User:Fiznuckin Biznitch/Saved Builds

=PvE= =Farming=

Build:R/Any Solo Desert Trapper
The R/any Solo Desert Trapper can be used to farm slowly but surely in the Crystal Desert. Its main purpose is to gather collectable drops, which can often be traded for decent weapons. Of course, a fair amount of keys, gold, and gold items can be found as well.

Equipment

 * Druid's Armor.
 * A Flatbow or Longbow.
 * A Recurve Bow or Composite Bow.
 * Poisonous bow strings work very well.

Usage
See General Guidelines.

General Guidelines

 * Use the Flatbow or Longbow to lure your enemies onto the traps and use the Recurve Bow or Composite Bow when firing Poison Arrow.
 * Always activate Serpent's Quickness before laying traps. Lay them in this order: Dust Trap, Barbed Trap, Flame Trap. You should be able to lay down two sets of traps just as Serpent's Quickness ends. It's safe to lay a third set afterwards, as well, but any more and you run the risk of letting some traps self-detonate before any enemies reach them.
 * Dust Trap causes Blindness, allowing you to set more traps right under the enemy if needed.
 * Lay down a Spirit of Toxicity somewhere in the area but far enough away that it won't get attacked. In times of trouble, you can always run past it and let the enemies kill it instead of attacking you. Make sure Serpent's Quickness is up first; the recharge time is quite long.
 * You can out-regen the damage of most but not all monsters with Troll Unguent - it's usually safe to cast it before activating Storm Chaser and running away.

The following can be farmed in Diviner's Ascent, leave from Elona Reach:


 * Sand Drakes (Topaz Crest) - Approach these and stop just short of aggro range. Activate Serpent's Quickness and lay double sets of traps. Now, shoot off a Poison Arrow to each Drake and back up - let the Drakes run over your traps. They should be dead, if not, the degen will soon kill them. Sometimes Drakes are linked in aggro but are spread far apart - watch the radar carefully for any incoming Drakes. It can mess up your trapping badly if one or two don't hit the traps at the same time as the others. In this case it is best to pull a retreat or out-regen them with Troll Unguent and Poison Arrow.


 * Rockshot Devourers (Bleached Carapace) - These are annoying, because they are also trappers and they carry Distracting Shot, but mostly because they tend to pop up at the most inopportunate moments. Follow a similar procedure as with Drakes, but keep a farther distance between you and the Devourers so as to avoid accidentally aggroing them prematurely. Once your traps are set, hit them with Poison Arrow and run slowly back to your traps. Devourers are less pull-friendly than Drakes so you'll have to give them more time. Do not try to set any more traps unless you are sure the Devourers are blind. It often takes two or more rounds of traps to kill Devourers, so you may wish to simply pick them off with hit-and-run Poison Arrows. A good counter-tactic to Distracting Shot is to start activating Troll Unguent and immediately cancel it by moving - the Devourers will use Distracting Shot and waste it. With a 10 second recharge, you have plenty of time to cast Troll Unguent in peace.

The following can be farmed in Skyward Reach, leave from Augury Rock:


 * Hydra (Dessicated Hydra Claw) - They are very dangerous to farm with this build, but it can still be done. Lay traps safely away from them and then use Poison Arrow. They will always use Meteor or Fireball, so immediately use Storm Chaser and run away. They should still follow. Lead them over the traps - this will cause Crippled. Now it's just a matter of waiting for degen and dodging Fireballs. Don't try to take on more than two at once.


 * Storm Kin (Shriveled Eye) - More dangerous than most but safer than Hydras. Follow the usual procedures, and you should be fine. Counter Conjure Phantasm with Troll Unguent.

The following can be farmed in The Scar, leave from Thirsty River:


 * Dune Burrower (Dune Burrower Jaw) - These are stationary, so with the Flatbow or Longbow you can sometimes take them out without any opposition (try to get a height advantage). Otherwise, just hit them with Poison Arrow and move outside their range. They will try to counter with Healing Spring, just shoot them to disrupt it. There will always be Jade Scarab and/or Rock-Eater Scarab buried nearby, so it may be wise to take them out first.


