User:Talia Caribdus
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On May 1, 2007, all articles in the GuildWiki build namespace
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A Vengeful Farmer is a Warrior that employs the elite Vengeful Was Khanhei (VWK). When a foe attacks you through melee or ranged attacks, they lose health for each attack and you gain that lost health. Using dolyak signet a warrior can alternate between these for farming Smite Crawlers in the underworld.
[edit] Attributes and Skills
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Attribute Rank |
---|---|
Restoration Magic | 12 |
Tactics | 10 + 1 + 2 |
Strength | 8 + 1 |
[edit] Equipment
- Armor: Warrior Gladiator's Armor is best, although not vital.
- Weapons: A +5 energy sword/axe/spear with a +30hp or +7 armor mod. A shield with +30hp always and damage -5 (chance: 20%). Also shields with stance bonuses are advisable for the running portion and you could replace the +5 energy weapon for a weapon with "let the memory live again" to reduce the recharge time of Vengeful Was Khanhei.
[edit] Usage
Carefully approach, and take the quest from the Lost Soul who should be in front of you.
If you accidentally aggro a Bladed Aatxe , hit Sprint and run straight to the cliff wall behind you, this should break any aggro. If you attract a Dying Nightmare, use Vengeful Weapon until you kill it.
Once the quest was taken, you should have noticed some monsters appear on your mini-map. They are Grasping Darknesses, so we need to lure and kill them to escape from the chamber.
So aggro the closest group, usually of about 4 Grasping’s. This will normally also aggro the Bladed Aatxe, so we hit sprint, and run straight to the back wall. Only the Graspings should follow. (You could also use a longbow for luring the Graspings, that way you can save 5 energy from not having to use Sprint.)
Once lured, use Dolyak Signet, attack them with your sword (or axe) until Bonetti’s is charged, once charged use Bonetti’s, then Vengeful was Khanhei.
Repeat until they are dead. The main problem with Grasping's are their interrupts and energy drain, both of which can be tackled with Bonetti’s. Use it as a cover when casting VWK.
Once you have killed the 3 Groups of Graspings required for the quest, you can escape the chamber.
After escape you have to aim for smites, they are the creatures that you can kill that will drop ecto. Once you reach the Smites, do NOT attack the Smites, just lure them and let them attack you while you spam all the skills. When looking for Smites, be sure to watch out for Coldfire Nights, if you do aggro them, just sprint away. If you are hit by their Shard Storm or Frozen Burst spell, try to run and not to be in the middle of their Maelstorm.
[edit] Counters
Aatxes.
The standard set-up of this build cannot handle Coldfire Nights. However, Resilient Weapon can replace Sprint if you intend to farm them. Even with Resilient Weapon, they are very difficult to kill. Otherwise they should be avoided because once aggroed their spell Shard Storm will make it very hard to escape them, but its still possible if you evade their attacks and run to the beginning of smites.
[edit] Variants
- Resilient Weapon can replace Sprint if you intend to farm other areas of the underworld.
- "To the Limit!" can replace "Watch Yourself!" when you want some faster Adrenaline reload.
- Soothing Memories or Mend Body and Soul Can replace Healing Signet so you don't have the -40 Armor.
- Signet of Stamina can replace Healing Signet for running to smites and tanking them.
- Endure Pain can replace watch yourself,or healing signet.
- "To the Limit!" can also replace enraging charge if you don't have nightfall.
Quick Note/Tip, replace both Healing Signet and "Watch Yourself!" with the health buffs shown and use one of them when heath gets low right before using VWS as it recharges. (Health will be about 130hp after using Bonetti's Defense then use Stamina or Endure, then dolyak, then VwK. VwK will bring hp to maximum, enabling you to repeat.
[edit] Templates
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[edit] Notes
Note that you can farm a lot of creatures with this build. The only requirements are that they don't do more then about 25 damage per hit, don't have a extreme way of healing themselves or each other and don't do massive AoE damage. For regular farming you can even replace Sprint and Enraging Charge with Resilient Weapon and/or "To the Limit!" for some extra health regeneration, armor, and Adrenaline.
Grasping Darkness's tend not to interrupt Healing Signet, even with its 2 second activation time. They will however interrupt Vengeful Was Khanhei with its 3/4 of a second activation time and Vengeful Weapon with its 1/4 of a second time.
