User:GW-Demon

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.

This Invincible Monk uses Shielding Hands and Healing Hands for full damage mitigation or healing, and Sliver Armor to quickly kill off bosses.

Attributes and Skills

 * You can use Watchful Healing, Mending or Watchful Spirit if you expect degeneration. Aftershock, Crystal Wave or Teinai's Crystals for additional damage. Grasping Earth for bosses that run when they are low on health. Rust is also useful when dealing with Warrior bosses. This requires you to lower Earth Magic by one and put the points into Water Magic.

Equipment

 * A Weapon of Enchanting. The Cities of Ascalon -50HP Grim Cesta can be used but won't make any difference.
 * Armor doesn't really matter, but 5 Superior Runes are required.

Usage

 * When you zone in, cast Blessed Aura and Balthazar's Spirit. Switch to your Protection Prayers headgear if you have one.
 * Before engaging enemies for the first time, cast Protective Spirit followed by either Shielding Hands or Healing Hands (if you use Shielding Hands before Protective Spirit, you'll take damage and likely die because Shielding Hands will reduce damage before the Protective Spirit effect, making it useless)
 * Whenever either of these enchantments start flashing, cast Protective Spirit followed by the other one. You should be able to tank an infinite number of mobs this way.
 * Get close to the boss, and use Glyph of Concentration followed by Sliver Armor. If you brought a damage skill in the optional slot, use it to speed up killing.
 * If you brought Watchful Healing, use Glyph of Concentration followed by Watchful Healing when they recharge.
 * If Shielding Hands recharges before it expires, do not re-use it. For some reason doing so will simply nullify the damage reduction from the spell, most likely causing you to die.

Counters

 * Enchant removal will devastate this build, don't try to farm areas with enchant removal.
 * Life stealing bypasses Protective Spirit, and is usually fatal.
 * Interruptions are not a problem as your protective skills are all 1/4 second cast, and you have Glyph of Concentration for Sliver Armor. You might have trouble if Glyph is interrupted however.
 * Heavy degeneration such as Burning, or long lasting degeneration can be dangerous. Make sure you bring a health regeneration skill if you expect to face degen.

Variants

 * Essence Bond can be used if you face energy problems, however you should be fine with just Balthazar's Spirit.


 * Exactly the same build can replace both Healing Hands and Shielding Hands for Stoneflesh Aura. However, this is harder to use with the longer casting time of Stoneflesh Aura. It is highly recommended to use Glyph of Concentration before casting any spell with a 1 second casting time or longer.

Prophecies:
2 current mobs


 * Skyward Reach
 * Hydras - (you may wish to use Ward of Stability to avoid knockdowns.)
 * Prophet's Path
 * Minotaurs - (better farmed in Elona Reach (Mission) - either avoid the traps near the start or go with 105 hp, Mending or Watchful Healing.)

Factions:
13 current bosses


 * Bukdek Byway
 * Kenshi Steelhand - Medium (Huge mob, higher chance of interrupts)
 * Jin, the Purifier


 * Wajjun Bazaar
 * Lian, Dragon's Petal - (try to pull as many nearby enemies as you can)
 * Shen, the Magistrate


 * Xaquang Skyway
 * Ghial the Bone Dancer - (Mending is recommended due to his use of Faintheartedness)
 * Orosen, Tranquil Acolyte - Pull his and the other two mobs in range; otherwise he can outheal your damage even if you use Aftershock.


 * Mount Qinkai
 * Hukhrah Earthslove
 * Arrahhsh Mountainclub - (only if the quest Return of the Yeti is active)
 * Chehbaba Roottripper
 * Tomton Spiriteater
 * These four Yeti Bosses can be done in one run with Watchful Healing to counter Poison and Glyph of Elemental Power to speed up killing.


 * Pongmei Valley
 * Arrahhsh Mountainclub - (Glyph of Elemental Power is recommended)


 * Archipelagos
 * Ssyn Coiled Grasp - Medium/Hard (Dazing will cause you to get interrupted frequently. To avoid this, use Glyph of Concentration for all of your spells. 105hp is also needed.)


 * Morostav Trail
 * Strongroot Tanglebranch (Watchful Healing is advised.)

Nightfall:
9 current bosses


 * Marga Coast
 * Bubahl Icehands - (Watchful Healing is recommended due to the Kuskale Blighters' use of Rotting Flesh)


 * Yatendi Canyons
 * Hajok Earthguardian (Insect)


 * The Floodplain of Mahnkelon
 * Jerneh Nightbringer - Hard (Avoid the corsairs on the way, they can kill you. Also attempt to cast your already maintained enchantments to set off the Ridgeback Kuskales' Agonizing Chop and the Beast Sworn Hekets' Disrupting Lunge. Watchful Healing is recommended due to his use of Rotting Flesh.)


