From PvXwiki
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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:
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| This build is part of the current PvE meta. Remove this tag if it is no longer used in the current PvE meta.
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This farm uses four teams, each with one 600HP tank and one smiter to quickly vanquish Drazach Thicket for Kurzick faction, starting from The Eternal Grove. It is also commonly known as DSC. The run will give, on average, 17k kurzick faction and takes around 15 minutes.
Groups are commonly formed in the European, French District of The Eternal Grove .
[edit] Overview
This party consists of:
[edit] 600 SB
Nightfall Monk. Protection Prayers 14 Shield of Absorption Enchantment Spell For 7 seconds, damage received by target ally is reduced by 5 each time that ally is hit while under the effects of this Enchantment. Target ally gets healed for 42 Health. Factions Monk. Protection Prayers 14 Spirit Bond Enchantment Spell For 8 seconds, whenever target ally takes more than 60 damage from the next 10 attacks or Spells, that ally is healed for 96 Health. Target ally gets healed for 42 Health. Core Monk. Protection Prayers 14 Protective Spirit Enchantment Spell For 22 seconds, target ally cannot lose more than 10% max Health due to damage from a single attack or Spell. Target ally gets healed for 42 Health. Core Monk. Divine Favor 13 Spell Breaker Elite Enchantment Spell For 15 seconds, enemy Spells targeted against target ally fail. Target ally gets healed for 42 Health. EotN No Profession. Ebon Vanguard rank Ebon Vanguard Assassin Support Spell Summon a level 14..20 Ebon Vanguard Assassin that has Iron Palm, Fox Fangs and Nine Tail Strike. This summoned Assassin Shadow Steps to target foe. If that foe is a Charr, the Assassin lives for 24..30 seconds. If target foe is not a Charr, the Assassin lives for 12..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. Prophecies Monk. Divine Favor 13 Blessed Aura Enchantment Spell While you maintain this Enchantment, Monk Enchantments you cast last 32% longer. You get healed for 42 Health. Prophecies Monk. Unlinked Essence Bond Enchantment Spell While you maintain this Enchantment, whenever target ally takes physical or elemental damage, you gain 1 Energy. Target ally gets healed for 42 Health. |
Equipment
- Armor with lowest AL possible(Max:15), only head, legs and feet
- 20% enchantment.
- Do NOT use a shield, this will increase overall armor.
[edit] 600 Elementalist Variant
Nightfall Monk. Protection Prayers 12 Shield of Absorption Enchantment Spell For 6 seconds, damage received by target ally is reduced by 5 each time that ally is hit while under the effects of this Enchantment. Factions Monk. Protection Prayers 12 Spirit Bond Enchantment Spell For 8 seconds, whenever target ally takes more than 60 damage from the next 10 attacks or Spells, that ally is healed for 88 Health. Core Monk. Protection Prayers 12 Protective Spirit Enchantment Spell For 19 seconds, target ally cannot lose more than 10% max Health due to damage from a single attack or Spell. Core Elementalist. Earth Magic 14 Obsidian Flesh Elite Enchantment Spell For 19 seconds, you gain +20 armor and cannot be the target of enemy Spells, but move 50% slower. Core No Profession. Unlinked Optional Optional Optional. Core No Profession. Unlinked Optional Optional Optional. Prophecies Monk. Protection Prayers 12 Life Attunement Enchantment Spell While you maintain this Enchantment, target ally deals 30% less damage in combat, but gains 43% more Health when healed. Prophecies Monk. Unlinked Essence Bond Enchantment Spell While you maintain this Enchantment, whenever target ally takes physical or elemental damage, you gain 1 Energy. |
- "Finish Him!"
- Pain inverter
- Ebon Vanguard Assassin Support
- Mindbender (for IMS while under Obsidian Flesh)(Shuoldn't ever be needed)
- Ward of Stability (for Protection against KD)
Equipment
Counters
- Oni spawns
- Activating Obsidian Flesh too early and the intended group walks away.
- Biting off more than you can chew. Remember you can NOT maintain SoA!
Notes
- Because Obsidian Flesh gives you +20 armor, it is best to have an AL of 5 (starting armor).
- You cannot maintain Shield of Absorption.
- While fighting the large group of Dragon Moss near Saint Anjeka's Shrine, strife back and forth while casting Spirit Bond until SoA recharges.
[edit] Smiters
There are three possible builds for the 4 Smiters. They all work for each route, UA is most preferable.
