User:Klrk/buildarchive/Build:N/Mo Boss Farmer

This build is intended for quick and direct farming of bosses. It relies on the normal 55 standard and very high health regeneration for healing and damage reduction. Essence Bond and Balthazar's Spirit provide energy for the consistent spamming of regeneration skills. The main damage comes from Spoil Victor and possibly one Touch Attack. This build allows the user to charge directly for the boss monster and ignore the boss's mob.

Equipment

 * Each of your armor pieces need to have a superior attribute Rune. This will lower your base Health to 105. (The only required type is blood, but 5 are necessary to hit 105 health.)
 * It is a good idea to bring a second set of armor. This will allow you to adjust your health manually based on any Death Penalty you might accumulate.
 * Any +5 energy/20% longer enchanting sword/axe such as Rajazan's Fervor or Totem Axe.
 * The -50hp Grim Cesta from the Cities of Ascalon quest. (This is not required if you don't mind dying once and using a -20 offhand to hit 13hp. This will work better in most cases.)
 * For 13hp build, any -20hp offhand (preferably +12 energy). (Life is Pain Inscriptions help with this.)
 * If you have any +hp offhands they could also be useful if any DP is accumulated.

Usage

 * Cast your four maintained enchantments when entering the explorable area. Try to allow full energy regeneration after each one until you're used to an area.
 * As you approach your target cast Protective Spirit and Healing Breeze.
 * Target the boss monster and cast Spoil Victor.
 * Get as much aggro as possible from the boss's mob of monsters.
 * Begin using Vampiric Touch on the boss
 * After any touch attempt refresh either Healing Breeze or Protective Spirit. Alternate the refresh between the two.
 * Having the touches interrupted is not an issue. They have a fast refresh time.
 * Refreshing Healing Breeze and Protective Spirit early is ideal when facing a boss whose mob has interrupt capability. If they are interrupted this is less problematic as they'll likely refresh before they expire.
 * To keep melee foes from fleeing, keep hitting them with your axe or sword.

Counters

 * Enchantment stripping spells such as Chilblains, Lingering Curse, Well of the Profane, Gaze of Contempt, Rend Enchantments, Strip Enchantment, Inspired Enchantment, Dark Apostasy, Shatter Enchantment, or Expunge Enchantments.
 * Life Steal attacks will bypass the protection offered from Protective Spirit. This will usually kill you.

Variants

 * Consider using Blood of the Aggressor instead of Vampiric Touch for lesser energy use and damage from a distance (safer against interrupts from warriors or rangers). Vampiric Touch is sometimes impossible to use in areas where there's a lot of energy degeneration such as Domain of Secrets.
 * Some groups apply more degen than you can handle, in this case replace Vampiric Touch with either Life Siphon or Blood Renewal. Life Siphon is better for groups without a lot of interrupts, while Blood Renewal has a faster cast time, and the sacrifice will be healed before you notice it most of the time.
 * Another skill you may consider in replacing Vampiric Touch is Wallow's Bite or Touch of Agony. With only 5 energy cost and 3 sec recharge time, you can definitely spam this skill to speed up killing.  The 10% life sacrifice is hardly noticeable.  A good example would be the case of farming Wing's Axe.  If you encounter a mesmer with two ritualists, it's almost impossible to kill her with just Spoil Victor as she strips off hexes the moment you put it on her.  Not to mention she strips off hexes from the her party too.
 * Replacing Watchful Spirit with Vigorous Spirit and Vampiric Touch with Plague Touch opens up a lot of possibilities. Vigorous Spirit maybe be used as a cover enchantment versus enchantment removal or a cheaper heal than Healing Breeze when down to one or two attackers. When using Vigorous Spirit as a cover, it's usually best to cast Protective Spirit, then Vigorous Spirit, then Healing Breeze immediately before attacking the target mesmer or necro (Kournan Seers are one example of where this works very well). Plague Touch is useful to remove conditions such as Dazed from the Grasping Darknesses in the Underworld, or Deep Wound when fighting Stoneaxe Hekets while farming greens like the Eye of Argon and Balthazar's Fury though removing Deep Wound isn't always a good idea, since you end up taking less damage which makes you harder to kill.

