User:Lotrfish/elementalist

This build utilizes the elite Shadow Arts skill Shadow Form and the earth magic skill Sliver Armor to quickly take down bosses that are accompanied by medium/large mobs to efficiently farm their green items.

Equipment

 * Archmage's Armor
 * Enchantments last 20% longer weapon.
 * Arius' Sai or Chimor's Daggers are recommended Daggers.
 * Galigord's Stone Staff is a recommended Staff.
 * Totem Axe/Rajazan's Fervor + Galigord's Stone Scroll are also recommended. Earth Scrolls with identical stats as Galigord's can be found at Collector Ohtah in the Undercity (5 Plague Idols) or Collector Denos Makaluum in Vasburg Armory (5 Stone Horns). Droajam's Storm is also very similar to Galigord's Stone Scroll (and may be preferable depending on what you are farming).

Usage

 * Run to the boss using Dark Escape.
 * When you are just out of aggro, activate Glyph of Elemental Power,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.
 * Then activate Sliver Armor. Make sure you are closer to the boss than anything else, or you will not kill it! If Sliver Armor ends up targetting the wrong foe, try stepping away and then back to the boss, this will often give you the desired effect.
 * Use Obsidian Flame, Teinai's Crystals then Crystal Wave to speed up killing.
 * Just after the boss is dead, 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, traps and Area of Effect damage.
 * Chilblains is a highly used skill by enemies which removes Shadow Form.
 * Shadow Form will be removed by foes using Expunge Enchantments.

Variants

 * Obsidian Flame, Teinai's Crystals, Crystal Wave, and Dark Escape may be switched out for other skills, depending on what you are farming.


 * When fighting Warrior bosses, such as Sunreach Warmaker, it helps to use Rust so that their Healing Signet takes 3 times as long to cast. To do this, though, you will be required to take one point off of Energy Storage and put them into Water Magic.


 * Caltrops is useful against bosses who attempt to flee when heavily damaged.


 * Feigned Neutrality and/or Shadow Refuge is useful against groups which have mobs with touch skills which penetrate Shadow Form and is also required for the run to some bosses.


 * You may also use Shock, Aftershock, & Teinai's Crystals in that order. Shock is a great interrupt on many bosses who cast their healing spells first to negate Sliver Armor.


 * Shadow of Haste serves to give you an emergency out and is particularly useful when learning the build, taking the 'error' out of 'trial and error'. This serves particularly well when attempting to master a series of difficult bosses in a single run, such as the monk-mesmer-elementalist-necro constructs in Sunjiang District Explorable.  Be warned - the speed boost offered by the skill makes pulling groups more difficult.


 * See variant Build:E/A Gloom Farmer for farming gemstones in Gloom.

List of soloable bosses
Total Number of Soloable Bosses: 133
 * Please add info of the level of difficulty for each boss (Very Easy, Easy, Medium, Hard and Very Hard).

Prophecies
1 Current Boss

Monk (Mo)

 * Protection Prayers
 * Kepkhet Marrowfeast - Hard (Make sure not to give the scarabs a corpse before kill due to Well of the Profane. Most of the time the area effect of traps placed below Kepkhet kill you, you turn into a peice of toast.) I changed my build for this boss using Shadow Refuge instead of Obsidian Flame. Before attacking the boss I cast Dark Escape (to reduce damage taken in this case) followed by Glyph of Elemental Power and Shadow Form, then use Death's Charge on the boss followed up with Sliver Armor. Then cast Shadow Refuge to neutralize the effects of the traps and start using Teinai's Crystals and Crystal Wave until Kepkhet is dead. Personally I haven't failed farming Kepkhet after this modification. Mark of Protection could still be a problem though. If you also change Crystal Wave and Teinai's Crystals for Shock and Lift Enchantment, you can cast Shock when Kepkhet casts Mark Of Protection. If you interrupt Mark Of Protection, than just continue killing him, but if you are too late (what probably will be the case), you have to cast Lift Enchantment, when Kepkhet is still knocked down. Than Mark Of Protection will be removed and you will have enough time left to kill Kepkhet. Also, make sure that no griffon has aggroed Kepkhet, as it will spawn additional touch necros around her. Also, if you died attempting to kill her, you have to rezone and retry, as additional touch necros from surrounding area will come near her. If you follow up all those tips, Kepkhet will be Easy/Medium.

Factions
52 Current Bosses

Warrior (W)

 * Swordsmanship
 * Sskai, Dragon's Birth - Hard/Very Hard (it may prove difficult because off the boss's high hp )
 * Sun, the Quivering - Hard/Very Hard (Mobs may appear from the roofs, making the run almost impossible)
 * Warrior's Construct - Hard/Very Hard( difficult to run to)
 * Axe Mastery
 * Wing, Three Blade - Hard (Difficult due to the high HP of the boss and the lack of mobs)
 * Hammer Mastery
 * Jayne Forestlight - (drops Hammer)Very Easy/Easy (Wait until the mobs let a clean run, after that get as close as you can to the boss and jump in)
 * Shield
 * Strength
 * Reefclaw Ragebound - Medium (You will need to aggro a nearby group for sufficient Sliver Armor damage)
 * Strongroot Tanglebranch - Easy/Medium (Run south of the Ritualist Construct to get to him. Bring Rust for faster results)
 * Tactics
 * Sunreach Warmaker - Medium/Hard (Can be difficult to get sliver to target Warmaker due to several other melee wardens. Use Rust and Shock on his healing signet.)
 * Geoffer Pain Bringer - Easy/Medium (Run his group into a Naga group aproching from the NW then take him out right after their fight, impossible with Outcast Deathhands around)

Ranger (R)
To Be Added... To Be Added... To Be Added... To Be Added... To Be Added...'
 * Flatbow
 * Hornbow
 * Longbow
 * Recurve Bow
 * Shortbow

Monk (Mo)

