User:Random Joe12699

Usage

 * Choose a target and start off by casting Rising Bile then use Malign Intervention, and cover with Parasitic Bond. Once your target has been hexed successfully, use Deathly Chill, Toxic Chill and Vile Miasma immediately. Then switch target, and repeat.
 * Consume Corpse should be used as often as possible to gain health and energy.
 * When facing large groups of enemies, Rising Bile works well when placed on an enemy who will survive the whole 20 seconds, as the AoE damage will have most effect then.
 * This build is more effective if hexes are placed on multiple foes by cycling through enemy list. Use a combination of Malign Intervention, Parasitic Bond, and Toxic Chill.
 * Deathly Chill and Vile Miasma need to be used as often as possible, but not necessarily on the same target(s).

Usage

 * Apply weakness from Ebon Hawk by using it on enemies that are attacking or running towards a kiting target. Then KD them with Stoning, and apply blind from ash blast.
 * Re-use all this whenever possible, and swap between different targets that are attacking, so you can spread the conditions for a greater effect.
 * Use Glyph of Energy and then Earthquake for a free KD that supplies you with energy from Earth Attunement. After this use either Ash Blast to blind, or if you KD a monk, wait a bit then begin cast Ebon Hawk; hopefully the enemy will begin to move after having casted a protection spell, so you can apply weakness and then KD them more with Stoning.
 * Res with GoS and RC if no one else is ressing. One downside is being forced to wait 15 seconds because you used GoS and someone else ressed.
 * Never use GoS with Earthquake to avoid the 3 second cast unless necessary to do so, ie a 1v1 against a Migraine Mesmer and you only have Earthquake <_<. Don't use GoS then another spell out of panic because you are being attacked.
 * Use Glyph of Energy with Earthquake; they have equal recharges. Don't try to use an Earthquake that benefitted from a 50% recharge/ 20% chance weapon, because you will suffer from low energy, exhaustion, and you will need to wait on average another 4 casts to get it back in sync, or wait 8 seconds to get GoE recharged. Just wait for both of them.

Equipment

 * Energy armor (i.e. Radiant or Shrouded Armor)
 * +5 energy, enchanting 20% weapon.
 * Galigord's Stone Staff is a recommended Staff, but any weapon with a max of Enchanting upgrade can be used, and it is preferred as when close combat enemies start to run away, a staff attack will bring them back, something that a totem axe can't do.
 * A Totem Axe along with the Earth Scroll from Collector Ohtah is a good combination which will give more energy than a staff.

Usage

 * Run to the boss using the speed buffs.
 * When you are just out of aggro, activate Shadow Form and use Death's Charge to teleport in. Usually aggroing before teleporting in makes enemies clump together, giving Sliver Armor less of a chance to target the boss.
 * Activate Glyph of Elemental Power, then Sliver Armor. Make sure you are closer to the boss than anything else, or you will not kill it!
 * Use Shock then Aftershock to speed up killing.
 * When the boss has died, activate Shadow Form and use the speed buffs to run away to safety. You can use Shadow Form again since Morale Boosts recharges all skills.

Counters

 * Shadow Form doesn't protect against signets, touch skills and Point Blank Area of Effect damage.

Variants

 * When fighting Warrior bosses such as Sunreach Warmaker, it helps to use Rust so that his Healing Signet takes 3 times as long to cast. To do this, though, you will be required to take one or two points off of Shadow Arts and put them into Water Magic.
 * Shock, Teinai's Wind, Aftershock, Rust, Teinai's Crystals, Crystal Wave, Obsidian Flame and Shadow Refuge may be switched out for other skills, depending on what you are farming.
 * Shock can be switched for other knockdown spells such as Dragon's Stomp for a bit more damage.
 * For people who don't have Prophecies skills unlocked, remember that you can always unlock them in PvP and then buy them at the trainers in Lion's Arch or your Guild Hall, if you have bought a skill trainer that is and assuming that you have a Guild Hall.
 * Caltrops can be useful against bosses who attempt to flee when heavily damaged.
 * Feigned Neutrality is useful against groups which have mobs with touch skills, Signets, and AoE skills and that may penetrate Shadow Form.
 * Exchange Dash for Deadly Paradox for a quicker Shadow Form recharge.
 * Exchange Dash with Shadow of Haste to warp back if necessary and retry the process.

List of soloable bosses
Total Number of Soloable Bosses: 107
 * Please add info of the level of difficulty for each boss (Very Easy, Easy, Medium, Hard and Very Hard) also add the location where the boss is, for easier preview.