Prophecies Campaign

 * (none so far)

Warrior bosses

 * Arrahhsh Mountainclub - Normal build. Beware of the poison traps that will leave you with only +1 health regen.
 * Geoffer Pain Bringer - Normal build; run his group into the Naga group approaching from the North-West, then pull him alone away from the fight with a long bow, only maintain Balthazar's Spirit and Mending.
 * Jacqui The Reaver - Normal build; be wary of the many other mobs in the area. Kill any Outcast Deathhands and Outcast Assassins in his party.
 * Reefclaw Ragebound - Normal build; be wary of the many other mobs in the area.
 * Sskai, Dragon's Birth - Normal build; bring Awaken the blood. Alternatively pull him away from the group with a longbow and kill him much the same as Geoffer Pain Bringer.
 * Wing, Three Blade - Normal build. Kill off all Mesmers and Ritualists first; to prevent hex removal and healing respectively.

Ranger bosses

 * Chehbaba Roottripper - 13hp build. Stay away from poison traps and bring Blood of the Aggressor for ranged damage. OR alternatively, 13HP and bring Plague Touch
 * Chkkr Thousand Tail - Normal build. Bring Blood of the Aggressor instead of Vampiric Touch and only maintain Balthazar's Spirit and Mending.
 * Ryver Mossplanter - Normal build. Consider Blood of the Aggressor to get Craw Stonereap on the same run. Avoid the groups outside the Shrine, and take on the groups in the room one at a time until you get to Ryver.

Monk bosses

 * Byzzr Wingmender - easiest run you'll ever do, bring Vampiric Gaze instead of bite/touch, avoid aggro while going to it, stand by the wall outside its cave; it can't do any damage to you. You can avoid the spawns this way too. The boss will damage himself quickly, and you can finish it off with Vampiric Gaze.
 * Hukhrah Earthslove - Normal build. Bring Vampiric Touch instead of Watchful and alternate as in usage.
 * Meril Stoneweaver - Normal build. Bring Parasitic Bond as a cover hex for Spoil Victor as Meril has Smite Hex. Maintain only Balthazar's Spirit and use Blood Renewal for health regeneration. Good timing for the hexes is required.
 * Miella Lightwing - Normal build.

Necromancer bosses

 * Craw Stonereap - Normal build; consider Blood of the Aggressor for additional ranged damage. Hide behind the door to avoid getting killed by the enchantment removal. Run past the Wardens until they break aggro. If you acquire the blessing from the Kurzick Priest, it will make this even easier since Craw relies mainly on health degeneration and ranged damage.
 * Foalcrest Darkwish - Normal build. Cast your enchantments and use the Wardens to build up energy. Do not engage them - just run past them. They should break aggro before you reach Foalcrest.
 * Konrru, Tainted Stone - 13 hp, best way to get to him.. is get more Luxon Faction than Kurzick and die, you'll spawn in his area.
 * Sourbeak Rotshell - Normal build.
 * Sessk, Woe Spreader - Replace Vampiric Touch with Blood Renewal, just lure Sessk out of his group with someother foe's

Mesmer bosses

 * Kenrii Sea Sorrow - Normal build, preferred life siphon instead of vamp touch/bite.Kill miella lightwind then lose aggro come back around, avoid all aggro/groups, go between sourbeak and the oncomeing outcasts as soon as u can go around the cove where he is to the back, pull only him pretty far back(as to avoid the oncoming leviathan) keep regen up always, time for knockdowns, and he's yours.

Elementalist bosses

 * Arbor Earthcall - Normal build; the run is very fast and easy and boss is not healed by mobs.
 * Lian, Dragon's Petal - Normal build; kill the ritualists first using only Vampiric Touch followed by the mesmers in the same way, then kill Lian using the normal technique.
 * Zarnas Stonewrath - Bring Blood of the Aggressor instead of Vampiric Touch ranged damage. Getting too close to him risks getting hit by his knockdown.
 * Snapjaw Windshell - 13 build is a must, run past Ssyn to the right from Jade Flats (Luxon), run until you lost aggro (just before the group of Snapjaw), you also might encouter a Oni group you can easily run past them when they spawn but if you die and you need to get passed them again then you can have slight problems, wait until the Naga's are gone and pull Snapjaw away from the midst, or you will be slayed by the carps.

