then switch to superior (weapon) and tactics when fighting. This will allow you to use Healing Signet less and attack more. Because there is a steady flow of damage, high health is not required.

Armor
All sorts of armor work. Depending on your need for energy, Gladiator's Armor can be advantageous. Otherwise, Knight's Armor would be optimal, because of the additional damage reduction. Use a helmet that complements your choice of skills and attributes. Knight's Armor is advisable if you decide to go with only Physical Resistance and "Watch Yourself!" as armor skills

Runes
Depending on your need of attribute points, and if you're willing to take the risk, consider using superior runes for both Strength and Tactics. A minor rune for your weapon attribute should suffice. You should use at least major runes of Vigor and especially Absorption.

Weaponry
As mentioned above, both axes and swords are feasible. A weapon with a damage bonus while using a stance is best for this build, since you don't use enchantments and it is likely that your health will drop below 50% often. This is best, of course, if you use Physical Resistance. The weapon should have a suffix "of Defense" or better "of Shelter", with an as high armor bonus as you can get. As tempting as it may be, do not use an upgrade "of Fortitude". You will be taking huge numbers of hits, and as such every single point of damage you don't take due to higher armor will add up to impressive amounts of health you don't have to heal on the long term. If you feel like you are not taking too much damage, an upgrade with +1 Axe Mastery/Swordsmanship is advisable. For the prefix do not use an upgrade that converts your weapon damage to elemental damage (most monsters you encounter have increased armor vs. elemental damage). A Zealous upgrade can help with energy management. A Sundering is also advisable though you will need to be careful with energy

Likewise, your shield should offer a damage reduction of -2 while in a stance. Optimal would be an additional armor bonus vs. piercing damage, other than that, a health bonus (while in a stance) is always helpful.

Important: Do not forget to bring either a Longbow, Storm Bow or Flatbow for luring. The stats of this weapon don't matter at all, all you need is the long range.

Example

 * Gladiator's Helmet of Major Vigor
 * Gladiator's Hauberk of Superior Absorption
 * Gladiator's Gauntlets of Minor Axe Mastery
 * Gladiator's Leggings of Major Tactics
 * Gladiator's Boots of Minor Strength


 * Either Battle Axe from the collectors Nord Stonegrimm, Sir Pohl Sanbert, or Pietro, upgraded with a Zealous Axe Haft and an Axe Grip of Shelter +7.
 * The Crimson Carapace Shield from Lord Dorn Lendrigen.

Fighting
A typical encounter will start by you using either Physical Resistance or Dolyak Signet. Due to its slowdown effect you may want to wait to use the Signet until you are in melee range of your opponent. Physical Resistance can be used right away, so that it also covers ranged attacks while you are approaching. Once you have closed in on your enemy, use Flurry, Cyclone Axe, Triple Chop or Hundred Blades to build up adrenaline and activate "Watch Yourself!". Now just cycle through your attack skills, reapply the defense skills when they run out and heal whenever necessary. Only use Healing Signet if both your defensive skills are active!

Take heed of the enemy notes below.

Getting There
From the starting point in the Fissure head south, hugging the wall to your right. A group of several Shadow creatures will be in your way. With luck, you can slip past them without aggroing them. If not just keep running till you are right in the middle of them, then use Sprint. Continue up the ledge roughly to the southeast. A group of Shadow Warriors and Shadow Monks will approach from the front. If you didn't aggro the first group or have already broken aggro, you can wait in a small recess in the wall to the southwest until the second group has come to a halt on the ledge above the path. You can use this pause to heal, if necessary. If there is still something chasing you, just sprint on.

As you pass the second group, a hidden Shadow Beast will pop from the ground. This will also aggro the second group, even if you already cleared it. If you didn't take a break earlier, after clearing the first group, Sprint will run out about now and you will have several mobs following you. Do not panic, just keep running straight to the west until Sprint is recharged. Now you should be far enough so that just activating Sprint will instantly break aggro with anything that is still behind you and the mobs will return to their initial position.

You should be in a relatively wide, open area now, with a small mountain south of you. Further from the south, beyond this mountain, three groups of shadow creatures will approach from a pass in the mountainside. Wait behind the mountain for them to clear the pass, but do not wait too long, as one of those groups will circle around the mountain and come at you from the east. The other two groups should disappear roughly to the northwest.

As soon as the way is open, use Sprint to run down the passage in the mountainside, which will lead you to the shore.

First Contact
On the pass down to the beach, a group of three Snarling Driftwoods will approach from the front. Run towards them as quickly as possible, but beware of the Doubter's Dryder and even more so of the Ancient Skales behind them. You should dispatch the Driftwoods quickly and move on to the Dryder, because soon two of the Shadow patrols that you passed on your way here will come back. There is a safe spot between where the Shadows stop and the area where the Scales are. You should be about on it when you are fighting the Dryder, but watch your radar!

After clearing the pass, wait for another patrol of Driftwoods to approach from the beach. Unfortunately it will stop right in the middle of the Skale's area. This is why you brought a bow. Lure them up to your position and always be careful to stay well away from the Skales.

A Day at the Beach
Now you should take your time to take a look at the beach, as far as you can see it from there. You will see multiple groups of Skales, one more group of Driftwoods and a few lonely Dryders. You should plot your course across the beach so that you aggro as few Skales as possible and also, if possible, so that you fight the Dryders one by one. It is often not possible to get past the first group of Skales, without aggroing them, so use Sprint to get past them and break their aggro quickly. After that you have two options: Keep close to the cliff to the north or go straight south to the waterline. Consider which one to use depending on the locations of the Skales (usually it is better to keep north). Wait for the Driftwoods to come to you, or lure them and if you want, also take out the Dryders.

Continue to the east, again using sprint to get past the Skales, if necessary. You will find yourself in an relatively wide area (to the south you'll see Admiral Saidon the Eternal, usually surrounded by Skales). Kill any Dryders in this area, because you may need a little space to maneuver later. To the east, behind some rocks, is the entrance of the Spider Cave, behind a waterfall and guarded by more Dryders.

Itzy Bitzy Spiders
Lure the first two Dryders away from the cave entrance with your bow, and fight them so that your aggro bubble does not touch their initial position. After you have dispatched them, get a few steps closer to the third Dryder and watch your radar for red dots appearing. Immediately retreat to the wider area to the west (which you have cleared before). Now several groups of three Armored Cave Spiders each will come out of their hiding, one after another, and exit the cave. Wait for them to spread out a little, then engage. Due to the large number of opponents, this is going to be a quite long fight, but you can always break away to the west, using Sprint. During this fight take special care not to aggro any Skales, which may be nearby to the east.

Once this fight in done, the easy part starts. Just enter the cave and kill any Dryders and Spiders you will find. You will not encounter any other creatures in the cave, so you can advance relatively easily. But beware of Shadow Beasts, which may be hidden close to the other end of the cave. If you happen to aggro them when approaching the last Dryder, just sprint back into the cave and wait till the Spiders have taken care of the Shadows.

Now you should have killed 51 Armored Cave Spiders, 12 Snarling Driftwoods and up to 15 Doubter's Dryders, which is about all you can hope to achieve with this build. Of course, you can try to continue further to use any Obsidian Keys you may have found or brought. However, there usually is at least one chest in the area you cleared.

Shadow Creatures
As described above, there is a multitude of Shadow creatures, which you have to pass on your way to the beach. Most dangerous are the Shadow Elementals close to the starting point, as this build is not designed to withstand huge amounts of elemental damage. Also beware Empathy and Spiteful Spirit from Shadow Mesmers and Shadow Beasts. All types of shadow creatures are hostile to all other inhabitants of the Fissure and will engage them on sight. This may especially happen at the pass down towards the beach, where a Shadow patrol may steal your kills of some Snarling Driftwoods.

Note that you can use the Shadow beast popping up for your own good. Make it cast Spiteful Spirit and Mark of Pain on you, or just Mark of Pain, for that's what you are going to use. Immediately after it has cast Mark of Pain on you, use sprint and run into the Snarling Driftwoods, breaking its aggro. Now the only thing you need to do is to stand there and use your defensive skills, because they are enemies of the shadow army as well as yourself and will take huge amounts of damage due to beating on you. You will take no damage from it as it only damages adjacent allies of targeted foe.

Snarling Driftwood
These warriors are just pathetic. Once you have your defenses up, they will not be able to damage you at all. There is, however, one possible danger: If you are engaged in a fight with Driftwoods and want to break away, because you happened to aggro some Ancient Skales, for example, you will probably be crippled and you will find that Protector's Strike is very well capable of penetrating even your high armor level.

Note that you can use the Shadow beast popping up for your own good. Make it cast Spiteful Spirit and Mark of Pain on you, or just Mark of Pain, for that's what you are going to use. Immediately after it has cast Mark of Pain on you, use sprint and run into the snarling driftwoods, breaking its aggro. Now the only thing you need to do is to stand there and use your defensive skills, because they are enemies of the shadow army as well as yourself and will take huge amounts of damage due to beating on you. You will take no damage from it as it only damages adjacent allies of targeted foe.

Doubter's Dryder
As you are no spell caster, the only way for these Dryders to damage you is Wastrel's Worry. Which they will spam. Of course you can easily counter it by spamming skills yourself. Just do not use your attacks as soon as they are recharged, but wait for the Dryder to cast Wastrel's Worry. You will not need your defensive skills in a fight with a Doubter's Dryder, but they can of course be used to end Wastrel's, too. Keep in mind that every Dryder in the cave will spawn six Armored Cave Spiders.

Ancient Skale
Immediately after aggroing them, they will hit you with Life Transfer and Life Siphon for -10 health degeneraton. Once damaged, they will use Grenth's Balance. You will have a very hard time to outperform this with both healing and damage. This is why you should flee them. If you find it hard to get past them, consider boosting your health by swapping armor parts with major or superior runes for parts with minor runes only (don't forget to swap back after you clear the Skales) or using a shield with additional health while hexed. Also, skills like Endure Pain can be helpful.

Armored Cave Spider
They always come in groups of three, although at the cave entrance it will be next to impossible (but also irrelevant) to spot which ones belong together. Once you have your defenses up, their attacks should deal next to no damage. You will still be poisoned, though, and will have to heal yourself frequently. The spiders have the nasty habit of healing each other with Healing Springs. One possibility to overcome this is to wait outside the aggro radius for the spiders to spread out far enough so that they are out of each other's healing radius. However, this time consuming tactic often is unnecessary, as the spiders will stop using Healing Spring as soon you are stand immediately adjacent to them (Note: You know you are within range if your non-AoE melee attack can hit them. Being able to hit them with AoE weapon skills such as Cyclone Axe or Hundred Blades is not necessarily close enough). So when engaging a group of Spiders, position yourself so that you are standing right in the middle of them.

Note that if you use conditions on them, you grant them a relatively potent self-heal (Melandru's Resilience), and they will try to use Healing Spring even if you are in melee range.

Alternatives

 * A W/Rt can use Resilient Weapon for negating the poison and some extra armor.

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Build:W/Me UW Solo
This build uses dual visages, physical resistance, and warrior adrenaline attacks to farm the Smite Crawlers in the Underworld.

Equipment

 * Full Knight's Armor
 * Axe Helm of Superior Axe Mastery (for fighting)
 * Strength Helm of Superior Strength (for running)
 * Elemental Axe of Enchanting (for Grasping Darknesses)
 * Zealous Axe of Enchanting (for Smites)

Usage

 * Take Clearing the Chamber immediately and lure one group of Graspings. Make sure you have a visage up when luring them. Sprint to the middle of the chamber to lose the Bladed Aatxes. Kill the Graspings one at a time with your attacks. Lure another group and repeat.
 * Once you have completed the quest, run along the right side of the room and through the open gate.
 * Stop as soon as you have broken aggro in order to heal and/or recharge. Continue running along the path until you reach the Smites.
 * Now kill the Smites the same way you did the Graspings. You have to give them a couple seconds of hitting you before attacking so they can't put up Shield of Judgment.

Counters

 * Bladed Aatxes
 * Coldfire Nights

Variants

 * Remove the axe attacks for Sever Artery, Gash, and Dragon Slash.
 * Exchange Cleave with Triple Chop for some AoE damage.
 * Exchange Cleave and Dismember for Eviscerate and Executioner's Strike for greater overall DPS (before the Deep Wound is considered) at the cost of slightly more energy. (DPS is increased because using adrenaline skills lowers your adrenaline by one strike; while this is gained back if you hit, that hit will not result in a net gain of adrenaline, meaning that higher cost adrenaline skills will actually increase your DPS.)
 * Exchange Healing Signet with another attack skill such as Penetrating Chop or Furious Axe.
 * Change Penetrating Blow to Bonetti's Defense for better energy management (Recommended).

Template
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Build:E/Mo 330 Ele
This build is used to farm the jade right outside the Ring of Fire Mission. Its sole purpose it to rapidly zone farm the Jade in hope of a rare perfect Mursaat Hammer or Mursaat Hornbow. Runs are consistent and take four minutes.

Equipment

 * Any armor will do, however you will need to bring your health down to 330 and it must be Infused. The exact number is not required, but must be over 250. Wearing a Superior Rune in both Earth Magic and Energy Storage is the best way reach 330 health.
 * A +20% Enchantment staff is recommended.