 * Divine Favor
 * Untouched Ancient Ky - Hard (Replace one of the Crystal skills with Celestial Storm. Run west past the mob and break aggro. Then return from the west and shadow step in)
 * Ssuns, Blessed of Dwayna - Hard (Running there is hard. Easier to die in Archipelagos outside Luxon Jade Flats as a Kurzik and approach from shrine.)
 * Ziinfaun Lifeforce - Very Easy/Easy (Leave from the Marketplace into Bukdek and go into Xaquang Skyway from there. Bring Feigned Neutrality instead of Crystal Wave)
 * Healing Prayers
 * The Scar Eater - Very Easy/Easy (Also a fairly easy boss to practice on. Once you enter the area, run to the res shrine and wait for the nearest mob to patrol near him then run in and take him down.)
 * Protection Prayers
 * Jayne Forestlight - Very Easy/Easy (Wait until the mobs let a clean run, after that get as close as you can to the boss and jump in)
 * Monk's Construct - Medium/Hard (The first mob may prove very difficult to go near the boss)
 * Smiting Prayers
 * Scourgewind, Elder Guardian - Medium/Hard (Cast Sliver Armor before using Death's Charge, as Signet of Judgment will knock you down)

Necromancer (N)
To Be Added...
 * Soul Reaping
 * Blood Magic
 * Kyril Oathwarden - Medium (Earth Elementalists can kill you with Shockwave)
 * Foalcrest Darkwish - Easy/Medium (Most of the time you can kill him in one shot, but if that doesn't work aggro the nearby group of Mantises and die yourself; he will make Bone Fiends which give you just enough damage for Sliver Armor)
 * Chan the Dragon's Blood - Easy/Very Easy (The run is easy if you have Feigned Neutrality)
 * Death Magic
 * Ghial the Bone Dancer - Hard/Very Hard (With more than 2 rits just pull the group in front of the bridge with you using Feigned Neutrality and no speed buffs.For beginners, bring Dash and Shadow Refuge instead of Obsidian Flame and Crystal Wave. Also, bringing Glyph of Concentration in place of Glyph of Elemental Power is recommended; without it, your Sliver Armor may be interrupted.)
 * Sessk, Woe Spreader - Easy/Medium (Sometimes Sliver Armor targets other enemies, if you bring stone dagger you can kill him in about 5 seconds)
 * Curses
 * Necromancer's Construct

Mesmer (Me)
To Be Added...
 * Fast Casting
 * The Time Eater - Very Easy/Easy (Add skills for more damage because very few mobs are surrounding him)
 * Domination Magic
 * Mesmer's Construct - Hard (The mobs make it very difficult to go near the boss)
 * Milefaun Mindflayer - Medium/Hard (Must be opposite of controlling faction in order resurrect at NW shrine)
 * Mina Shatter Storm -Easy/Medium (Bring Feigned Neutrality in place of Crystal Wave, bring Shock and Aftershock in place of Obsidian Flame and Teinai's Crystals, the run is very long.)
 * Bezzr Wingstorm - Easy/Medium (Bring Shadow of Haste and Dash (to cancel SoH in case you need to try again). Die as a Luxon, you'll respawn near it.  There will be Mantis and Wardens around.  If you time it right, you can make them fight each other then kill the ones remaining.   The mobs that spawn when you attack Bezzr, do have skills that ignore Shadow Form so just cancel SoH and try again.
 * Illusion Magic
 * Kenrii Sea Sorrow
 * Xisni Dream Haunt - Medium/Hard
 * Inspiration Magic

Elementalist (E)
To Be Added...
 * Energy Storage
 * Rahse Windcatcher - Easy
 * Chung, the Attuned - Easy (Long run, use Dark Escape to run past mobs on the way to Undercity)
 * Air Magic
 * Amadis, Wind of the Sea- Medium
 * Fire Magic
 * Star Ancient Koosun - Hard/Very Hard (Speak to Kuunavang for Celestial Storm, bring Shadow Refuge and Dash)
 * Lian, Dragon's Petal- Medium/Hard (Bring Dash insted of Crystal Wave to break first aggros, challenging because of Double Dragon)
 * Water Magic
 * Elemental's Construct - Medium (Use Shadow Form to run to him and hide to rest on southeast corner of his room.)
 * Wiseroot Shatterstone - Medium/Hard (Sliver Armor often will not target him, even if you are closest to him.)
 * Earth Magic

Assassin (A)

 * Piercing damage
 * Assassin's Construct - Easy(Wait until all mobs collect in the middle of the island)
 * Chkkr Locust Lord - Easy/Medium(Sliver Armor often doesn't hit him)
 * Darkroot Entrop - Very Easy/Easy (Pull first mob of Wardens with you)
 * Shreader Sharptongue - Very Easy/Easy (Exchange Teinai's Crystals or Crystal Wave with Shadow Refuge
 * Silent Ancient Onata - Medium/Hard (Add the Special Skill)
 * Xuekao, the Deceptive - Easy (run around the building he is in and approach from ramp. Aggro him and immediatly use Dark Escape and run to the res shrine near by. This will trigger a fight between him and some Jade Brotherhood. After fight immediatly run in and start your sequence. He should fall very easily.)
 * Slashing damage
 * Bramble Everthorn - Easy/Medium (Because of the heals)
 * Onis in Rhea's Crater 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)
 * Urkal the Ambusher - Very Hard (Sliver Armor almost never targets him - Shadow of Haste variant is highly recommended to give you multiple attempts)

Ritualist (Rt)

 * Spawning Power
 * Cho, Spirit Empath - Easy/Medium (Bring Feigned Neutrality instead of Dash, come from Nahpui Quarter!!! Cast Feigned Neutrality last, once you are already fighting, 50/50 chance monks will heal him, if so run and rezone; the fastest way is to run towards Nahpui Quarter (just a few feet west from Cho). It will make the run a lot easier and shorter.)
 * Ritualist's Construct - Easy/Medium (Near by monk can prove difficult)
 * Tomton Spiriteater - Very Easy/Easy
 * Chkkr Brightclaw - Easy/Medium (Wait for plant mob to run past the pool, when they are clear, sure to aggro enough of the pop-up groups before casting Sliver Armor) The pool gives you 20% longer enchantment because of Blessed Water.
 * Channeling Magic
 * Ssyn Coiled Grasp - Easy/Medium( Silver Armor doesn't always target him, just lose aggro if it doesn't)

