User:Jacxx8291

Builds (not mine) that I want to keep away from the build wipe.

This build is designed for farming Dead Swords (and other rare skinned weapons as well) in The Shattered Ravines while Destroy the Ungrateful Slaves quest is active. This is solo w/mo farming build.

Equipment

 * Armor - Glads armor for energy with all the runes of superior vigor (or major will suffice) and superior absorption. Knight's Armor can be used for the -3 damage reduction against physical attacks (recommended for beginners).
 * Weapons - An axe is required for this build. I use Victo's Battle Axe for added damage, but any max axe with 15^50 will do, just might take longer.  Have a max shield with +45/-2 while enchanted AND requires strength. Arrahhsh's Aegis may also work since it is a stance shield and fairly easy to farm.

Usage
First get to The Shattered Ravines from Bone Palace. Let the king die in order to repeat the quest. Cast Balthazar's Spirit on yourself and let the energy recharge to full before casting Live Vicariously. Once the king is dead, wait until the slave spirits settle, and then get close to aggro and cast Vigorous Spirit BEFORE aggro. Be sure to charge for the monks slave spirits first as they are the ones that can shoot you from a distance. Get within the mob so that your cyclone axe will be able to hit everything. Once positioned, hit Dolyak Signet to reduce melee damage. Start cycloning using both Cyclone Axe followed by Triple Chop. After the first cyclone axe, you should be able to use flail to increase attacking speed. Alternate Cyclone Axe and Triple Chop (by continuously spamming whichever becomes available first) and use executioner's strike whenever it becomes charged. With live vicariously and vigorous spirit up, you should be able to stay alive while causing massive AOE damage to all surrounding targets. Make sure flail stays up at all times to increase attack speed and to increase the rate you benefit from live vicariously and vigorous spirit. You will get interrupted by Savage Slash frequently when trying to cast vigorous spirit, but just keep trying and eventually they won't be able to interrupt. Use the same method for all 5 mobs. When finished, rezone and repeat.

Counters
The slave mobs consist of monks and warriors but their ratio is not fixed in proportion. The more monks, the more dificult it will be to kill and more Reversal of Damage's to worry about.

Variants

 * Replace Executioner's Strike with Bonetti's Defense if you are having difficulty keeping vigorous spirit up. That is, have Bonetti's Defense active before you cancel it with Vigorous Spirit to prevent interrupts.
 * Healing Hands makes it a lot easier to stay alive. It also has a very short activation time and is therefore difficult to interrupt.

Equipment

 * Armor:
 * Headgear with any mod
 * A max level armor with insignia and runes that boost your armor and/or energy.


 * Runes/Insignia:
 * Energy/Armor boosting insignia
 * 1 Superior Rune of Scythe Mastery.
 * 1 Minor mysticism rune
 * 1 Minor earth prayers rune
 * Best vigor rune you can afford


 * Weapons:
 * Any scythe will do. A zealous scythe with energy/health boost and/or armor penetration is suggested. Mhedi's Vow is a perfect unique scythe for this build.

Start

 * Cast Avatar of Balthazar and Vital Boon when you spawn in the FOW.
 * Run to the right, through the mobs, and circle around the large rocky outcrop where you can stop to let the patrols pass you. (You can use Mystic Regeneration to heal yourself when necessary).
 * When you meet the Snarling Driftwood, take them down quickly followed by the Doubter's Dryder that stands behind them. This must be done quickly because of the two shadow patrols that come past that point.

Important: Always keep away from the Ancient Skale!


 * While fighting the Snarling Driftwood, keep up Physical Resistance, Vital Boon, Mystic Vigor and Avatar of Balthazar whenever possible. Then when your health is low, cast Mystic Regeneration to keep your health up. Because of the three enchantments on you, your health stays high. And even when your health drops (which it shouldn't anyway), the enchantments on you provide enough healing power to stay alive. Keep on spamming the attack skills and when their health is at 1/3 you will also gain health from Victorious Sweep. The mobs should die quickly and easily.