Usage



 * Enter the mission and cast Balthazar's Spirit.
 * Wait for the Mursaat casters to agrro the Dwarf NPC and run off.
 * Once gone, run up to the Dwarf Corpses. You can find them by using the Alt and Ctrl buttons.
 * Use Protective Spirit and Stoneflesh Aura, then Aggro the 2 mobs of Jade.
 * Quickly run up the hill to the third Jade mob.
 * There will be a Jade Bow at the top, once you are in front of him, you will be safe from both sides.
 * As long as you are quick to run into the safe zone, the Mursaat won't bother you.
 * Use Protective Spirit and Stoneflesh Aura again, drop Ward of Stability and use Sliver Armor.
 * Heal with Zealous Benediction as needed.
 * If you are low on health and Protective Spirit is flashing, use Protective Spirit first.
 * Always have Stoneflesh Aura after Protective Spirit, as Stoneflesh Aura will absorb the 33 damage given by Protective Spirit.
 * Use Teinai's Crystals and Crystal Wave energy permitting.
 * If damaged monsters flee, wand them, and they will return.
 * Renew your skill cycle as needed.

Counters

 * Knockdowns without Ward of Stability and Interrupts will stop you. You cannot farm the Mursaat themselves, as the Mesmers will interrupt you and the Necromancers will throw hefty health degen on you. Avoiding them is easy, just follow the steps in the Usage Section.

Variants

 * Farming other areas is not hard, just bring the core skills Protective Spirit, Stoneflesh Aura and Balthazar's Spirit, you can tank most mobs. Optional skills will vary on the mob.


 * One recommended place for farming is the Tusked Howlers outside Yohlon Haven. They tend to work pretty efficently.


 * Another place this works is outside the Dajkah Inlet. The mesmer boss outside (Eshim Mindclouder) is farmable with some effort. The degen he and his group has makes healing and watching Protective Spirit and Stoneflesh Aura absolutely vital. When farming The Mindclouder I recommend taking the skill Aftershock in place of Teinai's Crystals for better energy management and effiecent damage dealing.

List of Farmable Areas

 * Jade outside of the Ring of Fire mission.

Build:R/Me Underworld Speed Trap Solo
This build is designed to farm the Underworld as a solo ranger trapper. The build uses the skill recharge bonus and energy given by the Nature Rituals and Serpent's Quickness to spam as many Dust Traps as much as possible.

Equipment
arcane echo cannot copy dust traps
 * Full Druid's Armor or equivalent in function
 * Two Runes of Attunement
 * The best Rune of Vigor you can afford (but at least a major)
 * Any staff with 15 or 20 energy bonus with + 7 armor against physical damage
 * For extra protection when pulling you could take a replacement armor piece for one of those with a superior rune in it and a staff with +60hp. This will allow you to survive two hits from a Bladed Aatxe.

Usage
This build is for experienced trappers who want more challenge and get all the loot for themselves. It is hard at first but with practice, becomes pretty easy to handle. The idea of the build is to keep the mobs on the Dust Traps for their full activation time. This is difficult as AoE damage causes the enemy mobs to flee.
 * First, choose your trapping spot near an angle or any small confined space (e.g. in the Chamber, just under the stairs, close to the walls). You will want the mobs to be blocked by the walls when they try to flee the AoE damages. Once you've got the trapping spot, put down Energizing Wind and Quickening Zephyr just around the corner/angle, not too close to the wall (about the distance of activation of a trap).
 * Start Arcane Echo and during its activation use Serpent's Quickness so that you have the stance before the casting of Arcane Echo finishes. Then use Echo, Dust Trap, Echo (copied with Arcane Echo), Dust Trap (copied with Echo), and Dust Trap (copied with Echo copied with Arcane Echo).
 * Walk backwards a couple of steps, keeping clear from the wall(always about the distance of activation of a trap) and put down Barbed Trap. As soon as the Dust Traps have recharged, lay them down and keep SQ up (usually wears off at the end of the 5th Dust Trap, so recast) and spam Barbed Trap when possible.
 * After the 7th Dust Trap, the spirits will end. Wait a couple of seconds for EW to recharge, put down EW and renew SQ. Then use Echo, Dust Trap, and the echoed Dust Trap. Keep the Barbed Trap that has recharged unused for your own safety.
 * Now you can go pull the mobs. Hit Whirling Defense during aggro and run towards the spirit and stay put behind it. Usually Aaxtes will focus on it instead of you. Meanwhile they will take all the damage waves from the 9 Dust Traps as they try to flee through the walls.
 * The usage of the build can be summed up with the following sequences (skills numbered from 1 to 8 from left to right):
 * Laying down the spirits, the 3 Dust Traps and 1 Barbed Trap: 1, 2, 7, 4 + 3, 5, 6, 4, 5, 4 (3 is to be cast during activation time of 4)
 * Laying down 4 other Dust Traps and 2 Barbed Traps: 7, 6, 5, 4 + 3, 7, 6 (with good timing you can renew SQ when 4 starts)
 * Laying down a spirit and 2 Dust Traps and Barbed before pulling: 1 + 3, 7, 5, 6, 5

Counters

 * The main flaw of the build is lack of self healing. Surviving in emergency situations and during pulling is possible with Whirling Defense, Barbed Trap, and clever movement.
 * Whirling Defense will prevent most of the hits from foes. However Aatxes hit hard, so don't try to pull them from too far away or you'll have a greater risk to get hit and the traps set might start to go off on their own.
 * When the enemy mob survives the initial traps, run away, put down Barbed Trap, lure the surviving enemies into it, and run far away from them. They should lose aggro.
 * When Smites or Coldfire Nights survive, just run away from them until they break aggro.
 * Coldfire Nights are the hardest mob to kill with this build. Avoiding them is the best tactic. If you can't, lay down your spirits far behind the trapping spot, and trap in multiple spots. 3 Dust Traps, step back a bit, Barbed Trap, step back, Dust Traps, etc... This is to ensure that when the Coldfires run after you they will activate all the traps on the way. To keep them in the traps, you can hit Whirling Defense and come into aggro distance so that the survivors focus on you and stay in the traps.

Variants

 * You could replace Serpent's Quickness with Trapper's Speed. However, it seems that the benefit of SQ is much better as it can also be maintained during the whole trapping process.
 * Replacing Whirling Defense with Flame Trap allows for quicker takedowns, and results in health degeneration on the Aatxes. The only drawback is its harder to pull, so use this variant at your own risk.

Templates
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Build:R/Mo Basic Ranger Runner
This is a basic ranger running build, capable of completing all runs from Ascalon to the Crystal Desert, some of the Southern Shiverpeaks runs, most runs in Cantha, and even with a variant for the Droknar's Forge run. The build is also suited for mapping if you are going for the Grand Master Cartographer title.

Armor
Note #1: It is possible to mix Druid's Armor for energy with Sentry's Armor for higher armor. Note that the armor bonus is location specific.
 * Full Druid's Armor set for maximum energy.
 * Full Sentry's Armor for extra armor (+10 AL in stance).

Note #2: If you use Sentry's Armor only, it is advised to polish up your energy pool with weapons as explained below.

Runes

 * Rune of Vigor

Weapons

 * Any one-handed weapon that increases health, energy and/or lengthens enchantments:
 * 1) Sword with +5 Energy and +30 hp or +20% Longer Enchantments
 * 2) Rajazan's Fervor
 * 3) Totem Axe

Note: Of course, you are free to use the collectors' shield versions instead of the Green ones.
 * Any shield with either stance and/or health modifications:
 * 1) Emboldened Carapace Shield from Hagnon Warblade [Health +60 (while hexed), Received damage -3 (while hexed)] - for hex passages of specific runs.
 * 2) Grognar's Defender - the Runner's Best Stance Shield Choice.


 * Fires in the East staff with a +5 energy Staff Head (+18 energy), and either a health or an enchantment lengthening mod.

General
The Running Sequence gives you a constant high speed boost and a high chance to evade missiles, and attacks. Holy Veil against hexes and the healing skills against conditions and degeneration help you survive.

Running Sequence
Note #1: Dodge and Zojun's Haste only evade missile attacks.
 * Use Dodge, Zojun's Haste and Escape for a constant speed boost.
 * Only Dodge and Zojun's Haste boost your speed to 33%, whereas Escape only provides you with 25%.
 * Use Escape to avoid mass damage as it provides a 75% chance to avoid attacks. It also protects from knockdown from melee attackers.

Note #2: Avoid knockdown if possible.

Healing

 * Cast Mending when entering a new area.
 * Use Restful Breeze before engaging large damage dealing mobs. Remember to activate run skills first.
 * Use Heal Area when taking large amounts of damage and when you are in need of instant healing. Be aware of your energy level.

Note: There are enemies which strip enchantments such as Stone Summit Heretics or Avicara Guile. You have to decide then which enchantment (Holy Veil or Mending) you want to use as cover, and which you do not want get stripped right away. Cast the cover enchantment that you want to get stripped last. Pay attention to Chilblains which mostly strips two enchantments.

General

 * Use Storm Chaser to regain energy when running through elemental damage dealing mobs.
 * Use Troll Unguent instead of Healing Breeze for lower energy cost. Remember to set points into Wilderness Survival.
 * Use Smite Hex instead of Holy Veil.
 * Use Smite Hex instead of Purge Conditions or Heal Area for a second hex remover.

Bold Forge Runner
The Bold Forge Runner variant can be used to solo-run Droknar Forge. It is highly reliable and you will notice that it is easier to run Lornar's Pass with, actually. Snake Dance and its Tundra Giants need a bit practice, though. Below are specific Ranger hints for this run:

Note #1: It is advised to use a weapon with 20% longer enchantments for the sake of Healing Breeze.

Note #2: Mend Ailment can replace Purge Conditions for countering two or more Barbed Traps. Crippled will always hit you last.

Worm Tunnel

 * Cast Mending, and Holy Veil (in this order). You don't want the Avicaras to strip Mending right away. Holy Veil represents a cover enchantment here (unlike later).
 * Use Healing Breeze before and during encountering dangerous situation, such as a run-through.
 * Use Zojun's Haste and Dodge to outrun the worm(s).
 * Use Escape when expecting mass damage from attacks, especially in melee by groups of Avicaras. It helps you survive grave danger situation by evading most attacks.

Worm Path

 * Use Healing Breeze after you got knocked-down by the worm(s) and when he is just outside your aggro bubble. This helps to avoid interruption again. Recast Mending on you between knockdowns, in case it got stripped through Chilblains. Without Mending in coordination with HB you might get into trouble regarding your health.
 * Use Escape for running through the groups of Grawls and when you get slowed down by hexes and take attack damage from melee.

Dreadnought's Drift
Note: When HB fades out, and after a Giant Stomp recast it as often as needed. Mending and HB should keep you alive without problems.
 * Cast Holy Veil, and Mending (in this order). This time Mending is the cover enchantment for Holy Veil due to the high risk of encountering Heretics.
 * Lose aggro and regenerate before encountering the Tundra Giants.
 * Use Healing Breeze and Escape before running through groups of Giants. Make use of a Stance Shield here.

Attention: When Stone Summit Heretic(s) and Ice Golem(s) get spawned and you cannot avoid them, immediately run back and rezone. Reasons: 1) Two different slow-down spells (Crippling Anguish & Deep Freeze), 2) covered with different hex-spells 3) accompanied by Gnashers & companions 4) with a Tundra Giant group to be passed at full health with Healing Breeze, and fully recharged Escape only. Smite Hex and Holy Veil will not make you survive this - no matter how high your running level is.

Snake Dance

 * Try to only aggro one group of Giants at a time.
 * Aggro them before running through to make them stomp before your run-through comes.
 * Use Healing Breeze as often as possible between stomps. The chances for an interrupt between two stomps are low.

SB Ranger Runner
The variant SB Ranger Runner is optimal for solo-running Copperhammer Mines -> Iron Mines of Moladune and vice versa as ranger. Spell Breaker lasts long enough to overcome the Mesmer spawns at the hardest parts of the run. The success rate with this build is very high.

Note: A weapon with 20% longer Enchantments is a must.


 * Activate Holy Veil as Mending coverage, and as additional hex remover when Spell Breaker wears out.
 * Follow the main ranger running principles listed above.

Note #1: It is known that bosses will still follow you, especially when running the route in a reversed way. This is the point where Holy Veil is of good use to get rid of the last hex-spell being a slow-downer if a Mesmer boss, or Golem boss got spawned.

Note #2: Mend Ailment can replace Purge Conditions for countering multiple traps. Downside is the longer casting time, and that you cannot clean up from all conditions at a time.

Elona Reach (Mission) Runner
Variant skills could be


 * Rebirth for Heal Area if you want to make sure no one dies. (Very Much recommened because Heal Area is 10 energy and almost never needed, and when you do use it you end up with low energy resulting in a death.

This Variant Elona Reach (Mission) Runner is a perfected build to solo run the mission easily. With the use of constant running and condition removals it is possible to complete this runnable mission within 10 minutes..

Attributes


 * Expertise = 12 + 3 + 1


 * Healing Prayers = 12

Equipment

Full Sentry armor is recommended for +10 AR(while in stance), Very useful for tanking out hex's and crippling conditions.