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On May 1, 2007, all articles in the GuildWiki build namespace
will be deleted. After that date, no build articles may be posted
to the GuildWiki in either the main or build namespaces before a
new policy is decided on. Find the reasoning and the details behind
this at GuildWiki:Builds wipe. |
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This build has been successfully vetted by the GuildWiki community according to the vetting procedure. This build has been designed for the following use: |
This build is similar to the W/Me variant of the FOW Solo Farmer, but can kill faster and heal easier than the Build:W/any Fissure Spider Farmer.
[edit] Attributes and Skills
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Attribute Rank |
---|---|
Inspiration Magic | 5 |
Scythe Mastery | 12 + 3 |
Earth Prayers | 8 + 1 |
Mysticism | 9 + 1 |
[edit] Equipment
- Armor:
- Runes/Insignia:
-
- Energy/Armor boosting insignia
- 1 Superior Rune of Scythe Mastery.
- 1 Minor mysticism rune
- 1 Minor earth prayers rune
- Best vigor rune you can afford
- Weapons:
-
- Any scythe will do. A zealous scythe with energy/health boost and/or armor penetration is suggested. Mhedi's Vow is a perfect unique scythe for this build.Also any tipe of longbow or flatbow is needed to lure monsters at distance
[edit] Usage
[edit] Start
- Cast in this order: Avatar of Balthazar, Mystic Regeneration, Vital Boon, Mystic Vigor when you spawn in the FOW.It is very important to cast enchantments in given order!
- Run to the right, through the mobs, and circle around the large rocky outcrop where you can stop to let the patrols pass you.Use Mystic Regeneration to heal yourself.
- When you meet the Snarling Driftwood, take them down quickly followed by the Doubter's Dryder that stands behind them. This must be done quickly because of the two shadow patrols that come past that point.
[edit] Killing
Important: Always keep away from the Ancient Skale!
- While fighting the Snarling Driftwood, keep up Physical Resistance, Vital Boon, Mystic Vigor and Avatar of Balthazar whenever possible. Position yourself so that your scythe hits all 3 at the same time. Then when your health is low, cast Mystic Regeneration to keep your health up. Because of the three enchantments on you, your health stays high. And even when your health drops (which it shouldn't anyway), the enchantments on you provide enough healing power to stay alive. Keep on spamming the attack skills and when their health is at 1/3 you will also gain health from Victorious Sweep. The mobs should die quickly and easily.
- The Doubter's Dryders are killed in a different way. First of all do not cast any enchantments on yourself because they will use Shatter Enchantment and Drain Enchantment which deal quite a lot of damage. Just lure them to a safe spot away from the Ancient Skale and attack them with your two attack skills. They should die quickly without any problems. Use Mystic Vigor, Mystic Regeneration and/or Vital Boon when your health drops below 250.
- The Armored Cave Spiders are also very easy to kill. First kill the three Doubter's Dryders that stand in front of the cave. Then make the Armored Cave Spiders spawn and wait for them to spread out in front of the cave. Cast Vital Boon, Mystic Regeneration, Mystic Vigor and Physical Resistance before you proceed. Then lure one of them and pull him away from all the others, causing a group of 3 spiders to follow you. Wait until the three Armored Cave Spiders are together and pull them back further. Then just keep your enchantments up and Mystic Regeneration will provide you with enough healing power to stay alive and counter the poison. Spam your attack skills and they will die within 20-40 seconds.
[edit] Details
- For a more detailed version on how to approach the mobs in FOW read the Build:W/any Fissure Spider Farmer article, which describes how to attack and position yourself as you are farming in FOW.
[edit] Counters
- Watch out for the Ancient Skale. You are almost certain to die if you don't rush through them, so always sprint away from them.
[edit] Notes
- The Fissure of Woe is a very tricky place to go solo, so be careful with what you lure and where you stand, always keep an eye on the radar, and make sure to keep your enchantments on!
- Sometimes spawn points will disallow you to wall hug the spiders
- (note from user) Hard mode solo is impossible with this built.
[edit] Templates
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[edit] See also
- Videos:
- [1] Video on how to kill Armored Cave Spider
- [2] Video on how to kill Doubter's Dryder
- [3] Video on how to kill Snarling Driftwood
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On May 1, 2007, all articles in the GuildWiki build namespace
will be deleted. After that date, no build articles may be posted
to the GuildWiki in either the main or build namespaces before a
new policy is decided on. Find the reasoning and the details behind
this at GuildWiki:Builds wipe. |
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This build has been successfully vetted by the GuildWiki community according to the vetting procedure. This build has been designed for the following use: |
This article portraits a build designed to solo-farm the Fissure Shore and the Spider Cave areas in the Fissure of Woe as a primary Warrior. Note that there is not one single way to do it right, but multiple approaches, so this article will show different options, as well as one working example.