To Be Added...
 * Communing
 * Restoration Magic
 * Flower Spiritgarden - Medium/Hard (move in a litte until mobs pop up, you need to time you Shadow Form and Silver Armor wisely, needs some practise)
 * Orosen, Tranquil Acolyte-Medium/Hard (cast Obsidian Flame, Crystal Wave, Teinais Crystals and then Obsidian again (with the other skills applied). Foes can interrupt your skills.Also pull the group that is right up the ramp near him)

Nightfall
80 Current Bosses

Warrior (W)

 * Swordsmanship
 * Reaper of Agony - Medium (Time your run when he has moved near the two groups of Margonites)
 * Axe Mastery
 * Chor the Bladed - Easy (move to that rock on his right and bring the pop-ups to him, don't cast Silver armour until he uses Frenzy, he should die in 5 seconds after that, if he didn't cast frenzy within 4 seconds, just move out to top right, and do it again)
 * Robah Hardback - Medium/Hard
 * Colonel Chaklin- Medium/Hard (Easy to get to,try to aggro as much as you can and avoid disrupts, if you die hope your shadowform is recharged fast and reattack asap if hes halfway or more down in health good chance second shot will finish him
 * Hammer Mastery
 * Grabthar the Overbearing - Medium/Hard (Need to also aggro the nearby harpy group to be successful, if you wait a moment the harpies actually move closer to Grabthars mob) Not much room for error.
 * Riktund the Vicious - Medium/Hard
 * Shield
 * Strength
 * Onwan, Lord of the Ntouka - Easy/Medium (Leave from command post and follow river into lake. Attended to by several Mesmers and route to reach the boss although short has a multitude of creatures)Easiest way to kill is to deaths charge to him then run past him and wait for recharge of skills then get the tusk howlers and boss to theirselves to keep the rampaging nktoukas from stripping your enchants with chilling victory
 * Tactics
 * Mahto Sharptooth - Easy/Medium (Easy to kill a little more difficult to get to)

Ranger (R)
To Be Added...
 * Flatbow
 * Hornbow
 * Colonel Custo - Medium(aggro amount helps its sometimes hard to get as much as you want plus getting sliver armor on him directly can be troublesome to
 * Vah the Crafty - Very Easy/Easy (Wurms make it real easy)
 * Longbow
 * Zelnehlun Fastfoot - Very Easy/Easy (He is dead in 10 seconds if Sliver Armor targets him)
 * Bearer of Misfortune = Very Hard (A long run to get there, kill Word of Madness first, then while within range of Quickening Zephyr, shadow step in and damage him to about 1/3 health, shadow step out, wait for Shadow Form to recharge, then shadow step in again)
 * Recurve Bow
 * Bolten Largebelly - Medium (Can be difficult to target with Sliver Armor)
 * Shortbow
 * Admiral Chiggen - Medium/Hard
 * Tenezel the Quick - Medium

Monk (Mo)

 * Divine Favor
 * Topo the Protector - Hard/Very Hard (Difficult run. Once you get to the temple, refuge in Balthazar's shrine. Get to Topo, let him summon the Graven Monoliths and disappear. Die and go back to him. He won't disappear anymore.)
 * Healing Prayers
 * Chidehkir, Light of the Blind - Medium (Approach from Sunspear Sanctuary. You will need to grab the group of Kournans that patrol around the fort to take him down. Getting sliver to target him with the Kournan Guards on you is a pain).
 * 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 east of Chiossen's group. Pack Obsidian Flame and Aftershock to speed up the killing, or Shock and Aftershock to interrupt a heal.)
 * Dunshek the Purifier - Easy/Mediumclear sandgiants before aproach(in wurm), use shock/aftershock combo
 * Hahan, Faithful Protector - Medium/Hard
 * Protection Prayers
 * 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)
 * Banor Greenbranch - Easy/Medium (Bring Lift Enchantment to remove Shield of Regeneration instead of aftershock or deaths charge, need to aggro nearby Beetles)
 * Smiting Prayers
 * Flame of Fervor - Easy (Wait till the patrol comes in.)
 * Riseh the Harmless - Easy/Medium

Necromancer (N)
To Be Added...
 * Soul Reaping
 * Blood Magic
 * Lieutenant Vanahk - Medium (it is easier if you manage to aggro the previous mob)
 * Death Magic
 * Jerneh Nightbringer - Medium/Hard (When you reach the nearby ressurection shrine, there is a mob ahead of you. It's best to try and avoid them as they are usually filled with Water elementists and Dervishes with alot of aoe damage. If you cannot survive long enought to kill Jereh due to Vile touch and the Dervish Aoe damage, use Dark escape before you shadow step in for half damage)
 * Eshekibeh Longneck - Very Easy/Easy
 * Terob Roundback - Easy/Medium (when the two heket monks are near him it can be hard at times
 * Curses
 * Creo Vulnero - Easy/Medium
 * Fondalz the Spiteful - Medium
 * Modti Darkflower - Easy/Medium (Killing him is Very Easy, but its much easier to reach him if you run through the middle of the map till you reach the second resurrection shrine, only one group of mandragors will be in your aggro on the way to him.)if sucessful he can be killed in 3-4 seconds
 * Master of Misery - Very Hard (Very long and difficult run. Moreover, if you die once it'll be using taste of death on his minions to survive.)
 * Tain the Corrupter - Easy/Medium (Sometimes there's a Paragon in the group which can make it more difficult cause of the shout "Stand your ground")

Mesmer (Me)
To Be Added...
 * Fast Casting
 * Domination Magic
 * Yammiron, Ether Lord - Easy
 * Captain Chichor - Easy (Wait until he crosses the bridge.)
 * Illusion Magic
 * Shepherd of Dementia - Medium/Hard (Aggro the group to the right of him too)
 * Eshim Mindclouder - Very Easy (Short walk and easy to kill, it is like the Factions variant of Sessk, Woe Spreader)
 * Inspiration Magic
 * Neoli the Contagious - Easy/Medium (Must run by a skale lasher group before using Death's Charge. Boss dead very quickly)
 * Makdeh the Aggravating - Easy
 * Rual, Stealer of Hope - Easy

Elementalist (E)

