User:Malevolent

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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.

[edit] Attributes and Skills

ElementalistDervishElementalist / Dervish Attribute Rank
Earth Magic 11 + 1 + 3 (or + 1)
Fire Magic 10 + 1 (or + 1 + 3)
Earth Prayers 8
Energy Storage 6 + 1
Glyph of Lesser Energy

Glyph of Lesser Energy

Mystic Regeneration

Mystic Regeneration

Stoneflesh Aura

Stoneflesh Aura

Flame Djinn's Haste

Flame Djinn's Haste

Sliver Armor

Sliver Armor

Obsidian Flesh

Obsidian Flesh

Meteor Shower

Meteor Shower

Immolate

Immolate

[edit] Equipment

[edit] 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.

[edit] Weapons

[edit] 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.

[edit] 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.

[edit] Usage

[edit] 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.

[edit] Detailed Usage

[edit] 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.

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.

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!

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.

[edit] Enemy Types

Locations where Root Behemoths can be found in The Falls are marked yellow.
Locations where Root Behemoths can be found in The Falls are marked yellow.

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.

[edit] Counters

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

[edit] 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.

[edit] See also

Build:W/R Melandru's Resilience Totem Axe Farmer

Build:R/any_Solo_Totem_Axe_Farmer

[edit] Duo Titan Farm

This build is designed to farm in The Foundry of Failed Creations with a Invincible_Monk and Famine Ranger in hopes of getting a Titan Gemstone as they go for a large sum of money.

[edit] 105 Monk Tank

MonkMesmerMonk / Mesmer Attribute Rank
Protection Prayers 10 + 3 (+ 1)
Divine Favor 11 + 3 (+1)
Illusion Magic 10
Healing Prayers 0 + 3
Smiting Prayers 0 + 3
Protective Spirit

Protective Spirit

Shield of Absorption

Shield of Absorption

Spell Breaker

Spell Breaker

Sympathetic Visage

Sympathetic Visage

Ancestor's Visage

Ancestor's Visage

Lightbringer's Gaze

Lightbringer's Gaze

Essence Bond

Essence Bond

Blessed Aura

Blessed Aura


[edit] Equipment

  • Any weapon with lengthening 20% enchantment time will work but I recommend Kepkhet’s Refuge for the extra energy given.
  • All pieces of armor must have a superior rune on them bringing your health down to 105hp which is a variation of the 55 Monk build.

[edit] Usage

Cast the last 2 enchantments when loaded into the area and take the Anguish Hunt and Quest. Cast Protective Spirit, Spell Breaker, and then Shield of Absorption once Quickening Zephyr is up. Watch the group of Margonites to see where they ball up at. Once you are ready and they are about to ball agian. Cast your main enchantments and rush in, being sure to stand next to the Margonite Anur Ki and getting as close to other spell casters as possible. Note that the visages only work when being hit by melee attacks so do not continue to keep up if there are no melee attackers on you. Once the group of margonites is dead, pull the titans that spawn into the area between the wall and the broken wall in the corner of the room. Maintain Protective Spirit, Spell Breaker, and Shield of Absorption at all times. Stay close to the monks 1º, then spellcasters, necros and mesmers. After finishing them go for the melee enemies. If any non-melee targets manage to stay alive attack them with your wand, wait for their Healing skills (Troll Unguent, Leader's Comfort) and interrupt them using Lightbringer's Gaze or/and ask for the ranger's help with Apply Poison.

[edit] Counters and Problems

[edit] The Famine Ranger

RangerMonkRanger / Monk Attribute Rank
Wilderness Survival 12 (+ 1 + 3)
Beast Mastery 8 (+1 + 3)
Healing Prayers 8
Expertise 5 + 1...3
Famine

Famine

Quickening Zephyr

Quickening Zephyr

Edge of Extinction

Edge of Extinction

Serpent's Quickness

Serpent's Quickness

Apply Poison

Apply Poison

Balthazar's Spirit

Balthazar's Spirit

Mending

Mending

Essence Bond

Essence Bond

[edit] Equipment

  • Radiant Armor with Superior Wilderness Survival rune and runes of attunement for any other slots available is recommended.
  • A Staff with 15 or more energy.
  • Any type of Bow (Longbow or Flatbow is recomended).

[edit] Usage

Cast last enchantments on Monk upon loading (Making sure that you have enough energy for your first spirits) and take Anguish Hunt and Quest. Use Serpent’s Quickness followed by Quickening Zephyr when Monk is ready. Cast Famine and keep Quickening Zephyr and Famine up at all times. Cast Edge Of Extinction when Margonites are close to death.

[edit] Variants

[edit] See Also

YouTube Video of similar build in action using a ranger hero

[edit] Ele solo boss

This build utilizes the elite Shadow Arts skill Shadow Form and the earth magic skill Sliver Armor to quickly take down bosses that are accompanied by medium/large mobs to efficiently farm their green items.

[edit] Attributes and skills

ElementalistAssassinElementalist / Assassin Attribute Rank
Earth Magic 12 + 1 + 3
Energy Storage 3 + 3
Shadow Arts 12
Shadow Form

Shadow Form

Death's Charge

Death's Charge

Glyph of Elemental Power

Glyph of Elemental Power

Sliver Armor

Sliver Armor

Obsidian Flame

Obsidian Flame

Teinai's Crystals

Teinai's Crystals

Crystal Wave

Crystal Wave

Dark Escape

Dark Escape

[edit] Equipment

[edit] Usage

[edit] Counters

[edit] Variants

  • 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.