Weapon


 * A Axe/Sword of Fortitude
 * With +5 Energy
 * 30 hp

AND

or a Max Armor shield with equivalent stats.
 * Crimson Carapace Shield


 * -2 received damage (while in stance)
 * +45 Health (while in stance)

Runes
 * Major vigor / Superior Vigor
 * 3 attunement runes
 * Superior Expertise
 * Minor Expertise

Usage
Hug the right wall once you go under the bridge and run around to the Ghostly Hero
 * Minotaurs can be easily outran at the start of the mission. Head left at the start and follow straight down the hill until you come to a bridge, run under the bridge, maintaining a running stance at all times.

Note #1 Make sure your team does not follow you from the start because it is likely they will drag minotaurs to the cutscene, and killing the Ghostly Hero, which will result in the failure of the mission. Make sure you do not aggro any groups to the Ghostly Hero!!


 * Once you pass the first cutscene decide which way you will go first.. Either NW or E.

Note #2 Make sure to try and maintain running skills and mending at all times!

Note #3 Make sure before running into mobs to see if the mesmer boss is there, if so cast a pre Holy Veil and Healing Breeze then run in.

Note #4 If you need another 75hp then you can always drop the crystal and gain 75 hp from your wepons, running away then returning at full hp for the cystal, this is very helpful and saves you much of the time.


 * Make sure when you reach the vision crystal, look for mesmer boss (for pre Holy Veil, then cast Healing Breeze then run in, pick it up and try to avoid Enchanted Swords, if you become crippled from the Enchanted Swords, use Mending Touch,and run away. Try to maintain your hp above 100 and use Heal Area RARELY when needed (Use healing breeze instead to recover health. Run away from the Enchanted Swords and Elementalists (Arcanists, they spike you with large amounts of dmg) as quickly as possible. Try and use Dodge or Zojun's Haste when picking up the crystal because you run 33% faster instead of 25% faster.


 * Try not to aggro any groups that are avoidable, make sure not to aggro groups of enemies up to the Ghostly Hero when returning the crystal.This is rare that they will continue following after you get clearly by the alter/ghost. The ghostly hero must stay alive to suceed.

After some practice this run can be mastered.

Possible Routes
Listed below are all the possible high-level routes that this build and its variants can be run with:

Prophecies

 * 1) Beacon's Perch -> Camp Rankor -> Droknar's Forge
 * 2) Camp Rankor -> Deldrimor War Camp -> Granite Citadel -> Copperhammer Mines Using henchmen as cannon fodder is important on most parts of this trip.
 * 3) Copperhammer Mines -> Iron Mines of Moladune and reversed.
 * 4) Iron Mines of Moladune -> Marhan's Grotto -> Thunderhead Keep
 * 5) Elona Reach (Mission) + bonus

E/Rt UW Vengeful Farmer
The Underworld Vengeful Farmer build can be used to farm the Bladed Aatxe, Grasping Darknesses and Smite Crawlers. It mainly uses the Item Spell Vengeful Was Khanhei(VWK) to preserve health and damage all attacking opponents.

Equipment

 * Tempest Armor(armor + 10 while affected by an Enchantment Spell) with two Runes of Attunement and a Major/Superior Vigor Rune.
 * Galigord's Stone Staff or a Ritualistic Ghostly Staff as energy management is rather hard.
 * A Longbow.

Fighting Aatxes and Nightmares

 * When entering the Underworld, do not take Clear the Chamber from the Lost Soul straight away.
 * Go to a nearby group of Bladed Aatxe and aggro only the Aatxe that is patrolling. If the patrolling Aatxe is stuck in a mob of stationary Aatxes, lure them, and run to where the farthest NPC stands. By running this far you should break aggro of the stationary ones. Should a Dying Nightmare pop up during the proccess, hide behind that NPC. Now, the NPC in front of you will effectively body-block the following Aatxe, giving you enough time to kill the Nightmare and cast your enchantments.
 * Cast Earth Attunement, Kinetic Armor, Glyph of Lesser Energy, Armor of Earth and Stoneflesh Aura in this order.
 * Use Glyph of Concentration before the fight and cast Vengeful Was Khanhei as the Aatxe begins hitting you.
 * While fighting, cast Glyph of Concentration followed by Stoneflesh Aura, and Glyph of Lesser Energy followed by Armor of Earth. This skill combo should allow you to maintain your energy without getting interrupted and to keep your energy at an acceptable level. Also, Savage Slash, their only interrupt, has a recharge of 20 seconds. If you notice your foes had just used this skill, you may cast your spells without GoC to further save on energy.
 * When VWK is not active, cast Vengeful Weapon to maintain your health at near full level. Whatever you do, do not try to spam it as you will find yourself low on energy very fast.
 * Do not forget to maintain Kinetic Armor. Time your Vengeful Weapon to keep it up.
 * After taking out one group of enemies scout the nearby area for any Dying Nightmares.
 * When you are finished eliminating all the Aatxe in the chamber take the quest from the Lost Soul.

Fighting Darknesses

 * Grasping Darknesses are incredible anti-casters and can take you down very easily.
 * You will only need Armor of Earth and Stoneflesh Aura for this as keeping up Kinetic Armor will be harsh on your energy pool.
 * Always use Glyph of Concentration before applying your enchantments, then quickly use VwK to try and avoid interruption.
 * When VwK is not active, try kiting around in circles to prevent their adrenaline gain as much as possible.
 * Do not give up even if their "Fear Me!" drains your energy to zero. Kite around until your energy recovers to 5. Cast Glyph of Lesser Energy followed by VwK, Followed by Armor of Earth.
 * After Dealing with the Darknesses exit the chamber to the north and proceed to the Ice Wastes.

Fighting Smites

 * You will find two groups of two Bladed Aatxe each and one of Grasping Darknesses and possibly a Dying Nightmare. Avoid them completely by luring the first group of Aatxe and running past them, without aggroing, to reach the second.
 * These are the last Aatxe you will see, now your primary foes are the Smite Crawlers. As Smite Crawlers only do about 50 to 60 damage, you will not need to maintain Kinetic Armor here either. What will pose a threat here are the Coldfire Nights (see Variants section of this article) that patrol the area and the Dying Nightmares that may appear out of nowhere.
 * Simply use VWK and Vengeful Weapon here to finish off the groups of Smite Crawlers.

Counters

 * Failure to maintain Kinetic Armor, Armor of Earth and Stoneflesh Aura while fighting the Aatxe.
 * Interruptions.
 * Strip of enchantments at inopportune times.
 * Overuse of energy and energy denial.

Variants

 * The same build is possible with a Ritualist primary. Even with low Earth Magic, you still take zero damage from the Aatxes when all your enchantments are up. Although this can kill foes quite faster than an E/Rt, the lower energy pool and shorter duration of Stoneflesh Aura makes the run more difficult. A 20% enchant mod is a must for this variant. Note that Armor of Earth significantly slows your movement, thus should not be used when aggroing the first mob of Aatxes. You may fail to shelter behind the NPC with your slowness.

Team - Dual UW Smite
This Dual Monk build using a 600 Tank and a Smiter. Spirit Bonding is not nerfed, this build proves it.

=600 Monk=

Attributes and Skills

 * Inexperienced players are advised to take Blessed Signet for energy management.
 * More experienced players are advised to take Frenzy (Warrior Secondary).

Equipment

 * Armor with lowest possible AL and a Vigor Rune
 * Any weapon set with 20% longer enchantment mod and additional health

Usage

 * Cast Blessed Aura, Balthazar's Spirit and Essence Bond and maintain them.
 * Use Blessed Signet whenever energy is needed, energy should be around 35 before attempting to engage any monsters.
 * Before entering into battle cast Spell Breaker, Protective Spirit, Spirit Bond and Shield of Absorption. Always keep Protective Spirit and Frenzy (if taking Warrior secondary) on. A second before SoA ends cast Spirit Bond, followed by SoA after another second (to avoid interruption). Repeat cycle until monsters have died.
 * When facing coldfires, only use Protective Spirit and SoA as Spirit Bond will not give you any extra health. It is also recommended to keep spell breaker on as much as possible.

Attributes and Skills

 * The first choice for the optional slot is Blessed Signet.
 * The second choice for the optional slot is Signet of Rage.
 * This build works just as well with Signet of Judgment replacing Shield of Judgment. Since it is a Signet and not a Spell, you can use it with 0 energy, and it will deal damage to multiple targets.

Equipment

 * Any Armor
 * Any weapon set

Usage

 * Cast Vital Blessing, Life Attunement, Holy Wrath and Retribution on 600 monk. Stay back and let the monk do the rest.
 * When facing coldfire nights with 1st optional skills, remove Holy Wrath, use Blessed Signet until there is sufficient energy to cast Shield of Judgment on the teammate. Use Blessed Signet to cast holy wrath again on the tank. Once Shield of Judgment has finished repeat cycle until they are dead.
 * When facing coldfire nights with 2nd optional skills, spam the 3 smiting signets until they are dead.
 * Dying whilst using this build is highly unlikely when properly executed; the smiter should always remain half a minimap distance or more away from the 600 Monk. The 600 Monk should have no problems tanking, but just in case, Rebirth is handy incase any problems should arise.

Hero Variant
This build works well with a Smiter Hero. Usage, armor and skills are identical to the above. Here are some tips:
 * Keep your Hero in Avoid Combat mode at all times.
 * Disable all the hero's enchantments, so they will be maintained.
 * Cast all of the enchantments on yourself, always keep the hero a good distance away from the fight because of monsters who run and heal for a bit. But remember keep within distance of enchantments.
 * When fighting against coldfire nights, keep the hero in Avoid Combat and carry out the cycle chosen above. It can be tricky to control your enchantments and your hero's position.

Build:Team - 55/Famine Redux
This is a dual farming build that uses a 55 monk to tank and a ranger for support and damage which is designed primarily for farming specific portions of the Underworld. This is a modification to the original 55/Famine build which overcomes AI changes from the Nightfall Update.

Ranger Equipment

 * Any max armor will be sufficient. Druid's Armor is recommended
 * Any weapon will be sufficient but a staff with +20 energy can be useful, as well as a zero or low requirement bow.

General Ranger Usage
At the beginning of the run, cast Essence Bond, Succor, and Balthazar's Spirit on the 55 monk. Let the monk draw aggro and Essence Bond will replenish your energy. Cast Famine and Edge of Extinction well outside of the monk's aggro circle (Spirit range is a little over twice the radius of your aggro circle). The best placement location is 2 times the radius of the aggro circle, as creatures will scatter off the monk into a circle about 3/4 of an aggro circle away from the monk. Be sure not to draw aggro from creatures the monk is tanking, the monk can die any number of times without ruining the run, but if the ranger dies, the run is over. If you do draw aggro, activate Whirling Defense and attempt to bring the enemies back to the monk or flee to break aggro.

If the 55 monk should die use rebirth to teleport their body out of danger. Since the 55 monk will now only have 1 hp, rebirth will not bring them back to life, it will only move their body. Once you have used rebirth to pull their body away from the monsters paths, use Resurrection Chant to bring them back to life and they can use another weapon/armor set to raise their health.

A Note on Ranger Experience Points
You are only eligible for experience points from a creature if that creature considers you a threat before it dies. That means that the ranger will get almost no XP for this run unless he deliberately takes steps to get XP. One method is by bringing the monk into your aggro circle briefly after the monk has obtained aggro but before famine is placed. Another method is by shooting 1 creature from each group with a longbow after the monk has obtained aggro. Either of these actions can result on the ranger obtaining aggro from the group, but this is only a risk with groups larger than three creatures. For groups larger than three creatures, it is usually better for the ranger to simply play safe and not let the monsters see him as an enemy.

Note that this does not effect drops- only XP.

Monk Equipment

 * A customized max damage wand.
 * A +20% Enchantment weapon.
 * The Cities of Ascalon -50 Cesta.
 * Ascetic's Armor, with 5 monk superior runes

General Monk Usage
Cast Blessed Aura and Mending on yourself, ranger will cast Succor, Essence Bond, and Balthazar's Spirit. Cast Mantra of Resolve and Healing Breeze then aggro up to three enemies (any more than three and the build becomes slower). If any nightmares appear quickly cast Spell Breaker on yourself and then wand them. Cast Sympathetic Visage as soon as possible. When Sympathetic Visage begins to end cast Ancestor's Visage (alternate so you always have one or the other on you). Keep Protective Spirit up and use Healing Breeze as need applies. If you aggro more than one group at a time some of the enemies will periodically run away to heal- they will eventually return to your side. When fighting non-melee enemies aggro melee fighters next to them. Generally follow the advice of the 55 Monk Guide.

It helps to keep a +20% enchanting weapon selected when not dealing specifically with Dying Nightmares, switch off to your customized wand for Dying Nightmares.

Counters
Anything that can strip enchantments can result in a quick monk death. Taking too many hits at once can also result in the monk dying. Extremely strong Degen and interrupts can also be a problem. Note that the monk can get up to a full -60% DP with this build and not be in a position to end the run as long as they die in a location where the ranger can successfully Rebirth them to safety, and have non-55 armor they can switch into in slow stages to mitigate DP. Anything that kills the ranger ends the run.