 * The Doubter's Dryders are killed in a different way. First of all do not cast any enchantments on yourself because they will use Shatter Enchantment and Drain Enchantment which deal quite a lot of damage. Just lure them to a safe spot away from the Ancient Skale and attack them with your two attack skills. They should die quickly without any problems. Use Mystic Vigor, Mystic Regeneration and/or Vital Boon when your health drops below 250.


 * The Armored Cave Spiders are also very easy to kill. First kill the three Doubter's Dryders that stand in front of the cave. Then make the Armored Cave Spiders spawn and wait for them to spread out in front of the cave. Cast Vital Boon, Mystic Regeneration, Mystic Vigor and Physical Resistance before you proceed. Then lure one of them and pull him away from all the others, causing a group of 3 spiders to follow you. Wait until the three Armored Cave Spiders are together and pull them back further. Then just keep your enchantments up and Mystic Regeneration will provide you with enough healing power to stay alive and counter the poison. Spam your attack skills and they will die within 20-40 seconds.

Details

 * For a more detailed version on how to approach the mobs in FOW read the W/any Fissure Spider Farmer article, which describes how to attack and position yourself as you are farming in FOW.

Counters

 * Watch out for the Ancient Skale. You are almost certain to die if you don't rush through them, so always sprint away from them.

Equipment

 * Max armor with Windwalker Insigias, preferably, but whatever you see fit will work.
 * A Rune of Minor Scythe Mastery, Rune of Superior Mysticism, and a Mysticism headpiece.
 * A scythe with +15% while Enchanted and a perfect of Enchanting modifier (The Soulbreaker works fine) and a Zealous scythe such as the Eyes of the Forgotten.

Grasping Darknesses

 * Upon entry, take the quest from the Lost Soul to get the Grasping Darknesses to spawn.
 * Quickly lure the Darknesses towards the cliff, using Pious Haste, only one group at a time.
 * When lured, use Physical Resistance to cancel out Pious Haste.
 * Use Zealous Vow before the Darknesses reach you.
 * Begin attacking them using your attack skills.
 * When one group is dead, move on to the next group, rinse, and repeat.

Smite Crawlers

 * Use Pious Haste and run to the Smite Crawlers.
 * When you reach them, cancel Pious Haste with Physical Resistance.
 * Cast Zealous Vow AFTER canceling Pious Haste.
 * Next, cast Mystic Vigor, Rending Aura, and Mystic Regeneration in that order.
 * Begin attacking the Smite Crawlers.
 * Continue the trip, attacking the Smite Crawlers on your way, until they're all done. Then, repeat the run.

Counters
The daze and interrupt from the Grasping Darknesses could be an uisance.

Video
Sorry about the low resolution and no sound, but otherwise, it would have been more than 100 MB.
 * http://files.filefront.com//;7079942;;/

Dervish Forge Runner for Beacon's Perch to Droknar's Forge run.

Equipment

 * Maximum level armor with Radiant or Windwalker insignias.
 * The runes you will need are as follows: Major Mysticism, minor Wind Prayers, Minor Earth Prayers, Rune of Attunement, and a Superior Rune of Vigor (if you can afford it).
 * Any weapon with an enchantments last 20% longer mod and +5 energy inscription and a shield or a staff with similiar mods.
 * Totem Axe and a Wooden Buckler from Luci
 * Kepkhet's Refuge

Usage
Keep Faithful Intervention on at all times, and use Watchful Intervention for emergency heals. Vow of Silence will keep you going through the grawl, ice imps, and ice golems safely.Featherfoot Grace reduces poison, bleeding, and cripple when running through the Grawl. Harrier's Haste and Enchanted Haste are stances to increase your speed. Try to keep Mystic Regeneration up. Fleeting Stability will get you through the worms and other knockdowns you may encounter.

