User:Jacxx8291

Builds (not mine) that I want to keep away from the build wipe.

This build is designed for farming Dead Swords (and other rare skinned weapons as well) in The Shattered Ravines while Destroy the Ungrateful Slaves quest is active. This is solo w/mo farming build.

Equipment

 * Armor - Glads armor for energy with all the runes of superior vigor (or major will suffice) and superior absorption. Knight's Armor can be used for the -3 damage reduction against physical attacks (recommended for beginners).
 * Weapons - An axe is required for this build. I use Victo's Battle Axe for added damage, but any max axe with 15^50 will do, just might take longer.  Have a max shield with +45/-2 while enchanted AND requires strength. Arrahhsh's Aegis may also work since it is a stance shield and fairly easy to farm.

Usage
First get to The Shattered Ravines from Bone Palace. Let the king die in order to repeat the quest. Cast Balthazar's Spirit on yourself and let the energy recharge to full before casting Live Vicariously. Once the king is dead, wait until the slave spirits settle, and then get close to aggro and cast Vigorous Spirit BEFORE aggro. Be sure to charge for the monks slave spirits first as they are the ones that can shoot you from a distance. Get within the mob so that your cyclone axe will be able to hit everything. Once positioned, hit Dolyak Signet to reduce melee damage. Start cycloning using both Cyclone Axe followed by Triple Chop. After the first cyclone axe, you should be able to use flail to increase attacking speed. Alternate Cyclone Axe and Triple Chop (by continuously spamming whichever becomes available first) and use executioner's strike whenever it becomes charged. With live vicariously and vigorous spirit up, you should be able to stay alive while causing massive AOE damage to all surrounding targets. Make sure flail stays up at all times to increase attack speed and to increase the rate you benefit from live vicariously and vigorous spirit. You will get interrupted by Savage Slash frequently when trying to cast vigorous spirit, but just keep trying and eventually they won't be able to interrupt. Use the same method for all 5 mobs. When finished, rezone and repeat.

Counters
The slave mobs consist of monks and warriors but their ratio is not fixed in proportion. The more monks, the more dificult it will be to kill and more Reversal of Damage's to worry about.

Variants

 * Replace Executioner's Strike with Bonetti's Defense if you are having difficulty keeping vigorous spirit up. That is, have Bonetti's Defense active before you cancel it with Vigorous Spirit to prevent interrupts.
 * Healing Hands makes it a lot easier to stay alive. It also has a very short activation time and is therefore difficult to interrupt.

Equipment

 * Armor:
 * Headgear with any mod
 * A max level armor with insignia and runes that boost your armor and/or energy.


 * Runes/Insignia:
 * Energy/Armor boosting insignia
 * 1 Superior Rune of Scythe Mastery.
 * 1 Minor mysticism rune
 * 1 Minor earth prayers rune
 * Best vigor rune you can afford


 * Weapons:
 * Any scythe will do. A zealous scythe with energy/health boost and/or armor penetration is suggested. Mhedi's Vow is a perfect unique scythe for this build.

Start

 * Cast Avatar of Balthazar and Vital Boon when you spawn in the FOW.
 * Run to the right, through the mobs, and circle around the large rocky outcrop where you can stop to let the patrols pass you. (You can use Mystic Regeneration to heal yourself when necessary).
 * When you meet the Snarling Driftwood, take them down quickly followed by the Doubter's Dryder that stands behind them. This must be done quickly because of the two shadow patrols that come past that point.

Important: Always keep away from the Ancient Skale!


 * While fighting the Snarling Driftwood, keep up Physical Resistance, Vital Boon, Mystic Vigor and Avatar of Balthazar whenever possible. Then when your health is low, cast Mystic Regeneration to keep your health up. Because of the three enchantments on you, your health stays high. And even when your health drops (which it shouldn't anyway), the enchantments on you provide enough healing power to stay alive. Keep on spamming the attack skills and when their health is at 1/3 you will also gain health from Victorious Sweep. The mobs should die quickly and easily.


 * The Doubter's Dryders are killed in a different way. First of all do not cast any enchantments on yourself because they will use Shatter Enchantment and Drain Enchantment which deal quite a lot of damage. Just lure them to a safe spot away from the Ancient Skale and attack them with your two attack skills. They should die quickly without any problems. Use Mystic Vigor, Mystic Regeneration and/or Vital Boon when your health drops below 250.


 * The Armored Cave Spiders are also very easy to kill. First kill the three Doubter's Dryders that stand in front of the cave. Then make the Armored Cave Spiders spawn and wait for them to spread out in front of the cave. Cast Vital Boon, Mystic Regeneration, Mystic Vigor and Physical Resistance before you proceed. Then lure one of them and pull him away from all the others, causing a group of 3 spiders to follow you. Wait until the three Armored Cave Spiders are together and pull them back further. Then just keep your enchantments up and Mystic Regeneration will provide you with enough healing power to stay alive and counter the poison. Spam your attack skills and they will die within 20-40 seconds.