Prophecies
2 Current Bosses


 * Crystal Desert
 * Prophet's Path:
 * Kepkhet Marrowfeast - Medium Use the following skill combo to take Kepkhet down: Glyph of Elemental Power, Shadow Form, Death's Charge, Sliver Armor, Obsidian Flame, Teinai's Crystals, Crystal Wave. Bring an interrupt such as Shock, Dragon's Stomp, and Gale to prevent Kepkhet from activating Mark of Protection. Furthermore, when you use Death's Charge to get to Kepkhet, be sure to bring Feigned Neutrality or Shadow Refuge as there are trappers in and around the vicinity of Kepkhet. If Sliver Armor targets another thing, you will die as one of the nearby necromancers will use Well of the Profane.


 * Southern Shiverpeaks
 * Grenth's Footprint:
 * Morgriff Shadestone - Easy

Factions
47 Current Bosses


 * Kaineng City
 * Bukdek Byway:
 * Wing, Three Blade - Medium (This may prove difficult because of the high HP of the boss, lack of mobs and a Rt healing him)
 * Wajjun Bazaar:
 * Lian, Dragon's Petal - Easy/Medium (Switch out Dash for Feigned Neutrality. Use Dark Escape to run past the first and second group of Knights.  Stop before you aggro Lian and make sure you aggro the second group of Knights.  Cast Shadow Form then Death's Charge to her.  Immediately cast Feigned Neutrality.  Wait for her to cast Double Dragon.  Glyph ,Sliver, Shock, then Aftershock.)
 * Sun, the Quivering - Hard/Very Hard (Mobs may appear from the roofs, making the run almost impossible)
 * The Undercity:
 * Chan the Dragon's Blood - Easy/Very Easy (The run is easy if you have Feigned and just use aftershock on him once and then use feigned to heal because of the signets)
 * Mina Shatter Storm - Easy/Very Easy (The run is easy if you have Feigned and just use aftershock on her once and then use feigned to heal because of the signets)
 * Chung, the Attuned - Medium (The run is easy if you have Feigned and just use aftershock on him once and then use feigned to heal because of the signets)
 * Baubao Wavewrath - Medium (The run is easy if you have Feigned and just use aftershock on him once and then use feigned to heal because of the signets)
 * Shenzun Tunnels:
 * Cho, Spirit Empath - Easy/Medium (Bring Feigned Neutrality instead of Dash, come from Nahpui Quarter!!! Cast Feigned Neutrality last, chance monks will heal him, if so run and rezone, the fastest route is to run towards Nahpui Quarter (just a few feet west from Cho) . It will make the run a lot easier and shorter.)
 * Xaquang Skyway:
 * Ghial the Bone Dancer - Easy/Medium (Feigned Neutrality is NOT a neccessity for the run. Beware of the mesmers for they will disrupt your sliver armor TIP: All mesmers interrupt at once, so consider bringing a "scapegoat" spell with a long activation time, such as Dragon Stomp or Obsidian Flame.)
 * Shreader Sharptongue - Very Easy/Easy (Exchange Shock or Aftershock with Shadow Refuge and aggro as many groups as possible for most damage)
 * Ziinfaun Lifeforce - Easy/Medium (Hit Ziinfaun with your weapon to interrupt Ethereal Light)
 * Orosen, Tranquil Acolyte - Hard/Very Hard (When he starts charging for you, use Shadow Form. Run past him just close enough to aggro the group before the next bridge. Death's charge back to him, and Sliver armor.)
 * Sunjiang District (explorable): (only after the mission)
 * Warrior's Construct - Medium (Pretty hard to get to him)
 * Monk's Construct - Easy/Medium Let the first group go near the boss.
 * Necromancer's Construct - Medium You might encounter problems with keeping sliver armor focused
 * Mesmer's Construct - same as Necromancer's construct. Slightly easier (shorter) run, though.
 * Elemental's Construct - He uses [[Lightning Touch. Consider bringing Feigned Neutrality instead of dash.
 * Raisu Palace:
 * Star Ancient Koosun - Medium/Hard (Depends on conditions of run to the boss, can be done at 60% dp however)
 * Untouched Ancient Ky - Medium
 * Pongmei Valley
 * Xuekao, the Deceptive- Easy/Medium (Be sure to let the Knight Brotherhood kill the Am Fah before you approach the boss, as how the Knights will attack the surrounding Am Fah making for a quick kill with 1-3 possible attackers) ~ The dagger that he drops is really really nice for Assassins using the Vigor Build where you use enchants every 30 sec.
 * Echovald Forest
 * Ferndale:
 * Warden of Saprophytes - Hard (Warden of the Trunks must be removed first, resurrection portal nearby to keep going at it, possible at 60% dp.)
 * Melandru's Hope:
 * Chkkr Locust Lord - Medium/Hard (The most difficult part is to maintain Sliver Armor on the boss)
 * Chkkr Thousand Tail - Hard/Very Hard (Really hard to keep going unless you have a backup for Sliver Armor, as it'll run out to quickly)
 * Morostav Trail:
 * Falaharn Mistwarden - Easy/Medium (Bring Shadow of Haste should the attempt to kill fail and you must retreat).
 * Sunreach Warmaker - Easy/Medium (Bring Shadow of Haste and Rust and if you feel the need, Feigned Neutrality too. Go in first without the boss in your mind, make Falaharn Mistwarden appear. Warp back using a stance. Go in again and aggro every mob, pull Sunreach with staff and cast glyph then sliver then rust, he will go down quickly.)
 * Strongroot Tanglebranch - Medium/Hard (Go around the other way and aggro the nearby kirin and dragon moss and use Rust and Caltrops to subdue him and spam Obsidian Flame to kill him.)
 * Kyril Oathwarden - Medium/Hard (Hard to make sliver armor target kyril; take feigned neutrality to survive traps.)
 * Ritualist's Construct - Easy/Medium (Very few mobs surrounding him, making it harder to kill. Replacing run skills or Shock & Aftershock with Obsidian Flame & Crystal Wave/Teinai's Wave can help overcome this obstacle.)
 * The Eternal Grove (explorable): (only after the mission)
 * The Scar Eater - Very Easy/Easy (Also a fairly easy boss to practice on, you must follow the 1st group that comes near the shrine, when you get near the boss aggro it and jump near the boss, also a good idea can be to change shock and aftershock for gale and Obsidian Flame)
 * Jayne Forestlight - Easy/Medium (Advisable to bring Shadow of Haste, Watch out for warriors, as they can KD with "None Shall Pass!". If not killed at first attempt, warp back with any stance and retry)
 * Wiseroot Shatterstone - Medium (Silver armor does not tend to stay on him,or will target lately,must aggro both mobs before him and his mob to fully kill)
 * The Time Eater - Easy/Medium (Add skills for more damage because very few mobs are surrounding him.Time for his interruption signet!!!!!)
 * Bramble Everthorn - Easy/Medium (need to aggro 1-2 warden or plant groups to bypass his regen)
 * Mourning Veil Falls:
 * Darkroot Entrop - Easy (Make sure to add some skills to cripple or knockdown, such as Caltrops, as he tends to run at about half health)
 * Milefaun Mindflayer - Easy/Medium (Aggro another group of wardens near, may attract Rt wardens which increase difficulty)
 * Foalcrest Darkwish - Easy/Medium (Aggro the nearby group of Mantises and die yourself; he will make Bone Fiends which give you just enough damage for Sliver Armor.)
 * Xisni Dream Haunt - Easy/Medium (AddTeinai's Crystals, Crystal Wave and Obsidian Flame. Use Shadow of Haste for multiple tries.)
 * Rahse Windcatcher - Easy/Medium (Same build as with Xisni. Walk to pick up the Warden group, hit Glyph of Ele Power, turn around, hit Shadow Form outside his aggro and shadow step. If the wardens follow, he should be dead)


