User:Lucielle10023

I never thought I'd ever end up a wikipedian, but man, here I am. And if that is not weird, I'm already getting flames. Clearly, on all counts, I am win.

Backed up to test latar.

=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.

Prophecies Campaign

 * (none so far)

Warrior bosses

 * Arrahhsh Mountainclub - Normal build. Beware of the poison traps that will leave you with only +1 health regen.
 * Geoffer Pain Bringer - Normal build; run his group into the Naga group approaching from the North-West, then pull him alone away from the fight with a long bow, only maintain Balthazar's Spirit and Mending.
 * Jacqui The Reaver - Normal build; be wary of the many other mobs in the area. Kill any Outcast Deathhands and Outcast Assassins in his party.
 * Reefclaw Ragebound - Normal build; be wary of the many other mobs in the area.
 * Sskai, Dragon's Birth - Normal build; bring Awaken the blood. Alternatively pull him away from the group with a longbow and kill him much the same as Geoffer Pain Bringer.
 * Wing, Three Blade - Normal build. Kill off all Mesmers and Ritualists first; to prevent hex removal and healing respectively.

Ranger bosses

 * Chehbaba Roottripper - 13hp build. Stay away from poison traps and bring Blood of the Aggressor for ranged damage. OR alternatively, 13HP and bring Plague Touch
 * Chkkr Thousand Tail - Normal build. Bring Blood of the Aggressor instead of Vampiric Touch and only maintain Balthazar's Spirit and Mending.
 * Ryver Mossplanter - Normal build. Consider Blood of the Aggressor to get Craw Stonereap on the same run. Avoid the groups outside the Shrine, and take on the groups in the room one at a time until you get to Ryver.

Monk bosses

 * Byzzr Wingmender - easiest run you'll ever do, bring Vampiric Gaze instead of bite/touch, avoid aggro while going to it, stand by the wall outside its cave; it can't do any damage to you. You can avoid the spawns this way too. The boss will damage himself quickly, and you can finish it off with Vampiric Gaze.
 * Hukhrah Earthslove - Normal build. Bring Vampiric Touch instead of Watchful and alternate as in usage.
 * Meril Stoneweaver - Normal build. Bring Parasitic Bond as a cover hex for Spoil Victor as Meril has Smite Hex. Maintain only Balthazar's Spirit and use Blood Renewal for health regeneration. Good timing for the hexes is required.
 * Miella Lightwing - Normal build.

Necromancer bosses

 * Craw Stonereap - Normal build; consider Blood of the Aggressor for additional ranged damage. Hide behind the door to avoid getting killed by the enchantment removal. Run past the Wardens until they break aggro. If you acquire the blessing from the Kurzick Priest, it will make this even easier since Craw relies mainly on health degeneration and ranged damage.
 * Foalcrest Darkwish - Normal build. Cast your enchantments and use the Wardens to build up energy. Do not engage them - just run past them. They should break aggro before you reach Foalcrest.
 * Konrru, Tainted Stone - 13 hp, best way to get to him.. is get more Luxon Faction than Kurzick and die, you'll spawn in his area.
 * Sourbeak Rotshell - Normal build.
 * Sessk, Woe Spreader - Replace Vampiric Touch with Blood Renewal, just lure Sessk out of his group with someother foe's

Mesmer bosses

 * Kenrii Sea Sorrow - Normal build, preferred life siphon instead of vamp touch/bite.Kill miella lightwind then lose aggro come back around, avoid all aggro/groups, go between sourbeak and the oncomeing outcasts as soon as u can go around the cove where he is to the back, pull only him pretty far back(as to avoid the oncoming leviathan) keep regen up always, time for knockdowns, and he's yours.

