From PvXwiki
|
The PvXwiki community finds this to be an excellent build.
Through the PvX vetting system, it has reached an overall rating in the range from 4.75 to 5.0 and thus qualifies for the highest category of working builds: Great.
This build has been designed for the following use:
|
This build uses Channeling Magic skills combined with PvE only shouts to spike down Root Behemoths.
[edit] Attributes and Skills
Nightfall Ritualist. Channeling Magic 12 Destructive Was Glaive Elite Spell Hold Glaive's ashes for up to 54 seconds. While you hold her ashes, all Ritualist skills have 10% armor penetration. When you drop her ashes, all foes in the area are struck for 82 lightning damage. Factions Ritualist. Channeling Magic 12 Spirit Rift Spell Open a Spirit Rift at target foe's location. After 3 seconds, all adjacent foes are struck for 113 lightning damage. Factions Ritualist. Channeling Magic 12 Channeled Strike Spell Target foe is struck for 77 lightning damage. That foe is struck for an additional 29 lightning damage if you are holding an item. EotN No Profession. Norn rank "You Move Like a Dwarf!" Shout Target foe is knocked down and takes 44..80 damage. When that foe gets up, it is Crippled for 8..15 seconds. EotN No Profession. Norn rank "Finish Him!" Shout If target foe has less than 50% Health, that foe takes 44..80 damage and suffers from Cracked Armor and a Deep Wound for 12..20 seconds. EotN No Profession. Deldrimor rank Drunken Master Stance For 72..90 seconds, your movement and attack speeds are increased by 10..15%. If you are drunk while activating this Skill, your movement and attack speeds are increased by 25..33% instead. Core No Profession. Unlinked Optional Optional Optional. Core No Profession. Unlinked Optional Optional Optional. |
- The other two slots should be healing skills such as:
- Monk: Restful Breeze
Nightfall
Monk. Healing Prayers 14
Restful Breeze
Enchantment Spell
For 17 seconds, target ally has +10 Health regeneration. This Enchantment ends if that ally attacks or uses a Skill.
, Patient SpiritEotN
Monk. Healing Prayers 14
Patient Spirit
Enchantment Spell
For 2 seconds, target ally is Enchanted with Patient Spirit. When this Enchantment ends, that ally is healed for 114 Health.
, Signet of DevotionCore
Monk. Divine Favor 14
Signet of Devotion
Signet
Heal target ally for 94 Health.
- Necro: Consume Corpse
Prophecies
Necromancer. Death Magic 4
Consume Corpse
Spell
Exploit a random target. You teleport to that corpse's location and gain 45 Health and 9 Energy.
, Hexer's VigorEotN
Necromancer. Soul Reaping 14
Hexer's Vigor
Enchantment Spell
For 10 seconds, you have +8 Health regeneration. Hexer's Vigor ends if you cast a non-Hex Skill.
, Blood RenewalProphecies
Necromancer. Blood Magic 14
Blood Renewal
Enchantment Spell
For 10 seconds, you gain +6 Health regeneration. When Blood Renewal ends, you gain 180 Health.
- Mesmer: Ether Feast
Core
Mesmer. Inspiration Magic 14
Ether Feast
Spell
Target foe loses 3 Energy. You are healed 62 for each point of Energy lost.
- Ele: Glyph of Restoration
Nightfall
Elementalist. Energy Storage 14
Glyph of Restoration
Glyph
For 15 seconds, your next 2 Spells heal you for 100 Health, and you are healed for 383% of the Energy cost of each Spell.
- Assassin: Heart of Shadow
Factions
Assassin. Shadow Arts 14
Heart of Shadow
Spell
You are healed for 142, and you Shadow Step to a nearby location directly away from your target.
, Shadow RefugeFactions
Assassin. Shadow Arts 14
Shadow Refuge
Enchantment Spell
For 6 seconds, you gain 10 Health regeneration. When Shadow Refuge ends, you gain 96 Health if you are attacking.
- Ritualist: Soothing Memories
Factions
Ritualist. Restoration Magic 12
Soothing Memories
Spell
Target ally is healed for 82 Health. If you are holding an item, you gain 3 Energy.
