From PvXwiki
|
This build has been archived as of No date specified, for the following reason:
This build had been designed for the following use:
This build was in the category No category specified before being archived.
|
This build is designed to farm Destroyer Cores during Glint's Challenge by quickly destroying the first wave of attackers by defending the baby dragon.
[edit] The Protector
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 51 Health. Core Monk. Divine Favor 16 Spell Breaker Elite Enchantment Spell For 18 seconds, enemy Spells targeted against target ally fail. Target ally gets healed for 51 Health. Core Mesmer. Unlinked Arcane Echo Enchantment Spell If you cast a Spell in the next 20 seconds, Arcane Echo is replaced with that Spell for 20 seconds. Arcane Echo ends prematurely if you use a non-Spell skill. Nightfall Monk. Sunspear rank Seed of Life Enchantment Spell For 2...5 seconds, whenever target other ally takes damage, all party members are healed for 2 Health for each rank in Divine Favor. Core Monk. Divine Favor 16 Blessed Signet Signet For each Enchantment you are maintaining, you gain 3 Energy. You cannot gain more than 25 energy in this way. Core Monk. Protection Prayers 14 Life Bond Enchantment Spell While you maintain this Enchantment, whenever target other ally takes damage from an attack, half the damage is redirected to you. The damage you receive this way is reduced by 28. Target ally gets healed for 51 Health. Prophecies Monk. Smiting Prayers 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 51 Health. Prophecies Monk. Divine Favor 16 Blessed Aura Enchantment Spell While you maintain this Enchantment, Monk Enchantments you cast last 37% longer. You get healed for 51 Health. |
[edit] Equipment
- Radiant insignias on all armor pieces
- Any high energy weapon set with a weapon of enchanting.
- Upon entering the mission, use Life Bond on the baby dragon and Balthazar's Spirit and Blessed Aura on yourself.
- Stay exactly the range of the aggro bubble on the side of the dragon that doesn't have dwarves defending it.
- When the enemies are getting close to the dragon, use Arcane Echo followed by Spell Breaker on the baby dragon.
- Maintain energy with Blessed Signet.
- Spam Shield of Absorption on the baby dragon to make sure no damage is dealt to it.
- When Spell Breaker has recharged for about 18 seconds, use the echoed copy on the dragon.
- Continue to use Arcane Echo -> Spell Breaker -> echoed Spell Breaker on the dragon to prevent enchantment removal.
- Use Seed of Life on the baby dragon after using Shield of Absorption to regain its lost health.
[edit] The Splinter Barrager
Core Ranger. Marksmanship 3 Barrage Elite Bow Attack All your Preparations are removed. Shoot arrows at target foe and up to 6 foes adjacent to your target. These arrows strike for +8 damage if they hit. Factions Ritualist. Channeling Magic 16 Splinter Weapon Weapon Spell For 20 seconds, target ally has a Splinter Weapon. Target ally's next 5 attacks deal 53 damage to up to 3 adjacent foes. Prophecies Ranger. Beast Mastery 12 Edge of Extinction Nature Ritual Create a level 8 Spirit with 160 Health and 50 armor. If a non-Spirit creature within range dies, Edge of Extinction deals 43 damage to all creatures of the same type that are below 90% Health and within range of the Spirit. This Spirit dies after 126 seconds. Factions Ranger. Beast Mastery 12 Run as One Stance For 13 seconds, you and your pet run 25% faster. Factions Ritualist. Channeling Magic 16 Nightmare Weapon Weapon Spell For 12 seconds, target ally has a Nightmare Weapon. Target ally's next 3 attacks are reduced by 53 damage and steal up to 53 Health. Core No Profession. Unlinked Optional Optional Optional. Core No Profession. Unlinked Optional Optional Optional. Core No Profession. Unlinked Optional Optional Optional. |
[edit] Equipment
- Wait while the protector does his job until 3:20 into the mission.
- At 3:20 all the enemies will be in a tight little bundle and all of them will have come.
- Move to place where you can hit the enemy from a good distance and use Edge of Extinction.
- Activate Splinter Weapon and wait 5 seconds.
- Select a target in the mob (preferably more towards the middle) and attack using Barrage.
- Use Run as One after attacking and run away to prevent aggroing the mob.
- Move up and use Splinter Weapon -> Barrage.
- This should leave a crater where enemies once stood.
- If any of the creatures are still alive, spam Barrage and Splinter Weapon until they are dead. If they are not near any other foes, use Nightmare Weapon to kill them.
- Move to the other side and repeat the process.
- Each player performs his/her job.
- After all creatures are dead, about 30 seconds is left to pick up loot before the next wave comes and owns you.
[edit] Variants
[edit] Hard Mode Variant
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 51 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 51 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 51 Health. Core Monk. Divine Favor 16 Spell Breaker Elite Enchantment Spell For 18 seconds, enemy Spells targeted against target ally fail. Target ally gets healed for 51 Health. Core Mesmer. Unlinked Arcane Echo Enchantment Spell If you cast a Spell in the next 20 seconds, Arcane Echo is replaced with that Spell for 20 seconds. Arcane Echo ends prematurely if you use a non-Spell skill. Core Monk. Divine Favor 16 Blessed Signet Signet For each Enchantment you are maintaining, you gain 3 Energy. You cannot gain more than 25 energy in this way. Prophecies Monk. Divine Favor 16 Blessed Aura Enchantment Spell While you maintain this Enchantment, Monk Enchantments you cast last 37% longer. You get healed for 51 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 51 Health. |
- The usage is similar enough to be inferred.
- This build is harder to use than the original because the dragon dies a lot faster if you fail to maintain Spell Breaker or SoA.
- If it becomes too hard, a ranger hero can be used with 16 Wilderness Survival and 15 Expertise, Quickening Zehpyr, and Serpent's Quickness. The ranger hero can be flagged near the monk and can use Serpent's Quickness -> Quickening Zehpyr -> Quickening Zehpyr -> ... and so on to allow for the monk to use SoA every 5 seconds and Spell Breaker every 22.5 seconds. This greatly reduces the chance of failure but the destroyer core drop rate is decreased slightly.