 * Jade Scarab and Rock-Eater Scarab (Jade Mandible) - These are more fragile than the other monsters and are often killed with the first sets of traps, so treat them like Sand Drakes. Remember that Jade Scarab carry Plague Touch, so try to not let them get within melee range. If they do, though, use Troll Unguent to counter the degeneration.


 * Sand Giant (Massive Jawbone) - These have Plague Touch and are more sturdy than Jade Scarab, so they are a bit tough. They also knockdown with Giant Stomp occasionally. However they are fairly slow so you can generally use hit-and-run tactics after the first wave of traps. They also rely on self-caused Conditions and Plague Touch to transfer them - Crippled from Barbed Trap is very potent against them.

The following can be farmed in Prophet's Path, leave from Augury Rock:


 * Desert Griffon (Iridescent Griffon Wing)- Requires a lot of patience, they use "I Will Survive!" to counter your Conditions. They are often more trouble than they are worth, but if you really need those Griffon Wings this build is a surefire way to get them...eventually. There are of course much more effective Tanking builds that have been made for Griffons especially, but this build can still do them.


 * Minotaur (Minotaur Horn) - These are easy. Follow the same procedure as Drakes, but remember that Minotaurs often run in a patrol route rather than lazing around in one spot.


 * Marrow Scarab and Scarab Nest Builder - for some reason neither of these drop any Collectible Drop, don't bother trying to kill them if you don't have to. They are hard to kill, anyways...Marrow Scarab will use Plague Touch and Virulence to devastating effect, and Scarab Nest Builder have Distracting Shot ready to interrupt Troll Unguent, as well as being Trappers themselves. In the event that comflict is unavoidable, lay down three or even four sets of traps to eliminate the Marrow Scarabs in one go. But stay out of Touch range!


 * Salving Cactus (Spiny Seed) - While it can be hard to find them, they are very easy to farm. They don't move much and always cast Holy Wrath first - so start off with Dust Trap to blind them. After that you can finish them off any way you choose. Note, there are always one or two of these outside Heroes' Audience, beware the Sand Elementals though.

Notes on other creatures:


 * Sand Wurm (Bleached Shell) - Good luck finding one, and good luck soloing it. Not recommended, but it could be done.


 * Enchanted (Forgotten Seal) - They are immune to Poison and Bleeding and can't be farmed with this build.


 * Sand Elemental (Encrusted Lodestone) - Like Enchanted, these are immune to Poison and Bleeding and thus can't be farmed. Besides that, they are very dangerous.

Counters

 * Blind to some extent, though with Antidote Signet or another remedy (see Variants) this is no problem.
 * Crippled, though no monsters in the Desert inflict this condition except the Barbed Traps of Scarab Nest Builders.
 * Sudden spike damage, such as what occurs when facing Sand Elementals. Always use Storm Chaser and run away when in danger!

Variants

 * Oath Shot, Spike Trap, or Trapper's Focus could be used instead of Poison Arrow for a purely Trapping build, though it plays a bit differently from the Posion Arrow one.
 * For farming Minotaurs, Throw Dirt can be a viable skill to replace Toxicity. It will let you set more traps instead of having to run away.
 * Antidote Signet, Mending Touch (R/Mo), and Remedy Signet (R/P) are also excellent skills to consider bringing along. In the event you step on a Dust Trap or Barbed Trap, these will let you counter them effectively. However, this is not too common an occurance, and generally bringing Toxicity will yield a better net effectiveness.
 * Natural Stride is a viable alternative running skill to Storm Chaser if you're not facing enemies that use Hexes.
 * Trapper's Speed is a good skill to consider bringing instead of Toxicity. Activate it just before Serpent's Quickness expires.