 * Energy Storage
 * Setikor Fireflower - Medium (Beware of the dervishes in his group)
 * Air Magic
 * Birneh Skybringer - Very Easy (Lots of mobs for Sliver Armor to work) great practice one of the easiest to farm
 * Moteh Thundershooter - Hard
 * Fire Magic
 * Korr, Living Flame - Hard (It is easier if you can aggro the nearby group of djinns too.Also,Sliver armor rarely targets Korr,so bringing Shadow of Haste for multiple tries would help.)
 * Korshek the Immolated - Easy (Make sure to hit the nearby Whispers Informant for some easy Lightbringer points)
 * Exuro Flatus - Medium/Hard (Madness Titans will damage you through Shadow Form)
 * Hajkor, Mystic Flame - Easy/Medium (Short run in a wurm, be sure to bring Shadow Refuge to heal Headbutt damage)
 * Kormab, Burning Heart - Easy/Medium (Somewhat of a long run, and you'll probably die at least once due to Death Nova mobs but once there it's easy to kill. Bring Shadow of Haste and Dash in case you need more than one try. If you have finished Population Control, it's easier to start from Dzagonur Bastion.)
 * Water Magic
 * Storm of Anguish - Very Easy/Easy (Environment effect slows cast time)
 * Buhon Icelord - Medium/Hard


 * Earth Magic
 * Hajok Earthguardian (Insect) - Medium/Hard (A difficult run to get towards him, when there it is easy, Lure the nearby Kournans)

Assassin (A)

 * Piercing damage
 * Chimor the Lightblooded - Easy/Medium (Nice pair of daggers if you don't have a +Energy/+Enchantment Staff)
 * Lunto Sharpfoot - Easy/Medium (The only thing is the monk because of her it will take a bit longer to kill him)
 * Ravager of Dreams - Very Hard (Long and difficult run; need good timing to aggro plenty of mobs due to its armor)
 * Slashing damage
 * Admiral Kaya - Medium/hard (Wait for the hekets to get near, sometimes there are 2 monks which increases difficulty)
 * Major Jeahr - Medium (Approach from Camp Hojanu)
 * Hanchor Trueblade - Easy/Medium (Bring and spam Obsidian Flame when needed. Nearby Skree Griffin can make it troublesome but still easy)

Ritualist (Rt)

 * Spawning Power
 * Churahm, Spirit Warrior - Easy/Medium (You may have to use this build to kill some Ethers, which will make the run easier)
 * Channeling Magic
 * Lieutenant Kayin - Very Easy (Just aggro one other group, and he goes down in like 10 seconds)
 * Bohdalz the Furious - Hard/Very Hard (killing him is easy - getting there is hard - maybe consider henchmen for getting to him)
 * Podaltur the Angry - Easy/Medium (body blocking during the run to him may be a hassle due to the large amount of hekets on the way)hard to directly attack when the heket warriors get in the way
 * Shakahm the Summoner - Medium/Hard (Take the path right next to Exuro Flatus. Run past the group of titans and shadows (Preferably not aggroing either group). Clear path except for a Torment Claw. Keep going past the Ressurection shrine until the group of shadows come towards you. Hang out by the Ressurection shrine until they turn back. Follow them. Right outside aggro, highlight Shakahm, hit Dark Escape, Shadow Form, and Death's Charge. Step to him. Use Glyph of Ele Power, Sliver Armor, one of the Crystal's Skills (Teinai's Crystals or Crystal Wave) and spam Obsidian Flame when you can. If he's close to you, it's a much easier kill then if you have to run a decent distance just to Death Charge to him.
 * Communing
 * Consort of Ruin - Hard/Very Hard (Long and difficult run.)
 * Restoration Magic
 * Alem the Unclean - Easy/Medium (Use Shock and Lift Enchantment to remove Shield of Absorption)'''

Dervish (D)

 * Slashing damage
 * Onslaught of Terror - Medium (Need to aggro at least one other group, eles and mesmers can interrupt/slow)
 * Shezel Slowreaper - Medium/Hard (Easy Run, use Dark Escape before you step in to receive half damage from Staggering Force)
 * Vahlen the Silent - Medium (Aggro near by djinn and run to the boss)
 * Fahralon the Zealous - Easy/Medium (will likely need Feigned Neutrality and/or Armor of Earth to stay alive long enough, otherwise easy farm)
 * Marobeh Sharptail - Hard/Very Hard (Kill the 2 groups before him and wait for recharge of shadow form. When at marobeh himself it's hard to get him with your sliver armor but i'ts possible)
 * Corporal Suli-Hard/Very Hard (Run like you would to go to the Ele boss...but run back to get Suli after Shadowform Recharges...this is hard but possible)
 * Earth damage
 * Bubahl Icehands - Hard/Very Hard (His damage ignors Shadow Form and usually does 150+ so add Shadow Refuge, he also runs when he gets low health)

Paragon (P)

 * Spear
 * Spear Mastery
 * Eshau Longspear - Easy/Medium (You need to aggro the group of Mandragors behind him rezone if that party has a Mandragor Imp in it.)
 * 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.
 * Pehnsed the Loudmouth - Medium (Very close. Sometimes takes two tries to get him down far enough that the next will kill him)
 * Tureksin the Delegator - Medium ( Tough run, takes practice )
 * Jishol Darksong - Medium (drop Tenai's Crystals for Disrupting Dagger to interrupt his self-heal, and aggro the mob of Cobalt to the south as well. He has a habit of running out of Sliver Armor despite being a melee foe, so be sure to keep tabs on him)
 * Toshau Sharpspear - Easy/Medium (Staggering Force of Enchanted Brambles ignores Shadow Form)
 * Shield
 * Command
 * Lieutenant Shagu - Medium/Hard (Must aggro at least 2 other groups to overcome the healing. Be sure to hit the res shrine just to the south)
 * Briahn the Chosen - Easy (Be sure to use obsidian flame twice, as soon as it recharges. This extra shot should be just enough to overcome the healing)
 * Motivation
 * Wandalz the Angry - Medium/Hard (Killing him is quite easy due to nice aggro, but getting there is quite a pain. Bring Feigned Neutrality for better self heal during the run)

Template
This build uses Stone Striker to convert damage received into Earth Damage, which trigger Mantra of Earth to reduce the damage and gain energy. Stoneflesh Aura then reduces the damage further. By using high damage dealing skills, this build may be used to solo the Smite Crawlers in the Underworld within 10 minutes.