Usage

 * Bladed Aatxe

The monk should engage groups of 3 or less Aatxes at a time, being mindful of Dying Nightmare popups. Casting AV or SV on yourself before engaging will deprive the Aatxes of their interrupt skill. Engaging more than 3 will make killing Aatxes harder due to them running away from the monk to heal. If a ranger obtains aggro from an Aatxe, the monk can help the ranger considerably by putting Protective Spirit on him.

Edge of Extinction is not necessary for small groups, but Apply Poison can shorten the length of combat for small groups.


 * Dying Nightmare

Dying Nightmares will popup in somewhat predictable locations throughout the Underworld and will die in 1 to 3 hits from a customized max wand that does light damage (for which the requirement is met). These are best handled using Spell Breaker before an engagement, where interruption is not a problem. If not killed quickly, interrupted, or guarded against using Spell Breaker, a Dying Nightmare will strip the enchantments off the monk using Rend Enchantments.


 * Grasping Darkness

Grasping Darknesses come in groups of 3 to 4, and will spam Distracting Blow on their first hit. Before engaging, a monk should have AV on them already, or should wait until all of the engaged Grasping Darknesses have used their interrupt. If not subdued with AV, these creatures will quickly drain their opponents energy using "Fear Me!" and will be effective at keeping the monk from using Protective Spirit to keep themselves alive. If properly subdued, and taken in groups of 3 or less, they are trivial. In larger groups, they will break off to heal, and Edge of Extinction works nicely to speed up the combat.


 * Coldfire Night

Generally, a group of Smites should be aggro'ed and then pulled to a group of coldfires so that the Smites attacks can trigger AV/SV and through that Famine. Using Spellbreaker before aggroing the Coldfires will shut them down in the crucial first moments while the Smites are causing the energy drain. They only represent a serious threat to the monk when multiple Maelstroms are hitting thus using up Spirit Bond or helping to out damage Healing Breeze. Edge of Extinction can be useful here, especially when the Coldfires are not all clustered together.


 * Smite Crawler

By themselves, Smite Crawlers have a hard time overpowering Healing Breeze and have no interrupts, so they can easily be tanked. They often come in groups as large as 5 though, and will run off to heal in those cases. Some care should be made with spirit placement. NOTE: When the monk has a death penalty, and health is above 55, their fast attack speed can overcome health regeneration when there are more than 3 crawlers.


 * Terrorweb Dryder

Much like Coldfires, Terrorwebs are best handled with a small group of melee creatures to trigger AV/SV. They are found in groups of 3, but 1 will always run out of immediate range. Once the monk has aggroed the Aatxes to the group of Terrorwebs, and Famine is taking effect, the ranger can help by concentrating on the lone Terrorweb. Once the other 2 Terrorwebs are dead, the monk can bring the surviving Aatxes to the lone Terrorweb for a quick finish.

Groups larger than three (as found in the "Servants of Grenth") quest as given by the reaper of the Icy Veil are not recommended without additional help.

Variants
The ranger can speed up Aatxes by bringing Apply Poison instead of Whirling Defense, a +33% Poisoning bow, and making sure Aatxes stay poisoned. A ranger without such defensive skills should be extra careful about obtaining aggro from large groups.

Mantra of Resolve mitigates risk from interruption either from Bladed Aaxtes or Grasping Darknesss, but Protective Spirit and Healing Breeze may not be sufficient against a large enough group of Smite Crawlers. An experienced 55 will usually have more luck substituting Spirit Bond or Shield of Absorption for Mantra of Resolve, and learning how to time their casting so as to not be interrupted. Essentially the monk can be fully successful with any 55 build that keeps them alive and keeps SV/AV up all the time while they are in combat.

If the Ranger is afraid of aggroing, bringing Dodge, Zojun's Haste, or Natural Stride instead of Whirling Defense.

The Ranger can also be replaced by a Hero.

---

Build:Team - 55/Famine regular
The build is based on an Invincible Monk tank and a Famine-SV-AV ranger.

Build Concept
While there are a lot of differences that affect tactics, this team works in a very similar way to Team - 55/SS;
 * The 55 monk attracts a group of enemies, and tanks them.
 * The ranger deals damage with the elite Nature Ritual - Famine, which hurts anyone whose energy reaches 0, and cast Sympathetic Visage and its duplicate Ancestor's Visage on the monk, to get the melee mobs attacking him down to 0 energy over and over again.

A major advantage of this build, is that it lets rangers, a profession which is less wanted as farmer, take a part in duo UW farming, make some money and gain xp. It could also be a nice way for a ranger to cap a Black Widow himself, with help from only one other player. Note that with groups bigger than 3, an AoE effect triggers, making some of the group to spread, while 3 will remain still fighting.

Famine now causes enemies to scatter, with careful aggro-management an SS is faster.

Famine-AV-SV Ranger
Usage:
 * Patience and good timing are the most important aspects of success. Give the 55 monk room to operate and round up and gather aggro. Following closely will only result in breaking up aggro and making fights longer.
 * Lay down Famine.
 * While the monk is gathering the mobs, wield a bow and be ready to kill or interrupt any Dying Nightmares.
 * Once the enemies are gathered around the monk, cast Sympathetic Visage on the monk. Once SV is half way through its recharge cycle, cast AV, and so on.
 * While waiting, you can use Apply Poison, and fire an arrow at each enemy.
 * As long as you have a group of enemies, do not hurt any of them in any way except through Famine and even poison spreading, since they all contribute to each other's downfall, and losing one will slow the killing of the rest.
 * Casters can be carefully taken care of with Images of Remorse and poison.

Equipment:
 * A sword or axe Of Enchanting. The Totem Axe and Rajazan's Fervor are ideal. Another option is Vokur's Cane for the fast recharge.
 * a 20/20 Jeweled Chakram from Arliss Vaughn or Dauv Merishahl.
 * A fast-shooting bow for Savage Shot and Apply Poison.
 * Druid's Armor.

Variations:
 * Replace one of the interrupts with EoE, Conjure Phantasm, or Charm Animal in case you plan to charm a pet spider.

The Invincible Monk (55)
Usage:
 * Cast the 4 enchantments on the right of the skill bar at the beginning. Note that you will have 0 energy regeneration. Use Blessed Signet to recharge to at least above 25 so you can cast Protective Spirit and then Spell Breaker before Bladed Aatxes interrupt.
 * In situations where there are no enemy mesmers, the approach is to put Protective Spirit on and engage. With 4 pips of health regeneration from Mending, you should not need Healing Breeze until you are tanking a lot of foes or are bleeding from the Bladed Aatxes.
 * The Energy from Essence Bond and Balthazar's Spirit should be more than enough for all situations; use Blessed Signet to gain energy if needed.
 * Use Spell Breaker to deflect enchantment removal, or prevent initial spells while you approach.
 * The bigger the aggro (the rounded up enemy group) the better. If the monk is a secondary warrior, they can take up to 14/15 foes at a time.
 * If there are ranged spell-casters (Terrorweb Dryders or Coldfire Nights), try and find a nearby group of melee attackers to take to them. This is much faster (and safer energy-wise) than having the ranger try to kill them off with just poison and degen.

Equipment:
 * A sword or axe Of Enchanting. The Totem Axe and Rajazan's Fervor are ideal.
 * A longbow/flatbow to pull Smite Crawlers from groups of Coldfire Nights.
 * The Cities of Ascalon -50 Cesta.
 * Any AL Ascetic's Armor, with 5 monk superior runes (one of each kind plus any other).

Variations:
 * Replace Blessed Aura with "Fear Me!" to speed up the process or keep Blessed Aura for extra safety.
 * Replace Essence bond with Bonetti's Defense (Balthazar's Spirit gives you adrenaline, or you can attack too)

Variations

 * Change the 55 monk in ways described in Invincible Monk.
 * Replace the R/Me with a Me/R. this would probably go a bit slower, but, as noted under Build Concept, it might be a good way for mesmers to take part in UW farming, and get XP and skillpoints.
 * If the Mo/Me has an available slot on their skill bar, Spirit Shackles can be used to take down groups of Coldfire Nights without bunching a group of Smite Crawlers around them.

--

D/Mo 130hp Dervish
This is a build designed to farm bosses as a Dervish, by bringing your health down to 130 health, so that Protective Spirit lowers damage taken to a maximum of 13. It is in many ways similar to the 55 Monk build, but dervishes can not lower their health below 130 whilst wielding a scythe, because of the inherent +25 health on Dervish chest pieces. This particular build wields a scythe, thus negating the effects of any off-hand item you have equipped. Watch 130HP Dervish clip

Equipment

 * Any kind of armor other than armor with the survivor insignia or health boosting runes will do, as long as it has a total of 5 superior runes on. Note that armor level does not matter for this build, so a set of armor purchased in Kamadan will serve this builds purposes just fine.
 * A customized Scythe with a "Guided by Fate"/"Strength and Honor"/"To the Pain!" inscription. A scythe grip of Enchanting and a Sundering or Zealous scythe snathe can make things easier.
 * A Zealous scythe is recommended while facing only one foe; if you don't use one you may not gain enough energy to recast all 3 enchantments. Note that energy mangement when facing a single foe may become easier by dropping Balthazar's Spirit and Essence Bond.
 * Dwayna's Grace, Lyssa's Bedlam, Scythe of Corruption, or Suli's Scythe would work well for this build. The Soulbreaker also works.

Usage
Whenever you enter an explorable area cast Balthazar's Spirit and Essence Bond and wait for your energy to regen. Before approaching the monster(s) you want to kill, cast the first 3 skills on your bar. Aggro the monster(s) and keep your enchantments up while spamming your attack skills. If you're having trouble staying alive, consider deliberately getting yourself killed; the resultant Death Penalty will lower your health and therefore make the build more effective.

Mystic Regeneration is quite effective at keeping your health up, however enemies with fast attack speed or powerful health degen spells can render it useless. Try not to face your target alone, make sure he has company. When you aggro a group, make sure they are more or less mobbed up. With the help of Mystic Vigor, you will gain about 25 health each hit; with 3 targets in one hit you will gain 75 health per hit. With fast attacks and the assistance of Mystic Regeneration, you should survive quite easily.

Mystic Vigor is your anti-spike skill. When you get spiked, it should only take one hit from you while enchanted with Mystic Vigor to bring your health back up.

When there are only 1 or 2 enemies left, it's useful to just use Mystic Vigor instead of Mystic Regeneration, to conserve energy.

For some bosses, it is more effective to insert Mirage Cloak into the build instead of Eremite's Attack, to help counter the onslaught of melee attackers. This variation can often be used without having to harvest Death Penalty first, and also gives nice AoE damage. Note, however, that Mirage Cloak will lower the effectiveness of Balthazar's Spirit and Essence Bond, so don't attempt to use it unless you have a zealous scythe equipped.

Counters

 * Blind
 * Weakness
 * Blurred Vision
 * Enchantment removal
 * Avatar of Grenth
 * Health Degeneration exceeding 20 pips
 * Health Stealing
 * Energy Denial (Spirit Shackles)
 * Chilblains this skill can ruin many of your farming runs

Variants
Replace Reaper's Sweep with Wounding Strike.

Replace Reaper's Sweep with Arcane Zeal if you are having trouble with energy management.

Replace Reaper's Sweep with Mystic Twister.

Replace Reaper's Sweep with any form except for Avatar of Melandru, which gives +150 health boost. Avatar of Balthazar and Avatar of Dwayna are particularly useful here; the former with its armor boost(doesnt matter due to Protective Spirit) and armor-penetrating damage; the latter with its hex removal and healing, which can negate the need for Mystic Vigor. Avatar of Lyssa works wonders against Mage Bosses, as they are constantly casting spells on you, you dish out +38 damage on a target that is casting a spell.(Remember you will only have about a minute to kill each group, however, if you rely on a form to make the build work.)

Replace Mystic Regeneration with Healing Breeze and take healing prayers instead of earth prayers. Not as effective, but works if you haven't come far enough in the Nightfall campaign to get Mystic Regeneration, unlock Mystic Regeneration with Balthazar Faction, then buy it off the skill trainer.

Replace Eremite's Attack or Mystic Sweep for Fleeting Stability to counter knock down.

Replace Eremite's Attack or Mystic Sweep for Heart of Holy Flame when fighting undead for double damage.

Templates
-

Build:Mo/any SoA Monk
This build can be used in many solo farming areas and does not rely on healing prayers at all. This build can take on any number of monsters as you like without worrying about your health dropping below 55 health. Shield of Absorption reduces damage by 5, and this build has a maximum health of 55. With Protective Spirit, this means that every attack against you will do zero damage. This build will work with Death Penalty and with 1 health (unlike previous Invincible Monk builds). This means that you can tank as many monsters as you want, similar to the old Spirit Bond monk. See the Invincible Monk article for more information on both of these kinds of builds.

Attributes and Skills

 * See the Variants section for some skills to use in the optional slot.

Equipment

 * Ascetic's Armor for a larger energy pool, with a +1 Protection Prayers scalp design. You will need to upgrade your armor so as to bring your health down to 55 hp (as seen on this section of the Invincible Monk page).


