User:Queen Schmuck/W/Mo Rune Collector

The W/Mo Rune Collector uses Auspicious Parry to very quickly build adrenaline to spam attack skills against enemies. The Rune Collector kills the various rune dropping mobs in the northern path that leads from Beetletun through Nebo Terrace and North Kryta Province (NKP) to Scoundrel's Rise and back, collecting rune laden armors cheerfully given away by mobs of Ettins, Caromi, and even Skeleton Bows (if you also head south towards Bergen Hot Springs). No fighting is done in Scoundrel's Rise, as it is only used to rezone to reset NKP.

This build relies on having zero energy regeneration, to keep from getting hurt by the hexes of level 14 Mergoyles. Bonetti's Defense is partially used to reduce damage recieved, but mostly to regain energy after any level 14 Mergoyles in your path are killed (and their hexes have worn off), which allows the use of Vigorous Spirit.

A normal run will net 10-14 runes, with a gold armor drop usually once in 2-3 runs. If you also go south towards Bergen Hot Springs to kill the Skeleton Rangers there, you can increase your rune drops by 1-3 a run.

A nice bonus is that Minor, Major, and Superior Vigor runes are known to regularily drop here. Rune Farming in Tyria is best, as you only have 6 professions to get runes for, which appears to increase Vigor rune drop percentages.

Ettins appear to have the highest rune drop from all creatures encountered on this run. Mergoyles, Bog Scales, Inferno Imps, and plants never drop any runes.

The return trip from Scoundrel's Rise back to Beetletun always has more rune drops then the trip from Beetletun to Scoundrel's Rise. This increased rune drop rate frequency does not appear to happen if you start from Gates of Kryta, so it is assumed there is a "longer distance traveled from outpost entered" increase in rune drop chance in the game. This is a complete assumption based on viewed drop rates so can not be proved, but can be seen by what you get as drops as you go.

In Nebo Terrace, there are sometimes 3 mobs of Gypsie Ettins half way between portal to NKP and Bergen Hot Springs, and spawn just to the west of the eastern path. If they spawn, it is best to approach them from the west (you have to fight a few Bog Scale mobs to get to them from the west). If you approach them from the north or the south, they will usually be dead before you can attack them, as they will fight the Caromi, and they usually lose (mostly due to pathing issue with southern ettin mob and a bush).

Various bosses will randomly spawn along your path. It is not unusual to finish the run with a +10 Morale Boost.

Farming this run will not trigger the game's anti-farming code.

Equipment

 * Armor:
 * Knights Insignias or Survivor/Radiant mix once you are comfortable with build (Mending variant is fastest with 25 energy).
 * With Runes of Superior Vigor, Superior Absorption, Major or Superior Swordsmanship, Minor Tactics, and Minor Strength.


 * Weapons:
 * Sword with 3/-1 Vampric and +20% Enchantment mods (not required, but useful).
 * Sword with elemental damage (suggest Fiery) and +30 HP mods (use if low on health and while running to next fight, or only use this sword).
 * Shield with -2 dmg/+45 HP while enchanted, req9 in tactics is preferred (to lower Str attrib for use in Tactics or Healing), but strength req9 can also be used with above stats.
 * Longbow of any except with Zealous mod, to aggro and build adrenaline off of a Lynx if needed (little damage done to them with bow, so the Lynx can be "used" more than once).
 * A + energy off-hand to quickly cast maintained enchantments or Vigorous Spirit. Being at negative energy is not really a problem once you meet a melee attacker (or "encourage" a Lynx, which are plentiful).

Usage

 * When entering new zones, cast Live Vicariously and (immediately) Watchful Spirit on yourself (there is no need to let energy regen past 15 if any of your first enemies encountered will be level 14 Mergoyles). If using Mending, cast Watchful Spirit as soon as you have 15 energy.
 * Watchful Spirit should be cast last, as it heals less than Live Vicariously or Mending do, so Shatter will catch it first if you are not prepared for a Caromi Wild encounter. WS can be used as an emergancy +30 HP heal if you get desperate.
 * Zoning between Nebo Terrace and North Kryta Province (either way) is the only time where it is needed to regen an extra 5 energy (6 to make sure) for casting Vigorous Spirit later. The extra 5 energy is required (suggest having 10 energy left over) if you plan to attack the Caromi in Nebo Terrace.
 * See Fighting X below for details on how to easily deal with all enemies encountered.