[edit] Skills
[edit] General
Many monsters in the area you will farm have very strong anti- spell caster skills. Do not bring any spells! (including hexes and enchantments)
[edit] Defense
The first thing to consider when setting up a build for such a dangerous area as the Fissure is obviously how to survive. Fortunately, the Warrior-class offers high armor, as well as skills to increase it even further. Possible options are "Watch Yourself!" and Dolyak Signet. With those two skills together, and high enough attributes in Tactics and Strength, you can constantly boost your armor level by 60 points. Adding the right equipment (see below) will render you nearly invulnerable to a large number of foes. Although this is no requirement for this build to function, it is beneficial to set your secondary profession to Mesmer, because with Physical Resistance you will have an even stronger defensive skill at your disposal.
Any combination of two of those skills will allow you to survive just fine. Although for starters you may want to bring all three.
[edit] Offense
Both swords and axes work, but better refrain from using a hammer, since the loss of a shield will really hurt. Skills that cause conditions, especially Deep Wounds, can be very effective, but also counterproductive (see enemy notes below), depending on usage. It is usually best just to bring some straight forward attack skills. Options that come into mind are:
Axe Skills
Sword Skills
- Hundred Blades *Elite*
- Final Thrust
- Galrath Slash
Strength Skill
Tactics Skill
Factions Only
- Triple Chop *Elite*
- Dragon Slash *Elite*
- Standing Slash
- Silverwing Slash
- Quivering Blade *Elite*
Nightfall Only
Pick three or four skills of your liking, but consider adrenaline and energy costs (don't bring only
skills that need adrenaline, since you will need it for "Watch
Yourself!" also. Likewise, don't bring too many energy consuming
skills when using Physical Resistance). Cyclone Axe and Hundred
Blades are very useful to build up adrenaline. For the same reason,
consider bringing Flurry,
Flail or Auspicious
Parry (but only if you don't use Physical Resistance, since you
can only have one stance active).
[edit] Healing
Despite your high armor, you will still be taking damage from spells, conditions and the occasional lucky hit, so you need to be able to heal yourself. The only real option you have for this is the Healing Signet, unless you have access to Nightfall then Lion's Comfort is better.
[edit] Utility
The shore and the spider cave are quite close to the starting point, but unfortunately there are some very strong groups of Shadow Army creatures in between. You cannot kill those with this build. To get to the shore, you will need a skill that increases your movement speed. If you have Nightfall, Enraging Charge is the best option for this, as it can be used to give you an adrenaline head-start. Other than that, use Sprint.
[edit] Example
[edit] Attributes
Your attributes depend, of course, on the skills you chose to bring. Normally you will want a very high Tactics, so Healing Signet and "Watch Yourself!" (if you decide to use it) are as effective as possible. Likewise, if using Dolyak Signet you should try to raise your Strength to 15. With that, the signet can be kept up constantly. Also, the armor penetration granted by Strength helps a lot. Of course, your weapon attribute should be at least 12.
[edit] Example
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Attribute Rank |
---|---|
Axe Mastery | 11 + 1 + 3 |
Strength | 8 + 1 |
Tactics | 11 + 1 |
Inspiration Magic | 3 |
You may wish to start off with only minor runes until you get some experience, then build up to using 1, or more superior runes. Consider using minor runes for running then switch to superior (weapon) and tactics when fighting. This will allow you to use Healing Signet less and attack more. Because there is a steady flow of damage, high health is not required.
[edit] Equipment
[edit] Armor
All sorts of armor work. Depending on your need for energy, Gladiator's Armor can be advantageous. Otherwise, Knight's Armor would be optimal, because of the additional damage reduction. Use a helmet that complements your choice of skills and attributes. Knight's Armor is advisable if you decide to go with only Physical Resistance and "Watch Yourself!" as armor skills
[edit] Runes
Depending on your need of attribute points, and if you're willing to take the risk, consider using superior runes for both Strength and Tactics. A minor rune for your weapon attribute should suffice. You should use at least major runes of Vigor and especially Absorption.