 * Jade Sea
 * Boreas Seabed (explorable):
 * Sskai, Dragon's Birth - Medium (This may prove difficult because of the high HP of the boss and lack of mobs surrounding him)
 * Gyala Hatchery (explorable):
 * Reefclaw Ragebound - Medium
 * Maishang Hills:
 * Sessk, Woe Spreader - Very Easy (Best for practice, sometimes hard to target)
 * Sarss, Stormscale - Medium (bring along obsidian flame to spam)
 * Silent Surf:
 * Kenrii Sea Sorrow
 * Assassin's Construct - Easy/Medium (Switch Shock for Stone Daggers and Death's Charge for Obsidian Flame, after you cast Sliver just use stone daggers 2-3 times, then Aftershock, then Obsidian Flame)
 * Rhea's Crater:
 * Onis for Ungues of the Oni - Easy/Medium (The hardest part is getting there, once there it's easy to kill them two/three at a time, just watch out for the Outcast Deathhands, as they WILL end your run!)
 * Mount Qinkai
 * Tomton Spiriteater Very Easy (Bring obsidian Flame with you and aggro all the yetis near)
 * Archipelagos:
 * Ssyn Coiled Grasp - Easy/Medium (Switch out Shock for Obsidian Flame and try to not aggro group next to the bridge.)
 * Ssuns, Blessed of Dwayna - Medium/Hard