 * Any Sword or Axe of Enchanting. The bonus must be +20%. Also, a +5 Energy modifier (or the inscription "I Have the Power") helps to increase the energy pool even more. The Totem Axe and Rajazan's Fervor are common choices for this. A two-handed weapon cannot be used or your health will be more than 55.


 * A 20/20 Insightful Protection Staff of Enchanting works just as well. Unlike using a sword or axe, the staff will help mitigate an enemy's death. Having 105hp doesn't adversely affect the builds effectiveness.


 * Consider bringing a scalp design that provides a bonus in Divine Favor and/or a staff of Mastery in Divine Favor.

Usage

 * First cast Watchful Spirit and Balthazar's Spirit. This will provide +2 health regeneration (in case Shield of Absorption slips) and energy management.
 * Then cast Blessed Aura. If you are using a Divine Favor headpiece and/or a staff of Mastery in Divine Favor, equip them now to maximize its effect. Note that if you are using a staff of Mastery, it may take multiple castings for the Divine Favor boost to kick in. Be sure to re-equip the Protection Prayers scalp and your sword/axe/offhand combo after you are satisfied with your cast.
 * Note: These three enchantments can be cast in any order according to preference.
 * After all of the enchantments are cast, head towards your enemies (but see Choosing Enemies, below).
 * Before entering battle cast Protective Spirit and Shield of Absorption. (You should do this no more than two seconds before you do the next step.)
 * Aggro your enemies. You must keep up Shield of Absorption (near-)continuously. Depending on how high your Divine Favor attribute was when you cast Blessed Aura, you can have as little as .5 seconds to recast it - or you may have as many as 1.85 seconds. Note that if you miss a recast by a few seconds, the health regeneration from Watchful Spirit combined with the damage reduction from Protective Spirit will help prevent death, but don't take your time about recasting it. (Be aware that larger mobs mean faster death in this situation.)
 * Use Shield of Judgment for damage. Your enemies should kill themselves by attacking you.
 * Use Blessed Signet for energy management - it can even be used in battle if you have a few seconds to spare.

Choosing Enemies
Only certain enemies will be effectively damaged by this build. Enemies that are knocked down by Shield of Judgment will scatter; enemies such as hydras cannot be knocked down and therefore will be damaged by this build. Before you use this or any other build with Shield of Judgment to farm monsters, do some research to see if they can be knocked down or not before deciding whether to bring Shield of Judgment.

Also, when considering choosing an area, try to find an area with abundant ranged attackers, such as Ranger or Paragon, who do not flee from damage as melee creatures do. Ice Imps and Siege Ice Golems are good enemies to farm outside Ice Caves of Sorrow.

Counters

 * Enchantment removal can be deadly if it hits Protective Spirit and/or Shield of Absorption. Because Necromancers and Mesmers have so many skills to do this, avoid them.
 * Major health degeneration will also kill you. Watchful Spirit will counter minor health degeneration, but even that inflicted by Bleeding or Faintheartedness can overwhelm it. Again, avoid places with Necromancers or Mesmers. (Note that minor health degeneration over Watchful Spirit may not necessarily be deadly as you will heal yourself every time you cast a spell on yourself due to the healing bonus from the Divine Favor attribute.)
 * If Shield of Absorption is interrupted, you could be in trouble. You will have to last ten seconds on the health regeneration from Watchful Spirit and the healing boost from casting Protective Spirit on yourself - although Protective Spirit has a five second recharge.

Variants

 * Watchful Spirit and Balthazar's Spirit can be easily replaced by Mending and Essence Bond, respectively, with absolutely no change in the way the build works. Additionally, either one could fill the optional slot.
 * Healing Breeze or Watchful Healing is useful when killing foes that cause -3 (or greater) health degeneration.
 * Zealot's Fire can provide relatively consistent AoE damage; you must be cautious as to how you time your spells so that there is at least three seconds between each of them, or you will cause your enemies to scatter.
 * If your enemies will scatter from Shield of Judgment (see below), consider bringing another elite or another damaging non-AoE spell instead of it. Spell Breaker is a good choice for defense.
 * Having only 55 max health is not necessary to maintain a nearly invulnerable monk - see the Mo/E SoA Sliver build, and look at the Spirit Bond variant of that build. It can be used to counter health degeneration, and to some extent, life stealing.
 * You may want to ensure survival by using Shielding Hands. Cast it before SoA wears off to stay invulnerable.


 * Additional skills are recommended depending on your secondary profession.

Warrior
 * Bonetti's Defense - for energy and +75% chance to block attacks, making you more resistant to melee interrupts such as Savage Slash.
 * Balanced Stance - to resist knockdowns and therefore some interruptions

Mesmer
 * Arcane Echo - for longer use of Shield of Judgment
 * Mantra of Resolve - to prevent interruptions (but not knockdowns)

Ranger
 * Brambles - for more damage from Shield of Judgment
 * Serpent's Quickness for quicker recharge time on all skills cast while it is active

Necromancer
 * Spiteful Spirit for a different skill with a faster recharge and more damage output.
 * Spoil Victor for farming most melee bosses (assassins, dervishes, and warriors)

Dervish
 * Fleeting Stability - to prevent knockdown

Elementalist
 * Sliver Armor - to do tremendous damage once surrounded by masses of monsters
 * Glyph of Concentration - to avoid interrupts
 * Ward of Stability - to prevent knockdown
 * Grasping Earth - to keep monsters from fleeing

Templates
--

Build:Team - "Steel Wall" Deep Group
This is a standard 12 member deep group focused on completing the elite mission The Deep safely.

Overview
This party consists of:
 * 3 / Recall Warriors
 * 3 / Heavy Nukers
 * 2 / Utility Necromancers
 * 4 / Heal party monk

W/A Recall Warriors
Variations:
 * Replace Shove with any unconditional non-attack knockdown, such as Earth Shaker.
 * For Elementalist secondary, replace Shove with Shock, freeing the elite slot for Gladiator's Defense instead of Recall. Note that this comes at the cost of some additional risk when pulling.
 * Replace adrenaline skills with energy attack skills for an easier time in the Aspect of Soothing
 * Replace Resurrection Signet with Sunspear Rebirth Signet, for a better Resurrection skill.

E/Me Heavy Nuker
Variations: See Build:E/Me Heavy Nuker for additional variants. Elemental Attunement is preferred, since it allows faster recovery and longer battles.
 * Replace Meteor with Breath of Fire, Fire Storm or Searing Heat to keep aggro off back line casters.
 * Replace Resurrection Signet with Sunspear Rebirth Signet, for a better Resurrection skill.

N/Me Utility Necromancers
This build is very carefully orchestrated; variations are not suggested. When changing this build, be very careful to preserve the full functionality.

Variations:
 * Replace Resurrection Signet with Sunspear Rebirth Signet, for a better Resurrection skill.

Mo/Any Heal Party Monk
Variations:
 * Replace Word of Healing with Healing Light
 * Replace Signet of Rejuvenation with Signet of Devotion
 * Replace your rune of Minor Protection Prayers with a Rune Of Attunement

Division of labor, the first 5 rooms
This section describes the division and methodology for the first two rooms.

General Advice
The Darkened Irukandji and the Spirits of Restoration they bind are particularly troublesome in these rooms. Target them first, and attempt to interrupt Restoration if possible. Warriors should be careful when pulling. Pull small groups, and attempt to separate Ripper Carp, as they are easier to kill alone.

Room 1, Aspect of Soothing
Proceed normally. The Warrior should pull carefully and tank so the Elementalist can bring their skills to bear.

Room 2, Aspect of Death
Because of the healing penalty and the fact you can not retreat from battle, this group should wait for the other teams to assist. The monk should be casting heal party while the BR necromancer should yield energy for the monk's spells. Heal party will affect all party members in radar so it is possible to heal teammates in rooms 1 and 3.

Room 3, Aspect of Surrender
The Warrior should proceed first through the teleporter, and make sure there are no foes near the teleport pad. All party members should move to the extended platform to the rear of this room and pull carefully.

Room 4, Aspect of Exposure
Because of the large size of this room, the spawn should be fairly spread out. The necromancer should place Spinal Shivers on the Manta and eliminate them first, then proceed slowly.

Room 5, Aspect of Pain
Once Clear, each group should attempt to pull small groups out of this room and into the recently cleared room. Once the larger center room is cleared, the gates into the prior room will open and each group should fall back and assist the other teams.

Once all four teams are freed, approach the Kanaxai Aspect of Pain. Warriors should surround the aspect and attempt to prevent the aspect from moving, while Elementalist and necromancer assault him with damage spells. Monks should cast Protective Spirit to reduce Kanaxai's damage. Use this method to defeat all further aspects.

Room 6, Aspect of Lethargy
Warriors should line up at the gate to the next room, and block the entrance. Casters should stand clear of the warrior wall.

One warrior should cast recall on a nearby Ally, and proceed into the room and disable the fire flower. Once the flower has been disabled, the warrior should aggro as much of the room as possible, and proceed back to take his place on the wall. release recall if your health drops below 25%, or the room is aggro'd early. Monks should cast heal party as much as possible to heal the warrior while he is gathering aggro. Necromancers should cast Blood Ritual on all monks to counter the cost of heal party.

Once the Leviathans are assembled, warriors should body block, using whatever defensive skills they can, as all casters cast their damage spells. once the assembled leviathans are defeated, proceed into the room and clear any remaining foes, then use the same tactic from above to eliminate the aspect.

All recall warriors should cast recall on a single designated Monk or Elementalist and stand on one of the three pads closest to the gate, with both necromancers on the rear pads. The remaining party should proceed through the now open gate. Warriors should time recall to move together to the same character on the far side of the gate. any warriors without recall should be replaced with Elementalists, as Elementalist can tolerate Death penalty easier then any other member. Once the gate is closed any remaining characters should proceed to the gate and sacrifice or wait to die so they can be rebirthed through the gate.

Room 7, Aspect of Depletion
Corpse control and heal party are vital in this room, so necromancers should switch from an offense role to a support roll, casting Well of Blood and Blood Ritual as much as possible. Proceed slowly and eliminate one group at a time. Before killing this aspect, be sure to nuke the nightmares behind the gate to the previous room, so they do not follow once the gate is opened.

Use the technique from above to eliminate the aspect.

Room 8, Aspect of Failure
Use the same "Warrior wall" technique as room 6. Heal Party is even more vital. The warrior should attempt to pull all melee groups.

Once all melee groups are eliminated, all members should proceed into the room. One warrior should take a position under the jade outcropping to hold the attention of the ranger outcasts, while the other party member proceed to the staircase at the end of this room.

It is not necessary to kill this aspect to proceed

Room 9, Aspect of Shadows
Use the same "Warrior wall" technique. warriors should position themselves at the top left of the stairs. All casters should assemble to the far left, out of the aspect from the previous room. The rightmost warrior should proceed into the room and agitate as many Oni as possible, then return to body blocking.

'''Do not, under any circumstances, attack the Oni with weapons or wands. Eliminate them with spells ONLY.'''.

The "Warrior wall" should proceed as a unit along the left edge of the room, being careful not to step into range of the Leviathan. Do not kill the Reborn Irukandji, as they can be used as additional body blocking. There are three more Oni spawns before reaching the aspect. Use the same technique from above to eliminate this aspect.

Continue along the edge of the room until you reach the stairs into the next room. there are two additional Oni groups.

Room 10, Scorpion Aspect
Use the "Warrior wall" technique at the top of the stairs near the left corner. casters should stand behind the corner. Be careful to avoid killing the Reborn Irukandji, as it can be used to control teleporting under the aspect. Agitate as many Oni as possible and eliminate them with spells only. Look to the end of this room, you can clearly see the top of the gate to the next room. this gate will open once all the Oni in this room are defeated.

Once all Oni are defeated, pull as many outcast groups as possible outside the aspect and eliminate them. Next, the entire party should group together tightly and run as a group along the edge to the right into the small haven outside the aspect at the top of the stairs. Continue to pull outcast groups until you feel safe to proceed to the gate at the end of this room.

use the same technique from above to kill this aspect.

Room 11, Aspect of Fear
All party members should run as a group into the room to the corner at the bottom of the first set of stairs. Quickly position the Monks on the inside, followed by the casters, and lastly the warriors on the outside of the group. Clump together as tightly as possible. Eliminate the nightmares and Oni that attack you, there should be six groups, and it will be very clear when the spawn is finished.

Proceed along this room, using the "Warrior wall" technique at the end of each bridge to trap the Oni and eliminate them. Use the same technique from above to kill this aspect.

Room 12, Aspect of Depletion
Use the same "Warrior wall" technique at the narrow point between rooms. This wall should be carefully adjusted, as the gap is slightly too large for three warriors to block easily. Should a large number of nightmares escape, fall back and use the bridge to create a new barrier. Proceed around the right or left to the exit of this room.

it is not necessary to kill this aspect to proceed

Room 13, Aspect of Decay
Proceed carefully through this room. the sweep with the "Warrior wall" technique, as nightmare and Oni pop up groups are common, but small. Eliminate them as quickly as possible. The largest threat from this room is decay from the aspect and the the numerous condition flowers. Monks should use Heal Party and extinguish. the entire party should proceed either right or left. One warrior should go down Each line, disabling condition flowers while the rest of the party fights.

it is not necessary to kill this aspect to proceed

Room 14, Aspect of Torment
Proceed quickly, but carefully, keeping the warriors in front. Nightmare pop up groups are common, but small, eliminate them as quickly as possible. Use the same technique from above to kill this aspect.