[edit] UA Smiter
Prophecies Monk. Divine Favor 3 Unyielding Aura Elite Enchantment Spell Bring target dead party member back to life at full Health and full Energy. If you stop maintaining this Enchantment or if this Enchantment is removed, that party member dies and leaves an exploited corpse. Deaths while enchanted with Unyielding Aura do not incur a death penalty. (50% failure chance with Divine Favor 4 or less.) Core Monk. Divine Favor 3 Blessed Signet Signet For each Enchantment you are maintaining, you gain 3 Energy. You cannot gain more than 7 energy in this way. Core Monk. Unlinked Purge Signet Signet Remove all Hexes and Conditions from target ally. You lose 10 Energy for each Hex and each Condition removed. Prophecies Monk. Smiting Prayers 16 Holy Wrath Enchantment Spell While you maintain this Enchantment, whenever target ally takes attack damage, this Spell deals 66% of the damage back to the source (maximum of 53 damage), and you lose 10 Energy. Target ally gets healed for 10 Health. Core Monk. Smiting Prayers 16 Retribution Enchantment Spell While you maintain this Enchantment, whenever target ally takes attack damage, this Spell deals 33% of the damage back to the source (maximum 21 damage). Target ally gets healed for 10 Health. Prophecies Monk. Protection Prayers 15 Vital Blessing Enchantment Spell While you maintain this Enchantment, target ally has +200 maximum Health. Target ally gets healed for 10 Health. Prophecies Monk. Smiting Prayers 16 Balthazar's Spirit Enchantment Spell While you maintain this Enchantment, target ally gains adrenaline and Energy after taking damage. (The amount of adrenaline gained increases depending on your rank in Smiting Prayers.) Target ally gets healed for 10 Health. Prophecies Necromancer. Blood Magic Blood Ritual Enchantment Spell For 8..13..14 seconds, target touched ally gains +3 Energy regeneration. Blood Ritual cannot be used on the caster. |
Equipment
- Low energy set (to switch to while the 600 is tanking)
- High energy set (to switch to if the 600 dies and needs rebonding)
Variant
- "By Ural's Hammer!" for Blood Ritual - greatly increases damage, as BR is hardly used (as experienced 600's learn to finish groups leaving their energy pool high)
[edit] SoI Smiter
Nightfall Mesmer. Illusion Magic 16 Signet of Illusions Elite Signet Your next 3 Spell uses your Illusion attribute instead of its normal attribute. Factions Mesmer. Inspiration Magic 12 Ether Signet Signet If you have less than 9 Energy, gain 18 Energy. EotN No Profession. Deldrimor rank "By Ural's Hammer!" Shout For 7..10 seconds, you have +2 Health regeneration and do 25% more damage. This lasts 7..10 more seconds for each ally within earshot who is under 50% Health. Prophecies Monk. Smiting Prayers 16 Holy Wrath Enchantment Spell While you maintain this Enchantment, whenever target ally takes attack damage, this Spell deals 66% of the damage back to the source (maximum of 53 damage), and you lose 10 Energy. Core Monk. Smiting Prayers 16 Retribution Enchantment Spell While you maintain this Enchantment, whenever target ally takes attack damage, this Spell deals 33% of the damage back to the source (maximum 21 damage). Prophecies Monk. Protection Prayers 16 Vital Blessing Enchantment Spell While you maintain this Enchantment, target ally has +211 maximum Health. Prophecies Monk. Smiting Prayers 16 Balthazar's Spirit Enchantment Spell While you maintain this Enchantment, target ally gains adrenaline and Energy after taking damage. (The amount of adrenaline gained increases depending on your rank in Smiting Prayers.) Core Monk. Protection Prayers 16 Rebirth Spell Resurrect target party member. Target party member is returned to life with 25% Health and zero Energy, and is teleported to your current location. All of target's skills are disabled for 3 seconds. This Spell consumes all of your remaining Energy. |
Equipment
- Low energy set (to switch to while the 600 is tanking)
- High energy set (to switch to if the 600 dies and needs rebonding)
[edit] BiP Smiter
Core Necromancer. Blood Magic Blood is Power Elite Enchantment Spell For 10 seconds, target other ally gains +3..5..6 Energy regeneration. Core Monk. Divine Favor 3 Blessed Signet Signet For each Enchantment you are maintaining, you gain 3 Energy. You cannot gain more than 7 energy in this way. Core Monk. Unlinked Purge Signet Signet Remove all Hexes and Conditions from target ally. You lose 10 Energy for each Hex and each Condition removed. Prophecies Monk. Smiting Prayers 16 Holy Wrath Enchantment Spell While you maintain this Enchantment, whenever target ally takes attack damage, this Spell deals 66% of the damage back to the source (maximum of 53 damage), and you lose 10 Energy. Target ally gets healed for 10 Health. Core Monk. Smiting Prayers 16 Retribution Enchantment Spell While you maintain this Enchantment, whenever target ally takes attack damage, this Spell deals 33% of the damage back to the source (maximum 21 damage). Target ally gets healed for 10 Health. Prophecies Monk. Protection Prayers 15 Vital Blessing Enchantment Spell While you maintain this Enchantment, target ally has +200 maximum Health. Target ally gets healed for 10 Health. Prophecies Monk. Smiting Prayers 16 Balthazar's Spirit Enchantment Spell While you maintain this Enchantment, target ally gains adrenaline and Energy after taking damage. (The amount of adrenaline gained increases depending on your rank in Smiting Prayers.) Target ally gets healed for 10 Health. Core Monk. Protection Prayers 15 Rebirth Spell Resurrect target party member. Target party member is returned to life with 25% Health and zero Energy, and is teleported to your current location. All of target's skills are disabled for 3 seconds. This Spell consumes all of your remaining Energy. |
Equipment
- Low energy set (to switch to while the 600 is tanking)
- High energy set (to switch to if the 600 dies and needs rebonding)
[edit] Starting
- Once zoned in (from the Eternal Grove), smiters cast enchantments on the 600's and everybody takes the blessing from the Kurzick Priest.