[edit] Weaponry
As mentioned above, both axes and swords are feasible. A weapon with a damage bonus while using a stance is best for this build, since you don't use enchantments and it is likely that your health will drop below 50% often. This is best, of course, if you use Physical Resistance. The weapon should have a suffix "of Defense" or better "of Shelter", with an as high armor bonus as you can get. As tempting as it may be, do not use an upgrade "of Fortitude". You will be taking huge numbers of hits, and as such every single point of damage you don't take due to higher armor will add up to impressive amounts of health you don't have to heal on the long term. If you feel like you are not taking too much damage, an upgrade with +1 Axe Mastery/Swordsmanship is advisable. For the prefix do not use an upgrade that converts your weapon damage to elemental damage (most monsters you encounter have increased armor vs. elemental damage). A Zealous upgrade can help with energy management. A Sundering is also advisable though you will need to be careful with energy
Likewise, your shield should offer a damage reduction of -2 while in a stance. Optimal would be an additional armor bonus vs. piercing damage, other than that, a health bonus (while in a stance) is always helpful.
Important: Do not forget to bring either a Longbow, Storm Bow or Flatbow for luring. The stats of this weapon don't matter at all, all you need is the long range.
[edit] Example
- Gladiator's Helmet of Major Vigor
- Gladiator's Hauberk of Superior Absorption
- Gladiator's Gauntlets of Minor Axe Mastery
- Gladiator's Leggings of Major Tactics
- Gladiator's Boots of Minor Strength
- Either Battle Axe from the collectors Nord Stonegrimm, Sir Pohl Sanbert, or Pietro, upgraded with a Zealous Axe Haft and an Axe Grip of Shelter +7.
- The Crimson Carapace Shield from Lord Dorn Lendrigen.
[edit] Using the Build
[edit] Fighting
A typical encounter will start by you using either Physical Resistance or Dolyak Signet. Due to its slowdown effect you may want to wait to use the Signet until you are in melee range of your opponent. Physical Resistance can be used right away, so that it also covers ranged attacks while you are approaching. Once you have closed in on your enemy, use Flurry, Cyclone Axe, Triple Chop or Hundred Blades to build up adrenaline and activate "Watch Yourself!". Now just cycle through your attack skills, reapply the defense skills when they run out and heal whenever necessary. Only use Healing Signet if both your defensive skills are active!
Take heed of the enemy notes below.
[edit] Getting There
From the starting point in the Fissure head south, hugging the wall to your right. A group of several Shadow creatures will be in your way. With luck, you can slip past them without aggroing them. If not just keep running till you are right in the middle of them, then use Sprint. Continue up the ledge roughly to the southeast. A group of Shadow Warriors and Shadow Monks will approach from the front. If you didn't aggro the first group or have already broken aggro, you can wait in a small recess in the wall to the southwest until the second group has come to a halt on the ledge above the path. You can use this pause to heal, if necessary. If there is still something chasing you, just sprint on.
As you pass the second group, a hidden Shadow Beast will pop from the ground. This will also aggro the second group, even if you already cleared it. If you didn't take a break earlier, after clearing the first group, Sprint will run out about now and you will have several mobs following you. Do not panic, just keep running straight to the west until Sprint is recharged. Now you should be far enough so that just activating Sprint will instantly break aggro with anything that is still behind you and the mobs will return to their initial position.
You should be in a relatively wide, open area now, with a small mountain south of you. Further from the south, beyond this mountain, three groups of shadow creatures will approach from a pass in the mountainside. Wait behind the mountain for them to clear the pass, but do not wait too long, as one of those groups will circle around the mountain and come at you from the east. The other two groups should disappear roughly to the northwest.
As soon as the way is open, use Sprint to run down the passage in the mountainside, which will lead you to the shore.
[edit] First Contact
On the pass down to the beach, a group of three Snarling Driftwoods will approach from the front. Run towards them as quickly as possible, but beware of the Doubter's Dryder and even more so of the Ancient Skales behind them. You should dispatch the Driftwoods quickly and move on to the Dryder, because soon two of the Shadow patrols that you passed on your way here will come back. There is a safe spot between where the Shadows stop and the area where the Scales are. You should be about on it when you are fighting the Dryder, but watch your radar!
After clearing the pass, wait for another patrol of Driftwoods to approach from the beach. Unfortunately it will stop right in the middle of the Skale's area. This is why you brought a bow. Lure them up to your position and always be careful to stay well away from the Skales.