Kanaxai's Chamber
All three Warriors and one Monk should proceed into this room, while the remaining party stays just outside the aspect. All Monks remaining back should repeatedly cast heal party to ensure all the aspect is countered. Necromancers should concentrate on blood ritual.

Warriors should pull Kanaxai to one side, usually the left, and surround him as far from the center of the chamber as possible. The Monk should use protective spirit on whichever warrior Kanaxai chooses to target. Two warriors should time knockdowns so Kanaxai is knocked down twice in rapid succession. note: monsters are immune to knockdowns while knocked down or standing from knock down, be careful to wait for Kanaxai to stand fully.

Once Kanaxai has been knocked down twice, and two groups of nightmares are spawned, all warriors should release recall and all party members should run out of the room until the nightmares are no longer following. Do not kill any nightmares.

Proceed back into the room to the opposite side, usually right, and prepare to assault Kanaxai. Warriors should pull and surround Kanaxai as far from the nightmares as possible. One Necromancer should constantly use inspired enchantment to remove Kanaxai's refuge, while the remaining necromancer casts blood ritual on the Monks. Monks should be repeatedly casting heal party, and one monk should maintain protective spirit on whichever target Kanaxai is attacking. Once Kanaxai is surrounded, the Elementalists should unleash fire. To return to the deep staging area enter your guild hall then leave.

--

Build:Team - 6 Man Deep Team
A 6 Man Team Build for the Elite Mission The Deep

Overview
This team consists of:
 * 2 / Tanks
 * 1 / Spirit Ritualist
 * 1 / Spiteful Spirit Necromancer
 * 2 / Healer Monks

W/A Tank
Variations: Equipment:
 * Attribute points can be varied to preference.
 * Nightfall Variation: Substitute Power Attack with Counterattack.
 * Both attack skills can be exchanged for other attack skills.
 * Must have a weapon that does cold damage to activate Spinal Shivers.
 * Must have a longbow. Flatbows have the same range, but are less effective in certain areas due to low accuracy against moving targets.

Rt/X Spirit Ritualist
Variations: Equipment:
 * Attribute points can be varied to preference.
 * Nightfall Variation: Disenchantment could be replaced with Anguish if the team is not concerned about rare Nightmare Refuges that slip through without being interrupted. Anguish does more damage, has a longer duration, and has a shorter casting time.
 * HSR and HCT is not of great use for this build, as the Binding Rituals are not considered spells.

N/Me SS Necromancer
Variations: Equipment:
 * Soul Reaping can be increased at the expense of Blood Magic, as per preference, to yield more energy from the Spirit Battery in Kanaxai's Chamber.
 * Nightfall Variation: Substitute Defile Enchantments with Signet of Sorrow. If you go this route, you should adjust your attributes to increase Soul Reaping and decrease Blood Magic.
 * A Wand and Focus Item with dual 20% HSR and 20% HCT works well. Alternatively, a 20/20 Wand and Villnar's Glove.
 * It is useful to have a second weapon set consisting of a Wand and Focus with +15 energy / -1 Energy Regeneration attributes. During a battle, you can switch to this second weapon set to allow yourself to continue casting. Soul Reaping will then recharge your energy as creatures die.
 * It is useful to have one piece of Bloodstained armor

Mo/X Heal Party Monk
Variations: The monk skill bar is very flexible. The only mandatory skills are Heal Party, Healing Seed, and Rebirth. Equipment:
 * Possibilities for the optional slot include another healing skill (such as Healing Whisper or Healing Breeze), Protective Spirit, a condition remover, a hex remover, or Recall. You may need to adjust your attributes to accommodate your optional skill.
 * Nightfall Variation: Replace Word of Healing with Light of Deliverance. If you do this, you may consider exchanging Heal Party for a different skill.
 * Equipment can be varied as per preference.
 * Common Weapons: a 20/20 Wand or Caster Melee weapon with +5 energy and +20% Enchantment Duration modifications.
 * Common Focus Items: 20/20 Healing Focus or The Stonehart.
 * Nightfall Equipment: The release of Nightfall introduced the possibility of using Spears instead of Melee weapons by casters. An Icy Spear of Enchanting with +5 energy or 10% HSR inscriptions can be useful in rare instances to trigger Spinal Shivers.

General Concepts

 * This team build emphasizes coordination and purpose over specific builds. Many variations can be used as long as you can fulfill your specific purposes.
 * Warrior: Aggro management/Pulling, Damage mitigation, Knockdown, Secondary damage dealing, Interruption
 * Ritualist: Damage, Conditions, Knockdown, Resurrection
 * Necromancer: Primary damage dealer, Damage mitigation, Interruption, Corpse Disposal, Battery
 * Monk: Healing, Resurrection
 * Energy Management: There is no Blood is Power Necromancer in this team. Although the necromancer does carry Blood Ritual, it should not be necessary to use it through most of the run. Exceptions include the first Aspect of Depletion room and Kanaxai's Chamber.
 * Solo Tank Aggro: At many spots, a single warrior should achieve aggro. During these times, the second warrior should stay back to pick up any strays. Nobody should be within the primary tank's aggro bubble until full aggro is established.

Walkthrough
Multiple screenshots are provided to illustrate the various pull points and techniques described in this walkthrough.

Room 1a: Aspect of Soothing
This room should include a Warrior, Monk, and the Necromancer. The Monk should place a Healing Seed on the Tank as the Tank runs up to and stands adjacent to the Darkened Irukandji (Jellies). It is important to switch focus between the Jellies and try to interrupt Restoration as much as possible. Running to the Jellies will also aggro the Ripper Carps and the Kanaxai Aspect of Soothing. Laying Spiteful Spirit on the Aspect will help kill the entire mob quickly. The Aspect is usually destroyed after everything else has perished. Alternatively, you can often aggro the Aspect alone using a longbow, kill it, and then kill the rest of the mob. This method is generally easier but slower.

Room 1b: Aspect of Death
This room should include a Warrior, Monk, and the Ritualist. The Ritualist should summon his spirits near the back right corner. The Monk stays behind the spirits and the Tank is positioned in front of the spirits. When Pain, Bloodsong, and Shadowsong are placed, the Tank can pull the Kanaxai Aspect of Death by itself using a longbow. As the Aspect approaches, the Tank should use Shove to knock it down and halt its progress. By now, the Ritualist should have placed Wanderlust and cast Painful Bond on the Aspect. The Aspect will go down quickly. The rest of the mob is easy to kill after the Aspect is dead. Occasionally, the location of the spawned creatures will not allow you to pull the Aspect by itself. In this case, you should first pull the mob. This way is slower and mildly more dangerous, but it works.

Room 1c: Aspect of Surrender
This room is not cleared.

Room 1d: Aspect of Exposure
This room is not cleared.

Room 2: Aspect of Pain
The Warrior, Monk, and Ritualist from Room 1b should wait for a break in the patrols and then run to Room 1a, usually bringing a mob behind them. The Warrior, Monk, and Necromancer from Room 1a should wait at the exit gate of Room 1a. The two Tanks will block the gate, and allow the Necromancer and Ritualist to destroy the mob. Again, interrupting Restoration is important. Once the first mob is destroyed, the remaining patrols of Room 2 can be destroyed in similar fashion.

The Blessed Manta and Kanaxai Aspect of Pain are then destroyed in turn.

Room 3: Aspect of Lethargy
Both Tanks should proceed up the left wall of the entrance to Room 3 and position themselves along the small outcropping. One Warrior should aggro the Leviathan Arms and Leviathan Minds in the left side of the room using a longbow. The Leviathan should be destroyed by the Warriors, spirits, and Necromancer spike damage. Hexes are typically quickly removed so Spiteful Spirit is less useful. The team should then proceed to destroy the nearby Leviathan Heads. Casters should be aware that the Leviathan Heads use Choking Gas.

The Tanks proceed towards the center of the room and line up between the wall and small jade outcropping near the fire flower. One Tank should disable the fire flower and then aggro one or both remaining groups of Leviathan using a longbow. The casters should stay close to the wall to prevent the Leviathan from moving around the jade outcropping and into the back lines. Of note, the small niche in the left wall in this area would appear to be a safe refuge for the casters, however, the ranged attacks of the Leviathan Minds can pass through this wall (as can the attacks of the spirits).

The team then proceeds to destroy the remaining Leviathan Heads and then the Kanaxai Aspect of Lethargy.

The Gate
The team should approach the gate to Room 4 and aggro the nearby Outcasts on the other side using a longbow. They should die easily. The Warriors then both cast Recall on the same Monk. The entire team except that Monk takes positions on the pads in Room 3. When the gate opens, the Monk runs through and counts down from 3 to 1. On 1, Recall is canceled and the Tanks will Shadow Step to the Monk as the gate closes. The rest of the team then comes back to the gate and the Necromancer sacrifices himself to death using Blood Ritual; subsequently being brought into Room 4 using Rebirth. The other Monk and the Ritualist stay behind the gate for now (unless the other Monk brought Recall as an optional skill).

Room 4: Aspect of Depletion
After the Necromancer is through the gate, and both the Necromancer and Monk have regenerated a reasonable amount of energy, one Warrior should advance down the right side of the hill and body block the Flesh Golem that is always present. Once aggro is established, the second Warrior should run to the pack of Outcasts behind the Golem and attack them. As the mob dies, Well of Blood should be used to dispose of corpses, preventing the further use of Flesh Golem and Putrid Explosion. This is where Bloodstained armor becomes useful.

When this mob is dead, the casters should retreat to a spot at the top of the hill where there is usually a dead spot in the Aspect of Depletion in order to regenerate energy. Be sure to stay out of aggro range of the gate. One of the Warriors advances to a point just outside of aggro range of the next mobs, which triggers the spawning of multiple Sapping Nightmares and Freezing Nightmares in Room 3. These Nightmares will attack and kill the Monk and Ritualist behind the gate, who are then brought into Room 4 using Rebirth. It is unnecessary to kill the Nightmares.

Again, some time should be allowed to regenerate energy. This next section is the first dangerous part of this run. The priority in this room is to destroy the Kanaxai Aspect of Depletion as soon as possible. This is usually difficult, as he tends to remain deep within the room. However, on occasion he will advance into the center of the room, within range of a longbow. If this occurs, at any time, the tank that triggered the Nightmare spawn should ping his attack, and aggro the Aspect. If the Aspect comes within aggro range, this takes priority over rebirthing the second Monk and the Ritualist.

If the Aspect does not come into range, then a lone Tank should aggro the group on the left by walking up to the corner and then advancing into position between the wall on the left, and a small nearby rock outcropping. The second Tank can join the first near the outcropping, or stay back and defend against the possibility of Flesh Golems. It is imperative at this point that the mob on the right and the mob at the far end of the room do not catch aggro. This part is tricky as the Aspect of Depletion will drain significant amounts of energy. The Necromancer has a lot of work to do, casting Spiteful Spirit, exploiting corpses with Well of Blood, and using Blood Ritual on the Monks and Ritualist as needed.

After this first mob is defeated, the Aspect should now be within range of a longbow and it should be pulled back to a safe position and destroyed. The remaining two mobs are straightforward, as long as you do not aggro them both at the same time. Usually, the far mob is destroyed next, and the mob on the right side is destroyed last.

Room 5: Aspect of Failure
One Warrior should take up position at the left side of the gate. The casters take position behind the gate and to the left. The Ritualist should place spirits a short distance behind the Tank. The other Tank should then enter Room 5 and attempt to aggro all three groups of patrolling Outcasts. This is done by advancing to a square jade outcropping just before you reach the stairs going up. When you have aggro, run back to the gate between Room 4 and Room 5. Endure Pain and Defensive Stance will help keep you alive. Both Monks should be alternating casts of Heal Party. Once back at the gate, the mobs can be easily destroyed. You can tell how many mobs were successfully pulled by the number of Outcast Ritualists present. Often, the Warrior will need to repeat the pull to get the third group.


 * The pulling Warrior can cast Recall on the other Warrior as a safety measure, canceling it if they get in trouble on the way back to gate. If this is done, and the Tank gets back safely, Recall should be canceled near the top of the stairs as it will usually otherwise be stripped during the fight.

Once all three patrols are dead, one Warrior should advance back to the jade outcropping to distract the Outcast Raiders. Their arrows cannot hit you at this location. The rest of the team should run along the far edge of the room to the top of the stairs leading down. The Warrior then breaks off and joins the rest of the team. If there is no chest in this room, you may proceed without destroying the Kanaxai Aspect of Failure or the remaining Outcast Raiders.

If there is a chest in this room, it can be easily reached. As you approach the top of the stairs down, there is often a dead spot in the Aspect of Failure which allows casting for a brief time. The Necromancer can cast Spiteful Spirit and Reckless Haste to destroy the nearest Outcast Raiders. The Tank climbs the rough jade face to the right of the stairs up (using keyboard movments), aggros the Aspect, and runs down the stairs to rejoin the party, trailing the Aspect behind him. Defensive Stance can protect from archery spike damage. The second Warrior and the Ritualist's spirits should be waiting at the top of the stairs leading down and the Aspect can be destroyed. The remaining Outcasts can be systematically destroyed.


