User talk:Ifer7996

quickie build backups
An Elementalist build for farming Totem Axes from Root Behemoths in The Falls. This build uses Obsidian Flesh to defend against casters, and Fire Magic to deal damage.

Armor
Radiant Armor is recommended for this build. Use a Geomancers Aura with a Superior Rune of Earth Magic for running, and then a Pyromancers Aura with a Superior rune of Fire Magic for killing.

Enchanting Set
Preferably a Spirit of the Forgotten, Totem Axe or Rajazan's Fervor and a focus item with +1 Earth Magic. eg Galigord's Stone Scroll, or crafted from Sheco in Bukdek Byway, or swapped for 5 Stone Horns with Denos Makaluum in Vasburg Armory. A possible alternative is a Fire or Earth staff with a +20% longer enchantments mod.

Killing set
When engaging groups other than Wind Riders, a Fire wand and offhand both with 20% chance of halving recharge times(HRT)of fire magic are recommended.

It may be possible to get away with using an Earth Staff with +20% enchanting and HRT for the entire run.

General Usage

 * Cast Glyph of Lesser Energy before any chain of spells, whenever it is available.
 * Cast Obsidian Flesh only when engaging casters, never while running.
 * Keep Sliver Armor and Stoneflesh Aura up as much as possible when running.
 * Use Mystic Regeneration when your health is low. Remember maximum gain is when you have other enchantments on you as well.
 * Use Meteor Shower and Immolate for Root Behemoths.
 * Use Immolate and the point blank damage from Flame Djinn's Haste and Sliver Armor for other mobs.
 * Wear your Geomancer's headgear when running, and when fighting Wind Riders or Jungle Skale.
 * Wear your Pyromancer's headgear at all other times.

Areas
Starting the run at Ventari's Refuge, head out to Ettin's Back. Equip your Earth magic headgear. Cast Glyph of Lesser Energy before casting Mystic Regeneration, Stoneflesh Aura, Flame Djinn's Haste and Sliver Armor. Run towards the portal to Reed Bog. Recast your enchantments as they expire. Use the Glyph prior to casting enchantments as it becomes available. Flame Djinn's Haste and Stoneflesh Aura can be kept up indefinitely, and for most of the run, the downtime in Sliver Armor makes little difference.
 * Ettin's Back

Take the south eastern path through the Reed Bog to The Falls. Once again, cast skills 1-5 in that order, keep running and recast enchantments as necessary. Stoneflesh Aura negates just about all the damage in this area. Head into The Falls.
 * Reed Bog

Once again, use Glyph of Lesser Energy, cast your first four enchantments, and run. You can stop to recast even whilst in the middle of spiders and Shepherds. As long as you use the Glyph whenever possible, energy is not a problem. Mystic Regen will give you 9 pips off health regen, or 12 when you have Sliver Armor cast, so degen and damage is not a problem. If you are in range of a Symbiosis spirit, you will have 800+ health!
 * The Falls

From here on in, you will find the following groups of monsters. Below each group you will find the best method for dealing with them.

