User:Entropy3927

I will probably go back to old talkpage configuration soon.



^Gonna make a template or userbox or something out of this.

Current editcount: Over 9,000

In Soviet Russia, good idea has Felix!

<- Feel the pain

of those inferior genders

as you ponder in hell

How I farm!
Salad taught me the Cathedral of Flames run, and I actually find it enjoyable. Then Viper, who taught Salad, went on a run with me as the Smite so he could shout instructions like and such as "SB moar imo" when I died from well timed Hammer Bash.

1) "600"

14 Protection Prayers, 13 Divine Favor

Holy Wrath maxes out its damage when your max health is ~900, so you want to have as much as possible (you can't reach 900 without using cons or some nonconventional skills though). Also just makes you more resilient and gives you a larger margin for error. Deep Wound also hurts less (you get quite a bit of this in CoF). Finally, it also means you can withstand more DP, since the minimum health you need is 600 for build to work.

Against Enchanted Weapons, you should spam Spirit Bond whenenver you have the opportunity, unless you have very good internal timing for the Disrupting Stab and Hammer Bash.

I can't be bothered to do the math and figure out what the health should be under various circumstance, but with optimal runes and insignia you will start out with 590.

Versus Murakai, stand on a flame jet if you need more energy. And have her stand on one, too. Speeds things up a bit, as well as helps kill those Servant of Murakai fast.

2) Hero Smiter

16+ Illusion Magic, 12+ Fast Casting

This saves you the trouble of packing double superior runes on a Monk Hero, and repeatedly salvaging headgears, which is suicidal anyway. Illusion of Weakness will save your Mesmer from some Reversal of Damage spam. Fast Casting also speeds up casting and signet activation (duh) which saves you some few seconds. Downside of this is that you do not get to take Peace and Harmony / Blood Is Power etc. for energy management...though this is typically not a problem in CoF unless you die and want to get going again really quick. A Monk would maybe also take Unyielding Aura for this reason, but again that's really only workable on a player.

3) Healer (optional)

12+ Divine Favor, 12+ Healing Prayers

Optional, but nice. Consume Soul eliminates Bloodsong spirits quickly and easily. Restful Breeze provides more than enough healing to protect your Smiter, and to heal the "600" also between fights. Mending Touch and Convert Hexes are additional cleanup to speed up runs. (May want to change for a ranged removal, though, since lots of Cripple here) Succor gives the "600" a little bit of extra health and energy; combined with Mending and Watchful Spirit, the "600" has a base 7 pips of regen, so up to Burning is totally nullified. Which is handy, especially against the retarded "dart traps" and such. Especially useful if Spirit Bond gets interrupted at a key juncture ("KD happens"), though it won't save from a death necessarily.