Assassin bosses

 * Chkkr Locust Lord - Normal build. Look at [Build:A/any Chkkr Locust Lord Farmer] to see directions on how to get to him and isolate him. Beware of the degeneration that Mantis Dreamweavers can cause.
 * Xuekao, the Deceptive - Normal build. Beware of Necromancers as they will not do damage but steal life.

Ritualist bosses

 * Tomton Spiriteater - Blood Renewal variation.
 * Whispering Ritual Lord-normal build or life siphon instead of vamp touch/bite.Kill Miella Lightwind, lose aggro, follow the rit lord out of aggro until you find an opening leading to the back little un-patrolled part of the jade valley cove, avoid aggro, he will come away from groups here. pull him towards you or he attracts monks, stay behind the rock nearby as to avoid disenchanting spirit attacks, he dies slowly but steadily.
 * Quansong Spiritspeak-13 hp is highly advisable and have lots of patience. Run out of Zin Ku Corridor and run to the Rez Shrine.  From there take out the 2 Temple Guardians.  Be sure to move around when you are hit with Smoldering Embers.  To quickly recharge energy while fighting stand in Breath of Fire.  Take out the Temple Guardians 1  by 1.  then when you can reach the boss let her have it.  She is easy by herself.

Warrior bosses

 * Chor the Bladed - Normal or Blood Renewal variation.
 * Churrta the Rock - The 13hp build is preferable. It could get tricky because of the knockdowns; you need to time things to keep Protective Spirit and Healing Breeze up all the time.
 * Mahto Sharptooth - Normal build.
 * Onwan, Lord of the Ntouka - Normal build. It's still possible with 1 Rampaging Ntouka. Just be sure to cast Protective Spirit, Healing Breeze, and then Watchful Spirit before engaging. Let him hit you to get Watchful Spirit removed. Onwan can usually be killed within a minute.
 * Riktund the Vicious - Blood Renewal variation to be safe (use the 13 hp variant, make sure to also aggro the beetles). The regen build still works; stay next to Riktund and use Vampiric Touch when you are on fire. Life Siphon is possible but slower. Both the 13hp and the 55hp builds are fine.
 * Robah Hardback - 13hp build. Be wary of Icy Shackles. To get Buhon Icelord on the same run, switch your -20 hp offhand with -50 hp offhand when Robah dies.
 * Shak-Jarin the Justicebringer - Life Siphon variant or Blood Renewal variant. This may be very difficult due to the mob of giants nearby and the occasional skill disable effects from the main group.

Ranger bosses

 * Bolten Largebelly - 13hp variant.
 * Tenezel the Quick - 13hp or 55hp. Kill the first group of beetles before engaging Tenezel's group. Aggro Tenezel's group and pull back, using the wall as an obstacle. Watch out for beetles that circle around the wall.

Monk bosses

 * Banor Greenbranch - 13hp is preferable. Kill any Mirage Iboga first as they use Conjure Phantasm.

Necromancer bosses

 * Jerneh Nightbringer - Blood Renewal Variation is recommended due to his use of Rotting Flesh.
 * Modti Darkflower - Use Blood Renewal Variation. Difficult to get to due to mandragor imps from the west path, and Kournans from the east.
 * Terob Roundback - Normal Build. (Getting to the boss is much easier if the Ntouka spawn does not have a Crested Ntouka Bird (mesmer))

Mesmer bosses

 * Eshim Mindclouder - Blood Renewal or Life Siphon variant.

Elementalist bosses

 * Buhon Icelord - 13 hp build, this should be a walk in the park then.. only problem is the Icy Shackles, if you desire to kill Robah Hardback too, switch your -20 hp offhand with -50 hp offhand when Buhon dies.
 * Exuro Flatus - Normal build. An alternate option here is to have a Rune of Superior Soul Reaping and Signet of Lost Souls instead of Vampiric Touch in order to counter the effect of the region. Also, raise soul reaping to 3+3 with the remaining attribute points for maximum effectiveness in the Signet.
 * Hajkor, Mystic Flame - 13hp build. Avoid the patrolling mobs. Activate Junundu Tunnel if you encounter a Desert Wurm.
 * Kormab, Burning Heart - Be sure to bring your -20 hp offhand, first you have to run to him (avoid behemoths!), after you killed him, warp in and out Wilderness of Badza, than you can kill him again. Make sure you don't aggro the Ethers. Die when you have +4 MB, than switch to your -20 hp offhand.
 * Korr, Living Flame - Blood Renewal variation. Refresh Protective Spirit and Healing Breeze as soon as they recharge to avoid an untimely knockdown.
 * Setikor Fireflower - Normal build. 13 hp build if you see a Mirage Iboga in his group.