Enemy Types
Avoid these by running straight past them. It is unlikely you will be able to survive them in the large mobs that inhabit the area. Make sure that you do not get cornered by them, and just keep running until you lose aggro. Tackling a full mob (or even 2 mobs) of Jungle Skale is little problem. Get them to bunch up as much as possible, and then get in close to one and cast your spells in the following order: Glyph of Lesser Energy -> Obsidian Flesh -> Mystic Regeneration -> Sliver Armor -> Immolate -> Flame Djinn's Haste. Cast Stoneflesh Aura to cover the short downtime in Obsidian Flesh. Recast your spells and Glyphs as they become available. Obsidian Flesh should be your priority enchantment, as the Skale will strip your other enchantments without it. A max damage fire wand can help things along nicely. Keep your distance so that you don't cause any Life Pod pop-ups. Equip your Pyromancers headgear. Cast Glyph of Lesser Energy if you want to followed by Meteor Shower, Stoneflesh Aura(optional) and a few Immolates. Wanding helps again here. 1 Nuke and 3 Immolates later, your Behemoth should be dead. Once your Behemoth is dead, you will almost inevitably have to run past it in such a way that the Life Pods will spawn and follow you. It is possible in some placements to run past the pods, or to avoid spawning them altogether, if the Behemoth didn't drop any loot you wanted. However, do not drag them into other mobs. Tackling 1 or 2 Life Pods is easy, but 3 can be more difficult. Careful advancement towards the Behemoth corpse and prompt running away can enable you to spawn just one Life Pod at a time. When facing one or two, the best thing to do is get in close, cast Flame Djinn's Haste and Immolate. This will usually kill single Life Pods or the first of a pair. If you have to run away, or you have spawned three, try to pull just one or two. Persevere and you should find one partially separates itself from the others. Get in quick and repeat the combo mentioned above to kill it before the others have a chance to heal it. They are also stupid enough to stand in a meteor shower a lot of the time if you don't mind waiting for the recharge before tackling the next Behemoth. If you fight these without Obsidian Flesh active, you will die. Equip your Geomancers headgear. Cast Glyph of Lesser Energy and Obsidian Flesh before aggroing them! Much as with Jungle Skale, get in close and cast Sliver Armor, Flame Djinn's Haste and Immolate while Obsidian Flesh is up. Meteor Showers can help as well. Once Obsidian Flesh has run out, you can either run away, or try to exhaust your foes' supply of interrupts before recasting Obsidian Flesh. It is usually wiser to kill 2 Wind Riders at a time before running away. As you run away you will surely be under the effects of Conjure Phantasm, but just keep running until you lose aggro and then heal.
 * Jungle Trolls
 * Jungle Skale
 * Root Behemoths
 * Life Pods
 * Wind Riders

Counters
Wind Riders, if given the opportunity to cast anything other than Conjure Phantasm on you will usually kill you.

Variants

 * Replacing Sliver Armor with Serpent's Quickness to keep Obsidian Flesh up (near-)indefinitely means that you can spend longer taking on Wind Riders and Jungle Skale, but with the loss of Sliver Armor's damage, and the increase drain on energy, the net result is a longer overall run.
 * Change to E/R and swap Mystic Regeneration for Troll Unguent. This has the advantage of being unstrippable due to it being a skill rather than an enchantment. It makes the run through the spiders tricky though.
 * You can swap out Glyph of Lesser Energy for Glyph of Elemental Power, but this makes energy conservation much more difficult.

The Death Farmer is a Necromancer build specifically designed to take on large mobs of adversaries that primarily use melee attacks. It is especially efficient at defeating Mountain Trolls at Droknar's Forge, but also works on other mobs, and with variations, can be built to farm Minotaurs, Trolls, and even various Assassin creatures throughout Cantha.

Equipment

 * Armor:
 * Tormentor's Armor
 * Weapons:
 * The Nightbringer or Ghial's Staff can work quite well.

Usage
In order to properly use this build most effectively, you will need to learn how and when to properly cast. The basic principle is to cast Enfeeble on a target, followed by Virulence, and Epidemic to spread the -8 health degeneration to the surrounding creatures, all the while keeping your armor up with Physical Resistance, and occasionally leeching some life by using Oppressive Gaze. With this build you will be able to farm groupings of 10+ without triggering scatter, meaning that you will be able to farm large groups without getting some to pull off as with builds that use AoE to farm large groups of creatures. Oppressive Gaze will occasionally scatter these creatures, but in some cases it is necessary to do so in order to stay alive. Channeling will be used as a tool for energy-management, and Shadow of Fear is used to slow down enemy attacks so that Blood Renewal can keep your health increasing.

Counters

 * Interrupts. Mountain Trolls especially slow down the process (and occasionally kill you) when they manage to interrupt you with Disrupting Chop. Putting time between Enfeeble and Virulence usually helps, and keeping Shadow of Fear on creatures will also decrease their disruption rate.

Variants

 * For some creatures, Sympathetic Visage and Ancestor's Visage may be necessary to decrease skill usage.
 * For further Variants, consult this thread

Video
A youtube video showing the build in action.

The Midnight Solo is one of a very few builds centered around the Mesmer elite skill Signet of Midnight. This solo build will work on all Warrior bosses located in the Jade Sea. It should be applicable to most Warrior and Assassin bosses in other areas, as long as you isolate them.