Counters

 * Caromi Tengu Wild's Shatter Enchantment, use Vigorous Spirit as cover enchantment, cast before you aggro them (or it will get interrupted).
 * Aggro two Caromi Wilds before Vigorous Spirit is recharged. This can be done by having 10 energy before the fight, then casting Vigorous Spirit, wait 3 seconds, aggro first Caromi mob (VS gets shattered, attack once (gets int), then cast VS again and aggro second mob (only need to worry about this by the Statue of Dwayna).  If is usually easy to not aggro both mobs at the same time, so don't unless you feel adventurous.  Kill both Wilds before attacking anything else.
 * Luring more then 8 Ettins at once (hard to do, and usually survivable).
 * Aggro Level 12 and/or Level 14 Mergoyles at the same time as Bog Scales. The multiple hexes you will have placed on you will easily kill you while you have Soul Barbs on you (and it will be on you most of the fight).
 * Having any energy regeneration while fighting level 14 Mergoyles is certain death, so always make sure you have both enchantments up before fighting them.

Optional

 * Flail, nice adren-based IAS buff. Since you are only attacker, you won't be moving much.  You also have two stances to cancel it with if you need to move quick.
 * Rush to get to next location faster (not that useful, but will shorten farming time by a little bit).
 * Riposte for extra armor ignoring damage vs. melee attackers, if using a sword.
 * Sun and Moon Slash for 2 unblockable hits against a foe (useful against Caromi Tengu Braves). Also works great on Ettins while they are using their Healing Signet (you damage them more than they heal, with about 33% chance of two critical hits).
 * Lion's Comfort, use during battle as needed, but is not really needed. Bringing it is mostly for insurance if you are unsure of the build.
 * Healing Signet, use between battles, usually not needed, but will shorten regen time between Caromi groups.
 * Any other adrenaline based attack or skill.

Variants

 * Barbarous Slice can be replaced with Sever Artery if you do not have Nightfall, or are afraid you will use Barbarous Slice while in a stance.
 * Live Vicariously can be replaced with Mending if you plan on attacking Skeletal Rangers, since you will be poisoned while fighting them. Getting the blessing for Conquest at the Statue of Dwayna for 50g (+3 HP regen and +25 HP) will greatly lesson this need.
 * Replace sword attacks with axe adrenaline attacks, and of course switch Swordsmanship attrib points, head armor, and rune to Axe Mastery.
 * You can lower Strength attribute to raise Tactics or Healing Prayers as desired. The above skill attribs allow for using either tactics or strength req shield, but tactics is preferred.

Mob Strategies
In general, you will not get damaged much from attacks (save Caromi Brave). Cast Vigorous Spirit as needed. Before you aggro a Caromi Tengu Wild, cast VS on yourself as a cover enchantment. Your biggest threat is when you aggro more than one type of enemy at the same time. Individual types of creatures do not pose a problem.

Mergoyle Wavebreakers lvl 12
Bad drops, never drop runes, avoid if possible. Have been known to rarely drop Gold items.

Easily killed and will not harm you much (you easily out heal their damage), though will slow you down with Deep Freeze. Attack as normal. Kill these first if you also aggro lvl 14 Mergoyles at the same time. If you aggro Ettins while these are in aggro, kill Ettins first.

Mergoyles lvl 14
Bad drops, never drop runes, avoid if possible. Have been known to rarely drop Gold items.

Sadly, you must fight these if they are near level 12 Mergoyles, since the level 12s will hex you with Deep Freeze (making running out of the question). Others can be ran past, but it is usually best to fight the few near Beetletun entrance when starting the run.

The combination of Mind Wrack/Spirit Shackles will easily kill you if you do not have zero energy regeneration. Since this build runes with zero energy regen, they pose no threat at all, with at most one Mind Wrack trigger. Even their attacks do very little damage to you. Make sure to -not- switch to + energy off-hand while hexed with Spirit Shackles, and definitely do not do this while hexed with Mind Wrack.

Bog Scales
Bad drops, never drop runes, avoid if possible.

Annoying, I suggest avoiding if at all possible. If you must fight them, try to have 5 energy before you do, so you can cast Vigorous Spirit before Soul Barbs is put on you. Bonetti's Defense will not give you any energy while fighting them, unless you drag a melee fighter into the mix (Ettin or Lynx).

At all costs, avoid fighting mobs of Bogs and Mergs at the same time, especially if you have both level 12 and 14 Mergs aggro'ed already. The sheer amount of hexes cast and expiring on you will likely cause Soul Barbs to kill you. It is possible to live through such an encounter, but there is little reason to do it in the first place.