Equipment

 * Geomancer armor, though not required, will provide you with 20 extra armor.
 * Anything along the lines of Galigord's Stone Staff.

Clear the Chamber

 * Upon entering the Underworld, watch the patrolling Bladed Aatxes in front of the Lost Soul.
 * When they are far away from him, use Storm Djinn's Haste to run and take the Clear the Chamber quest from him.
 * Run back as soon as you accept it and wait in the centre. Make sure you retarget yourself with the "F" key.
 * The best way to do this is if you press the "R" key after the "X" key. Which will auto-reverse and run you back.
 * Kill any Dying Nightmares along the edge if you popped them
 * If they are patrolling wait for them to leave before the next step.
 * Do not forget to re-target yourself before proceeding as you will eventually enchant the NPC instead of you.
 * Cast Stone Striker, Mantra of Earth and Storm Djinn's Haste.
 * Cast Stoneflesh Aura and Aggro 1 group of Grasping Darkness’ at a time and return back to the centre as far back as you can.
 * Use the same X-R technique to make this safer.
 * Wait until all of the Grasping Darkness’ use up their Distracting Blows. This is about 5 seconds.
 * Attacking them will induce their Interrupts but make sure you count how many Grasping Darkness' there are and how many have interrupted you.
 * Cast Ancestor's Visage, wait another 5 seconds.
 * Recast Stoneflesh Aura then use Sandstorm followed by Dragon's Stomp 1 second after and Aftershock immediately after.
 * Those that are not dead will run, this is your chance to renew your Stone Striker.
 * Those returning will attack with Distracting Blow as soon as they get back, and remember to count.
 * Cast Ancestor's Visage again and wait 5 seconds.
 * Recast Stoneflesh Aura and use Aftershock.
 * Those still not dead you may simply wand to death.
 * Another method for killing the Grasping Darkness' is to do exactly the same thing, but wait about 1 second before activating Dragon's Stomp, this way, they will often die before running.
 * Do the same for the other groups.
 * Agroing multiple groups of grasping darknesses can be dangerous because of all the interrupting, it's best to go one group at a time.

Getting to the Ice Wastes

 * After killing the 3 mobs of Grasping Darkness' you will be able to leave the central chamber.
 * Carefully watch the Bladed Aatxe patrols East of where you first entered the Underworld.
 * Make sure that they are away from the tunnel leading into the next room.
 * Run out of the chamber with Storm Djinn's Haste.
 * In the tunnel, wait until the Grasping Darkness' and Dying Nightmare patrol are far away (marked by the X in the map).
 * Run into the Ice Wastes with Storm Djinn's Haste.
 * Once in the Ice Wastes you can farm the Smite Crawlers in the same way you killed the Grasping Darkness’ except use Sandstorm immediately followed by Dragon's Stomp and Aftershock without the 1 second delay.
 * Watch out for Coldfire Nights, do not aggro them.
 * If you do, instantly hit Storm Djinn's Haste and try to run away in a zig-zag pattern to dodge Shard Storm.


 * When Dying Nightmares do pop, let it strip you, then put all enchantments back on. Smite Crawlers can’t kill you before you replace Stoneflesh Aura.

List of Farmable Areas

 * The Underworld
 * Minotaurs at Elona Reach (Recommended to bring Glyph of Elemental Power)
 * Kirins outside of Maatu Keep (Pongmei Valley exit) (bring a snare skill)
 * Ice Imps outside of the Ice Caves of Sorrow
 * Icy Dragon Sword farming in the Mineral Springs, (build explained in talk)
 * Minotaurs outside Ice Tooth Cave
 * Insects in Arkjok Ward just outside Yohlon Haven.

Farmable Bosses

 * Zelnehlun Fastfoot in The Floodplain of Mahnkelon, a short distance east of Rilohn Refuge (bring Aura of Restoration)
 * Exuro Flatus in Domain of Secrets
 * Bring Aura of Restoration, Armor of Earth and whatever damage skills you see fit. Do not forget to turn your Lightbringer title on.
 * Or use Glyph of Renewal, Sliver Armor, Crystal Wave and Ether Feast
 * Can also use Armor of Earth, Arcane Echo, Sliver Armor, & Illusionary Weapon. You will still take damage from burning, but once you get the hang of the build, it gets pretty easy.
 * Riktund the Vicious in The Mirror of Lyss
 * Bring Storm Djinn's Haste and run out of Beetle's and take Aura of Restoration.

Counters

 * Degeneration (unless you bring either Aura of Restoration or Ether Feast)
 * Enchantment stripping.
 * Stance removal.
 * Interrupts coming from those not adjacent to you.
 * Heavy damage output. (for example Bladed Aatxes or Coldfire Nights)

Variants
Glyph of Restoration.
 * Using Glyph of Concentration is an option. By precasting before agroing the Graspings, you can save yourself the risk of being interrupted. Th downside: losing time on killing smites.
 * To farm easier places, you need to consider any interrupters or enchantment strippers around and modify the build to counter. You may also like to replace Storm Djinn's Haste with Glyph of Elemental Power if running is not needed.
 * For longer fights, bring more armor instead of Ancestor's Visage.
 * Damage skills are very open depending on the circumstance.
 * This build may be replicated with Prophecies and Nightfall only. Dragon's Stomp may be replaced with Earthquake and Ancestor's Visage with Sympathetic Visage.
 * If a particular mob does not need Ancestor's Visage or Storm Djinn's Haste, replace it with a utility skill like, like Grasping Earth or Ward Against Foes and put the extra attributes into Energy Storage or Inspiration Magic.
 * If you are finding it hard to do Smite runs, look on the talk page for variants.
 * If you intend to farm enemies giving out very large damage output, you could bring Kinetic Armor. This needs to be maintained by spamming Stone Daggers.
 * When going into AB, switch out illusion magic and Ancestor's Visage for more Energy Storage and
 * Using the build in the same fashion as killing Smites, you can solo nodes, all except the Mesmer one.

Templates
The Torment Farmer is a build specifically designed to farm the Domain of Fear. It uses powerful offensive and defensive skills to stay alive and kill enemies.