Details

 * For a more detailed version on how to approach the mobs in FOW read the W/any Fissure Spider Farmer article, which describes how to attack and position yourself as you are farming in FOW.

Counters

 * Watch out for the Ancient Skale. You are almost certain to die if you don't rush through them, so always sprint away from them.

Equipment

 * Max armor with Windwalker Insigias, preferably, but whatever you see fit will work.
 * A Rune of Minor Scythe Mastery, Rune of Superior Mysticism, and a Mysticism headpiece.
 * A scythe with +15% while Enchanted and a perfect of Enchanting modifier (The Soulbreaker works fine) and a Zealous scythe such as the Eyes of the Forgotten.

Grasping Darknesses

 * Upon entry, take the quest from the Lost Soul to get the Grasping Darknesses to spawn.
 * Quickly lure the Darknesses towards the cliff, using Pious Haste, only one group at a time.
 * When lured, use Physical Resistance to cancel out Pious Haste.
 * Use Zealous Vow before the Darknesses reach you.
 * Begin attacking them using your attack skills.
 * When one group is dead, move on to the next group, rinse, and repeat.

Smite Crawlers

 * Use Pious Haste and run to the Smite Crawlers.
 * When you reach them, cancel Pious Haste with Physical Resistance.
 * Cast Zealous Vow AFTER canceling Pious Haste.
 * Next, cast Mystic Vigor, Rending Aura, and Mystic Regeneration in that order.
 * Begin attacking the Smite Crawlers.
 * Continue the trip, attacking the Smite Crawlers on your way, until they're all done. Then, repeat the run.

Counters
The daze and interrupt from the Grasping Darknesses could be an uisance.

Video
Sorry about the low resolution and no sound, but otherwise, it would have been more than 100 MB.
 * http://files.filefront.com//;7079942;;/

Dervish Forge Runner for Beacon's Perch to Droknar's Forge run.

Equipment

 * Maximum level armor with Radiant or Windwalker insignias.
 * The runes you will need are as follows: Major Mysticism, minor Wind Prayers, Minor Earth Prayers, Rune of Attunement, and a Superior Rune of Vigor (if you can afford it).
 * Any weapon with an enchantments last 20% longer mod and +5 energy inscription and a shield or a staff with similiar mods.
 * Totem Axe and a Wooden Buckler from Luci
 * Kepkhet's Refuge

Usage
Keep Faithful Intervention on at all times, and use Watchful Intervention for emergency heals. Vow of Silence will keep you going through the grawl, ice imps, and ice golems safely.Featherfoot Grace reduces poison, bleeding, and cripple when running through the Grawl. Harrier's Haste and Enchanted Haste are stances to increase your speed. Try to keep Mystic Regeneration up. Fleeting Stability will get you through the worms and other knockdowns you may encounter.

Watch your enchantment expirations. If they are about to go out, go ahead and recharge them whenever you can.

Variations
Using a D/A, take out Watchful Intervention and Enchanted Haste and replace them with Dark Escape and Dash. Attributes should be aligned as 14 Mysticism (With Hood+Superior Rune), 11 Earth Prayers, 10 Wind Prays, and 9 Shadow Arts.

Equipment

 * 20/20 Truncheon and 20/20 Idol and/or 20/20 Blood Staff of Enchanting
 * Radiant Ragged Scar of Superior Blood Magic
 * Radiant Chest of Superior Vigor
 * Radiant Arms of Attunement (or Minor Death Magic)
 * Radiant Legs of Attunement
 * Radiant Boots of Attunement
 * Radiant Boots of Attunement

Usage

 * At the beginning of the match, after the timer expires and you have enemies on your radar, use the dozen or so seconds beforehand to cast Dark Aura. For the next 30 seconds, every time you sacrifice health, adjacent foes will take 35 shadow damage and you'll lose 15 health.
 * Cast Blood Renewal just before using Shadow Prison on your enemy to begin regenerating the health you're about to lose through sacrifice skills and to receive a 200 HP heal in 10 seconds. Spam Wallow's Bite, Touch of Agony and Blood of the Aggressor while your target is slowed by 66% for 7 seconds.  Finish with Augury of Death, as the next time your foe takes damage when he's below 50% HP, you'll deliver a deep wound for 13 seconds and instantly teleport to him again for more touch spam.
 * Always have Blood Renewal on you and only recast it after it wears off and delivers you the 200 HP heal.

Variants

 * Nova may be used in Competitive Missions such as Fort Aspenwood for a finishing explosion on groups of NPCs.

Counters

 * Heavy degen will destroy you.
 * Losing Blood Renewal to Diversion or similar skills will cripple this build badly.