Gypsie Ettins
Good drop rate on runes, easy to kill. Hardened Humps also can be collected.

They usually do 1-5 damage a hit, except when using Irresitable Blow. Your healing enchantments will easily cover their damage, up until you are fighting more than 8 at once. While fighting, cast Vigorous Spirit as needed. The only way they can interrupt you is if you have Auspicious Parry or Bonetti's Defense up while casting Vigorous Spirit, so wait until AP stance ends, and cancel BD with AP.

With two stances that block, you will be on your back a lot while fighting Ettins. This is not really a big deal unless you get KD while casting Vigorous Spirit. Even then the KD can be avoided, and at a minimum VS recharges fast.

Caromi
Rune drops common, otherwise bad drops. Mostly good for Feathered Caromi Scalps when not getting a rune.

Caromi Tengu Wild (solo)
Every few rezones, a solo Wild will spawn in NKP where a group of Mergoyles or Bog Scales usually are. As with all Caromi Wilds, cast Vigorous Spirit before aggro (not after, as they will interrupt it, then shatter an existing enchantment). Quickly beat to submission before Shatter Enchantment recharges.

Caromi (2 in group)
In this group, you will face 1 Wild and 1 Scout. There are 2 pairs of these as you leave Beetletun. Cast Vigorous Spirit before aggro. Kill Wild first, then Scout. Use Bonetti's Defense if you want, but it has little use here. This fight will not last long, and you have a very little chance of failure.

Caromi (4 in group)
In this group, you will face 1 Wild, 1 Scout, 1 Sword Brave, and 1 Axe Brave. You will find these groups along the eastern side of Nebo Terrace. Cast Vigorous Spirit before aggro. Kill Wild first, then Braves, then Scout. Use Bonetti's Defense as it charges as needed for both energy gain (while Braves are alive) and reduced damage. This fight may last a little while. You have a medium chance of failure, especially if you do not keep Vigorous Spirit up (after it is initially shattered).

Skeleton Ranger
Rune drops somewhat common, otherwise bad drops. Can also be useful for the Decayed Orr Emblems they frequently drop.

Fight as normal, using Vigorous Spirit if you can, and Bonetti's Defense as it recharges if needed (helps towards end of battle to keep poison from being reapplied).

This group is usually not a problem, unless you do not have high regen (via Mending or Conquest blessing from shrine). You will be poisoned while and after fighting them. The time poisoned afterwards is the problem without high (+5 or better) regen. Other than that, they are harmless.

About every other trip here will have a Necrid Horseman that patrols in the 2-3 Skeleton Ranger mob areas. He does not pose much of a threat, and sometimes does drop a rune. If he spawns, kill him first, then kill rangers.

Spined Aloe
No rune drops, bad drops in general. Avoid if you can.

The Aloe can not do much damage to you, and none if you do not attack while near them. Yet, they are easily killed, and can be a spined thorn in your side if not dealt with. If you aggro one, dispatch it quickly. 2-3 hits usually is enough to put it back in the ground.

Lynx
Non-aggressive animal, but very useful for gaining adrenaline (with bow) to charge up Auspicious Parry, then Bonetti's Defense, then using BD to regain energy. Repeat as needed until energy is full (when not around any level 14 Mergoyles).

Misc. Mobs
You may encounter the Tree of Solitude (rarely), Inferno Imps (very rarely), and a lone Caromi Tengu Wild (very rarely) where other mobs usually are located. If you need to (they are in the way), kill them, all are harmless if not mixed with other mobs. With the Wild, as usual, cast Vigorous Spirit before aggro.

Map
This is a map of the run.

Red dots show the path to take. Blue dots show alternate path to take to extra Nebo Ettins that may spawn. Green Dots show alternate path to take to farm Skeleton Rangers. Yellow numbers show the following mob locations:
 * 1) Gypsie Ettins
 * 2) Gypsie Ettin Boss (random spawn locations)
 * 3) Caromi (solo Wild random spawn locations)
 * 4) Caromi (2 in group, see above for details)
 * 5) Caromi (4 in group, see above for details)
 * 6) Caromi (misc. mixed groups)
 * 7) Skeleton Rangers
 * 8) Mergoyle (level 14)
 * 9) Mergoyle Wavebreakers (level 12)
 * 10) Inferno Imp (random spawn)
 * 11) Tree of Solitude (random spawn)
 * 12) Bog Scales
 * 13) Spined Aloe (random spawn)
 * 14) Necrid Horseman (random spawn)