 * Any deaths that occur in this room can be raised by the Ritualist using Lively Was Naomei.

Room 6: Aspect of Shadows
One Tank should take position at the left side of the top of the stairs leading down into Room 6. If the Kanaxai Aspect of Failure is still alive, the casters need to stand in the far left corner in a place where there is a dead spot in the Aspect of Failure. The other Tank will run down the stairs and deactivate the fire flower, spawning two groups of Oni, and then run back up the stairs to take position beside the other Tank. The Oni are easily destroyed using Spiteful Spirit. Do not attack the Oni with melee weapons, bows, wands, staves, or spirits. This will cause them to teleport using Viper's Defense, often into the midst of the casters. It is sometimes advantageous to wand an Oni that breaks into the casters as it will sometimes teleport back in front of the Tank.

A Warrior should proceed along the left side of the room with the rest of the party trailing behind (outside of the warrior's aggro bubble). This is the first place where solo Tank aggro technique will be used. The Tank can use Reborn Irukandji and fire flowers to assist with body blocking. There will be two Oni spawns before you reach the Kanaxai Aspect of Shadows. Destroying the Aspect is routine. There will be another two spawns of Oni before you reach the stairs leading to Room 7.


 * Try not to get within range of The Leviathan.

Room 7: Scorpion Aspect
The Warriors should take position at the left side of the top of the stairs. The casters should be safely around the corner, behind the wall. The Ritualist can place spirits behind the wall to the left. These spirits should not be able to hit the Reborn Irukandji due to being obstructed. They will also not be able to hit any Oni held by the Tanks, but will quickly eliminate any Oni that get around the corner. A Warrior will need to watch the room below and advance down the stairs as patrols of Oni come near. Aggro as many patrols of Oni as possible using a longbow and walk back to position at the top of the stairs. The Oni will quickly fall to Spiteful Spirit. Repeat this action until you see the gate to Room 8 is open. If there is a long break between Oni patrols, you may advance down the stairs to destroy the Outcasts at the base of the stairs. If you do this, the Warriors should continue watching for Oni patrols, with the team returning to the top of the stairs if more patrols come near.

Once all the Oni patrols and the Outcasts at the bottom of the stairs are destroyed, the team may run to the right and then up the next set of stairs, avoiding catching aggro on the Outcast patrols. There is a small niche to the left of the stairs where the team can safely wait (without fear of aggro or teleportation) for the patrol at the base of the stairs to leave. One person should turn off the fire flower at the top of the stairs. When the patrol returns to the bottom of the stairs, it should be destroyed.

The next part can be tricky for 6 man teams due to the unpredictability of the Scorpion Aspect teleports. The team should advance along the right wall until it reaches a small wall of jade with a nearby Outcast patrol. The Warriors will attack the Outcasts while the casters run around the small jade wall. Usually, a second Outcast patrol will eventually join the fight. Destroy both patrols, and then proceed to destroy the nearby Kanaxai Aspect of Scorpion.

Room 8: Aspect of Fear
Proceed down the stairs and make a tight group in one of the corners at the base of the stairs. The Warriors should stand a very short distance away from the cluster of casters to maximize their ability to body block the Oni. Six groups of Oni and Nightmares will spawn in sequence and descend the stairs to attack. The Freezing Nightmares will Shadow Step into the caster group, but are fairly harmless and easily destroyed. It is important to body block the Oni to prevent the use of Temple Strike on the Necromancer. The Necromancer can quickly kill the groups using Spiteful Spirit and Well of Blood is useful to assist in healing. The Ritualist may or may not cast spirits during these battles as per preference of the party.

Solo Tank aggro technique should be used to aggro the next Oni spawn at the right corner of the end of the first bridge. Destroy the Oni. Dual Tank walls should be used at the ends of the next two bridges. The Ritualist should again cast spirits out of range of the main aggro, but within range to destroy any Oni that break through.

The Kanaxai Aspect of Fear can be pulled along with several groups of Oni at the end of the third bridge. The fast attack rate of the Aspect will help destroy the Oni using Spiteful Spirit.

Room 9: Aspect of Depletion
This is the next tricky part of the run. The entrance to Room 9, at its narrowest point, is still very wide. One Tank should set up slightly to the right of the middle of the narrowest point of the mouth to Room 9. The other Tank should position themselves halfway between the first tank and the right wall. The casters need to stay within the right half of the room, and should initially be very deep (well outside of the Warrior's aggro bubbles). The Ritualist should set up spirits (spaced wide enough so that only one can be affected by Chaos Storm), so that they are not within range of the main aggro, but within range of anything breaking behind the Tanks.

The left Tank will then advance slightly forward to spawn the Nightmares in Room 9, and then step back into place. The Nightmares will start patrolling in a counter-clockwise direction around the room. After they move to the right of the mouth of the cavern, the left Tank should aggro them using a longbow (the Tank should remain stationary as he does this). The Nightmares will advance towards the Warrior wall and, coming from the right side, should get stuck on the Tanks and ignore the large gap on the left. The left Tank can pull additional groups from his stationary position as necessary using the longbow. Any Nightmares that do go through the Warriors should be quickly destroyed by the spirits. The casters need to move in and out of casting range as necessary to try to avoid being targeted with Chaos Storm.


 * Updated aggro rules implemented after the release of Nightfall cause this technique to be mildly less effective than previously. Mobs approaching the Warrior wall will now spread out along the wall and usually one Nightmare will end up positioned on the left side of the left Tank (near the large gap). As the casters advance into aggro range, this Nightmare usually breaks off the Tank and heads into the back line. One or two at a time are usually no threat and are finished off quickly by the Ritualist's spirits.

After all the Nightmares are destroyed, the party can progress along the right side of the chamber to Room 10. The Kanaxai Aspect of Depletion does not need to be killed unless there is a nearby chest.

Room 10: Aspect of Decay
A single Tank should enter Room 10 and proceed to turn off the closest flowers directly in front of the entrance to the room. In doing so, the Tank will spawn two groups of Oni. These Oni should be gathered up and brought back to a point in the middle of the entrance of Room 10. The Oni can then be destroyed.

It is usually easier and faster to clear the right side of the room, unless a chest is seen on the left. Both Warriors should cast Recall on a caster and proceed up opposite walls, turning off flowers as they go. When they reach the end of the flowers, cancel Recall to lose aggro and return to the casters. The Monks should heal using Heal Party and not chase after the Tanks for direct healing. The Outcast and Oni groups can then be destroyed using single Tank aggro technique. Additional groups of Oni will spawn near both exits to Room 10, as well as near the Kanaxai Aspect of Decay. The Aspect does not need to be destroyed unless there is a nearby chest.

Room 11: Aspect of Torment
If you went to the right in Room 10, several small groups of Oni will spawn. If you went to the left, you will spawn several small groups of Sapping Nightmares and Freezing Nightmares. All groups can be easily destroyed using Single Tank aggro technique.

Destroy the Kanaxai Aspect of Torment and the adjacent Outcasts in routine fashion.

Room 12: Kanaxai's Chamber
Both Warriors should cast Recall on the Necromancer. The Necromancer, Monk, and Ritualist should all advance a small distance into the room. The Monk will be casting Heal Party as often as possible. The Necromancer should keep Blood Ritual on the Monk. The Ritualist should cast spirits to provide the Necromancer with an energy battery.

Both Warriors and the other Monk should proceed along the left wall of the Chamber. Kanaxai should be pulled up the left wall to a spot just in front of the midline of the Chamber. Using Defensive Stance and Dolyak Signet as necessary to prevent being knocked down, the Warriors will use Shove in sequence to knock Kanaxai down twice. The second knockdown must occur after Kanaxai has stood back up in order to take effect. Upon the first knockdown, the Monk should retreat to the entrance of the room. If something goes wrong, it is quite possible (using Dolyak Signet, Endure Pain, and Defensive Stance with Heal Party) for a Tank to survive until Shove recharges in order to achieve the second knockdown. With each knockdown, a group of Sapping Nightmares will spawn. Once both knockdowns have been achieved, the Warriors will cancel Recall. The Nightmares generally remain near the knockdown point, and Kanaxai will reset to his default location. The Nightmares should not be attacked or destroyed.

The party then proceeds to the right side of the Chamber and pulls Kanaxai up to the midpoint of the right wall. Both Warriors should block his retreat by establishing position below him. There is no need to block the side facing the casters, as long as they do not get too close.

The primary damage to Kanaxai will come via the Ritualist's spirits with the Warriors causing secondary damage. The Necromancer should concentrate on maintaining Spinal Shivers on Kanaxai and casting Blood Ritual on the Monks (and Ritualist, as needed). Spiteful Spirit and Reckless Haste generally should not be used as the Necromancer's energy is limited and should be dedicated for Shivers and Blood Ritual. The deaths of the Ritualist's spirits provides battery for the Necromancer via Soul Reaping. The Warriors can help interrupt Nightmare Refuge using Distracting Blow. Both Distracting Blow and Nightmare Refuge have a recharge time of 10 seconds, making it easy to establish the correct timing.


 * Two warriors attacking with Icy weapons should be sufficient to interrupt every casting of Nightmare Refuge. Monks and Ritualists with Icy Spears may assist with triggering Spinal Shivers when not casting (though this is infrequent). If a Nightmare Refuge slips through, it is often removed by Disenchantment.
 * If the knockdown point was not in an optimal position, one of the Warriors can do a sweep by casting Recall on one of the casters, running through the Sapping Nightmares, and leading them to the opposite corner of the room before canceling Recall.

Build:Team - Foundry Balanced


The Foundry Balanced team build is a build designed to conquer all of The Foundry of Failed Creations in the Domain of Anguish. It is a balanced build that relies on the tried and true formula of a warrior tank, elementalists nuking and monks keeping the team alive.

This build can complete the quest The Foundry of Failed Creations, the quest Foundry Breakout and kill The Fury. Incidentally, this same build can actually be used to conquer any of the 3 other areas in the Domain of Anguish with slight modifications.

Build Concept
While there are different tactics for different situations (explained below, in the tactics section), the general outline of how this team works is as follows:
 * An Obsidian Flesh tank draws aggro and tries to hold it.
 * Three Searing Flames nukers take out the targets.
 * Two healer monks keep the tank alive and catch any damage that strays towards the elementalists.
 * One bonder maintains all bonds on the tank and some bonds on the nukers to prevent massive spikes.
 * An optional Ranger can use Broad Head Arrow to shut down critical spell-casting foes among the enemy.
 * The party avoids fighting in tight spaces (which the Foundry tries to enforce) by using a pet and the skills Necrotic Traversal or Consume Corpse to have one party member with Rebirth outside the room whenever there is danger.

The Obsidian Flesh Tank
Usage:
 * The tank will be heavily bonded. As such he/she will only be receiving partial damage at all times.
 * The tank will have Balthazar's Spirit on which will allow for constant casting of all Earth Magic spells.
 * When going into a group of foes, it is best not to use Obsidian Flesh or Armor of Earth as they will slow down your approach. Instead ask for Spell Breaker from a monk.
 * When pulling a group of foes, it is actually useful to invoke Obsidian flesh or Armor of Earth as moving slower than computer controlled foes will make them follow you as far as they could as opposed to running at normal speed.
 * Use Stoneflesh Aura as often as possible. It will make you take zero damage from nearly all attacks and spells.
 * Lay down Ward Against Foes when foes around you are near half-health. This will snare them around longer for the elementalists to finish them off.
 * The optional slot can be:
 * Glyph of Concentration: To avoid having any of your spells interrupted.
 * Dolyak Signet: As a massive armor boost. This is not needed, but is useful in situations where, for example, monks go down and you need to stay alive till they are revived.
 * Lightbringer's Gaze: To add some offensive punch to this very defensive build.
 * Sliver Armor: To add some damage as well.

Equipment:
 * A sword/axe with +5 Energy and a 20% "of Enchanting" grip. This will give you extra energy and make all the Earth spells last longer on you. Rajazan's Fervor or the Totem Axe make great weapons for this build.
 * A Shield with either +30 Health or +45 while Enchanted is optimal. Also, having a secondary set of Earth Magic based wand and Focus item is optimal for energy. It can also be a 15/-1 set to provide an extra energy boost in times of trouble.
 * Gladiator's Armor or an armor set fully equipped with Radiant Insignia (for the extra energy) is ideal for this build.

The Searing Flames Nukers
''Note: The remainign 3 attribute points should be placed in Healing Prayers or Protection Prayers based on the type of resurrection skill the elementalist is bringing. See Usage section below.''