Build:W/Mo Wamo Hydra Farmer DNK
This build makes use of Protection Prayers and Swordsmanship to overcome Hydras outside Augury Rock. This build is based on the skill Shield of Regeneration because of its relatively good healing, protection effect, fast activation time and quick recharge.

Attributes and Skills
You can replace Gash for Endure Pain if you see you would need more health.

This is a Prophecies build that requires 185 Attribute Points, which means that people who have just finished the dragon lair mission can get a nice income, without having to do the Prophecies Attribute quests.

Equipment
Sentinel%27s armor is ideal but Dreadnought armor can be used as well. A Strength Shield with "Sleep Now in the Fire" inscription and Shield handle of Devotion
 * Armor

Zealous Sword +15% while Health is above 50% or while enchanted. of Warding
 * Weapons

Another weapon set with a non-zealous weapon of any kind-> to regenerate energy between runs.

Usage
When you enter Skyward Reach, cast Essence Bond and allow time for energy to recharge. When you have recharged around 26 energy, cast Balthazar's Spirit, you will now have around 16 energy. Run up to the first pack of Hydras, (It is recommended you engage a pack of 2 when you solo for the first time, then move on to larger packs.) Killing a single Hydra is the hardest, due to the lack in energy and adrenaline. However, anything above 4 hydras with this build can result in death.

Another way of using this build, is to enter Skyward Reach, and the same way, cast Essence Bond, allow energy to recharge, then cast Balthazar's Spirit first. When dealing with only 1 or 2 Hydra, use Dolyak Signet, to prevent knockdown, then cast Shield of Regeneration to keep your health up. When it comes to attacking, use Sever Artery and Gash in that same order repeatedly. Finish off the hydra with Final Thrust. When dealing with more than 2, use Dolyak Signet, Shield of Regeneration, then use Endure Pain. Keep Shield of Regeneration up and constantly cast Dolyak Signet and Endure Pain on to survive.

Counters
Note: the above doesn't apply to hydras.
 * Enchantment removal
 * Interrupts

Storm Kins' hexes will rapidly reduce your health, making this build useless.

Variants
Replace Gash or Sprint with Endure Pain for a health boost, or with "You Will Die!" for faster adrenaline gain.


 * Ultimate Variant

Attributes and Skills
This build utilizes nearly all 200 attribute points and has a giant damage output, adrenaline gain and health regeneration. This build also uses skills from more than one campaign.

Equipment
Sentinel's armor is ideal but Dreadnought's Armor can be used as well. Strength shield with "Sleep Now in the Fire" inscription and Shield handle of Devotion
 * Armor

Zealous Sword +15% while Health is above 50% or while enchanted. of Warding
 * Weapons

Another weapon set with a non-zealous weapon of any kind-> to regenerate energy between runs.


 * Axe Variant:

Attributes and Skills
If you don't use a Zealous Axe then Shielding Hands must be replaced with Essence Bond.

A good non-nightfall way to make this build is to replace Flail with Bonetti's Defense. It seems to get you more energy if the need strikes.

Equipment
Sentinel%27s armor is ideal but Dreadnought armor can be used as well. Strength shield with "Sleep Now in the Fire" inscription and Shield handle of Devotion
 * Armor

Zealous Axe +15% while Health is above 50% or while enchanted. of Warding
 * Weapons

Another weapon set with a non-zealous weapon of any kind-> to regenerate energy between runs.

Equipment

 * Full Gladiators Armor with Ascalon Helm
 * Zealous sword of Defense
 * Longbow (for pulling)