This build has been proven to work on:
 * Geoffer Pain Bringer (Boreas Seabed (explorable))
 * Sskai, Dragon's Birth (Boreas Seabed (explorable))
 * Jacqui The Reaver (Gyala Hatchery (explorable))
 * Reefclaw Ragebound (Gyala Hatchery (explorable))
 * Chkkr Locust Lord (Melandru's Hope)

This build focuses on blinding the target and uses failure hexes to get energy as well as deal some damage. With a high chance to miss with attacks (25%+25%+52% from hexes and 90% from blindness) the target will simply never hit you with an attack. Mixed with -9 Health degeneration this build is very effective and can kill almost any Jade Sea Boss in 60 seconds.

Equipment

 * +5 energy Wand or Sword and any collectors Curses offhand.
 * Wicked Scar Pattern (Curses +1).
 * Superior Curses Rune.

Usage
The usage is very simple.
 * Find the boss, cast Mantra of Resolve and pull him out.
 * Try to cast Signet of Midnight before his first attack. Normally he will hit you once before you can blind him and you should survive it.
 * Now cast the 3 failure hexes, start with Spirit of Failure to start getting energy right away.
 * Follow with Price of Failure which will deal 32 damage on each attack attempt.
 * And finally finish with Reckless Haste to speed up killing. This hex will also keep us safe with 52% chance to miss.
 * The total hit rate, factoring in all miss rates, is 2.7% for any melee boss.
 * Now cast Ignorance to disable Healing Signet.
 * And now cast Conjure Nightmare to add some final fun with -8 Health degeneration.
 * Cast Parasitic Bond as soon as possible as it will heal you only after 20 seconds.
 * Recast Signet of Midnight, Ignorance and Reckless Haste as soon as they are ready to cast, they are the key skills in this build.
 * Recast Conjure Nightmare and Price of Failure with Spirit of Failure as soon as their effect ends.

Variants

 * If you feel safe and don't need healing you can exchange Parasitic Bond for Empathy or Suffering.
 * If you feel you don't need protection against interrupts you can exchange Mantra of Resolve for Enfeebling Touch it will lower damage you receive from attacks and speed up killing. You can also exchange Mantra of Resolve with Mantra of Inscriptions to speed up recharge time of Signet of Midnight.
 * You can also replace Ignorance with a damage-dealing hex when the boss doesn't use Healing Signet.
 * Replace Parasitic Bond and Conjure Nightmare with Empathy and Vampiric Touch or Vampiric Bite. Move your attribute points from Illusion Magic to Blood Magic. You get a more immediate life steal skill in exchange for no degen on your target; but requires more careful energy use.
 * Chkkr Locust Lord farming: replace Mantra of Resolve and Ignorance for Spirit Shackles and Drain Enchantment (or Shatter Enchantment) to get rid of his Shadow Refuge or his Locust's Fury. Mind Wrack can also be used instead of Drain Enchantment.

Counters

 * Even though the hit rate of the boss does become 2.7%, if you are really unlucky, you may still die if the boss get some hits through between the time your hexes has worn off and before you get to replace them (most notably Reckless Haste).

Equipment

 * High-energy armor is preferable, though not required.
 * Vanahk's Staff or other Blood weaponry for recharge (or +1 to Blood Magic).

Usage
There are three parts to using this build properly:
 * Killing Maddened Spirits outside of the wurm.
 * Killing Lost Souls outside of the wurm.
 * Using your Junundu wurm effectively.

Maddened Spirits
Maddened Spirits are invulnerable to damage, hexes, and conditions. They are not, however, invulnerable to direct life stealing.

Wait for a single Maddened Spirit to approach you. Hit it with Vampiric Gaze, then hit Blood Renewal and "Can't Touch This!" as it closes in. Immediately start spamming Blood of the Aggressor, Blood Drinker, and Vampiric Gaze as they recharge. As soon as the Maddened Spirit loses more than 50% of its health, hit Signet of Lost Souls and resume spamming. You might also want to hit a nearby Infestation with Life Transfer for healing instead of Blood Renewal - if it's been wanded a few times you'll also get the Soul Reaping bonus.

With practice, you should be able to kill the Maddened Spirits before "Can't Touch This!" expires. However, if it doesn't look like this will happen, run from the Maddened Spirit beforehand. When you have enough energy, reapply "Can't Touch This!", hit the spirit with Signet of Lost Souls to regain a bit more energy, and resume spamming your life stealing skills.

