User:Entropy3927

I will probably go back to old talkpage configuration soon.



^Gonna make a template or userbox or something out of this.

Current editcount: Over 9,000



In Soviet Russia, good idea has Felix!

<- Feel the pain

of those inferior genders

as you ponder in hell

How I farm!
Salad taught me the Cathedral of Flames run, and I actually find it enjoyable.

1) "600"

14 Protection Prayers, 13 Divine Favor

Holy Wrath maxes out its damage when your max health is ~900, so you want to have as much as possible. Also just makes you more resilient and gives you a larger margin for error. Deep Wound also hurts less. With optimal runes and insignia, you should have 560 health. With best weapons, this can become 720 (+60 health staff), as far as I know. Vital Blessing will raise this close to or above 900, depending exactly what rank you cast it at. Other effects like Heart of the Norn give even more, etc etc.

2) Hero Smiter

16+ Illusion Magic, 12+ Fast Casting

This saves you the trouble of packing double superior runes on a Monk Hero, which is suicidal anyway. Illusion of Weakness will save your Mesmer from some Reversal of Damage spam. Fast Casting also speeds up casting (duh) which saves you some few seconds. Downside of this is that you do not get to take Peace and Harmony / Blood Is Power etc. for energy management...though this is typically not a problem in CoF unless you die. Murakai can be a pain though, since with just one foe attacking you (usually) you aren't generating much energy, thus maintaining expensive 10-energy enchants can become problematic.

3) Healer (optional)

12+ Divine Favor, 12+ Healing Prayers

Optional, but nice. Consume Soul eliminates Bloodsong spirits quickly and easily. Restful Breeze provides more than enough healing to protect your Smiter, and the "600" also between fights. Mending Touch and Convert Hexes are additional cleanup to speed up runs. Succor gives the "600" a little bit of extra health and energy; combined with Mending and Watchful Spirit, the "600" has a base 7 pips of regen, so up to Burning is totally nullified. Which is handy. Especially if Spirit Bond gets interrupted at a key juncture ("KD happens").