User:Diago-Frontier-Fs

Hello Im Diago Frontier, I am in The Fellowship Guild and im a Proud member! I am the second in command in my guild, My real name is Trevor, I am 16. ~Titles~ Tyrian Trailblazer Canthan Pathfinder Skill Hunter Treasure Hunter Seeker Of Wisdom Protector of Tyria Sunspear Castellan Elonian Pathfinder Protector of Elona Mighty Lightbringer and im going for Sweet Tooth^_^ -__________________________________________________________________

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!".

Equipment

 * You'll need one high-health set of armor and weapons and one 55 set (see Invincible Monk for details on 55 equipment).

Usage
When you enter the Stygian Veil, there is a mob in the trench immediately to your right (S-SE) that may be (mostly) killed easily for fun and profit and to get the first few no-drops out of the way. If you get a great drop from these, use Consume Corpse and retrieve it. This will end this farming run. Watch out for the patrol - particularly the Mind Tormentors and Water Tormentors that often spawn will hurt.

Head East, dodging the nasty Shadow patrols. Talk to the Whispers Informant to receive Anguish Hunt. Then talk to the Adept of Whispers, take the Breaching the Stygian Veil quest, and immediately run NE along the wall above the Dreadspawn Maw. Wait for three mobs of six Stygian Hungers to gather around the Adept of Whispers.

Carefully run along the wall to the lower area around the Dreadspawn Maw - there's just enough room to get down there from either side without aggro'ing any of the groups..

Now the fun begins....

Part 1 - The Hunger Mobs
Stygian Hungers are touch/AoE necros with Grenth's Balance as their elite. Switch to your 55 health setup to counter Grenth's Balance. Repeat the following:


 * Use 'c' to select the nearest target - make sure it is in one of the side mobs - save the center mob for last.
 * Cast Suffering.
 * Run away around the Dreadspawn Maw using a running skill until aggro is broken. Occasionally, this will be difficult. Do not stop running until aggro is broken.
 * Make sure you have the nearest target of the same mob, and cast Desecrate Enchantments. The Hungers use Dark Aura, making this do a decent amount of damage to the mob.
 * Run away and break aggro.
 * Nearest target, cast Feast of Corruption.
 * Run away.
 * Go back to the first step, and repeat until their health is low.

You really want to finish them off with Feast of Corruption or Desecrate Enchantments. If you let them degen to death while you're not in the area, you may not get any drops. They should be in an easily killable range with either skill once their health bar is into the 'Lvl' text. If you are using your 55 armor, then all can be killed simultaneously.

When a mob dies, it will be replaced by another one from a spawn point behind the gates the first three mobs came from. You have a lot of time to run around the Dreadspawn Maw to lose aggro from the other two mobs, but do try to avoid aggro'ing the new one.

Part 2 - The Brute Mobs
Stygian Brutes are hammer warriors. While facing them, you can switch to your high-health armor if you wish, but you're still probably dead if they actually hit you. Use the same techniques as on the Stygian Hungers, except only cast Desecrate Enchantments when you have energy to burn, as it is considerably less cost-effective for damaging the Brutes.



Part 3 - The Fiend Mobs
Stygian Fiends are rangers with Crippling Shot, Choking Gas, and other fun skills to mutilate necromancers with. Once again, you really don't want to get hit by these. Unfortunately, if they even shoot at you and miss, Demonic Miasma will make it hurt. Use the high-health armor when dealing with these, as you're likely to at least be *missed* by a barrage or two of arrows.

Once again, hit and run. If possible, run up the nearby hill while running away to minimize any height-advantage and additional range the Fiends may get. See the highlighted path in the map:



Part 4 - The Golem Mobs
Stygian Golems are Dervish beasts which use Harrier's Haste to catch up with you. It's almost impossible to reliably lose them with just running skills. The trick here is to circle around the mob and plant Muddy Terrain *behind* the mob, to the NE of the Adept of Whispers (center point on the map to the right). Then head back down below and do the following:


 * Cast Suffering
 * Run away (use a running skill just before leaving Muddy Terrain's area of effect).
 * Wait for mob to resettle.
 * Cast Feast of Corruption.
 * Run away and wait for mob to resettle.
 * Cast Suffering
 * Run away until you lose aggro, then head back and drop another Muddy Terrain spirit at the spot on the map.
 * Rinse, repeat.