[edit] Notes

  • Sometimes the skill Sliver Armor may start hitting other enemies instead of the boss and may change targets.
  • If you have more than three melee opponents attacking you, the one being hit by Sliver Armor may flee.

[edit] List of soloable bosses

Total Number of Soloable Bosses: 134

  • Please add info of the level of difficulty for each boss (Very Easy, Easy, Medium, Hard and Very Hard).

[edit] Prophecies

1 Current Boss

[edit] Monk (Mo)
  • Protection Prayers
    • MonkKepkhet 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.

[edit] Factions

52 Current Bosses

[edit] Warrior (W)
[edit] Ranger (R)

To Be Added...

To Be Added...

To Be Added...

To Be Added...

To Be Added...'

[edit] Monk (Mo)
[edit] Necromancer (N)
  • Soul Reaping
    • NecromancerDoomed Ancient Kkraz - Very Hard (Hard Run and u need to kill Ancient Phi first to get there. Use Feigned Neutrality and Celestial Storm instead of Glyph of Elemental Power)
  • Blood Magic
    • NecromancerKyril Oathwarden - Medium (Earth Elementalists can kill you with Shockwave)
    • NecromancerFoalcrest 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)
    • NecromancerChan the Dragon's Blood - Easy/Very Easy (The run is easy if you have Feigned Neutrality)
  • Death Magic
    • NecromancerGhial 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.)
    • NecromancerSessk, Woe Spreader - Easy/Medium (Sometimes Sliver Armor targets other enemies, if you bring stone dagger you can kill him in about 5 seconds)
  • Curses
[edit] Mesmer (Me)

To Be Added...

[edit] Elementalist (E)

To Be Added...

[edit] Assassin (A)
[edit] Ritualist (Rt)

To Be Added...

  • Restoration Magic
    • RitualistFlower 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)
    • RitualistOrosen, 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)

[edit] Nightfall

80 Current Bosses

[edit] Warrior (W)
  • Swordsmanship
    • WarriorReaper of Agony - Hard/Very Hard (Since he has new position which requires a very long and hard run)
  • Axe Mastery
    • WarriorChor 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)
    • WarriorRobah Hardback - Medium/Hard
    • WarriorColonel 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
    • WarriorGrabthar 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.
    • WarriorRiktund the Vicious - Medium/Hard
  • Shield
    • Strength
      • WarriorOnwan, 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
      • WarriorMahto Sharptooth - Easy/Medium (Easy to kill a little more difficult to get to)
[edit] Ranger (R)

To Be Added...

[edit] Monk (Mo)
[edit] Necromancer (N)

To Be Added...

  • Blood Magic
  • Death Magic
    • NecromancerJerneh 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 a lot 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)
    • NecromancerEshekibeh Longneck - Very Easy/Easy
    • NecromancerTerob Roundback - Easy/Medium (when the two heket monks are near him it can be hard at times
  • Curses
    • NecromancerCreo Vulnero - Easy/Medium
    • NecromancerFondalz the Spiteful - Medium
    • NecromancerModti 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
    • NecromancerMaster 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.)
    • NecromancerTain 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")
[edit] Mesmer (Me)

To Be Added...

[edit] Elementalist (E)
[edit] Assassin (A)
[edit] Ritualist (Rt)
[edit] Dervish (D)
[edit] Paragon (P)
  • Spear
    • Spear Mastery
      • ParagonEshau Longspear - Easy/Medium (You need to aggro the group of Mandragors behind him rezone if that party has a Mandragor Imp in it.)
      • ParagonShrieker 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.
      • ParagonPehnsed the Loudmouth - Medium (Very close. Sometimes takes two tries to get him down far enough that the next will kill him)
      • ParagonTureksin the Delegator - Medium ( Tough run, takes practice )
      • ParagonJishol 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)
      • ParagonToshau Sharpspear - Easy/Medium (Staggering Force of Enchanted Brambles ignores Shadow Form)
  • Shield
    • Command
      • ParagonLieutenant 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)
      • ParagonBriahn 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
      • ParagonWandalz 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)

[edit] See also

[edit] Template

image:skillsdisk.jpg
The Skills Template for this build is:
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[edit] necro solo farm

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.

[edit] Attributes and Skills

NecromancerMonkNecromancer / Monk Attribute Rank
Blood Magic 12 + 1 + 3
Protection Prayers 9
Healing Prayers 9
Protective Spirit

Protective Spirit

Healing Breeze

Healing Breeze

Spoil Victor

Spoil Victor

Vampiric Touch

Vampiric Touch

Watchful Spirit

Watchful Spirit

Mending

Mending

Essence Bond

Essence Bond

Balthazar's Spirit

Balthazar's Spirit

[edit] 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.

[edit] 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.


[edit] Counters

[edit] 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.

[edit] Notes

  • The ideal hp for this build is 19, although 55 and under should work in most cases. Also, Spoil Victor is more effective the lower your HP is as it is less likely a target will lower himself to below your hp. Going under 13 hp is not advised.
  • See the boss strategies for notes, videos, and tips for specific bosses.
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