Elementalist bosses

 * Arbor Earthcall - Normal build; the run is very fast and easy and boss is not healed by mobs.
 * Lian, Dragon's Petal - Normal build; kill the ritualists first using only Vampiric Touch followed by the mesmers in the same way, then kill Lian using the normal technique.
 * Zarnas Stonewrath - Bring Blood of the Aggressor instead of Vampiric Touch ranged damage. Getting too close to him risks getting hit by his knockdown.
 * Snapjaw Windshell - 13 build is a must, run past Ssyn to the right from Jade Flats (Luxon), run until you lost aggro (just before the group of Snapjaw), you also might encouter a Oni group you can easily run past them when they spawn but if you die and you need to get passed them again then you can have slight problems, wait until the Naga's are gone and pull Snapjaw away from the midst, or you will be slayed by the carps.

Assassin bosses

 * Chkkr Locust Lord - Normal build. Look at Build:A/any Chkkr Locust Lord Farmer to see directions on how to get to him and isolate him. Beware of the degeneration that Mantis Dreamweavers can cause.
 * Xuekao, the Deceptive - Normal build. Beware of Necromancers as they will not do damage but steal life.

Ritualist bosses

 * Tomton Spiriteater - Blood Renewal variation.
 * Whispering Ritual Lord-normal build or life siphon instead of vamp touch/bite.Kill Miella Lightwind, lose aggro, follow the rit lord out of aggro until you find an opening leading to the back little un-patrolled part of the jade valley cove, avoid aggro, he will come away from groups here. pull him towards you or he attracts monks, stay behind the rock nearby as to avoid disenchanting spirit attacks, he dies slowly but steadily.
 * Quansong Spiritspeak-13 hp is highly advisable and have lots of patience. Run out of Zin Ku Corridor and run to the Rez Shrine.  From there take out the 2 Temple Guardians.  Be sure to move around when you are hit with Smoldering Embers.  To quickly recharge energy while fighting stand in Breath of Fire.  Take out the Temple Guardians 1  by 1.  then when you can reach the boss let her have it.  She is easy by herself.

Warrior bosses

 * Chor the Bladed - Normal or Blood Renewal variation.
 * Churrta the Rock - The 13hp build is preferable. It could get tricky because of the knockdowns; you need to time things to keep Protective Spirit and Healing Breeze up all the time.
 * Mahto Sharptooth - Normal build.
 * Onwan, Lord of the Ntouka - Normal build. It's still possible with 1 Rampaging Ntouka. Just be sure to cast Protective Spirit, Healing Breeze, and then Watchful Spirit before engaging. Let him hit you to get Watchful Spirit removed. Onwan can usually be killed within a minute.
 * Riktund the Vicious - Blood Renewal variation to be safe (use the 13 hp variant, make sure to also aggro the beetles). The regen build still works; stay next to Riktund and use Vampiric Touch when you are on fire. Life Siphon is possible but slower. Both the 13hp and the 55hp builds are fine.
 * Robah Hardback - 13hp build. Be wary of Icy Shackles. To get Buhon Icelord on the same run, switch your -20 hp offhand with -50 hp offhand when Robah dies.
 * Shak-Jarin the Justicebringer - Life Siphon variant or Blood Renewal variant. This may be very difficult due to the mob of giants nearby and the occasional skill disable effects from the main group.

Ranger bosses

 * Bolten Largebelly - 13hp variant.
 * Tenezel the Quick - 13hp or 55hp. Kill the first group of beetles before engaging Tenezel's group. Aggro Tenezel's group and pull back, using the wall as an obstacle. Watch out for beetles that circle around the wall.

Monk bosses

 * Banor Greenbranch - 13hp is preferable. Kill any Mirage Iboga first as they use Conjure Phantasm.

Necromancer bosses

 * Jerneh Nightbringer - Blood Renewal Variation is recommended due to his use of Rotting Flesh.
 * Modti Darkflower - Use Blood Renewal Variation. Difficult to get to due to mandragor imps from the west path, and Kournans from the east.
 * Terob Roundback - Normal Build. (Getting to the boss is much easier if the Ntouka spawn does not have a Crested Ntouka Bird (mesmer))

Mesmer bosses

 * Eshim Mindclouder - Blood Renewal or Life Siphon variant.

