User:Jadie/Builds/Xa Oro Farmer

Rationale
This build is a simple adaptation of the Build:N/Me SS Nuker created to allow me to work in a three man Orozar Highstone farm team with my allinace an guild friends. Please be aware that for a successful run of the Orozar Highstone mission your team needs to be very well orgainised and understand every aspect of the mission, as such it is not advisable to try this outside of your trusted farming groups. PuG's just don't seem to get it *wink*.

The two other team members (builds to be posted soon):
 * 1) W/Mo
 * 2) Mo/Rt

Optional Skills
Blood Magic Curses Domination Illusion Inspiration
 * Awaken the Blood - Generally never used, with maxed out curses and a +1 offhand you can deal 37 or 39 damage.
 * Vampiric Gaze - Great spike damage and takes the pressure of your monk too!
 * Demonic Flesh - Useful if you want that extra level health.
 * Barbs - Very good for helping dispatch that troublesome boss, +11 damage when your W/Mo deals physical damage.
 * Defile Enchantments or Desecrate Enchantments - For good spike damage.
 * Enfeebling Blood - Can be very useful to take the bite out of Stone Summit Carver or Summit Deep Knight attacks.
 * Plague Sending - To help remove bleeding caused by Stone Summit Ranger or Summit Surveyor attacks.
 * Backfire - Always nice to bring some Mesmer Skills to scare the dwarves!
 * Shatter Delusions - For cheap spike damage following the Domination Magic line of Backfire.
 * Conjure Phantasm - Personal favorite, not much needs to be said!
 * Sympathetic Visage (SV) or Ancestor's Visage (AV) - When your W/Mo is attacking Stone Summit Carver or Summit Deep Knight.
 * Soothing Images - An alternative to SV or AV.
 * Spirit Shackles - Very useful for denying energy.
 * Signet of Humility - Always good for a giggle!

Which ever skills you choose to use in the optional slots it is advisable that you assign the rest of your attribute points to the chosen line of magic (except curses of course!).

Equipment

 * Scar Pattern Armor for extra energy.
 * 1) Curses Face Scar (+1 Curses).
 * Runes:
 * 1) Superior Rune of Curses for Face Scar.
 * 2) Major or Superior Vigor.
 * 3) Minor Blood Magic.
 * 4) Minor Death Magic.
 * 5) Minor Soul Reaping.
 * 20/20 cold damage weapon and 20/20 offhand
 * Weapons:
 * Wailing Wand from Gertrud or Telamon.
 * Wailing Wand from Kegai (collector) for 5 Plague Idols.
 * Wayward Wand (unique item) of Curses from the Divine Path.
 * Villnar's Claw.
 * Offhands:
 * Bone Idol (20/20) from Artor Bobani Kiro (collector) for 5 Warden Horns.
 * Bone Idol (+1 Curses) from Yu Lae (collector) for 5 Vermin Hides.
 * Bone Idol (+1 Curses) from Luci (collector) for 2 Guardian Moss.
 * Straw Effigy of Curses from the Divine Path.
 * Villnar's Glove.
 * Alternatively you can opt for a staff:
 * The Stonereaper NB: deals dark damage, which will not trigger Spinal Shivers!
 * Villnar's Staff.

Basic Usage

 * Before each encounter make sure your team is aware of the status of Arcane Echo, its pointless starting a battle if Arcane Echo is recharging from the previous encounter!
 * Cast Arcane Echo and then Spiteful Spirit on your target, the usual "aggro distribution around the tank" is important here.
 * Cover with Parasitic Bond, there are very few hex removers in Grenth's Footprint or Sorrow's Furnace, but thats not the main reason for using this skill, its ability to give you a spike of healing when the target dies (or after 20 seconds, which ever is sooner) is more important.
 * Cast the echoed version of Spiteful Spirit on a nearby target.
 * Cast Blood Ritual on your monk, he/she will probably need your help now.
 * If recharge and energy allow, cast Spiteful Spirit on another target otherwise spam Life Siphon on targets to give your monk a break.
 * In general you should leave bosses until last, cast Spinal Shivers on the boss and attack with a cold-damage weapon.

Always be mindful of your monk, they need a regular dose of Blood Ritual to ensure the three man team survives. By following the basic usage above you can deal considerable damage to your foes facilitating their deaths and giving you the spike of energy you will need from Soul Reaping, which allow you to cast your "optional skills". As you can see there is no inclusion of a Resurrection Signet, the responsiblity of resurrecting fallen team mates falls to your monk or worrior, but if you feel the need to be helpful you can bring it along. If you do die your Death penalty is quickly lowered by the high number of bosses in the area (just don't let it get above 30%).