Assassin bosses

 * Faveo Aggredior - Normal build or Blood Renewal variation. Bring Reckless Haste or Guardian/Aegis to disrupt its attack chain so Assault Enchantments doesn't hit (see [Build talk:N/Mo Boss Farmer|talk page] for more info).
 * Lunto Sharpfoot - Normal build. Use Spoil Victor on the boss and any monks.

Ritualist bosses

 * Lieutenant Kayin - Blood Renewal variation.

Paragon bosses

 * Corporal Argon - Normal build. Kill the priest first.
 * Eshau Longspear - Normal build. Use Spoil Victor on the boss and any monks.
 * Jishol Darksong - Sub in Vocal Minority for Vampiric Touch to stop his self healing and speed it up.
 * Lieutenant Shagu - Consider bringing a cover hex for the Corsair Doctor or kill him first.
 * Oath of Profanity - Blood Renewal variation is safer. Restart if you see Herald of Nightmares in his group (or in the single group on the path to get to it).
 * Pehnsed the Loudmouth - Normal build or Blood Renewal variation. Blood Renewal variation is safer.
 * Tureksin the Delegator - Blood Renewal variant. A rather awkward run. Get the 55hp build ready and kill the 2 elementals. Head west over the bridge. Avoid the awakened to the west and follow behind them. Head north as soon as you get to the next open area. Tureksin should be directly north. Avoid the 3 patrols near the opening to Tureksin. Seers and Dune Carvers will ruin your day. Run in and get to the back of the area. Focus on reapplying Healing Breeze, Blood Renewal, and Protective Spirit. Watch your map as Spoil Victor should be applied only when a patrol is not near the boss. It's a 5-minute run if you get used to it.

Dervish bosses

 * Acolyte of Balthazar - Make sure no kournan mesmer is in the group, otherwise easy to do with 55 health.
 * Acolyte of Melandru - Run is doable,hard though,hug the boss for your life,keeps hb,ps, and vamp touch as soon as they recharge or energy is gained,run all the way to the middle of the castle,do not aggro patrolling side groups,if two oppressors or healers,or any seer's at all spawn in her group,resign,its impossible.
 * Bubahl Icehands - Normal build; or Blood Renewal variation to reduce the possible degeneration from Disease.
 * Leilon, Tranquil Water - Blood Renewal variation. An extremely difficult run. A Longbow or Flatbow and a -20hp offhand is necessary, plus a good dose of timing. It is better to fight your way to the boss (see map) rather than run, since it is easy to get overwhelmed. Always maintain Protective Spirit, Healing Breeze, and Blood Renewal when engaging djinn. Die when you reach her and then run back to her. Maintain only Balthazar's Spirit and Mending; not enough damage for Essence Bond. Wait for full energy then then pull them to the middle of the bridge. Just before they aggro, use Protective Spirit and Blood Renewal. Do not use Healing Breeze due to the drain from the Roaring Ethers. At about 30 energy, wait for Mistrust then cast Spoil Victor on Leilon as soon as possible. Maintain the two enchantments and repeat until she dies.
 * Marobeh Sharptail - Blood Renewal variation for a 13hp build; adjust Blood Magic to 14, Protection Prayers to 8, and the rest to Healing Prayers.
 * Onslaught of Terror - Blood Renewal variation is safer.
 * Shezel Slowreaper - 13hp build to be safe. Mirage Ibogas will make things difficult so consider restarting if you see one.

Videos

 * Craw Stonereaper (Youtube)
 * Craw Stonereaper (Google Video)
 * Foalcrest Darkwish (Youtube)
 * Arbor Earthcall (Youtube)
 * Sskai Dragon's Birth (Youtube)
 * Reefclaw Ragebound (Youtube)