Elementalist bosses

 * Buhon Icelord - 13 hp build, this should be a walk in the park then.. only problem is the Icy Shackles, if you desire to kill Robah Hardback too, switch your -20 hp offhand with -50 hp offhand when Buhon dies.
 * Exuro Flatus - Normal build. An alternate option here is to have a Rune of Superior Soul Reaping and Signet of Lost Souls instead of Vampiric Touch in order to counter the effect of the region. Also, raise soul reaping to 3+3 with the remaining attribute points for maximum effectiveness in the Signet.
 * Hajkor, Mystic Flame - 13hp build. Avoid the patrolling mobs. Activate Junundu Tunnel if you encounter a Desert Wurm.
 * Kormab, Burning Heart - Be sure to bring your -20 hp offhand, first you have to run to him (avoid behemoths!), after you killed him, warp in and out Wilderness of Badza, than you can kill him again. Make sure you don't aggro the Ethers. Die when you have +4 MB, than switch to your -20 hp offhand.
 * Korr, Living Flame - Blood Renewal variation. Refresh Protective Spirit and Healing Breeze as soon as they recharge to avoid an untimely knockdown.
 * Setikor Fireflower - Normal build. 13 hp build if you see a Mirage Iboga in his group.

Assassin bosses

 * Faveo Aggredior - Normal build or Blood Renewal variation. Bring Reckless Haste or Guardian/Aegis to disrupt its attack chain so Assault Enchantments doesn't hit (see talk page for more info).
 * Lunto Sharpfoot - Normal build. Use Spoil Victor on the boss and any monks.

Ritualist bosses

 * Lieutenant Kayin - Blood Renewal variation.

Paragon bosses

 * Corporal Argon - Normal build. Kill the priest first.
 * Eshau Longspear - Normal build. Use Spoil Victor on the boss and any monks.
 * Jishol Darksong - Sub in Vocal Minority for Vampiric Touch to stop his self healing and speed it up.
 * Lieutenant Shagu - Consider bringing a cover hex for the Corsair Doctor or kill him first.
 * Oath of Profanity - Blood Renewal variation is safer. Restart if you see Herald of Nightmares in his group (or in the single group on the path to get to it).
 * Pehnsed the Loudmouth - Normal build or Blood Renewal variation. Blood Renewal variation is safer.
 * Tureksin the Delegator - Blood Renewal variant. A rather awkward run. Get the 55hp build ready and kill the 2 elementals. Head west over the bridge. Avoid the awakened to the west and follow behind them. Head north as soon as you get to the next open area. Tureksin should be directly north. Avoid the 3 patrols near the opening to Tureksin. Seers and Dune Carvers will ruin your day. Run in and get to the back of the area. Focus on reapplying Healing Breeze, Blood Renewal, and Protective Spirit. Watch your map as Spoil Victor should be applied only when a patrol is not near the boss. It's a 5-minute run if you get used to it.

Dervish bosses

 * Acolyte of Balthazar - Make sure no kournan mesmer is in the group, otherwise easy to do with 55 health.
 * Acolyte of Melandru - Run is doable,hard though,hug the boss for your life,keeps hb,ps, and vamp touch as soon as they recharge or energy is gained,run all the way to the middle of the castle,do not aggro patrolling side groups,if two oppressors or healers,or any seer's at all spawn in her group,resign,its impossible.
 * Bubahl Icehands - Normal build; or Blood Renewal variation to reduce the possible degeneration from Disease.
 * Leilon, Tranquil Water - Blood Renewal variation. An extremely difficult run. A Longbow or Flatbow and a -20hp offhand is necessary, plus a good dose of timing. It is better to fight your way to the boss (see map) rather than run, since it is easy to get overwhelmed. Always maintain Protective Spirit, Healing Breeze, and Blood Renewal when engaging djinn. Die when you reach her and then run back to her. Maintain only Balthazar's Spirit and Mending; not enough damage for Essence Bond. Wait for full energy then then pull them to the middle of the bridge. Just before they aggro, use Protective Spirit and Blood Renewal. Do not use Healing Breeze due to the drain from the Roaring Ethers. At about 30 energy, wait for Mistrust then cast Spoil Victor on Leilon as soon as possible. Maintain the two enchantments and repeat until she dies.
 * Marobeh Sharptail - Blood Renewal variation for a 13hp build; adjust Blood Magic to 14, Protection Prayers to 8, and the rest to Healing Prayers.
 * Onslaught of Terror - Blood Renewal variation is safer.
 * Shezel Slowreaper - 13hp build to be safe. Mirage Ibogas will make things difficult so consider restarting if you see one.