Usage
Step 1 Step 2 Step 3 Step 4 Step 5
 * Get into The Deep and take the right portal. Now lure the 2 Ripper Carps with your bow. Kill them using your Riposte, Gladiator's Defense and Desperation Blow. Make sure Dolyak Signet is always on. Start with Gladiator's Defense, Shield Stance, Gladiator's Defense, Dolyak Signet, Shield Stance etc. If the Darkened Irukadjis follow you, hug the left wall as you pull the carps and go around the corner, if properly positioned you will be able to block the Spirit's attacks. There is a small chance that you get blinded, if this happens do not panic. Just repeatedly use your healing signet and stances to block damage.
 * When you've killed the 2 Ripper Carps, head to the Darkened Irukandji's. Watch the Restoration and disrupt the Darkened Irukandji's when they attempt to cast the spirit. (They will cast it when the spirit is gone.) If you are having trouble interrupting the Spirit of Restoration you can reduce one Irukandji to just a few health and wait for the spirit to disapear. Then quickly hit it with Desperation Blow to kill it. The same works for the second one but you should have an easier time when there is only one. Don't spam it, but if you need to you can use Gale as a backup interrupt.
 * Kanaxai Aspect of Soothing Kill him with your attack skills. When he's taking 0 damage, use Gale to knock him down. This should happen 3-4 times. If you are taking an excess of damage you can gale him and use your Healing Signet while he is on the ground.
 * Run forward and you'll see a enormous group of mobs. Lure the group with no Smiting Monks in it and lure them back to the Gate. First kill the Ripper Carps. Make sure to disrupt their Shadow Refuge. After that, take out the 2 Darkened Irukandji's.
 * Now take the second group with 3-4 Ripper Carps and 2 Smiting Monks. When they casted Balthazar's Aura on the Rippers, spam Healing Signet and you should survive.
 * Continue killing the rest of the chamber with the same tactics

Build:R/N Touch Ranger
A Touch Ranger makes use of a ranger's durability in getting close to his opponents and "touch" skills from the necromancer's arsenal to steal his opponents' health. This build uses a high rank in Expertise to reduce the energy cost of the key skills Vampiric Bite and Vampiric Touch.

Equipment

 * Druid's Armor, With Rune of Superior Vigor and Rune of Superior Expertise
 * Weapons (one of the following)
 * A +5 energy axe/sword of shelter/defense/fortitude and a Blood Knife from Attendant Nashu or Jahn Pitz.
 * A Blood Magic wand such as the one available from Karl Jakobs and Blood Magic focus such as the one available from Volsung Stoneketil.
 * A +energy weapon set with otherwise same stats as the above.
 * Milthuran's Staff for more energy

Usage

 * Get close to your target and spam Vampiric Bite and Vampiric Touch.
 * Use Dodge to chase down kiting targets and avoid attacks that can be harmful to the build (such as crippling attacks).
 * Use Whirling Defense or Throw Dirt when targeted by warriors, rangers or assassins. This is not only important for avoiding the damage, but also the harmful conditions like crippling and Deep Wound.
 * Use Offering of Blood when you can get the full benefit of the energy gain and you are not taking too much damage. Use it as often as it recharges if you can.

Counters

 * Use anti-spammer strategies, such as Diversion or Distracting Shot.
 * As the ranger needs to get within touch range, just stay away from them. Use any combination of snares, kiting and knockdowns to achieve this.
 * The life stolen per second is not enough to overcome focused damage and health degeneration. However condition based degeneration won't work as they just use Plague Touch to pass it on.
 * Signet of Humility, Arcane Thievery or Arcane Larceny can be used to shut down Offering of Blood, which is crucial for the build. When used in combination with even mild energy denial such as Energy Burn, the ranger will soon be out of energy.
 * Blackout is devastating to touchers.
 * "Can't Touch This!" will cause touch skills to fail, but this is not overly destructive and will only waste the touch ranger 2-10 energy.
 * Tease will cause the recharge of all the touch skills used in the build to increase by a certain percent, decreasing the overall DPS of the build.
 * It may be wise for users of this build to bring a melee weapon (such as a sword) as a counter-counter, since Tease ends if the target hits the caster (who will have to be within touch range to cast it in the first place)
 * Because the build relies on two skills spammed consecutively, enemies with interrupts can easily time their interrupts.
 * It looks like a toucher is easy to stop. However one on one (in most cases even 2 or 3 on one) with the touch ranger at full energy it's not as easy. The only realistic way to stop him is using hex based snares, Diversion, heavy energy denial or out healing him until he runs out of energy.