[edit] A Day at the Beach
Now you should take your time to take a look at the beach, as far as you can see it from there. You will see multiple groups of Skales, one more group of Driftwoods and a few lonely Dryders. You should plot your course across the beach so that you aggro as few Skales as possible and also, if possible, so that you fight the Dryders one by one. It is often not possible to get past the first group of Skales, without aggroing them, so use Sprint to get past them and break their aggro quickly. After that you have two options: Keep close to the cliff to the north or go straight south to the waterline. Consider which one to use depending on the locations of the Skales (usually it is better to keep north). Wait for the Driftwoods to come to you, or lure them and if you want, also take out the Dryders.
Continue to the east, again using sprint to get past the Skales, if necessary. You will find yourself in an relatively wide area (to the south you'll see Admiral Saidon the Eternal, usually surrounded by Skales). Kill any Dryders in this area, because you may need a little space to maneuver later. To the east, behind some rocks, is the entrance of the Spider Cave, behind a waterfall and guarded by more Dryders.
[edit] Itzy Bitzy Spiders
Lure the first two Dryders away from the cave entrance with your bow, and fight them so that your aggro bubble does not touch their initial position. After you have dispatched them, get a few steps closer to the third Dryder and watch your radar for red dots appearing. Immediately retreat to the wider area to the west (which you have cleared before). Now several groups of three Armored Cave Spiders each will come out of their hiding, one after another, and exit the cave. Wait for them to spread out a little, then engage. Due to the large number of opponents, this is going to be a quite long fight, but you can always break away to the west, using Sprint. During this fight take special care not to aggro any Skales, which may be nearby to the east.
Once this fight in done, the easy part starts. Just enter the cave and kill any Dryders and Spiders you will find. You will not encounter any other creatures in the cave, so you can advance relatively easily. But beware of Shadow Beasts, which may be hidden close to the other end of the cave. If you happen to aggro them when approaching the last Dryder, just sprint back into the cave and wait till the Spiders have taken care of the Shadows.
Now you should have killed 51 Armored Cave Spiders, 12 Snarling Driftwoods and up to 15 Doubter's Dryders, which is about all you can hope to achieve with this build. Of course, you can try to continue further to use any Obsidian Keys you may have found or brought. However, there usually is at least one chest in the area you cleared.
[edit] Enemy Notes
[edit] Shadow Creatures
As described above, there is a multitude of Shadow creatures, which you have to pass on your way to the beach. Most dangerous are the Shadow Elementals close to the starting point, as this build is not designed to withstand huge amounts of elemental damage. Also beware Empathy and Spiteful Spirit from Shadow Mesmers and Shadow Beasts. All types of shadow creatures are hostile to all other inhabitants of the Fissure and will engage them on sight. This may especially happen at the pass down towards the beach, where a Shadow patrol may steal your kills of some Snarling Driftwoods.
Note that you can use the Shadow beast popping up for your own good. Make it cast Spiteful Spirit and Mark of Pain on you, or just Mark of Pain, for that's what you are going to use. Immediately after it has cast Mark of Pain on you, use sprint and run into the Snarling Driftwoods, breaking its aggro. Now the only thing you need to do is to stand there and use your defensive skills, because they are enemies of the shadow army as well as yourself and will take huge amounts of damage due to beating on you. You will take no damage from it as it only damages adjacent allies of targeted foe.
[edit] Snarling Driftwood
These warriors are just pathetic. Once you have your defenses up, they will not be able to damage you at all. There is, however, one possible danger: If you are engaged in a fight with Driftwoods and want to break away, because you happened to aggro some Ancient Skales, for example, you will probably be crippled and you will find that Protector's Strike is very well capable of penetrating even your high armor level.
Note that you can use the Shadow beast popping up for your own good. Make it cast Spiteful Spirit and Mark of Pain on you, or just Mark of Pain, for that's what you are going to use. Immediately after it has cast Mark of Pain on you, use sprint and run into the snarling driftwoods, breaking its aggro. Now the only thing you need to do is to stand there and use your defensive skills, because they are enemies of the shadow army as well as yourself and will take huge amounts of damage due to beating on you. You will take no damage from it as it only damages adjacent allies of targeted foe.
[edit] Doubter's Dryder
As you are no spell caster, the only way for these Dryders to damage you is Wastrel's Worry. Which they will spam. Of course you can easily counter it by spamming skills yourself. Just do not use your attacks as soon as they are recharged, but wait for the Dryder to cast Wastrel's Worry. You will not need your defensive skills in a fight with a Doubter's Dryder, but they can of course be used to end Wastrel's, too. Keep in mind that every Dryder in the cave will spawn six Armored Cave Spiders.