Nightfall
57 Current Bosses


 * Kourna
 * Sunward Marches:(Consider getting the +1 earth magic blessing from the Melandru's shrine outside Dajkah Inlet. Although it is not necessary.)
 * Mahto Sharptooth - Very Easy/Easy "The run is sometimes a bit tough." (Despite the temptation, do not aggro the ntouka, spam obsidian flame & shock aftershock combo on him)
 * Birneh Skybringer - Very Easy/Easy (Lots of mobs for Sliver Armor to work)
 * Dabineh Deathbringer - Medium (Switch out shock for Feigned Neutrality. Exit Venta Cemetery.  Head south hugging the wall.  As you get close enough to target him, check for the number of Tusked Howlers nearby.  If there are 2 then rezone.  If there are 3 then count the number of Crested Ntouka Bird.  If there are 3 or 4 then you are in good shape to beat him.  Before you aggro Deathbringer, aggro the Howlers and cast Shadow Form. Next aggro Deathbringer.  Glyph then Sliver, before he gets to you, cast Feigned Neutrality.  Using his Intimidating Aura, you will lose Feigned Neutrality but Sliver Armor will do its job before he can remove another enchantment.)
 * Eshim Mindclouder - Very Easy (Short walk so it is like the Nightfall variant of Sessk, Woe Spreader Consider bringing dancing daggers to spam instead of dash, you will kill much faster)
 * Marga Coast:
 * Chor the Bladed - Very Easy/Easy (Just aggro the group of Mirage Ibogas near him and try not to be interrupted while casting shadow form. Cast Sliver Armor when he uses Frenzy)
 * Lunto Sharpfoot - Medium/Hard (You must pull him towards the mirage ilbogas and then usually only 1 of his monks will come and then its easy. but you want to be beside the monk when you activate sliver so when he uses shadowmeld sliver armor is still targeting him. then it will be Easy/Medium)
 * Bosun Mohrti - Medium/Hard (Aggro the insects nearby and Frigid skales and snare with Caltrops.)
 * Bubahl Icehands - Medium (Aggro nearby insects, snare with Caltrops, and heal with Feigned Neutrality)
 * Chidehkir, Light of the Blind - Easy/Medium (Aggro nearby Kournan patrol)
 * Neoli the Contagious - Hard/Very Hard (Clear out Kuskale lashers first with sliver armour, this may take quite a few runs, high dp.)
 * The Floodplain of Mahnkelon:
 * Zelnehlun Fastfoot - Very Easy/Easy (He is dead in 4 seconds if Sliver Armor targets him)
 * Terob Roundback - Very Easy/Easy
 * Admiral Kaya - Easy/Medium (Wait for the hekets to get near, sometimes there are 2 monks which increases difficulty)
 * Jerneh Nightbringer - Medium/Hard (Bring Feigned Neutrality and use immediately after Sliver Armor to keep health up from Vile Touch)
 * Robah Hardback - Medium/Hard (Bring Feigned Neutrality to survive surrounding mob's vile touch)
 * Buhon Icelord - Medium/Hard
 * Arkjok Ward:
 * Onwan, Lord of the Ntouka - Medium (Leave from command post and follow river into lake),(bring fiegned nurality as a cover over slither armor and shadow form)
 * Modti Darkflower - Easy/Medium (Killing him is Very Easy, but the run is a bit heavy)
 * Lieutenant Kayin - Very Easy (Just aggro one other group, and he goes down in roughly 10 seconds)
 * Eshau Longspear - Easy/Medium (You need to aggro the group of Mandragors behind him. Rezone if that party has a Mandragor Imp in it.)
 * Captain Chichor - Easy/Medium (Approach the small base from the north, and wait for him to patrol outwards.)
 * Dejarin Estate:
 * Major Jeahr - Medium (Approach from Camp Hojanu)
 * Podaltur the Angry - Easy (body blocking during the run to him may be a hassle due to the large amount of hekets on the way)
 * Barbarous Shore:
 * Lieutenant Shagu: - Medium (You must aggro nearby enemies. If you do this, and silver armor keep targeting him, he will be down in few seconds.)
 * Bahdok Caverns:
 * Wandalz the Angry - Medium/Hard (The hardest part about this boss is getting to him. You need to learn the hiding spots on the map, as the spawns in this particular area are quite massive to be running around by yourself. You'll want to keep the original build intact, and use speed buffs across the bridge. Once across, glyph, death's charge, and sliver armor, he goes down rather quick. Throw a shock and aftershock in there to see it go a little faster.)
 * Jahai Bluffs:
 * To Be Added...
 * Turai's Procession:
 * Korr, Living Flame - Medium/Hard (Don't lure the nearby water djinn, Sliver armor will target them instead)
 * Chiossen, Soothing Breeze - Medium/Hard (The Rampaging Ntouka make this hard, use Feigned Neutrality as the Rampaging Ntouka run towards you and it will strip Feign Neutrality instead of Sliver Armor or even worse, Shadow Form. Aggro the nearby hekets to the north of Chiossen's group. Pack Obsidian Flame and Aftershock to speed up the killing.)