Variants
=Running=
 * Verata's Aura can take control of all minions around for a medium-short amount of time. Highly useful for AB.
 * Frozen Soil can be hidden on the Touch Ranger skill-bar, and when used intelligently, can be a devastating skill in TA, and especially RA. This requires the extra skill points to be put into Wilderness Survival. This can easily replace Throw Dirt.
 * Barbed Signet can replace Resurrection Signet in AB, giving the Touch Ranger a secondary distance attack to compliment Vampiric Gaze.
 * Signet of Agony and Distracting Shot with a barbed bow to replace Throw Dirt and Whirling Defense gives the build an interrupt and the ability to inflict 44 second bleeding (significant damage over time.) You can still have Blood weaponry as a secondary set.
 * Blood Ritual is useful especially in a team situation as it is affected by expertise and gives an energy gain. Similarily, a group of touch rangers could be effective using Blood is Power and Blood Ritual on each other.
 * Zojun's Haste, paired with Dodge, gives an almost nonstop speed boost and protection against rangers. This is a good replacement for Resurrection Signet in AB.
 * Blood Renewal makes a good self heal if used properly.
 * Strip Enchantment in place of Resurrection Signet for Alliance Battles or 8-Team Competitive Missions such as The Jade Quarry and Fort Aspenwood, where Resurrection Signets are useless.
 * Use the 6 left-over attribute points and put them into Wilderness Survival, then using Serpent's Quickness as a way to increase pressure on your target.
 * Touch of Agony and/or Wallow's Bite should not be overlooked.
 * For players who only own Factions, a spare points Melandru's Shot could be used, with Vampiric Bite and Wallow's Bite as the damage. This will be less effective and conditional to enemies faced, however.
 * Storm Chaser instead of Dodge can help with energy management, but is generally not as useful.
 * In Alliance Battles, Resurrection Signet may be replaced with Awaken the Blood for more powerful touch attacks.

Build:R/Mo Basic Ranger Runner
This is a basic ranger running build, capable of completing all runs from Ascalon to the Crystal Desert, some of the Southern Shiverpeaks runs, most runs in Cantha, and even with a variant for the Droknar's Forge run. The build is also suited for mapping if you are going for the Grand Master Cartographer title.

Equipment
Note #1: It is possible to mix Druid's Armor for energy with Sentry's Armor for higher armor. Note that the armor bonus is location specific.
 * Armor
 * Full Druid's Armor set for maximum energy.
 * Full Sentry's Armor for extra armor (+10 AL in stance).

Note #2: If you use Sentry's Armor only, it is advised to polish up your energy pool with weapons as explained below.


 * Armor
 * Rune of Vigor


 * Armor
 * Any one-handed weapon that increases health, energy and/or lengthens enchantments:
 * 1) Sword with +5 Energy and +30 hp or +20% Longer Enchantments
 * 2) Rajazan's Fervor
 * 3) Totem Axe

Note: Of course, you are free to use the collectors' shield versions instead of the Green ones.
 * Any shield with either stance and/or health modifications:
 * 1) Emboldened Carapace Shield from Hagnon Warblade [Health +60 (while hexed), Received damage -3 (while hexed)] - for hex passages of specific runs.
 * 2) Grognar's Defender - the Runner's Best Stance Shield Choice.


 * Fires in the East staff with a +5 energy Staff Head (+18 energy), and either a health or an enchantment lengthening mod.

General
The Running Sequence gives you a constant high speed boost and a high chance to evade missiles, and attacks. Holy Veil against hexes and the healing skills against conditions and degeneration help you survive.

Running Sequence
Note #1: Dodge and Zojun's Haste only evade missile attacks.
 * Use Dodge, Zojun's Haste and Escape for a constant speed boost.
 * Only Dodge and Zojun's Haste boost your speed to 33%, whereas Escape only provides you with 25%.
 * Use Escape to avoid mass damage as it provides a 75% chance to avoid attacks. It also protects from knockdown from melee attackers.