Videos

 * Craw Stonereaper (Youtube)
 * Craw Stonereaper (Google Video)
 * Foalcrest Darkwish (Youtube)
 * Arbor Earthcall (Youtube)
 * Sskai Dragon's Birth (Youtube)
 * Reefclaw Ragebound (Youtube)

=Energy Denial Pressure=

A build using energy denial to shut down opponents, while dealing damage in the process.

Equipment

 * Scar Pattern or Radiant Armor, with best Vigor rune possible.
 * The Stonereaper (or Similiar Staff}
 * Wayward Wand (Curses) and Villnar's Glove

Usage

 * Choose a Target.
 * Cast Wither -> Malaise -> Mind Wrack -> Parasitic Bond.
 * Cast Wither on other Casters.
 * Cast Ether Phantom -> Drain Delusions.
 * Spam Wastrel's Worry.
 * Repeat as energy levels permit.

Variants

 * Shatter Delusions for more damage instead of energy drain.
 * Power Leak can be used to expedite energy denial.
 * Signet of Humility and Shame can be used to counter enemy hex removal.
 * Diversion could be taken to shut down an opponent further, and synergizes well with Wastrel's Worry.
 * Signet of Lost Souls could be used if you run into problems with health/energy management, or other skills from the Inspiration Magic line.

This build is fully capable of running to Majesty's Rest killing Rotscale and all his allies to obtain a Rotwing Recurve Bow then to keep rezoning to obtain more even with a 60% death penalty

Attributes and Skills
Note: Your stats can be modded to more once you get there by putting on superior runes such as superior smiting and superior protection to get 16 smite and 12 prot

Equipment
Monk/Ranger
 * Any Armor as long as it 60AL
 * A Weapon with Enchantments Last 20% longer

Monk/Necro
 * Ascalon Armor 15AL with a prot +1 head piece 30AL
 * A Weapon with Enchantments Last 20% longer
 * Another option if you don't want to buy armor is strip off your Scalp Chest and Arm Armor but leave the legs and feet for energy Regeneration and to put runes on.

Usage
Monk/Ranger This position is responsible for Monk/Necro This position is responsible for
 * Running to Majesty's Rest
 * Bonding the other Monk
 * Putting Smiting Prayer spells on him
 * Keeping Symbiosis up at all times except when Rotscale is at 1/5 life or less and you are actively smiting him
 * Staying away from all aggro
 * Taking all the damage without dying by using Protective Spirit and Spirit Bond effectively
 * Using Grenth's Balance on Rotscale to lower his health and gain a mass amount of health for yourself
 * Pulling back when Rotscale is at 1/5 life left and get in a position to where he is using a physical attack so Shield of Judgment, Retribution, and Holy Wrath will all trigger and do damage to him

The Theory behind the Monk/Necro
Spirit bond is based off of how much damage you were to take which is why its best to run a lower AL of Armor

Protective Spirit Controls the Damage Taken Because Desecrate Enchantments (Target foe and all nearby foes take 6...49+ shadow damage and 4...17+ shadow damage for each Enchantment on them.) equals 60 to 490 shadow damage + 40 to 170 damage

Grenths Balance steals life from Rotscale and gives it to you so the higher your health from symbo the faster it is to work him down to under 1/5th health

A thing I have noticed is if the Monk/Necro has 60 Dp Spirit bond + Protective Spirit on him will heal him for 10 health with symbiosis down and 1234 health but this is the only case when symbiosis is down that you will be healed from spirit bond When Rotscale is using his Breath Attack. Which is why if your under 60% DP You need to have it drop before you start letting Rotscale use his breath attack on you.