 * Vabbi
 * Resplendent Makuun
 * Kormab, Burning Heart - Very Easy/Easy (bring Shadow of Haste instead of dash, Obsidian Flame and Teinai's Crystals instead of Shock and Aftershock. The hardest part is geting there: to behemoths, use Shadow Form and run towards them, while a little bit after their patrol point use Shadow of Haste. Run back, they run like hell, so they will follow. When form is about to end use Dark Escape to warp to a safe place, where they can't get to you. While near the boss use Shadow of Haste for multiple attempts if necessary, it should be dead in the first attempt, if not in the second.)
 * Wilderness of Bahdza:
 * Eshekibeh Longneck - Very Easy/Easy
 * Forum Highlands:
 * Grabthar the Overbearing - Medium (Bring Rust and aggro nearest Skree group)
 * Korshek the Immolated - Easy (Make sure to hit the nearby Whispers Informant for some easy Lightbringer points)
 * Commander Sadi-Belai - Medium/Hard (Aggro Skree group nearest to his group. Shock + Lift Enchantment AFTER he puts Shielding Hands on. Bring Obsidian Flame. Spam as needed)
 * Churahm, Spirit Warrior - Easy/Medium (You may have to use this build to kill some Ethers, which will make the run easier. Another method is to simply shadow step down to the area he is contained in using Deaths Charge. Simply run away after he is dead, by running around the Ethers and up on the ledge again.)
 * The Mirror of Lyss
 * Yammiron, Ether Lord - Medium (Switch Dark Escape with Obsidian Flame to spam)
 * Riktund the Vicious - Medium (aggro the beetles as well, he may kite when close to death, bring along Obs. Flame)
 * Holdings of Chokhin:
 * Banor Greenbranch - Easy/Medium (Bring Lift Enchantment to remove Shield of Regeneration instead of aftershock or deaths charge, need to aggro nearby Beetles)
 * Setikor Fireflower - Easy/Medium (Just switch Dash and Dark Escape for Shadow Refuge and Feigned Neutrality)
 * Tenezel the Quick - Very Easy/Easy (Aggro very nearby Rock/Rain Beetles)
 * Hanchor Trueblade - Easy/Medium (Bring and spam Obsidian Flame when needed. Nearby Skree Griffin can make it troublesome but still easy)
 * Yatendi Canyons:
 * Lieutenant Vanahk - Easy/Medium (Very easy but sliver armor tends to go off to another person.)
 * The Hidden City of Ahdashim
 * Shakor Firespear - Easy/Medium (Surrounding mobs should be aggroed.)
 * Yammirvu, Ether Guardian - Medium/Hard (May have to kill the dimond djinn first, but nearby resurection portal helps. If pulling another group, be sure to shadow form to pull them, or suffer from degen.)
 * Leilon, Tranquil Water - Easy/Medium (Dark escape is reccomended when Death's Charging in.)


 * The Desolation
 * Crystal Overlook
 * To Be Added...
 * Joko's Domain
 * To Be Added...
 * Poisoned Outcrops
 * Fondalz the Spiteful - Hard/Very Hard (Extra groups are not easy to pull together, but you can launch one attack on the boss and his group, flee, and repeat. Deadly Paradox may be useful.)
 * The Alkali Pan
 * To Be Added...
 * The Ruptured Heart
 * Rual, Stealer of Hope - Medium (exchange Dash for Shadow of Haste, Shock for Feigned Neutrality or Shadow Refuge and Aftershock for Obsidian Flame. Use Death's Charge from the top of the hill)
 * Tureksin the Delegator - Medium/Hard (Shadow of Haste instead of Dash in case he isn't the first target of Sliver Armor, Shadow Refuge instead of Shock and Obsidian Flame. Aggro nearby group of margonites and undead.)
 * The Shattered Ravines
 * Dunshek the Purifier - Medium (Pull a second group for a very easy kill.)
 * The Sulfurous Wastes
 * Vahlen the Silent - Easy/Medium (bring Shadow of Haste, you might not get it at first, bring high damage spells, and you might consider in taking Glyph of Concentration. Watch out for Signet of Judgment.)