Note #2: Avoid knockdown if possible.

Healing

 * Cast Mending when entering a new area.
 * Use Restful Breeze before engaging large damage dealing mobs. Remember to activate run skills first.
 * Use Heal Area when taking large amounts of damage and when you are in need of instant healing. Be aware of your energy level.

Note: There are enemies which strip enchantments such as Stone Summit Heretics or Avicara Guile. You have to decide then which enchantment (Holy Veil or Mending) you want to use as cover, and which you do not want get stripped right away. Cast the cover enchantment that you want to get stripped last. Pay attention to Chilblains which mostly strips two enchantments.

General

 * Use Storm Chaser to regain energy when running through elemental damage dealing mobs.
 * Use Troll Unguent instead of Healing Breeze for lower energy cost. Remember to set points into Wilderness Survival.
 * Use Smite Hex instead of Holy Veil.
 * Use Smite Hex instead of Purge Conditions or Heal Area for a second hex remover.

Bold Forge Runner
The Bold Forge Runner variant can be used to solo-run Droknar Forge. It is highly reliable and you will notice that it is easier to run Lornar's Pass with, actually. Snake Dance and its Tundra Giants need a bit practice, though. Below are specific Ranger hints for this run:

Note #1: It is advised to use a weapon with 20% longer enchantments for the sake of Healing Breeze.

Note #2: Mend Ailment can replace Purge Conditions for countering two or more Barbed Traps. Crippled will always hit you last.

Worm Tunnel

 * Cast Mending, and Holy Veil (in this order). You don't want the Avicaras to strip Mending right away. Holy Veil represents a cover enchantment here (unlike later).
 * Use Healing Breeze before and during encountering dangerous situation, such as a run-through.
 * Use Zojun's Haste and Dodge to outrun the worm(s).
 * Use Escape when expecting mass damage from attacks, especially in melee by groups of Avicaras. It helps you survive grave danger situation by evading most attacks.

Worm Path

 * Use Healing Breeze after you got knocked-down by the worm(s) and when he is just outside your aggro bubble. This helps to avoid interruption again. Recast Mending on you between knockdowns, in case it got stripped through Chilblains. Without Mending in coordination with HB you might get into trouble regarding your health.
 * Use Escape for running through the groups of Grawls and when you get slowed down by hexes and take attack damage from melee.

Dreadnought's Drift
Note: When HB fades out, and after a Giant Stomp recast it as often as needed. Mending and HB should keep you alive without problems.
 * Cast Holy Veil, and Mending (in this order). This time Mending is the cover enchantment for Holy Veil due to the high risk of encountering Heretics.
 * Lose aggro and regenerate before encountering the Tundra Giants.
 * Use Healing Breeze and Escape before running through groups of Giants. Make use of a Stance Shield here.

Attention: When Stone Summit Heretic(s) and Ice Golem(s) get spawned and you cannot avoid them, immediately run back and rezone. Reasons: 1) Two different slow-down spells (Crippling Anguish & Deep Freeze), 2) covered with different hex-spells 3) accompanied by Gnashers & companions 4) with a Tundra Giant group to be passed at full health with Healing Breeze, and fully recharged Escape only. Smite Hex and Holy Veil will not make you survive this - no matter how high your running level is.

Snake Dance

 * Try to only aggro one group of Giants at a time.
 * Aggro them before running through to make them stomp before your run-through comes.
 * Use Healing Breeze as often as possible between stomps. The chances for an interrupt between two stomps are low.

SB Ranger Runner
The variant SB Ranger Runner is optimal for solo-running Copperhammer Mines -> Iron Mines of Moladune and vice versa as ranger. Spell Breaker lasts long enough to overcome the Mesmer spawns at the hardest parts of the run. The success rate with this build is very high.

Note: A weapon with 20% longer Enchantments is a must.