A Complete Guide

 * The Monk/Ranger runs you to Majesty's Rest. Once you get to Majesty's Rest, Monk/Ranger is going to put Vital Blessing on both monks so you can run past the first group. So once everyone is past the group and doesn't have aggro, Monk/Ranger is going to take Vital Blessing off of Himself. Monk/Ranger is going to cast his enchantments on the Monk/Necro, and Monk/Necro is going to cast his enchantments on himself. Once Monk/Ranger  has enough energy, he casts Shield of Judgment on Monk/Necro, and Monk/Necro runs into all the Wraiths and spams Protective Spirit and Spirit Bond, because Divine Favor will be his only source of healing right now.


 * Once the wraiths are dead, they both move up onto the bridge. Monk/Ranger lays Symbiosis and will keep it up until Rotscale is down to 1/5th life. Monk/Necro runs just into aggro range of the Rotting Dragons and Rotscale. All of the Rotting Dragons and undead should die off pretty quickly but while they are dying you may lose health fast and get interrupted a bit (VERY IMPORTANT if anything up there is being obstructed by the terrain it is going to take forever to kill them and you may die. So you need to move around and communicate With the Monk/Ranger) If Nothing is obstructed it should just be you and Rotscale after about 20 seconds. If your health starts falling low just target rotscale and cast GB on him for a full heal. If you are getting interrupted a lot look to see if you're dazed if you are, you can always pull back they won't follow far.  As far as the clerics go they will die slow but heal each other with Infuse Health and the way infuse health goes if they keep using it they will reduce to enough hit points where you can just wand them. Or you can opt to just leave them alone because they won't heal rot or the other dragons. Note: Some movement may be necessary in order to ensure the rotting dragons and other allies of Rotscale attacks aren't being obstructed by the terrain. And never go more than halfway up the stairs.


 * After only Rotscale is left, the Monk/Ranger just keeps Symbiosis up all the time, and just sits there. Monk/Necro won't be using Spirit Bond now, to get his health lower faster by means of Rotscale's spells. Keep using Grenth's Balance on Rotscale to do A LOT of damage, and get a full heal.


 * Repeat the above process until Rotscale is at about 1/5 health. From here on, Monk/Necro will have to back up so Rotscale is only attacking with his ranged attack and no spells. You need to be patient for this part, as it does take awhile. From this point on the Monk/Ranger will let Symbiosis run out. Once Symbiosis dies, Monk/Necro might die too. Just Rebirth him, and re-enchant him fully. Monk/Necro will then run in and aggro Rotscale again using Spirit Bond and not using Protective Spirit. The Monk Ranger strips off Holy Wrath to apply Shield of Judgment and keeps reapplying Holy Wrath as needed.  Rotscale will eventually die.  When this happens, run up the stairs together because Smoke Phantoms will pop up by the statue of Balthazar and go down the bridge to the stairs.  Collect anything you want then run back to portal and rezone or map out.

Counters
No counters

Variants
Use 2 monks and 1 ranger, have the ranger be the runner and use symbiosis while the Monk/Ranger just bring more bonds for extra health in the ranger skill places.

Advantage to this: Beast Mastery can be set to 16 and give more health making it go a little faster

Disadvantage is: you have 3 people going for the same Green rather than 2 so you have to do more runs if your splitting them 3 ways. Also it isn't that much faster to where the Bows per hour increases.

The Tank
NOTE: The tank must have rank 4 lightbringer or higher or this build will not work.

Equipment

 * A full set of armor with radiant insignias with a superior rune on each.
 * A +5 energy sword or axe with a 20% enchanting mod on it such as a Totem Axe or a Rajazan's Fervor and a grim cesta from the quest Cities of Ascalon.

Equipment

 * A full set of armor with radiant insignias with a rune of superior wilderness survival and any expertise rune.
 * A Insightful Staff of Enchanting with a Hale & Hearty inscription is optimal, but any weapon set will work.