As soon as the spirit dies, hit a nearby Infestation with Life Transfer and wand it to heal up while regenning your energy. Make sure to use Signet of Lost Souls on the Infestation once it gets under half health to help regen energy. Kill one or two Infestations while waiting for the next spirit to arrive, but make sure not to spend much energy on them - you'll want full health and energy for the next Maddened Spirit.

Once you get your score around 100, the spirits will begin spawning quite a bit more quickly. If you get behind and are about to get two of them attacking you, run to the Wurm Spoor and enter your Junundu wurm. If you can hit "Can't Touch This!" just before entry, you'll be protected for a bit as you get inside the wurm.

Lost Souls
Most Lost Souls spawn in locations where they are easy enough to just smack with the wurm. Junundu Bite does the trick in one shot, and you can get the extra heal if you use Junundu Tunnel to race up to them.

A few of the Lost Souls are on rocky terrain, however, so the wurm is useless. Get well ahead of the Maddened Spirits and exit the wurm. If any Maddened Spirits are nearby when you exit, immediately hit "Can't Touch This!" then "Fall Back!" and run towards the Lost Soul. Run as far as you can with "Fall Back!", past the Lost Soul if possible, but not out of casting range from it. Hit it with Life Transfer, then continue running to the next Wurm Spoor, using "Fall Back!" when available. At 16 Blood Magic, Life Transfer will kill the Lost Soul by itself. As you approach the next Wurm Spoor, use "Can't Touch This!" to protect your transition as you jump back into the wurm and race off.

Wurm Usage
For the most part, the basics of Junundu usage are described in the Remains of Sahlahja and the Junundu article. Here's a few additional pointers specifically for this farm:


 * "Can't Touch This!" protects you from Maddened Strike while entering a wurm, and in fact continues protecting you while in the wurm until its normal expiration time. Use it any time you're entering a wurm with Maddened Spirits on your tail.


 * To heal, get well ahead of any Maddened Spirits and use Junundu Tunnel. Find an Infestation you can reach while Junundu Tunnel is active, and use Junundu Bite. This will knock down the Infestation prior to the bite, thus netting you 500 health.  If you have enough time, use Junundu Feast to aquire an additional skill.  If you get really low, exit the wurm in a safe location and run to the nearest Wurm Spoor to get a new one.


 * Kill Infestations as described any chance you get, and make sure to use Junundu Feast if it's ready after the kill. If you happen to get Blinding Breath, you're ready to take on an entire mob of Maddened Spirits.  Get well ahead of the Maddened Spirits, find a Greater Infestation, and kill it quickly.  Then just spam Blinding Breath once the Maddened Spirits are in range until they die.  If you start with full health, killing 4 or 5 Maddened Spirits this way is fairly easy. For extra healing after the fight, use Junundu Wail if nothing else is around.

Counters

 * Death from lag/rubber banding can be extremely frustrating, especially if you get blocked in a doorway and it doesn't register locally. If you notice you are taking hits with no Maddened Spirits near, try running the opposite direction until the server and client resynch.  Another way to resynch is to type /stuck.


 * If you are going for a high score, realize that normal biological processes may be your worst enemy later on. Plan ahead.

Variants

 * If using purely to kill Maddened Spirits, and you don't care about killing Lost Souls at all, replace Life Transfer with Ravenous Gaze. Try to keep your health just below 50% between Maddened Spirits through sacrificing so you can use Ravenous Gaze as an opening attack to get the most out of it.


 * Another method is to remove Blood Drinker and Replace with Song of Power, then remove Life Transfer and replace with Vampiric Spirit. This will allow you to steal an additional 41 health every time you cast a spell.  Then if your energy gets to low, use "Fall Back!" followed by Song of Power.  I suggest taking Soul Reaping down to 5 + 1 for this build and placing those extra points into Motivation however since Song of Power will offset the decreased energy gain in between spirits.

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 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/Hard (Need to aggro at least one other group, eles and mesmers can interrupt/slow. He also seems to run at times, even though he is melee.  As well, Sliver Armor might not target him, or stray off.)
 * 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)

Equipment

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

Usage

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

Counters

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


 * When Sliver Armor deals only half damage to bosses will also end your run.

Variants

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

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

Prophecies
2 Current Bosses


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


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

Factions
47 Current Bosses


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


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

Nightfall
57 Current Bosses


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


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


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


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