 * Activate Holy Veil as Mending coverage, and as additional hex remover when Spell Breaker wears out.
 * Follow the main ranger running principles listed above.

Note #1: It is known that bosses will still follow you, especially when running the route in a reversed way. This is the point where Holy Veil is of good use to get rid of the last hex-spell being a slow-downer if a Mesmer boss, or Golem boss got spawned.

Note #2: Mend Ailment can replace Purge Conditions for countering multiple traps. Downside is the longer casting time, and that you cannot clean up from all conditions at a time.

Elona Reach (Mission) Runner
Variant skills could be


 * Rebirth for Heal Area if you want to make sure no one dies. (Very Much recommened because Heal Area is 10 energy and almost never needed, and when you do use it you end up with low energy resulting in a death.

This Variant Elona Reach (Mission) Runner is a perfected build to solo run the mission easily. With the use of constant running and condition removals it is possible to complete this runnable mission within 10 minutes..

Attributes


 * Expertise = 12 + 3 + 1


 * Healing Prayers = 12

Equipment

Full Sentry armor is recommended for +10 AR(while in stance), Very useful for tanking out hex's and crippling conditions.

Weapon


 * A Axe/Sword of Fortitude
 * With +5 Energy
 * 30 hp

AND

or a Max Armor shield with equivalent stats.
 * Crimson Carapace Shield


 * -2 received damage (while in stance)
 * +45 Health (while in stance)

Runes
 * Major vigor / Superior Vigor
 * 3 attunement runes
 * Superior Expertise
 * Minor Expertise

Usage
Hug the right wall once you go under the bridge and run around to the Ghostly Hero
 * Minotaurs can be easily outran at the start of the mission. Head left at the start and follow straight down the hill until you come to a bridge, run under the bridge, maintaining a running stance at all times.

Note #1 Make sure your team does not follow you from the start because it is likely they will drag minotaurs to the cutscene, and killing the Ghostly Hero, which will result in the failure of the mission. Make sure you do not aggro any groups to the Ghostly Hero!!


 * Once you pass the first cutscene decide which way you will go first.. Either NW or E.

Note #2 Make sure to try and maintain running skills and mending at all times!

Note #3 Make sure before running into mobs to see if the mesmer boss is there, if so cast a pre Holy Veil and Healing Breeze then run in.

Note #4 If you need another 75hp then you can always drop the crystal and gain 75 hp from your wepons, running away then returning at full hp for the cystal, this is very helpful and saves you much of the time.


 * Make sure when you reach the vision crystal, look for mesmer boss (for pre Holy Veil, then cast Healing Breeze then run in, pick it up and try to avoid Enchanted Swords, if you become crippled from the Enchanted Swords, use Mending Touch,and run away. Try to maintain your hp above 100 and use Heal Area RARELY when needed (Use healing breeze instead to recover health. Run away from the Enchanted Swords and Elementalists (Arcanists, they spike you with large amounts of dmg) as quickly as possible. Try and use Dodge or Zojun's Haste when picking up the crystal because you run 33% faster instead of 25% faster.


 * Try not to aggro any groups that are avoidable, make sure not to aggro groups of enemies up to the Ghostly Hero when returning the crystal.This is rare that they will continue following after you get clearly by the alter/ghost. The ghostly hero must stay alive to suceed.

After some practice this run can be mastered.

Possible Routes
Listed below are all the possible high-level routes that this build and its variants can be run with:

Prophecies

 * 1) Beacon's Perch -> Camp Rankor -> Droknar's Forge
 * 2) Camp Rankor -> Deldrimor War Camp -> Granite Citadel -> Copperhammer Mines Using henchmen as cannon fodder is important on most parts of this trip.
 * 3) Copperhammer Mines -> Iron Mines of Moladune and reversed.
 * 4) Iron Mines of Moladune -> Marhan's Grotto -> Thunderhead Keep
 * 5) Elona Reach (Mission) + bonus

=Team= =General= =PvP= =AB= =HA= =RA= =TA= =GvG= =Team=