It works best if you trigger your running skill just prior to leaving the area under the effect of Muddy Terrain. This makes you go fast while the Golems are still stuck trudging along. If the spirit is correctly placed, they'll give up before getting out of its range.

Part 5 - The Horror Mobs
Stygian Horrors are warriors which, similar to the Stygian Golems, use Bull's Charge to speed them on their way to killing you. Use the same technique with Muddy Terrain to kill these as used for Stygian Golems.



Part 6 - The Mixed Mobs
The last mob of each of the three sets has all of the Stygian Demons in it. You'll need to use the high-health armor to deal with the Fiends and use the Muddy Terrain technique (See the map images for placement for Eastern and Western mobs). Unfortunately, that means you're unlikely to kill them all simultaneously. Once the Stygian Hungers are the only ones left, switch back to your 55 armor for the final kills.

Part 7 - How do I get my drops?!?!
Once you've killed all the mobs, the area around the Adept will be safe. However, it's easy enough to pick up valuable drops long before that point, either directly after killing one set or not.

If you've just killed a set, then run away *without* using a running skill. Go around the Dreadspawn Maw with the remaining two mobs trailing behind you. Just as you cross the halfway-around point, hit your running skills and head for your most valuable drops. If done correctly, you can pick up one or two items, then run away without being hit and be able to continue the farm if desired.

This will most likely not work if a mob of Fiends, Golems, or Horrors is present - only make hoover runs with Brutes and Hungers around. Look at the table showing the order of the mobs in Breaching the Stygian Veil to figure out your best kill order to get drops.

If you haven't just killed a set, just aggro them with Suffering and run around the Maw as described above.

Variants
A N/A using Deadly Paradox Shadow of Haste Dark Escape and Dash and 12 Shadow Arts instead of the ranger skills and Wilderness Survival. The strategy is very much the same except for the running away part. For that you activate Deadly Paradox then Shadow of Haste, run in, cast your spell(s), then use Dash to cancel out Shadow of Haste. This will teleport you back to the place where you used Shadow of Haste and you can proceed to run using Dark Escape if needed. For a more indepth guide to this version see here.

Counters

 * Everything in this area hits hard. Getting hit once is likely to produce a Necromancer-shaped corpse.  Try to avoid getting hit.

Equipment

 * High-energy armor is preferable, though not required.
 * Vanahk's Staff or other Blood weaponry for recharge (or +1 to Blood Magic).

Usage
There are three parts to using this build properly:
 * Killing Maddened Spirits outside of the wurm.
 * Killing Lost Souls outside of the wurm.
 * Using your Junundu wurm effectively.

Maddened Spirits
Maddened Spirits are invulnerable to damage, hexes, and conditions. They are not, however, invulnerable to direct life stealing.

Wait for a single Maddened Spirit to approach you. Hit it with Vampiric Gaze, then hit Blood Renewal and "Can't Touch This!" as it closes in. Immediately start spamming Blood of the Aggressor, Blood Drinker, and Vampiric Gaze as they recharge. As soon as the Maddened Spirit loses more than 50% of its health, hit Signet of Lost Souls and resume spamming. You might also want to hit a nearby Infestation with Life Transfer for healing instead of Blood Renewal - if it's been wanded a few times you'll also get the Soul Reaping bonus.

With practice, you should be able to kill the Maddened Spirits before "Can't Touch This!" expires. However, if it doesn't look like this will happen, run from the Maddened Spirit beforehand. When you have enough energy, reapply "Can't Touch This!", hit the spirit with Signet of Lost Souls to regain a bit more energy, and resume spamming your life stealing skills.

As soon as the spirit dies, hit a nearby Infestation with Life Transfer and wand it to heal up while regenning your energy. Make sure to use Signet of Lost Souls on the Infestation once it gets under half health to help regen energy. Kill one or two Infestations while waiting for the next spirit to arrive, but make sure not to spend much energy on them - you'll want full health and energy for the next Maddened Spirit.