 * Realm of Torment - (Lightbringer title in this area will alter effectiveness.)
 * Nightfallen Jahai
 * Chimor the Lightblooded - Medium (Nice pair of daggers if you don't have a +Energy/+Enchantment Staff)
 * Onslaught of Terror - Easy (Need to aggro at least one other group, elementalists and mesmers can interrupt/slow, bring Feigned Neutrality)
 * Domain of Pain
 * Fahralon the Zealous - Easy/Medium (Before entering battle, try using Dark Escape to minimize the damage taken from AoE and Dreadful Pain.)
 * Domain of Fear
 * Shrieker of Dread - Hard (you'll need to aggro several (ideally 3) patrols to take him down; wait for them to converge). Also watch out for the Death Nova when killed.
 * Storm of Anguish - Medium (Difficult to get to, try to slip between the two first mobs, lure another mob for easy kill)
 * Depths of Madness
 * Reaper of Agony - Medium (Time your run when he has moved near the two groups of Margonites)
 * Ravager of Dreams - Very Hard (Approach from the north, and pull 2-3 groups along with the boss group, 4+ Lightbringer rank reccomended.)
 * Topo the Protector - Hard/Very Hard (Aggro once, run, and wait for him to fully summon his army, (about a minute), then shadow form in for a rather easy kill, due to the surronding groups of graven monoliths.)
 * Master of Misery - Hard/Very Hard (Pull together groups, beware of scythe attacks and death novas, armor of earth, obsidian flame, feigned neutrality all are good to have.)
 * Consort of Ruin - Hard/Very Hard (Pull groups, and make sure it targets him and it will be easy, minions and blades of torment make this tough.)

Equipment

 * Armor: Oracle's Armor (+10 AL while holding an item) is good. If energy is a problem then Halcyon's Armor.
 * Weapons: Spiritgarden's Repose or anysuch weapon is recommended (but not required). The 20% faster recharge can make VWK recharge even faster. A one-handed weapon and focus with HSR 20% each will even increase your chance of recharging VWK.
 * Any weapon you want to take is fine as the item spell will cancel out any bonus from it except the initial cast.

Usage
This build is optimal for farming groups of enemies that are mostly attackers (warriors or rangers) and that do not have heavy interruption, enchantment removal or spike damage. As such, it can farm a wide variety of areas ranging from the Jade Brotherhood in Kaineng Center to the Undergrowths in Echovald Forest and the Naga in the Jade Sea.

Before encountering foes
 * Before engaging foes, hit Arcane Echo.
 * Go into enemy foes and round them up around yourself. This means taking the melee attackers to the ranged attackers.
 * Invoke Vengeful Was Khanhei. If Arcane Echo starts blinking before you are done rounding up enemies, invoke VWK anyways.
 * Continuously use Vengeful Weapon as it recharges.
 * Invoke Sympathetic Visage and when it runs out invoke Ancestor's Visage (AV). If you fear interruption you might want to cast one of them before you go in. If you do this, make sure to cast them before Arcane Echo.
 * When the first VwK runs out, use the echoed version. By the time the echoed version runs out the original will have recharged.

Counters

 * Groups with interruption will interrupt SV or AV, this is why having both is a good insurance policy.
 * Groups with enchantment removal will remove SV and AV off of you.
 * Bosses are generally very formidable as they do increased damage that, over time, is more than what VWK steals back.

Variants
In the optional slots, a few skills can be used to boost your defense:
 * Elemental Resistance: When facing groups of Undergrowths, Stone Scale Kirin and Dragon Moss. The moss can spike hard using Arc Lightning and Shatterstone.
 * Physical Resistance: When facing warriors or rangers that hit hard (Jade Brotherhood Knights or Naga Archers), this can be used to boost resistance.

Other possibilities include:
 * Channeling for extra energy. However, VWK only costs 5 energy, so the most needed at any time is 15 for VWK and SV or AV. Also note that VWK always comes with it's energy. i.e. When VWK ends, you gain back 10 or more energy which was held back by not using your weapon and/or focus item. So, you should never face a situation where you cannot cast VWK.
 * Generous Was Tsungrai will give you extra health to endure the initial attacks while you make your entrance and then a big healing boost when you switch to VwK.
 * An interrupt if farming foes that use skills that you fear and which you can interrupt. Examples include elementalists and ritualists.