- Instead of selling your drops in town, you should use the Kurzick Merchant next to the Priest in the explorable area.
- Once the path opens up (after a turn north), you will see several plant mobs and a few Mantis in the river. The 600s should split the work of killing these mobs as Bezzr Wingstorm and the pop-ups around him can be too much pressure for one tank. Sometimes, a Skill Hungry Gaki with Disenchantment will spawn with the plant mobs, which goes through Spell Breaker. To easily overcome this, make sure you run past it and out of aggro range before the spirit is made.
- After these mobs are defeated, continue north until you come to a flat area with a Warden mob that has 3 separate paths to take. The four teams (Left, MidLeft, MidRight, and Right) split up here. The Left group goes directly left here and the MidLeft team takes the upwards route straight ahead and over a bridge. The MidRight and Right teams both head up that little hill to the right, but the Right team keeps following the river and the MidRight team heads north up the next available turn.
- Use "Finish Him!" and Ebon Vanguard Assassin Support to easily kill off any Mantis Menders, or Wardens of the Seasons/Summer. If Maelstrom is cast on you by the Mantis Stormcallers, quickly step out of its small range before casting anything.
- If any Oni are encountered, hope that you either have Spell Breaker on you or you can cast it right away, because their Shadow Shroud is lethal to 600s. In the all-too-common chance that they do cast it on you, walk a little bit towards your smite so that they can rez you right away without having to aggro them. Otherwise, they will die very quickly because of their 100% double-strike chance and fast attack speed.
[edit] The Routes
- The Left team heads west along the river, killing Mantis until they reach Bezzr Icewing who stands alone in the river. The smiter must stay back as there are many pop-ups around him as you get near and sometimes there are more against the wall behind him that don't appear until after he is defeated. Then, they head northwest up the hill (watch out for Oni pop-ups from this point on) and keep heading north, killing a mix of Mantis and Warden from this point on. This is usually considered the easiest route.
- The MidLeft squad heads upwards immediately, killing any Warden encountered.
- The MidRight group heads up the same hill the East team takes, then heads north as soon as possible.
- Both of these teams will be mostly zig-zagging upwards killing the Warden that populate the middle of the map. As you reach the top of the map, you may encounter the other teams. Simply try to spread out and cover as much ground as possible. While neither of these routes are particularly difficult, a beginner might have trouble going in the right direction. Groups with more than one Warden Ritualist can be a pain, too, although with the PvE skills, they can be killed.
- The Right team heads east along the river (even when it curves) and kills Mantis and a few Kirin until they reach the waterfall. Pull the Plants in front of the Ritualist Bosses and kill them before you aggro the bosses. The bosses are not hard in themselves, but the Skill Eater's spirits can be a pain. To kill him, always keep him targeted and simply back up every time he casts either Dissonance or Disenchantment to not aggro the spirits. After they are dead, head around the little loop and kill any other Kirin/plants behind them before heading up the stone bridge to the north. You will come to a wide area infested with Plants and possibly Gaki. They are not hard in themselves, but be careful not to become overwhelmed. After they are dead, go east around the big building thing towards the entrance to The Brauer Academy then head north. From there, it is mostly north besides one or two Warden mobs up a side branch (see map). This is generally considered the hardest route, because of the Bosses and the large cluster of plants that you have to face.
- Once you have finished your route, go and assist slower teams with their routes.
- If everybody finishes their routes and the map is not vanquished, backtrack to try to find the enemies you missed.
| Left
| Mid-Left
| Mid-Right
| Right
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[edit] Counters
- Knockdowns from Wardens of the Tree and Forest.
- Oni spawns.
- If the Smite dies (just stay back, smiters :D) (or let the tank carry rez scroll. :))
- Missing a mob and having to backtrack.
- There is also a German variant of this build, which starts from Saint Anjeka's Shrine.
- Practice makes perfect.
- The smiter should always stay back.
- Beginners should start with the Left route, and learn all routes from an experienced 600 before trying yourself.
- People generally reorder so the smiters are together, and the 600's are together. In this case, the top smiter goes with the top 600, the second smiter with the second 600, etc.
- A TEXMOD Showing all of the routes can be found on this guru page
- An Alternate TEXMOD showing all the routes, including oni zones, can be found here Guild Wars Wiki