[edit] Ancient Skale
Immediately after aggroing them, they will hit you with Life Transfer and Life Siphon for -10 health degeneraton. Once damaged, they will use Grenth's Balance. You will have a very hard time to outperform this with both healing and damage. This is why you should flee them. If you find it hard to get past them, consider boosting your health by swapping armor parts with major or superior runes for parts with minor runes only (don't forget to swap back after you clear the Skales) or using a shield with additional health while hexed. Also, skills like Endure Pain can be helpful.
[edit] Armored Cave Spider
They always come in groups of three, although at the cave entrance it will be next to impossible (but also irrelevant) to spot which ones belong together. Once you have your defenses up, their attacks should deal next to no damage. You will still be poisoned, though, and will have to heal yourself frequently. The spiders have the nasty habit of healing each other with Healing Springs. One possibility to overcome this is to wait outside the aggro radius for the spiders to spread out far enough so that they are out of each other's healing radius. However, this time consuming tactic often is unnecessary, as the spiders will stop using Healing Spring as soon you are stand immediately adjacent to them (Note: You know you are within range if your non-AoE melee attack can hit them. Being able to hit them with AoE weapon skills such as Cyclone Axe or Hundred Blades is not necessarily close enough). So when engaging a group of Spiders, position yourself so that you are standing right in the middle of them.
Note that if you use conditions on them, you grant them a relatively potent self-heal (Melandru's Resilience), and they will try to use Healing Spring even if you are in melee range.
[edit] Alternatives
- A W/Rt can use Resilient Weapon for negating the poison and some extra armor.
- For a unique change, try the Build:W/Mo Regeneration IDS Farmer.
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On May 1, 2007, all articles in the GuildWiki build namespace
will be deleted. After that date, no build articles may be posted
to the GuildWiki in either the main or build namespaces before a
new policy is decided on. Find the reasoning and the details behind
this at GuildWiki:Builds wipe. |
![]() |
This build has been successfully vetted by the GuildWiki community according to the vetting procedure. This build has been designed for the following use: |
This is a build copied by Chollo designed to farm bosses as a Dervish, by bringing your health down to 130 health, so that Protective Spirit lowers damage taken to a maximum of 13. It is in many ways similar to the 55 Monk build, but dervishes can not lower their health below 130 whilst wielding a scythe, because of the inherent +25 health on Dervish chest pieces. This particular build wields a scythe, thus negating the effects of any off-hand item you have equipped. Watch 130HP Dervish clip
[edit] Attributes and Skills
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Attribute Rank |
---|---|
Smiting Prayers | 1 |
Protection Prayers | 9 |
Scythe Mastery | 10 + 1 + 3 |
Earth Prayers | 10 + 3 |
Mysticism | 7 + 3 |
[edit] Equipment
- Runes
((+3-Scythe Mastery Rune)) ((+3-Earth Prayer Rune)) ((+3-Mysticism Rune)) ((+3-Rune(Your Choice)) ((+3-Rune(Your Choice))
- Insignias
((Radiant Insignia (x5) for more energy (*But not necessary*))
- Any kind of armor other than armor with the survivor insignia or health boosting runes will do, as long as it has a total of 5 superior runes on. Note that armor level does not matter for this build, so a set of armor purchased in Kamadan will serve this builds purposes just fine.
- A customized Scythe with a "Guided by Fate"/"Strength and Honor"/"To the Pain!" inscription. A scythe grip of Enchanting and a Sundering or Zealous scythe snathe can make things easier.
- A Zealous scythe is recommended while facing only one foe; if you don't use one you may not gain enough energy to recast all 3 enchantments. Note that energy mangement when facing a single foe may become easier by dropping Balthazar's Spirit and Essence Bond.
- Dwayna's Grace, Lyssa's Bedlam, Scythe of Corruption, or Suli's Scythe would work well for this build. The Soulbreaker also works.
[edit] Usage
Whenever you enter an explorable area cast Balthazar's Spirit and Essence Bond and wait for your energy to regen. Before approaching the monster(s) you want to kill, cast the first 3 skills on your bar. Aggro the monster(s) and keep your enchantments up while spamming your attack skills. If you're having trouble staying alive, consider deliberately getting yourself killed; the resultant Death Penalty will lower your health and therefore make the build more effective.