Watch your enchantment expirations. If they are about to go out, go ahead and recharge them whenever you can.

Variations
Using a D/A, take out Watchful Intervention and Enchanted Haste and replace them with Dark Escape and Dash. Attributes should be aligned as 14 Mysticism (With Hood+Superior Rune), 11 Earth Prayers, 10 Wind Prays, and 9 Shadow Arts.

Equipment

 * 20/20 Truncheon and 20/20 Idol and/or 20/20 Blood Staff of Enchanting
 * Radiant Ragged Scar of Superior Blood Magic
 * Radiant Chest of Superior Vigor
 * Radiant Arms of Attunement (or Minor Death Magic)
 * Radiant Legs of Attunement
 * Radiant Boots of Attunement
 * Radiant Boots of Attunement

Usage

 * At the beginning of the match, after the timer expires and you have enemies on your radar, use the dozen or so seconds beforehand to cast Dark Aura. For the next 30 seconds, every time you sacrifice health, adjacent foes will take 35 shadow damage and you'll lose 15 health.
 * Cast Blood Renewal just before using Shadow Prison on your enemy to begin regenerating the health you're about to lose through sacrifice skills and to receive a 200 HP heal in 10 seconds. Spam Wallow's Bite, Touch of Agony and Blood of the Aggressor while your target is slowed by 66% for 7 seconds.  Finish with Augury of Death, as the next time your foe takes damage when he's below 50% HP, you'll deliver a deep wound for 13 seconds and instantly teleport to him again for more touch spam.
 * Always have Blood Renewal on you and only recast it after it wears off and delivers you the 200 HP heal.

Variants

 * Nova may be used in Competitive Missions such as Fort Aspenwood for a finishing explosion on groups of NPCs.

Counters

 * Heavy degen will destroy you.
 * Losing Blood Renewal to Diversion or similar skills will cripple this build badly.

Equipment
Any armor set will do as long as it is the maximum armor level (such as found in Droknar's Forge and Kaineng Center). Most commonly used would be Gladiator's Armor. Any Sword/Shield combination should do, as long as you meet the requirement for the Sword (you have 15 attributes into it) and the Shield (10 into Tactics).

Usage

 * Ventari's Refuge
 * Start in Ventari's Refuge which is south from Quarrel Falls through Silverwood and Ettin's Back. Exit and head south towards the Reed Bog. Along the way you will encounter the conditions Bleeding and Burning. Use Troll Unguent or Melandru’s Resilience to counter this. Sprint when Melandru’s is recharging. Don’t use them together as they are both Stances and will cancel each other out. This is an easy run and won’t cause too much trouble.


 * Reed Bog
 * When you enter the Reed Bog there are two ways you can go. If you decide to go south west you will find this much easier than if you head directly south as you won’t encounter as many creatures along the way. In this area you will only get conditions such as bleeding, poison and cripple. Use your Troll Unguent or Melandru’s when needed and watch out for Moss Scarabs. You can basically sprint through this area with minimal trouble. Head south to find the portal into The Falls.


 * The Falls
 * You will meet all conditions, explained in the Enemy notes, here. When conditioned use Melandru's Resilience or Troll Unguent. When you come accross Jungle Trolls just Sprint past them making sure you have enough space to get past. The Jungle Skales drop Gold and Blue items quite often so you might want to         . Use your Healing Signet in an emergency or when attacking the Life Pods. Sever Artery and Gash help speed the process up. When you come accross Wind Riders just alternate between Sprint and Melandru's to get past them. If you want to attack them then kill 3 at a time and run to regen health. The Wind Riders also drop a green item named Forgotten Fan.

Enemy Notes



 * Jungle Skales
 * Jungle Skale use the skill Rotting Flesh which gives you a health degen of -4. Using Melandru's Resilience nearly negates this and gives you +1 energy, so they shouldn’t cause any damage to you.