Attributes and Skills

 * If you are sure that you'll burn your whole energy pool, you can replace Churning Earth for Essence Bond.
 * You can replace Obsidian Flesh for Glyph of Renewal. The usage is simple, cast Glyph of Renewal then cast Sliver Armor, in that way, Sliver Armor will always be on. You must be careful because you'll have a lower defence.

Equipment

 * Armor: Any max armor will work well.
 * Weapon: Galigord's Stone Staff is the best weapon for this build.

Usage



 * Go in the Domain of Fear.
 * Cast Balthazar's Spirit and Aura of Restoration on yourself, and make sure they are constantly maintained.
 * When you see a patrol of monsters, cast Armor of Earth and Stoneflesh Aura, followed by Obsidian Flesh, then Aggro them.
 * Once they are bunched up around you, cast Armor of Earth and Stoneflesh Aura again.
 * Use Healing Breeze to cover the reload time of Obsidian Flesh. When it's ready, cast it and Sliver Armor. When Sliver Armor is on, cast Churning Earth. The more monsters bunched up around you, the more effective Sliver Armor will be.

Counters

 * Daze, Interrupt or Enchantment Removal can annihilate you. If you are careful and keep Obsidian Flesh on as much as possible, those problems won't happen.

Variants

 * The main Variant is to switch Churning Earth for Essence Bond. Your energy pool will always be full with Essence Bond and Balthazar's Spirit together.
 * You can replace Obsidian Flesh for Glyph of Renewal, so that you can almost always have Sliver Armor up and constantly be killing, however this build lacks the neccesary spell protection against enchantment stripping spells in the Domain of Fear

Templates
By using the powerful spell Savannah Heat in combination with Meteor Shower and Bed of Coals you can kill many types of monsters in one shot before they have a chance to flee from the area of effect. Smite Crawlers in The Underworld and Stone Scale Kirin in Pongmei Valley, while using Earth Magic enchantments to reduce received damage to 0.

Equipment
Armor:

Tempest or Pyromancer's is recommended, although the additional armor is rarely needed. Radiant Insignia may also be used.

Weapons: One of the following: and
 * An Insightful Earth Staff of Enchanting. A 20% enchantment mod is recommended.
 * Totem Axe / Earth Scroll combination.
 * Galigord's Stone Staff
 * A longbow or flatbow for pulling Smite Crawlers.

Usage
Killing the Grasping Darkness

Pre-cast Balthazar's Spirit and take the Clear the Chamber quest from the Lost Soul. If a Dying Nightmare pops up, let him use Rend Enchantments on Balthazar's then cast Flame Djinn's Haste to break aggro. In this case, remember to recast Balthazar's Spirit on yourself before entering battle; avoid accidentally casting it on the Lost Soul.

Then cast in this order: Then quickly aggro one or two groups of Grasping Darkness and run back. Then cast you offensive skills in this order:
 * Flame Djinn's Haste
 * Stoneflesh Aura
 * Glyph of Concentration
 * Meteor Shower
 * Savannah Heat
 * Bed of Coals
 * Flame Djinn's Haste*
 * To prevent them from interrupting Flame Djinn's Haste, cast it while the Darkness are knocked down from Meteor Shower.

This should kill all of the Darkness. If any remain, thay will most likely die soon from burning and normal wand attacks should be enough to finish them off. In a worst-case scenario there will be a couple left with about 10% health and you will have little or no energy due to them spamming "Fear Me!". A +15/-1 set is very useful for finishing them off in this rare situation.

Note: Before you take the quest it is recommended that you cast Flame Djinn's Haste and run up the stairs to pop any Dying Nightmare that might be hidden.

Killing the Smite Crawlers

Once all the Grasping Darkness have been eliminated, use Flame Djinn's Haste to run to the Smite Crawlers in the Ice Wastes. It is recommended that you pull large groups of smites with this build due to the length 60 second recharge on Meteor Shower. It is possible to pull together all the smites in the first chamber. A video of how to do this can be seen here

If done right this will kill all the Smite Crawlers you have pulled. If a Dying Nightmare pops up while pulling the smites, let him use Rend Enchantments then cast Flame Djinn's Haste to break aggro. Then come back and kill the Dying Nightmare first and proceed with the smites. A video of how to do this can be seen here
 * Maintain Stoneflesh Aura and Armor of Earth to take all damage to 0 and maintain Balthazar's Spirit for energy and use:
 * Meteor Shower
 * Savannah Heat
 * Bed of Coals
 * Flame Djinn's Haste

Videos

 * Killing the Grasping Darkness
 * Run to the Smite Crawlers
 * Clearing Smite Chamber #1
 * Clearing Smite Chamber #2

Stone Scale Kirin variant
This variant will allow you to farm Stone Scale Kirin, Undergrowth and Dragon Moss in Pongmei Valley right out of Maatu Keep.

Equipment

 * Armor: Any armor can be used, but Tempest, Pyromancer's or Geomancer's are preferred.
 * Weapons:
 * An Insightful Earth Staff of Enchanting. A 20% enchantment mod is recommended.
 * Totem Axe / earth scroll combination.
 * Galigord's Stone Staff

Usage
Cast and maintain all your enchantments, and aggro the Kirin, Undergrowth and Dragon Moss. You should maneuver so that the Dragon Moss are close to one another, and then move into melee range of them, which will place the melee-range monsters near the Dragon Moss. Once the monsters are in a ball, cast the following spells in this order:
 * Glyph of Elemental Power
 * Meteor Shower
 * Savannah Heat
 * Bed of Coals

Video
Video of Kirin farming.

Attributes and skills
If you are using this build for anywhere other than Raisu Palace, you can use Purge Conditions, Mend Ailment, or Remove Hex instead of Celestial Storm..

Equipment
There is no special armor needed, as long as you have +4 energy regen. Recommended weapons are expensive but effective. There are two separate groups of equipment needed. Water Running and Fire Fighting.

Water Running equipment includes: (weapons set 1)
 * Helm that is +4 total Water Magic. (Superior rune of Water Magic on Hydromancer helm)
 * Totem Axe+5 weapon with enchantments 20% longer
 * Flint's Artifact ( +1 Water Magic 20% & 1/2 Recharge of Water Magic Spells 20%)

(A Water staff with a a perfect Staff Wrapping of Enchanting and 20/20 casting is also workable as this weapons set, see collector items with mods.)