Mystic Regeneration is quite effective at keeping your health up, however enemies with fast attack speed or powerful health degen spells can render it useless. Try not to face your target alone, make sure he has company. When you aggro a group, make sure they are more or less mobbed up. With the help of Mystic Vigor, you will gain about 25 health each hit; with 3 targets in one hit you will gain 75 health per hit. With fast attacks and the assistance of Mystic Regeneration, you should survive quite easily.
Mystic Vigor is your anti-spike skill. When you get spiked, it should only take one hit from you while enchanted with Mystic Vigor to bring your health back up.
When there are only 1 or 2 enemies left, it's useful to just use Mystic Vigor instead of Mystic Regeneration, to conserve energy.
For some bosses, it is more effective to insert Mirage Cloak into the build instead of Eremite's Attack, to help counter the onslaught of melee attackers. This variation can often be used without having to harvest Death Penalty first, and also gives nice AoE damage. Note, however, that Mirage Cloak will lower the effectiveness of Balthazar's Spirit and Essence Bond, so don't attempt to use it unless you have a zealous scythe equipped.
[edit] Counters
- Blind
- Weakness
- Blurred Vision
- Enchantment removal
- Avatar of Grenth
- Health Degeneration exceeding 20 pips
- Health Stealing
- Energy Denial (Spirit Shackles)
- Chilblains this skill can ruin many of your farming runs
[edit] Variants
Replace Reaper's Sweep with Wounding Strike.
Replace Reaper's Sweep with Arcane Zeal if you are having trouble with energy management.
Replace Reaper's Sweep with Mystic Twister.
Replace Eremite's Attack or Mystic Sweep for Fleeting Stability to counter knock down.
Replace Eremite's Attack or Mystic Sweep for Heart of Holy Flame when fighting undead for double damage.
Replace Reaper's Sweep with any form except for Avatar of Melandru, which gives +100
health boost. Avatar of Balthazar and Avatar of
Dwayna are particularly useful here; the former with its armor
boost(doesn't matter due to Protective Spirit) and
armor-penetrating damage; the latter with its hex removal and
healing, which can negate the need for Mystic Vigor. Avatar of Lyssa
works wonders against Mage Bosses, as they are constantly casting
spells on you, you dish out +38 damage on a target that is casting
a spell.(Remember you will only have about a minute to kill each
group, however, if you rely on a form to make the build work.)
Replace Mystic Regeneration with Healing Breeze and take healing prayers instead of earth prayers. Not as effective, but works if you haven't come far enough in the Nightfall campaign to get Mystic Regeneration, unlock Mystic Regeneration with Balthazar Faction, then buy it off the skill trainer.
[edit] Notes
Players who only own the Nightfall campaign can use Zealous Vow as energy management and replace Balthazar's Spirit and Essence Bond with two utility/attack skills (such as Heart of Holy Flame, Lyssa's Assault, etc.). Managing your energy with this set-up might be a hassle, however.
It is possible to prevent bosses from healing (this has only been tested on Marobeh Sharptail) by taking replacing an attack skill with Rending Aura. However, to make this set-up effective, Wind Prayers need to be at 6. Lowering Mysticism to 9 can accomodate this.
Unlike the traditional 55 build, Death Penalty is not an issue with this build. If you die once, you can still run it fine, it's actually easier if you have 58 health. Same goes if you die twice. If you die 3 times, swap out one superior rune (put on one piece of your normal armor). Experiment with different normal armor pieces and different scythes on. You'll eventually get to a value below 100.
You may find it better to adjust the attributes as following. Found it much quicker and easier to kill Djinn and Jade Brotherhood. You still get a health regeneration of +15.
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Attribute Rank |
---|---|
Smiting Prayers | 3 (0) |
Protection Prayers | 10 |
Scythe Mastery | 12 + 1 + 3 |
Earth Prayers | 5 (6) + 3 |
Mysticism | 6 + 3 |
Always check your enchantments
This build has so far successfully been used to farm:
- Mobs/Various
- Am Fahs
- Behemoths (of all sorts)
- Djinns (of all sorts)
- Hekets (all sorts, but you can get unlucky with interrupts from the warriors)
- Hydras (Prophecies campaign)
- Insects (all sorts)
- Jade Brotherhood (Factions campaign) (Easier to kill with 58 HP.)
- Kirin
- Minotaurs
- Mountain Trolls (Prophecies campaign)
- Plants (mirage iboga's can be a pain but it can be done) only tested in Nightfall campaign
- Undead especially from The Undead Hordes quest
- Undergrowth
- Warden
- Bladed Aatxe In the underworld- no longer possible, thanks to riposte being added to their skills list. (This is partly true. One can solo 2 aatxes at a time, but not 3 as riposte will be too difficult to manage. So wait for the patrols to go and lure 2, you should be fine.)