 * Jungle Trolls
 * Stay away from these creatures as they are dangerous in large groups. They use the skill Power Attack which causes a lot of damage and patrol the area in large numbers. You will be passing by these groups on the way and using sprint is the best way to avoid them. Be careful when running around them as a few of the pathways are quite narrow and getting trapped is not an option.


 * Life Pods
 * These creatures are nothing but an annoyance in this area. The only thing they have that causes damage to you is the skill Holy Wrath. The best way to deal with these creatures is to draw them away from the Root Behemoths and try to          one at a time. It’s possible to           in groups of three but it takes a while. Even when they are drawn away, they still tend to run around in circles (if there is more than one) to avoid you and heal themselves or to be healed by another pod. Life pods will ALWAYS run along the side of a wall, thus making it very easy to bodyblock any runners


 * Maguuma Hunter
 * The Maguuma Hunter uses a skill called Hunter's Shot to inflict Bleeding. They also lay down flame traps to inflict Burning which is also a Condition. The Burning Condition doesn’t last very long and the Bleeding can be negated with Melandru's Resilience.


 * Maguuma Spiders
 * The Maguuma Spider uses the skills Pin Down and Apply Poison to slow you down on the run towards The Falls. Using Melandru's Resilience will negate this and followed up with Troll Unguent you shouldn’t have a problem with them.


 * Redwood Shepherds
 * These creatures are in the same location as the Maguuma Spiders and prevent you from using your Healing Signet by using the skills Primal Echoes and Debilitating Shot. Using Troll Unguent works well in this area.


 * Root Behemoths


 * Root Behemoths are easy enough to kill as long as you clear out the Life Pods first.


 * Wind Riders


 * The Wind Riders are dangerous in large groups and inflict health degen of -5 by using the skill Conjure Phantasm. Melandru's Resilience will reduce this to -2 and give you energy +1 but the Wind Riders interrupt your skills which also includes Healing Signet and Troll Unguent. From experience you can kill up to 3 or 4 in a row and then run away to regenerate health. In smaller groups of Wind riders it is possible to get them to "use up" their interrupts. Simply cast skills multiple times to get the Wind Riders to use their interrupts. Then you will have a safe amount of time to activate Troll Unguent and Healing Signet.

Counters
While this build is generally quite effective and safe, it will have a hard time against monsters, such as the Wind Rider, which use Cry of Frustration to interrupt the healing skills.

Variants

 * The wildcards in this build are Sever Artery, Gash, and "Shields Up!". Therefore, it is possible to change the other skills, depending on your choice of weaponry in order to fit your specific needs.
 * A wise move to add is in the 'optional' slot is "I Will Survive!" which makes you gain Health regeneration of 3 for each condition you are suffering for 5-10 seconds. This, combined with Melandru's Resilience works very well for resisting health degeneration.
 * Replacing "Shields Up!" and the 'optional' slot with Riposte and Deadly Riposte allows you to make quick work of any Root Behemoth with fewer than 3 Life Pods by attacking one of the Pods while letting the Behemoth kill itself attacking you.
 * Predatory Season can be used right before attacking a group of Wind Riders. This gives a +5 health every time you hit with an attack and reduces your healing by 20%. This does not affect Troll Unguent's regeneration effect. Your Healing Signets will be interrupted anyway. This can also be useful against the Life Pods as it reduces their healing by 20%.
 * This Build can easily be used by a R/W by changing Sprint for any ranger running skill, such as Storm Chaser.
 * With the high Wilderness survival, Apply Poison makes dispatching groups of life pods an easy task. They love to spam Mend Condition and will soon exhaust their energy. Just be mindful of your own energy. In additon to this, wind riders are much easier to fight. Just use Apply Poison before rushing into battle and make sure not to use any other skills, just let the poison degeneration do the work. Usually you will only be able to kill one or two before sprinting away to heal.
 * Adding Final Thrust for the spike helps on Life Pods - pull one at a time by barely touching your aggro circle to the behemoth and quickly backing away.