Fire Fighting equipment includes: (weapons set 2)
 * Helm that is +4 total Fire Magic (Superior rune of Fire Magic on Pyromancer helm)
 * Wayward Wand of Fire Magic or Rago's Flame Wand (1/2 Recharge of Fire Magic Spells 20%)
 * The Kindlerock ( +1 Fire Magic 20% & 1/2 Recharge of Fire Magic Spells 20%)

(A Fire staff with a perfect Staff Wrapping of Enchanting and 20/20 casting is also workable as this weapons set, e.g Rago's Flame Staff.)

Usage
There are two distinct modes to this build, Water Running and Fire Fighting.

Water Running mode allows you get to your target with basic invulnerablity to physical and most degen attacks. You have extra armor from Armor of Mist (+42 or +44 armor (20%)) and should use Armor of Mist and Mist Form at the same Time. You sometimes cast Healing Breeze on top of these spells before running past opponents.

The recommended order of casting is: This gives you a total of 26 seconds of protection at 33% faster speed. It should be mentioned that Mending and Watchful Spirit are cast after getting Celestial Storm at the beginning of the mission.
 * Mist Form
 * Armor of Mist
 * Healing Breeze (optional).

For Star Ancient Koosun farming, I recommend using the path to the north of Onata the Assassin and the Mesmer Boss, toward Kai. For Star Ancient Koosun farming, you set up adjacent to Star Ancient Koosun usually to the left as you enter from the rez point past Kai. Then, when all degen is resolved switch to Fire Fighting mode.

Switching modes:
 * Switching to your fire weapons group containing the Wayward Wand of Fire Magic or Rago's Flame Wand and The Kindlerock
 * Swap your Hydromancer Helm for your Pyromancer Helm.
 * Remove both Mending and Watchful Spirit by double clicking on each above the Skill Bar

You now have 36% half recharge, +1 Fire Magic 20%, and a total of 12 Fire Magic. Fire Fighting Mode allows you to do heavy damage with Immolate with excellent energy conservation. You do not need the Celestial Storm to kill Star Ancient Koosun if you are patient with Immolate and Fire Attunement.

To Kill Star Ancient Koosun, in Fire Fighting mode: Cast Fire Attunement as needed, but you will notice that even with the monk, Immolate will eventually kill Star Ancient Koosun. To get Koosun's Fire Staff, it seems you want to kill him quickly. There are sweet spots along the wall where you cannot be counter attacked.
 * Cast Fire Attunement. Wait for energy to fully recharge.
 * Cast Armor of Mist
 * Target Star Ancient Koosun and cast Celestial Storm, then run out of his aggro circle. It is recommended you hit him where it will kill all his minions especially the monk.
 * If he survives the Celestial Storm, line up on the wall at the edge of range and begin casting Immolate.

Counters
Obsidian Flame attacks and degen can get you if you are careless in Imperial Sanctum. A foe could strip your enchantments, but this is not encountered in Imperial Sanctum.

Variants

 * You can increase damage by changing one element of this build.
 * Glowing Gaze replaces Fire Attunement
 * You can forgo the Fire Portion of this build and use
 * Deep Freeze replaces Immolate
 * Purge Conditions or Mend Ailment replaces Fire Attunement
 * The 9 attrbute levels that were in Fire Magic can then raise your Healing Prayers to 9 and optionally raise Protection Prayers to 3. This allows much better healing which is useful in running, but makes killing Star Ancient Koosun dependent upon the Celestial Storm.

Cast Arcane Echo, Echo, Celestial Storm, Echo(arcane copy), Celestial Storm, Celestial Storm
 * There is a Good variant that changes monk skills for Dervish skills
 * There is also a very successful 5 storm version, it is a variant, but radically different.
 * When the boss quickly dies, your two Celestial Storm copies will recharge, select any opponents in the area, and cast quickly, you may want to cast Armor of Mist to help run to any opponents that are out of range, before your spells expire.

Standard E/Mo

Template
E/D

Template
E/Me (5 celestial storm)

Template
This build uses high damage PBAoE spells, with the added damage bonus from the Lightbringer title, to farm caster-only groups in Ravenheart Gloom for Torment Gemstones.

Attributes and Skills

 * With a Lightbringer rank of 4 or below, consider using one of the Variants. See the Discussion for additional ideas.

Equipment

 * Armor
 * Radiant Armor with Attunement Runes where possible (Or equivalent). Ensure that you have at least 90 maximum Energy.


 * Weapons
 * Any single handed weapon with +5 energy and +20% enchantment duration extension. Rajazan's Fervor or the Totem Axe are ideal.
 * A focus with a "Live for Today" inscription (+15 energy, -1 energy degeneration). Chung's Focus is ideal.

Usage

 * Enter Ravenheart Gloom from the Gate of Anguish. Receive the bounty from the Whispers Informant.
 * Run past the first group of foes with Shadow Form and Flame Djinn's Haste up.
 * Now, near your position there are two mobs made entirely of spellcasters:
 * One to the left, composed of a mixed group of spellcasters.
 * One to the right, composed of six Curse of Darknesses.
 * Wait for combat between the Shadow Army and the Order of Whispers ends. Get closer to the mixed group.
 * Cast Shadow Form and get into the middle of the enemy group with Death's Charge.
 * Now attack with all of your AoE spells from left to right.
 * Should any foes attempt to escape, you may either:
 * A - Run away with Flame Djinn's Haste.
 * B - Cast a second Flame Burst.


 * Once the mixed group has been cleared, repeat the above tactics for the group of six Curse of Darknesses.

Counters

 * Heart Tormentor
 * Earth Tormentor

Other Farmable areas
The quest Battle of Turai's Procession (see the discussion of this article for details)

Variants
Under Lightbringer Rank 4, see the discussion of this article.

Screenshots
Screenshot 1 Screenshot 2

Video 2

The Underworld Vengeful Farmer build can be used to farm the Bladed Aatxe, Grasping Darknesses and Smite Crawlers. It mainly uses the Item Spell Vengeful Was Khanhei(VWK) to preserve health and damage all attacking opponents.