Once you get your score around 100, the spirits will begin spawning quite a bit more quickly. If you get behind and are about to get two of them attacking you, run to the Wurm Spoor and enter your Junundu wurm. If you can hit "Can't Touch This!" just before entry, you'll be protected for a bit as you get inside the wurm.

Lost Souls
Most Lost Souls spawn in locations where they are easy enough to just smack with the wurm. Junundu Bite does the trick in one shot, and you can get the extra heal if you use Junundu Tunnel to race up to them.

A few of the Lost Souls are on rocky terrain, however, so the wurm is useless. Get well ahead of the Maddened Spirits and exit the wurm. If any Maddened Spirits are nearby when you exit, immediately hit "Can't Touch This!" then "Fall Back!" and run towards the Lost Soul. Run as far as you can with "Fall Back!", past the Lost Soul if possible, but not out of casting range from it. Hit it with Life Transfer, then continue running to the next Wurm Spoor, using "Fall Back!" when available. At 16 Blood Magic, Life Transfer will kill the Lost Soul by itself. As you approach the next Wurm Spoor, use "Can't Touch This!" to protect your transition as you jump back into the wurm and race off.

Wurm Usage
For the most part, the basics of Junundu usage are described in the Remains of Sahlahja and the Junundu article. Here's a few additional pointers specifically for this farm:


 * "Can't Touch This!" protects you from Maddened Strike while entering a wurm, and in fact continues protecting you while in the wurm until its normal expiration time. Use it any time you're entering a wurm with Maddened Spirits on your tail.


 * To heal, get well ahead of any Maddened Spirits and use Junundu Tunnel. Find an Infestation you can reach while Junundu Tunnel is active, and use Junundu Bite. This will knock down the Infestation prior to the bite, thus netting you 500 health.  If you have enough time, use Junundu Feast to aquire an additional skill.  If you get really low, exit the wurm in a safe location and run to the nearest Wurm Spoor to get a new one.


 * Kill Infestations as described any chance you get, and make sure to use Junundu Feast if it's ready after the kill. If you happen to get Blinding Breath, you're ready to take on an entire mob of Maddened Spirits.  Get well ahead of the Maddened Spirits, find a Greater Infestation, and kill it quickly.  Then just spam Blinding Breath once the Maddened Spirits are in range until they die.  If you start with full health, killing 4 or 5 Maddened Spirits this way is fairly easy. For extra healing after the fight, use Junundu Wail if nothing else is around.

Counters

 * Death from lag/rubber banding can be extremely frustrating, especially if you get blocked in a doorway and it doesn't register locally. If you notice you are taking hits with no Maddened Spirits near, try running the opposite direction until the server and client resynch.  Another way to resynch is to type /stuck.


 * If you are going for a high score, realize that normal biological processes may be your worst enemy later on. Plan ahead.

Variants

 * If using purely to kill Maddened Spirits, and you don't care about killing Lost Souls at all, replace Life Transfer with Ravenous Gaze. Try to keep your health just below 50% between Maddened Spirits through sacrificing so you can use Ravenous Gaze as an opening attack to get the most out of it.


 * Another method is to remove Blood Drinker and Replace with Song of Power, then remove Life Transfer and replace with Vampiric Spirit. This will allow you to steal an additional 41 health every time you cast a spell.  Then if your energy gets to low, use "Fall Back!" followed by Song of Power.  I suggest taking Soul Reaping down to 5 + 1 for this build and placing those extra points into Motivation however since Song of Power will offset the decreased energy gain in between spirits.

Attributes and Skills

 * Shadow Refuge can be used instead of Blood Renewal.

Equipment

 * Radiant Insignia's
 * A Weapon of Enchanting with an increased skill recharge mod.

Usage

 * Get close to your target, do not aggro.
 * Activate Dark Aura and Shadow Form.
 * Shadow Step to your target and activate Blood Renewal.
 * Use Touch of Agony, Wallow's Bite and Blood of the Aggressor to deal damage.
 * If the Boss is dead re-activate Shadow Form, collect the loot and get out of aggro, using Dark Escape.

Counters

 * Non-spell Enchant-removal.
 * "Can't Touch This!"

Variants

 * This build can be combined with Augury of Death. Attribute points in deadly arts are needed, though.
 * Dark Pact or any other skill alike.

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