, Generous Was TsungraiFactions
Ritualist. Restoration Magic 12
Generous Was Tsungrai
Item Spell
Hold Tsungrai's ashes for up to 51 seconds and gain +122 maximum Health. When you drop his ashes, you gain 244 Health.
- Dervish: Vital Boon
Nightfall
Dervish. Earth Prayers 14
Vital Boon
Enchantment Spell
For 20 seconds, you have +96 maximum Health. When this Enchantment ends, you are healed for 192 Health.
, Signet of Pious LightNightfall
Dervish. Earth Prayers 14
Signet of Pious Light
Signet
Lose 1 Enchantment. Target ally is healed for 114 Health. If an Enchantment was removed in this way, this Signet recharges immediately.
- An energy management skill may also be taken such as Ether Signet
Factions
Mesmer. Inspiration Magic 14
Ether Signet
Signet
If you have less than 10 Energy, gain 19 Energy.
, Energy TapCore
Mesmer. Inspiration Magic 14
Energy Tap
Spell
Target foe loses 7 Energy. You gain 2 Energy for each point of Energy lost.
, or Energetic Was Lee SaEotN
Ritualist. Spawning Power 12
Energetic Was Lee Sa
Item Spell
Hold Lee Sa's ashes for 13 seconds. While you hold her ashes, you gain +2 Energy regeneration. When you drop her ashes, you gain +8 Energy.
.
[edit] Equipment
- Radiant insignias are a MUST!
- Any weapon set will do but a shield is best for running.
Locations where Root Behemoths can be found in The Falls are marked yellow.
- Start at Ventari's Refuge and run to The Falls using Drunken Master and any heals as needed.
- Once in The Falls, follow the map on the right to get to where the root behemoths are.
- Get to an area where there are no foes attacking you and you are near but not aggroing a Root Behemoth, wait until you have full energy, and activate DwG.
- Move close to the Root Behemoth (within "in the area"). This is so that DwG can affect it. Make sure not to be adjacent to it because they have Wild Blow which will end Drunken Master which will take a while to recharge.
- Activate Spirit Rift and Channeled Strike.
- While Channeled Strike is activating, hit the "Drop Ashes" button which will drop DwG as soon as it finishes casting.
- Right after Spirit Rift hits, use "YMLAD!" and "Finish Him!" as fast as you can.
- DwG has about a half second delay between when it is dropped and when it does damage. This causes it to do damage 1/4 of a second after Spirit Rift hits, just in time to trigger the Deep Wound from "Finish Him!".
- Run away to a safe spot and find a new Behemoth. Wait until you energy comes back. Repeat.
[edit] Variants
- Drunken Master can be replaced with any running skill desired, but be warned that Wind Riders and Jungle Skales can remove enchantments, so any enchantment running skill or running skill that needs an enchantment is highly advised against.
- This build has only been tested with r10 norn and r10 dwarven, but it should function with any dwarven rank and r5 norn or higher.
- A full run takes about 20-25 minutes, including running through the first two zones.
- Never try to kill any Behemoths that will have Wind Riders attacking you at the same time since you will get interrupted and possibly die.
- Life Pods are not dangerous at all except for the 4 damage wandings. The number of them has no bearing on whether the Behemoth will die or not since the Behemoth dies .5 seconds after it first takes damage and the healing skills take at least .75 seconds to activate.
- Do not forget to wait for Channeled Strike to finish casting before using YMLaD and Finish Him, otherwise Finish him will not work and the lifepods will heal the Behemoth
- Necros are probably the best at using this build because one of the large limiting factors in speed is energy regen, but necros have Soul Reaping which can generate 14 energy every time a root behemoth is killed and they can kill Warthogs to trigger Soul Reaping. This reduces the time in between Behemoths by about 10 seconds.
- Not advisable for warriors, rangers, or paragons.
- When running through Fryn Rageflame (wind rider ele boss), use "YMLaD!" to interrupt Ice Spikes and also to cripple him to make him break aggro.
- It will increase the speed of the run if alcohol is used to increase the IMS on Drunken Master, although alcohol costs money.
[edit] Counters
- Interrupts from wind riders.
- Lag.
- Doing it wrong.