Equipment

 * Tempest Armor(armor + 10 while affected by an Enchantment Spell) with two Runes of Attunement and a Major/Superior Vigor Rune.
 * Galigord's Stone Staff or a Ritualistic Ghostly Staff as energy management is rather hard.
 * A Longbow.

Fighting Aatxes and Nightmares

 * When entering the Underworld, do not take Clear the Chamber from the Lost Soul straight away.
 * Go to a nearby group of Bladed Aatxe and aggro only the Aatxe that is patrolling. If the patrolling Aatxe is stuck in a mob of stationary Aatxes, lure them, and run to where the farthest NPC stands. By running this far you should break aggro of the stationary ones. Should a Dying Nightmare pop up during the proccess, hide behind that NPC. Now, the NPC in front of you will effectively body-block the following Aatxe, giving you enough time to kill the Nightmare and cast your enchantments.
 * Cast Earth Attunement, Kinetic Armor, Glyph of Lesser Energy, Armor of Earth and Stoneflesh Aura in this order.
 * Use Glyph of Concentration before the fight and cast Vengeful Was Khanhei as the Aatxe begins hitting you.
 * While fighting, cast Glyph of Concentration followed by Stoneflesh Aura, and Glyph of Lesser Energy followed by Armor of Earth. This skill combo should allow you to maintain your energy without getting interrupted and to keep your energy at an acceptable level. Also, Savage Slash, their only interrupt, has a recharge of 20 seconds. If you notice your foes had just used this skill, you may cast your spells without GoC to further save on energy.
 * When VWK is not active, cast Vengeful Weapon to maintain your health at near full level. Whatever you do, do not try to spam it as you will find yourself low on energy very fast.
 * Do not forget to maintain Kinetic Armor. Time your Vengeful Weapon to keep it up.
 * After taking out one group of enemies scout the nearby area for any Dying Nightmares.
 * When you are finished eliminating all the Aatxe in the chamber take the quest from the Lost Soul.

Fighting Darknesses

 * Grasping Darknesses are incredible anti-casters and can take you down very easily.
 * You will only need Armor of Earth and Stoneflesh Aura for this as keeping up Kinetic Armor will be harsh on your energy pool.
 * Always use Glyph of Concentration before applying your enchantments, then quickly use VwK to try and avoid interruption.
 * When VwK is not active, try kiting around in circles to prevent their adrenaline gain as much as possible.
 * Do not give up even if their "Fear Me!" drains your energy to zero. Kite around until your energy recovers to 5. Cast Glyph of Lesser Energy followed by VwK, Followed by Armor of Earth.
 * After Dealing with the Darknesses exit the chamber to the north and proceed to the Ice Wastes.

Fighting Smites

 * You will find two groups of two Bladed Aatxe each and one of Grasping Darknesses and possibly a Dying Nightmare. Avoid them completely by luring the first group of Aatxe and running past them, without aggroing, to reach the second.
 * These are the last Aatxe you will see, now your primary foes are the Smite Crawlers. As Smite Crawlers only do about 50 to 60 damage, you will not need to maintain Kinetic Armor here either. What will pose a threat here are the Coldfire Nights (see Variants section of this article) that patrol the area and the Dying Nightmares that may appear out of nowhere.
 * Simply use VWK and Vengeful Weapon here to finish off the groups of Smite Crawlers.

Counters

 * Failure to maintain Kinetic Armor, Armor of Earth and Stoneflesh Aura while fighting the Aatxe.
 * Interruptions.
 * Strip of enchantments at inopportune times.
 * Overuse of energy and energy denial.

Variants

 * The same build is possible with a Ritualist primary. Even with low Earth Magic, you still take zero damage from the Aatxes when all your enchantments are up. Although this can kill foes quite faster than an E/Rt, the lower energy pool and shorter duration of Stoneflesh Aura makes the run more difficult. A 20% enchant mod is a must for this variant. Note that Armor of Earth significantly slows your movement, thus should not be used when aggroing the first mob of Aatxes. You may fail to shelter behind the NPC with your slowness.

Equipment

 * Any maximum armor will do, although Tempest Armor or Battlemage's Armor are best.
 * A weapon with a maximum Staff Wrapping Of Enchanting is suggested, Galigord's Stone Staff is perfect for this build.
 * Totem Axe or Rajazan's Fervor and earth offhand such as Hajok's Prism or Galigord's Stone Scroll

Usage

 * Upon entering Xaquang Skyway, head northwest to the Vermin.
 * Keep Earth Attunement and Aura of Restoration up at all times.
 * Try to take on the Vermin 2-3 groups at a time for the easiest battles.
 * As they're charging towards you, make sure to use Ward of Stability before they get to you, followed by Armor of Earth.
 * As soon as they've all gathered around you, use Sliver Armor.
 * Cast Aftershock, Teinai's Crystals and Shockwave. Recast as they recharge.
 * If the fight lasts too long you may lose Ward of Stability, recast as soon as possible.

Tips on killing Shreader Sharptongue:
 * Watch the movement of the groups of Vermin, you'll notice their pattern is counter-clockwise.
 * Select Shreader so Sliver Armor has more chance of targeting him.
 * Wait on the bridge until Shreader and his group are closest to the bridge. Aggro him and run some ways back on the bridge.
 * Cast your anti-Knockdown, which ever one you have, then cast Sliver Armor. Additional casts after Sliver Armor may stop it from targeting Shreader, so try not to cast your other offensive spells until he's below 50% health.
 * If you get into health problems, spam your spells to gain health from Aura of Restoration.

Variants

 * Replace Armor of Earth with Stoneflesh Aura, this way you'll only lose health due to degeneration, and of course the attacks of the boss.
 * An E/Mo can replace Earth Attunement with Balthazar's Spirit or/and Essence Bond for slightly better energy management (when tanking large groups of vermin). Healing Breeze may also be a useful skill for an E/Mo.
 * Crystal Wave can be used in place of Aftershock.
 * Sandstorm is another effective way of killing instead of Shockwave if you have not yet capped it. You may need to wand the vermin back to you if they start to run, but the high damage should kill them before that.
 * This build can be used to farm Pongmei Valley if Ward of Stability is switched for Ward Against Melee.

Videos

 * Original Build Setup - YouTube
 * Stoneflesh Aura Variant Setup - YouTube
 * Obsidian Flesh Variant Setup - YouTube