Usage:
 * Wait until all enemy aggro has settled on the tank.
 * Maintain Fire Attunement during a fight unless facing the Greater Dream Riders (see tactics below).
 * You will have two combos to invoke during a fight.
 * If the foes contain casters you need to take out quickly (enemy monks, mesmers, necromancers and/or elementalists) then use Glyph of Sacrifice followed by Meteor Shower. Then proceed to spam Glyph of Lesser Energy, Searing Flames, Glowing Gaze and Lightbringer's Gaze as they become available.
 * If the foes are mostly melee foes (like all Titans) then inverse the combo. Spam the first four skills on your bar until foes are at half health, then use Metoer Shower to finish them off. In fact, against pure melee foes (Warriors, Dervishes and Assassins), try not to use Meteor Shower altogether.
 * If your Lightbringer title is less than rank 3, replace Lightbringer's Gaze with Liquid Flame.
 * In the "generic resurrection" slot, each of the three E/Mo nukers must equip a different one of these skills:
 * Rebirth: One elementalist will be in charge of "Glyph-Sac" rebirthing players who in a bad spot inside the foundry itself. This elementialist can also help monks rebirth players through the gate when the party is setting up to fight behind a gate.
 * Resurrection Chant: One elementalist must have this skill. combined with Glyph of Sacrifice, it can bring a player immediately up and at full health. However, it only has half the regular range. This is mainly used to bring up the tank (and the ranger if used) on the other side of the gate.
 * Resurrect: The third elementalist must bring this skill in case the tank dies outside of the range of Resurrection Chant.

Equipment:
 * As elementalists have a large pool of energy, the only real upgrade this build really needs is 20% HSR preferably on both the wand and the focus item. This is to speed up the readiness of Meteor Shower.
 * A variety of armor choices make sense:
 * An armor set with Radiant Insignia will provide extra energy.
 * An armor set with Pyromancer Isnignia will provide extra protection against the Tortureweb Dryders' nukes.
 * An armor set with Stalwart Insignia will provide extra protection against any melee aggro that comes your way.
 * Tempest Armor would provide extra protection as the elementalist will always have at least 2 enchantments on.

The Healer's Boon Monk
Place spare points in death magic

Usage:
 * Maintain Healer's Boon on at all times during a battle.
 * Maintain Essence Bond on the tank.
 * Dwayna's Kiss is the primary healing skill.
 * Healing Touch is for self-healing.
 * Use Heal Party to heal the tank at a distance, or when the party is collectively moving and taking damage from Enduring Torment.
 * Using Healing Seed on the tank and alternate it with the other monk.
 * When the party comes to a room where they will have to fight outside the room (see the tactics below), you will need to run to the gate as soon as it closes and then invoke Necrotic Traversal (or Consume Corpse) and then move away from enemy casting range. If the party has a fighting chance, then assist them with Heal Party.

Equipment:
 * A perfect Insightful Staff of Enchanting with 20/20 HSR and HCT for Healing Prayers is optimal.
 * Ascetic's Armor or an armor set fully equipped with Radiant Insignia (for the extra energy) is ideal for this build.

The Spell Breaker Monk
Usage:
 * Maintain Essence Bond on the tank.
 * Dwayna's Kiss is the primary healing skill.
 * Healing Touch is for self-healing.
 * Use Protective Spirit on any party memeber other than the tank who begins to draw the attention of foes.
 * Dismiss Condition is primarily for the Prisoners of the Foundry Breakout quest so that they do not become crippled, however, there is disease, Poison, Bleeding and Deep Wound aong the way, so feel free to use it as needed.
 * Cascade Healing Seed on the tank with the other monk.
 * Use Spell Breaker on the tank as he goes in to gather aggro. This will allow the tank to move freely without being slowed by Obsidian Flesh.
 * When the party comes to a room where they will have to fight outside the room (see the tactics below), you will need to cast Spell Breaker and Protective Spirit on the Healer's Boon monk to make sure he makes it outside to safety.

Equipment:
 * A perfect Insightful Staff of Enchanting with 20/20 HSR and HCT for Healing Prayers is optimal.
 * Ascetic's Armor or an armor set fully equipped with Radiant Insignia (for the extra energy) is ideal for this build.

The Bonder
Usage:
 * Maintain all the bonds above on the tank in order from right (Life Barrier cast first) to left (Vital Blessing cast last).
 * Maintain Balthazar's Spirit on yourself as well.
 * Maintian Life Barrier on the elementalists and (depending on your skill and how comfortable you are with bonding) everyone else.
 * When the party gets to the Prisoners part, you will need to maintain Life Barrier and Life Bond on each prisoner as he is being rescued. After the prisoner is taken to safety, you can remove those bonds. Since no fighting takes place during those sequences, you can drop the bonds on the elementalists if you need to.

Equipment:
 * A perfect Insightful Staff of Fortitude with +5 Energy while health is above 50% ("Hale and Hearty" inscription) is optimal.
 * Ascetic's Armor or an armor set fully equipped with Radiant Insignia (for the extra energy) is ideal for this build.
 * Two head pieces, a Defender's head piece with a superior Protection Prayers rune to cast the bonds and then a Prophet's head piece with a superior Divine Favor rune to maintain them.

Necromancer Variant
This is a more common variant that just uses the spirits from the ranger profession along with Curses damage abilities.

Usage:
 * Lay down Edge of Extinction at the start of every fight in a safe spot that keeps all foes in range.
 * As soon as the tank brings back foes and is set, use Spiteful Spirit and follow it up with Reckless Haste for constant Damage on foes. Reapply Spiteful Spirit on other foes as it recharges.
 * Spam Desecrate Enchantments and Defile Enchantments as they become available. Stygian Golems are the best targets for these.
 * Use Blood Ritual on teammates as they need energy.
 * Manage the pet as the ranger above.

Tactics
Conquering the Foundry involved clearing the four chambers leading up to the Foundry itself and then clearing it of most monsters to set up the final fight against The Fury. This is a chamber by chamber walkthrough:

1st Chamber
This is the easiest of the four chambers and should be completed without the party having to use the "Necrotic Traversal then Rebirth" trick. However, just to be safe, the ranger should have his pet die outside the first gate. Everyone should take the quest from Captain Jerzah. As soon as everyone is sufficiently deep enough into the room, the gates will lock and a group of Margonite Anurs will spawn at the end of the room.

After everyone has their bonds on. The Tank should be covered with Spell Breaker and should go in just as the spawn of Margonites is collapsing so as to form a nice ball for Meteor Shower. Remember not to cast anything on the tank while he is their aggro range until all aggro settles on him (i.e. their melee attackers all start attacking him). As soon as aggro is set, the elementalists should proceed to nuke with Meteor Shower first. When this group is about to die, make sure to save one last Margonite and pull him back to the gate where party came in, then finish him off there. This should ensure that the next spawn of Titans does not aggro the party, or at least aggro only on the tank. After the last Margonite dies, 3 Rage Titans and 3 Despair Titans will show up.

If those Titans spawn ouside of everyone's aggro, then the tank should take another Spell Breaker and go to them. If they spawn within aggro range of the tank then he/she should use Obsidian Flesh and walk to them (to ensure they do not walk to him/her and see other party members behind). Whenever the tank is setting aggro like this, Heal Party should be the only healing used.

These titans will not spawn more titans, however, because they cannot be knocked down, Meteor Shower acts like Fire Storm making them scatter rather quickly. So, try and stick with Searing Flames as much as possible. Finish off the Rage Titans first as they can wipe out the whole party with Earthquake followed by Churning Earth. If things look grim, the Healer's Boon monk should always have his/her finger on the Necrotic Traversal trigger. However, with experience, this group should be easy to take out with no deaths.

Revive the pet then move it to the door of the next chamber and then let it die.

2nd Chamber
This room is nigh impossible to fight in. It is very small and the spawn that appears after the door closes has three Tortureweb Dryders (which can wipe a tightly packed party in 2 spells). The party should hug the left wall and proceed slowly until the spawn appears. As soon as it does, the Spell Breaker monk should throw Spell Breaker followed by Protective Spirit on the Healer's Boon monk and that monk should Necrotic Traversal out of the room and move away from the casting range of the Dryders.

The Party should try and take out the Margonite Anur Ki that spawns in this group before wiping as well as any Dryders they can, however, they should also try to die as close as they can to the gate. After the fight is over and all members in the chamber have died, the monk should proceed to rebirth them outside the room leaving the warrior and the ranger. Those two must always remain in the room the party is trying to clear out.

After the casters have all been resurrected and bonded, one of the elementalists should "Glyph-Sacc Rez" the tank inside the chamber. The tank should come as close as possible to the game and the bonder should careully reapply bonds while the monk heal him/her. The elementalists should be able to nuke the enemy from across the gate and the wall. They should spread apart so that Searing Flames does not damage all of them at the same time.

Sometimes, a foe or two will run off and get stuck on the opposite side of the room. If the party waits for a few minutes, that foe will come back within casting range. Alternatively, one of the eles could resurrect the ranger inside the room and the ranger can use poison to bring that foe down.

When the chamber is almost cleared, the Spell Breaker monk should cast Spell Breaker on the tank as the second spawn contains a Greater Dream Rider. The second spawn should be cleared in the same manner.

Revive the pet then move it to the door of the next chamber and then let it die.

3rd Chamber
This chamber will spawn all its creatures at the same time (there will be no seondary spawn after the first groups are wiped). There will be four patrols roaming the room (all of which come near the gate, but not all the way). A patrol of 4 Misery Titans, a patrol of 4 Anguish Titans, a patrol of 4 Rage Titans and a patrol of 3 Dryders along with one Rider.

The Titans in this room will exhibit the usual Titan behavior of spawning smaller Titans. There are two spawn chains:
 * Anguish Titan-> Despair Titan -> Fury Titan
 * Misery Titan-> Rage Titan -> Dementia Titan

The Healer's Boon monk should wait outside the gate using Necrotic Traversal. The Tank can try and pull the Misery titans (easiest to take out) and the party can wipe trying to finish them off. Make sure not to stand right next to the gate or the new Titans that spawn from the dead Titans might spawn outside the gate and prevent the Healer's Boon Monk from rebirthing.

After the party is rebirthed on the outside, the tank can proceed to pull group after group, while the elementalists take them out.

Revive the pet then move it to the door of the next chamber and then let it die.

4th Chamber
This chamber will again give the party room to operate. A spawn of Dryders along with a Margonite Anur Ki will spawn at the back of the room. They can be taken out by a frontal assault (tank charge in when they are balled up). Before the last foes dies, the party should pull that foes back to the beginning of the room and finish it off there to be safe. The next spawn will be a large group of Dementia Titans. At this point, the Healer's Boon monks should leave the room to be safe. The party can try and kill them while they are on the tank. If aggro breaks, a wipe + rebirth maybe necessary.

After this group there will be a mixed group with a Margonite Anur Ki, a few Titans and a Dryder. One of the Titans is a special Fury Titan that drops a unique item.

After this room is clear, you can proceed to take the quest reward anf the next quest from Tekliss.

The Foundry
The name of the game in the Foundry is pulling and aggro control. Because the Foundry is spacious, kiting and breaking aggor if things go bad is quite possible, so there will be no more need for the pet.

As soon as the party goes in, they will see a large Vat to their right with a small gap between it and the wall. That gap will be the focus of all pulling and tanking till that part of the Foundry is cleared. The tank will simply aggro a group and tanks them at the gap so that they are unable to get through the gap and then the nukers can cast on them through the wall.

Past the gap, the party will see 4 large vates in the center of the hall, they should always use those vats for groups that do not pull all the way to the gap. The tank should pull the foes to the vat, the casters should be behind him/her so that the enemies need to go through the tank to get to them and then nuke.

Note that the Greater Dream Riders will follow indefinitely. One way to exploit this is to aggro their group (usually patrol with Dryders) and then run off till the Dryders break aggro, and then kill off the Riders who, alone, will not do much damage.

After all patrols are cleared, the party can attempt to complete the quest. For each prisoner, the bonder will place Life Bond and Life Barrier on that prisoner, and the SB monk will place Spell Breaker on the prisoner and immediately after that, the tank will speak to the prisoner and advance the quest). Then everyone needs to run far away and the prisoner will follow them. If the prisoner is crippled, Dismiss Condition should be used, Heal Party should be used for healing the party as they move. After aggro breaks, everyone should stand still, and the ranger should take the prisoner away till the names in the party are all grayed out. This will ensure the prisoner does not follow the party anymore.

The same procedure should be done with the other two prisoners. Captain Valkyss' group should be taken out as they are in the way of future fights. First, the party should run away till only the Riders follow. After they die, the Captain should be taken away to safety and then the remaining party members should kill off the Dryders.

After all three prisoners are safe, the tank should advance to the gate to aggro the spawn of The Black Beast of Arrgh. With bonds, the tank should be able to tank him even with 0 attribute points. However, the Beast should first be pulled all the way to where his patrol will follow no more and then fought there so that they do not try and go for party members behind the tank.

After the Beast dies, the quest will be completed and the prisoners will be removed from the party list. The party can then take on The Fury's group. Once again, they can pull the Guardians of Komalie who look like Dream Riders all the way to the gap and finish them off. After that, they can keep pulling the Fury's Group back and forth until they find the spot beyond which they will not follow, and then nuke the monks first then the Dryder guardians. The Fury is actually less of a threat than those Dryders.

Variants

 * The entire nuking cast can be replaced with Necromancers using Feast of Corruption to spike.
 * The tank does not necessarily need to be an Obsidian Flesh warrior. Other tanking builds can be used, as well as non-warrior tanking builds like a continual Shadow Form assassin or an Obsidian Dervish.