- Skale (It's very easy just charge em and use the build correctly)
- Fire Imp
- Jade (species) At the beginning of Ring of Fire mission, avoid the mursaat and pull the Jade alone. Make sure you're Infused first!
- Warrior
Robah Hardback(Very easy, dying once makes it a bit easier)
Chor the Bladed(Position him beside his healer, and put pressure on the healer until it dies, then finish Chor)
Mahto Sharptooth(By using the hill to the west of Mahto, you can control the dmg/energy you take by using it to block the Hekets using their wands, dying once helps)
Colonel Chaklin (Enchantment removers are near)
Bloodback Morrob (Die first or the excessive warriors will over power you.)
- Ranger
Zelnehlun Fastfoot (Die twice, equip +30 HP scythe, then kill him, avoid Rampaging Ntouka on the run, they will strip your enchantments)
Tundoss the Destroyer (You may want to bring henchmen or heroes to kill the two healers near him, then flag them away.)
Whuup Buumbuul (Takes A While, line him up with the Mountain Trolls to keep up your health)
- Monk
Chidehkir, Light of the Blind (Die once, attack him and make sure one of his minions is in your strike range, keep the pressure on and he will die eventually)(User note: Try replacing Mystic Vigor with Scourge Healing, you can take points from Earth Prayers till it is at 8 and put those points into Smiting Prayers, keep Scourge Healing on him at all times so he cant heal)
Keshel the Voracious (easy)
Shen, the Magistrate (easy but die once first)
- Necromancer
Jerneh Nightbringer[Video] (Easier to try to kill him with 58 HP. Bubal and Rohan spawn near him.)(It's easy, Nightbringer first, then Buhon and at last Robah)
Terob Roundback(Very Easy/Easy. Die once first. Careful of Ntouka Birds)
Mabah Heardheart
Eshekibeh Longneck
Ghial the Bone Dancer (Consider taking Heart of Fury to help counter Faintheartedness)
- Mesmer
Neoli the Contagious (Hard)
Eshim Mindclouder
Yamesh Mindclouder
Jin, the Purifier
Yammirvu, Ether Guardian (Better if you die once)
- Elementalist
Buhon Icelord(Easier by dying 2 or 3 times)
Korshek the Immolated
Korr, Living Flame[Video] (if you go 61hp (30% DP and -1 armour) and equip Fleeting Stability it makes it exceptionally easier)
Exuro Flatus [Video]
Kormab, Burning Heart (Arcane Zeal makes this much easier)
Hajkor, Mystic Flame[Video] (use the wurm, before aggroing him, wait for the mandragor group to arrive, kill them, go for the small melee mandragor first, then die once, then pull him and his group away from the margonites and then kill him.)
Lian, Dragon's Petal (Easiest way is to pull the knight group in front and solo them then move on to Lian's group)
Birneh Skybringer (get hp below 50 and use Fleeting Stability (You don't need this, it is still possible to kill him without it), if a monk is in his group, kill the monk first (easier if you are hitting more targets))
- Assassin
Lunto Sharpfoot(If he has any healers near him, finish them first by positioning lunto and any other melee minions at one side of the healer, and hit Lunto, the healer and his minions at the same time)(user comment: just lure the closest of lunto's minions and the whole group will come running to you, then just kill the monk)
Xuekao, the Deceptive
- Ritualist
- Dervish
Bubahl Icehands (Easy, die once then kill him)
Marobeh Sharptail (Make sure you hit him alone. Let the mob provide energy. He does take a good amount of effort)
Leilon, Tranquil Water
Vahlen the Silent (Die once, then kill him. I find it easier to die twice, because then they only do -1 dmg)
Corporal Suli (may need to rezone for a good spawn)
Acolyte of Melandru (die once, kill seers first, cover protective spirit with mystic regeneration and mystic vigor. Rezone if there are any priests.)
Acolyte of Balthazar no dying requied he is relatively easy to farm (please note that this works well in a group where the 130hp derv attacks first)
- Paragon
Wandalz the Angry (Take henchmen to clear the Kournan Seers, then keep flagged off radar.)
Shakor Firespear
Pehnsed the Loudmouth (Takes very long time, but possible)
Jishol Darksong (Medium, Takes very long time, but possible)
Note: if you add a boss to this list, please post a screenshot on the Talk page.
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