Usage
Leave from Rilohn Refuge. When you spawn cast Physical Resistance, Illusion of Haste run past the beast to Zelnehlun Fastfoot lair. Recast Illusion of Haste run across bridge past spiders to rez shrine wait till they cluster, cross back over bridge. Target Zelnehlun Fastfoot, cast Physical Resistance, Channeling, Arcane Echo, aggro (run into mob of spiders), cast Vengeful Was Khanhei, Empathy on Zelnehlun Fastfoot proceed to cast Vengeful Weapon, Empathy (always on Zelnehlun Fastfoot), Soothing Memories and Vengeful Was Khanhei as needed. Everything should be dead in 1-3 min(s).

Soloable Boss:
 * Zelnehlun Fastfoot

Usage
Accept the quest from the Lost Soul positioned in the center of the starting chamber. In doing so you should be careful not to aggro any of the surrounding creatures. Run back to the platform and cast Physical Resistance, then cast Illusion of Haste, aggro a group of Grasping Darkness and run to the back corner of the chamber. The Bladed Aatxe should discontinue pursuit, the Grasping Darkness will not. As soon as you are out of range of the Bladed Aatxes, immediately cast a visage spell before the Darkness reach you (This may take a few rounds to master, as the speed of the Darkness makes them fairly unpredictable). Let the Darkness hit you a few times (approximately 3-4) and then cast Arcane Echo. You can then cast Vengeful Was Khanhei. Keep one of the visage spells up at all times, and recast Physical Resistance as needed. Vengeful Weapon can be cast intermittently, keeping energy management in mind while doing so. When Vengeful Was Khanhei begins to end, cast the echoed copy. When that begins to end, recast the first. This cycle should take care of any group of Darkness, however the need to resort to Vengeful Weapon to defeat the remaining is likely.


 * Be sure not to aggro multiple groups at a time. One grouping of Darkness will contain three to five of them, and any number after three will cause some of the Darkness to back off and scatter. Groups of three are generally preferred for expedient killing and progression.


 * Starting with the group of Darkness left of the Lost Soul and working your way to the right is advisable. The group farthest right will "float" up and down the steps leading to one of the chambers behind closed doors. Wait until they have reached the Aatxes closest to the steps right of the Lost Soul before aggroing them.


 * If a Dying Nightmare appears, wand it. You can also use Vengeful Weapon to destroy it.

After you have eliminated the grasping darkness, allow yourself time to regenerate energy and health as needed. When you begin your run, start up the right steps, cast Illusion of Haste and "hug" the right wall on your way to the passage around the right corner. Occasionally you will be forced to "bottle-neck" with Aatxes or Darkness coming through the doorway. Attempt to make a straight motion parallel to them, as they will continue heading in the same direction they were pointed for a few moments, thus giving you time to escape any attacks(1). Once you reach the first group of Smite Crawlers any Grasping Darkness following you should then discontinue pursuit.


 * Distortion should be used whenever you need to recast Illusion Of Haste, thus giving you protection from adjacent creature's attacks.


 * (1) Avoiding this is simple, if you time your attempt correctly. Start running from the first chamber and towards the door once the group of creatures in the doorway begin to move away from it. You should also learn to time your run so that you are never forced to recast Illusion Of Haste in a doorway, as this may get you pinned against a surrounding wall by groups of creatures in the area.

When you begin farming the Smite Crawlers your challenge is lessened. Occasionally their Zealot's Fire will put your health in a tricky situation, but it is generally countered once you are able to recast Vengeful Was Khanhei, and/or get your cycle of Visage spells started. The process for killing the Smite Crawlers is identical to the method used against the Darkness, only without the need to wait to cast Arcane Echo, as the Smite Crawlers can not interrupt it. Spamming Vengeful Weapon while fighting against the Crawlers is advisable.


 * Do not engage the Coldfire Nights unless you have eliminated all of the Smite Crawlers and wish to leave The Underworld, or you wish to suffer an untimely, Ectoplasm-less death.

Counters

 * Being attacked by Bladed Aatxes will end your run quickly, unless you avoid them as instructed in the walkthrough.
 * Groups of more than four Smites can actually cause problems for you. Once you're VWK cycle is done, if too many are alive, they will kill you with Zealot's Fire.
 * Having a Dying Nightmare remove your enchantments as you make your way to the Crawlers will prematurely end you, as Illusion of haste will end and cripple you. Use distortion and make all attempts to recast Illusion Of Haste should this happen.
 * Fighting the Grasping Darkness on the way to the Crawlers will aggro Aatxes in the area, despite distance.
 * Coldfire Nights are not un-farmable, but have a tendency to kill you very quickly by combination of slowing you, and interrupting your spells with Maelstroms. They do not drop Ectoplasm.

