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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[edit] Summary
- This build is designed to farm faction in Zaishen Elite with 3 heroes.
- Does a good job exploiting AI
- Easily get 6K Faction in approximately 30 minutes
- This can be farmed once per day
[edit] The Team
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Zhed Shadohoof - Hero Nuker
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Vekk - Hero Nuker
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Acolyte Sousuke - Hero Nuker
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Trapper (you)
[edit] Hero Nuker
Prophecies Elementalist. Fire Magic 16 Meteor Shower Spell Create a Meteor Shower at target foe's location. For 9 seconds, foes adjacent to that location are struck for 119 fire damage and knocked down every 3 seconds. This Spell causes Exhaustion. Prophecies Elementalist. Fire Magic 16 Searing Heat Spell Cause Searing Heat at target foe's location. For 5 seconds, foes near this location are struck for 42 fire damage each second. When Searing Heat ends, foes in the area of effect are set on fire for 3 seconds. Nightfall Elementalist. Fire Magic 16 Searing Flames Elite Spell Target foe and all nearby foes are struck with Searing Flames. Foes already on fire when this Skill is cast are struck for 106 fire damage. Foes not already on fire begin Burning for 7 seconds. Core Monk. Unlinked Remove Hex Spell Remove a Hex from target ally. Nightfall Monk. Protection Prayers 3 Dismiss Condition Spell Remove one Condition from target ally. If that ally is under the effects of an Enchantment, that ally is healed for 27 Health. Core Elementalist. Energy Storage 13 Aura of Restoration Enchantment Spell For 60 seconds, you gain 1 Energy and are healed for 460% of the Energy cost each time you cast a spell. Core Elementalist. Energy Storage 13 Glyph of Lesser Energy Glyph For the next 15 seconds, your next 2 Spells cost 17 less Energy to cast. Core Elementalist. Fire Magic 16 Fire Attunement Enchantment Spell For 62 seconds, you are attuned to Fire. You gain 1 Energy plus 30% of the base Energy cost of the Skill each time you use Fire Magic. |
- Equipment: 40/40 fire set, Superior Fire, Minor Energy Storage, + energy on the rest
[edit] Trapper
Core Ranger. Wilderness Survival 14 Spike Trap Elite Trap When Spike Trap is triggered, every second (for 2 seconds), all nearby foes are struck for 38 piercing damage, become Crippled for 24 seconds, and are knocked down. Spike Trap ends after 90 seconds. While activating this skill, you are easily interrupted. Core Ranger. Wilderness Survival 14 Barbed Trap Trap When Barbed Trap is triggered, all nearby foes are struck for 22 piercing damage, become Crippled, and begin Bleeding for 24 seconds. Barbed Trap ends after 90 seconds. While activating this skill, you are easily interrupted. Nightfall Ranger. Wilderness Survival 14 Tripwire Trap When Tripwire is triggered, all nearby foes are struck for 19 piercing damage. Any Crippled foes are knocked down. Tripwire ends after 90 seconds. While activating this Skill, you are easily interrupted. Factions Ranger. Wilderness Survival 14 Brambles Nature Ritual Create a level 9 Spirit with 180 Health and 56 armor. Non-Spirit creatures that are knocked down in its range take 5 damage and begin Bleeding for 19 seconds. This Spirit dies after 142 seconds. Prophecies Ranger. Wilderness Survival 14 Frozen Soil Nature Ritual Create a level 9 Spirit with 180 Health and 56 armor. Non-Spirit creatures within its range cannot resurrect dead allies. This Spirit dies after 86 seconds. Core Monk. Healing Prayers 12 Healing Breeze Enchantment Spell For 15 seconds, target ally gains +8 Health regeneration. Core Monk. Unlinked Holy Veil Enchantment Spell While you maintain this Enchantment, any Hex cast on target ally takes twice as long to cast. When Holy Veil ends, one Hex is removed from target ally. Prophecies Monk. Healing Prayers 12 Vigorous Spirit Enchantment Spell For 30 seconds, each time target ally attacks or casts a Spell, that ally is healed for 17 Health. |
- Equipment: 20/20 healing staff w/ +5 energy and +20 enchant, all energy armor mods.
- Make sure to put Frozen Soil back up if it gets taken down.
- On balanced, cast holy veil and healing breeze on yourself and stay in the back. Try to hide so the ranger can't snipe you from outside the entry chamber.
- On IWAY wars, mesmers, and trappers, move back to the front and cast Spike Trap and Barbed trap again after frozen soil is up.
- On Obsidian spiker Eles, keep your char in the back and let your heroes attack. The eles will attack your Spirit Of Brambles first.
- Try to put Spike Trap and Barbed Trap a few inches apart to prevent Zaishen from "sneaking" in on one side of the door without cripple or KD.
[edit] How to use
- Disable fire attunement, meteor shower, and glyph(shift + click on the skill) on your heroes, so that you can cast it but they can't. Put heroes on "Guard" strategy.
- As soon as the countdown timer starts, flag your heroes at the back of the entry chamber.
- Immeditately cast brambles just inside the doorway to the left side.
- Cast spike trap to the left of the middle of the door, and barbed trap to the left.
- Back up about 2 inches and cast tripwire.
- Move back and cast Frozen Soil. Try to hide it, or put it out of the line of fire.
- When Frozen Soil is done, cast fire attunement on all heroes. The timer should be at about 10.
- When Zaishen are visible on the radar, cast glyph of lesser energy on all heroes.
- Target nearest Zaishen as they are entering aggro range.
- Cast meteor shower on one of your heroes. Then again. And again with your 3rd hero.
- Let the heroes auto attack.
- Call targets to keep your heroes from idling out.
[edit] Video Footage
Here is a link to a video tutorial of the build in action. It uses Veoh for high quality streaming. [1]