User:Captain of ithilien

Overview
A very fast way to complete TPKR. This allows another dimension to farm Tombs without a Ranger/Necro/Monk character. It is as fast if not faster than a B/P team but requires a little more synergy between players, that said, it is not difficult to use. Uses a MM to body block, Searing Flames to spike enemies, a P/N to buff the team, and the good ol' Monk.

The team consists of: 5 x E/Me 1 x N/Mo 1 x P/N 1 x Mo/Any

Members
E/Me's are responsible for Spike and burning damage to foes and for interruption of spellcasters where applicable. There are many variations that can be had here, but these are my preferences. Energy conservation is a must though. Flame Djinn's Haste (FDH) is there in case all hell breaks loose for a quick exodus or for an extra 127dmg against adjacent foes.

Searing Flames Eles
Equipment/armour: Additional energy armor + attunements and staff/wand/focus of your choice, Rago's Flame Staff or Staff of the Forgotten are ideal.

Notes: You can use DoT AoE spells like Meteor Shower here (replace Liquid Flame) but with a long cast time and AI scatter, they can be counter productive unless used correctly. If Grasps do break the minion wall, they must become your primary target, take them down fast. Also, bring the Sunspear Rebirth Signet if possible.

MM is responsible for maintaining a front line to body block enemies. Death Nova gives an added bonus of 105dmg + poison (-5 degen) for 15 secs. MM has plenty of energy already but more with battery in place. Variations abound for MM but this is pretty standard.

Minion Master
Equipment/armour: Additional energy armor + attunements and staff/wand/focus of your choice, Ghial's Staff is ideal.

P/N (ToFB) is responsible for buffing the team and providing energy for all members, basicly a battery necro with leadership. Should be setup with low health (via 5 Sup runes) to facilitate BiP usage. Song of power is used (and called) when battles are over to recharge others while moving to next area. BiP is only used in battle if ele's or monk call for it. At 16 Leadership, the P/N provides the party with a 37% reduction in damage as virtually everything will be on fire, making it a safer run. He also gains 8 energy back from shouts and chants making them very cheap. Careful management of energy is required though. Try to use glowing signet near the end of a battle to top up energy. "Go For The Eyes" is there to help with your energy management also. With Mending Refrain (+4) and Blood Renewal (+5) going you'll have +9 regen plus a full heal (120hp) after 10 seconds which is enough for sustained usage of BiP. Mending Refrain can be put on allies to assist monk, it will be recharged by "GftE" and "ToF". ToFB should stay in aggro circle of casters but slightly behind them so as not to take any damage.

ToF Battery
Equipment/armour: Additional energy armor, staff/wand/focus of your choice (Milthuran's Staff is perfectly suited) and a long or flatbow with +5 energy, zealous string and +5A grip (ideally for gaining some energy back). With Radiant insignias and a staff, you are sitting on 53 Energy (43 with bow).

Variant: Swap out BiP for Blood ritual if you don't have it as a cap although this hampers the build a fair amount.

Mo is your standard healer and can come in many guises, with many combinations avaliable, there is much room for variations. This is a pretty easy run for the monk.

Healing Monk
Any pure healing Monk. Although the use of enchantments is discouraged in Tombs (due to Fingers of Chaos and Shatter Enchantment), Dwayna's Sorrow provides a lot of healing when cast on minions and Healing Breeze allows some room for the monk to work.

Equipment/armour: Additional energy armor + attunements and staff/wand/focus of your choice. Hahan's Oath or Wenslauss' Faith are ideal.

Usage
Eles form up together, with MM/monk/ToFB behind. All eles fire off SF at the roughly same time and you are looking at 470dmg + burning for 5 seconds which equates to an extra 70 dmg so thats 540 dmg from one hit. A couple of applications are enough to kill most. If the eles stay fairly close together (adjacent) they may take more dmg from Energy Surge but this is offset by the fact that if a few grasps get through they can all hit FDH and deal a further 127dmg each to adjacent foes. The hp loss from one ES is healed nicely with heal party. Power Return is used to interrupt the spellcasters (Terrorwebs), although it returns 10 energy to them it wont matter, they wont live long enough to use it.

Once the MM has an army going, he becomes the front runner and sets up his minions to form the wall at the common places (entrances and bottlenecks) then gets back to the eles, remembering to get a few (at least) of the minions with Death Nova.

After each mob has been taken down, ToFB can apply Song of Power to give everyone a +4 energy boost for 18 seconds, this is enough to recharge for 48 energy on the casters. If casters hit 1/2 energy during the battle, they should call their energy and the ToFB will apply BiP for an extra +5 regen. ToFB has to try and keep "They're on Fire!" up all the time, its not difficult though with a 2 energy net cost.

The Seige Wurms can be problematic as with no skill interruption they will do dmg to the party, but the monk can heal through this and eles can take the wurm down. Beware of pop-up wurms too, make sure Minions take the brunt of the dmg.

Work through the maps until the Darknesses, these guys use diversion which can shut the eles down if they use SF while hexed. Eles have to pay attention to this and if the he/she does get hexed with diversion, its better to sacrifice Liquid Flame and continue casting SF and they will die quickly. Power return is very useful here to interrupt. Collect your greens.

Variants
3 x E/Mo / 2 x E/Me Variant: You can swap out the monk and two of the E/Me for E/Mo's with Heal area and Heal Party etc, as Eles are going to be about the same range from enemies, this can be very effective and provides more dmg for the spike. One E/Mo should carry Dwaynas sorrow and keep it on the minions at all times, this provides a lot of healing over time.

Para-less Variant: You can forget about the P/N and just use a battery necro as they will be easier to get for a PUG but I like (being) the P/N as its a bit different and allows Paras a good spot in a farming team.

Thanks for reading my first build submission, hope you have fun with it! Captain of ithilien 08:39, 13 April 2007 (CDT)