This build uses Gladiator's Defense to provide defense and do a bit of damage. The main damage comes from the Channeling Magic skills to kill melee mobs. This build can farm Smite Crawlers in the Underworld, Mountain Trolls in Talus Chute, and Minotaurs in Elona Reach.

Equipment

 * Radiant or Survivor armor
 * A +5 energy axe of Fortitude with a req 9 Tactics shield of Fortitude with -5 20%. Totem Axe works just fine.
 * The Headpiece should have +1 Channeling Magic with a Superior Rune of Channeling Magic.
 * Three armor pieces should have a Rune of Attunement.
 * One armor piece should have the highest possible vigor rune.

Usage

 * Cast Splinter Weapon and Cruel Was Daoshen before you aggro a mob.
 * Aggro the mob and activate Gladiator's Defense.
 * Use Cruel Was Daoshen again, Ancestor's Rage, drop the ashes, and use Cyclone Axe.
 * When using this build, use the attack chain as fast as possible, or the enemies will flee. Usually, they won't flee if you do this fast enough.
 * Use Healing Signet to restore your health after having killed a mob. Do not use this while in combat!

Variants

 * Defensive Stance can be replaced with Enraging Charge if you are having trouble running to the Smite Crawlers.
 * Replace Sprint with Spirit Rift if you don't need a running skill.

The Underworld

 * Take the quest Clear the Chamber.
 * Pull each mob of Grasping Darknesses one by one using sprint.
 * Use the damage chain to kill the Grasping Darknesses.
 * When you have killed three groups, use sprint and enraging charge (if you are bringing it) to get to the Ice Wastes.
 * When you are there, kill each Smite Crawler group one by one. Each group should die pretty quickly.
 * Avoid Coldfire Night patrols.

Video

 * The Smite Run (Slight variant)
 * Smite Crawlers

Original Authors
Article created by: Swift Thief Additional contributions by: 62.166.93.236, 67.50.81.120

Orignal Build: [Build:Rt/W Smite Crawler Farmer|Rt/W Smite Crawler Farmer]

The Toxic Death uses the Death Magic skill Malign Intervention to reduce healing, then combines damage with degeneration using Toxic Chill and Vile Miasma.

Equipment

 * Tormentor's or a Scar Pattern is recommended for extra armor or extra energy.
 * 20/20 Insightful Death Staff of Mastery.

Usage

 * Choose a target and start off by casting Rising Bile then use Malign Intervention, and cover with Parasitic Bond. Once your target has been hexed successfully, use Deathly Chill, Toxic Chill and Vile Miasma immediately. Then switch target, and repeat.
 * Consume Corpse should be used as often as possible to gain health and energy.
 * When facing large groups of enemies, Rising Bile works well when placed on an enemy who will survive the whole 20 seconds, as the AoE damage will have most effect then.
 * This build is more effective if hexes are placed on multiple foes by cycling through enemy list. Use a combination of Malign Intervention, Parasitic Bond, and Toxic Chill.
 * Deathly Chill and Vile Miasma need to be used as often as possible, but not necessarily on the same target(s).

Variants

 * Substitute Malign Intervention with Defile Flesh, exchange some life for added reduction in healing
 * Substitue Verata's Gaze and Animate Bone Horror for Resurrection Signet and Consume Corpse. This can effectively change the build to a minion master. The bone horrors form malign intervention and summon bone horror would double production of minions. This is very good for AB. Healing your minion is not necessary here, since you can produce steal other mm's minions and produce your own.

Spiking Variantion
Due to the popular demand of a spike version of a build revolving Toxic Chill, and after some tests, here it is. This is only one of the possible builds, you're welcome to change it. Thanks to suggestions from Defiant Elements.

Usage when Spiking

 * Focus on one target, start off with Deathly Chill. Then use Rising Bile and cover it with Parasitic Bond. After that, use Toxic Chill, Deathly Chill, Vile Miasma, then Signet of Toxic Shock.
 * Use Augury of Death right before the enemy reaches 50% health. This way player can hit deathly chill and drop enemy below 50% health and cause a deep wound. Then use Toxic Chill to cover up the deep wound, use Vile Miasma and Signet of Toxic Shock to finish your opponent off.

Counters

 * General anti spam spells like Backfire and Diversion.
 * Good condition and hex removal.

spirit axe

 * Use
 * swap