 * Resplendent Makuun
 * Jishol Darksong - (To counter Blazing Finale, go with 105hp and Watchful Healing.)


 * The Mirror of Lyss
 * Riktund the Vicious - (105 hp is recommended. Watchful Healing is recommended due to the Cobalt Shriekers' use of Blazing Finale. Also gather the Rock Beetle and Rain Beetle because they have a very high attack rate.)
 * Yammiron, Ether Lord - Hard/Very Hard (105 hp is a must. Use the same setup as for Riktund the Vicious.  Be careful as to not aggro the Behemoth Gravebanes and Scytheclaw Behemoths due the massive degen they can cause with Suffering, Toxic Chill, and Wounding Strike.  This isn't for the faint of heart but there will be energy denial due the Roaring Ethers.  But this shouldn't be too much of a problem if they keep attacking you. Note that Roaring Ethers use Resurrection Signet.)


 * The Hidden City of Ahdashim
 * Shakor Firespear
 * Leilon, Tranquil Water
 * Yammirvu, Ether Guardian - Very Hard
 * To kill these go with 105hp and bring Watchful Healing against Burning. Switch out Glyph of Concentration for Glyph of Elemental Power.


 * Domain of Secrets
 * Exuro Flatus - Don't even need Healing Hands. Take Shockwave if you have it, else any other non-elite suitable earth skill.

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).

For Video on this Visit - http://youtube.com/watch?v=4gJ2ImI83AU -

This build is born to farm the Underworld with a SS necromancer. It represents a good alternative to the 55hp Invincible Monk because of the better protection against spells, the better supply of energy and the better defense against interruptions. This build uses Stone Striker to convert damage received into Earth Damage, which trigger Mantra of Earth to further reduce the damage and gain large amounts of energy. Kinetic Armor is kept up using Aura of Restoration.

Equipment

 * Geomancer armor to further reduce the damage received.
 * Galigord's Stone Staff is perfect (any other staff with a perfect modifier of enchanting will be ok).

Usage
Be careful, before activating Obsidian Flesh a second time you have a gap of 6 sec. during which you are not protected against their spells.
 * Cast and keep up Kinetic Armor, Stoneflesh Aura, Stone Striker and Mantra of Earth.
 * Use Aura of Restoration to heal from life stealing or degeneration and to keep Kinetic Armor up.
 * Cast Obsidian Flesh when you see any Dying Nightmares to prevent enchantments stealing.
 * Cast first Sympathetic Visage and then Ancestor's Visage alternatively every 10 sec (when the activated skill is half recharged) to steal adrenaline and energy from adjacent mobs and to prevent interruptions.
 * Obsidian Flesh is also to be used against Terrorweb Dryders.

Counters

 * It is possible for Lingering Curse to remove all of these enchantments and cause the InvinciTank to have a squishy nature and be wiped out instantly. The only monsters that use Lingering Curse are Keeper of Souls, which spawn only if you take the Unwanted Guests quest.

This build sports a hefty five knockdowns. It is used to pressure and disrupt enemy warriors.

Equipment

 * Zealous, Vampiric, and Ebon PvP Hammer (elemental damage preffered as main target will be warriors).
 * Sentinel's Armor.
 * Stonefist insignia. This effectively doubles the power of this build.

Usage

 * Try to stay on enemy Warriors to force enemy monks up to heal them and to disrupt their damage dealing abilities; however, enemy Mesmers and sometimes Elementalists can pose a large threat that can be solved by your knockdowns. (Note that you will need extraordinary timing to interrupt several common Mesmer skills, due to their low base casting time and Fast Casting.)
 * Use your knockdown skills to interrupt critical skills, as well as ones with a long casting time (such as Meteor Shower or Backfire).
 * Use Rush and Bull's Strike against kiting enemies.
 * Use Counter Blow and Devastating Hammer on enemy Warriors.
 * Try running away from a melee foe for a bit (long enough for him to queue up an attack skill), and then attacking him with Counter Blow. You should hit just after they begin their attack.
 * Follow up your knockdowns with Crushing Blow.
 * Use Shock if your other knockdowns are recharging or if their conditions are not met. Also, use it on foes that block or evade your attacks.
 * Note that this is primarily a defensive character designed to take pressure off monks. It still has some bite, however.

Counters

 * All of your normal Warrior counters apply (Blind, Ward Against Melee, Shadow of Fear, etc.)
 * Anti-Knockdown skills (Ward of Stability, "Brace Yourself!")

Variants

 * Sprint may replace Rush.
 * Devastating Hammer can be replaced with Backbreaker for a long knockdown, or Earthshaker for AoE knockdown.