Usage

 * The first thing to do upon entering the city is to cast the 4 enchantments on the tank. During this time, the ranger should be using Blood Ritual on him/her.
 * Within 40 seconds of the first person to enter the area, the ranger should cast Quickening Zephyr followed by Famine behind the gate. NOTE: The ranger should cast the spirit within range of the Margonite Quickening Zephyr. The ranger will continue to use Quickening Zephyr whenever it recharges and Famine whenever it is about to die.
 * The ranger should then use Blood Ritual on the tank until he/she has at least 37 energy.
 * One person must then take the quest The City of Torc'qua from Captain Sulahresh. The participants at this time may also take the Anguish Hunt from the Whispers Informant.
 * The ranger should stay near the gate while the tank moves forward.
 * The tank should have his/her hero window active and being able to easily click on his/her Lightbringer title.
 * The tank should then cast Protective Spirit and Spell Breaker on him/herself and engage the first group of Margonites.
 * The tank should then toggle his/her Lightbringer title on and then quickly off. This will cause a 4...8 damage reduction based on Lightbringer rank. This damage reduction does not last forever and should be reapplied every 15 seconds. NOTE: If the tank is rank 5 or higher Lightbringer, they will not gain energy due to Essence Bond, thus Essence Bond should be replaced with Blessed Signet. See below variant.
 * As soon as the tank has enough energy, he/she should use Healing Breeze.
 * The tank should reapply Healing Breeze, Protective Spirit, and Spell Breaker whenever necessary.
 * The Warrior and Dervish Margonites will then begin to attack the tank in melee.
 * The tank should then begin to use Sympathetic Visage whenever it recharges (which is only 10 seconds because of quickening zephyr). This will drain the energy of the warriors and dervishes relatively quickly. They will begin to take damage from famine, which will cause the enemy monks to heal the melee attackers. Because they use Healing Whisper, they will move closer to the attackers.
 * The tank should then try to get the monks to be very close to each other by pulling the melee attackers. Be sure not to pull backwards as this will allow the Margonites to attack the ranger, which will cause you to fail.
 * The tank should then go into adjacent range of the monks. The dervishes and warriors will follow.
 * The energy should completely drain from the monks and they will stop healing. They will later die due to famine. This will also leave the dervishes and warriors at very low health.
 * Once the monks have died, the other Margonites should be easy to kill using a similar method, although once the dervishes and warriors have died it will be impossible to kill other Margonites because Sympathetic Visage only triggers when you get hit in melee.
 * The tank can pick up his/her loot whenever he/she chooses and can pull the Margonites away so that the ranger can pick up his/her loot.

Variants

 * If the tank has rank 5 or higher Lightbringer, he/she should use a radically different build since he/she will be taking 0 damage from the Margonites. This also allows for a 2 man farm for all of the City of Torc'qua and The Foundry of Failed Creations.  An example of this build would be:


 * The ranger could put some attribute points into Beast Mastery and bring Edge of Extinction to speed up the farming a bit.
 * The ranger could bring Sunspear Rebirth Signet with the small hope that, if the tank dies, he can be resurrected and the build can restart. This is near impossible due to the fact that the Margonites will rush the area before you have time to set up again.
 * The ranger could bring some running stances such as Storm Chaser, Dodge, and Natural Stride to pick up loot.
 * The tank could also be a Mo/W who uses "Fear Me!" to drain energy instead of Sympathetic Visage and uses Balanced Stance or Dolyak Signet to prevent knockdown while using Spell Breaker. The build should be something similar to this:


 * To effectively use this build, it is advisable to set the button to use "Fear Me!" to something easily pushed. This variant of the build only works in the City of Torc'qua or any other place with massive (20 or greater) mobs.  The main advantage to this over the Visage build is that it does not require melee attackers to energy deny.  If you have Lightbringer rank 5 or higher, replace Mending with "For Great Justice!" or Blessed Signet.  Auto-attacking is also a good idea to more quickly gain adrenaline for "Fear Me!".