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This build has been archived as of 03:44, September 29, 2009 (UTC), for the following reason:
This build had been designed for the following use:
This build was in the category Great before being archived.
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A PUG-friendly way to farm Voltaic Spears in HM and is commonly called VSF. Uses a Perma Sin to pull groups to a wall, which disappears after the key groups are killed, allowing easy access to the chest for golds and a chance of getting a Voltaic Spear.
[edit] Team Overlook
[edit] Perma-Form Runner
[edit] RoJ Cryers
[edit] FS Ritualist
[edit] 1HP BiP
[edit] HB Monk
[edit] Perma-Form Runner
EotN Elementalist. Air Magic 12 Glyph of Swiftness Glyph For 15 seconds, your next 3 Spells recharge 25% faster, and projectiles from those spells move 200% faster. Nightfall Assassin. Deadly Arts 3 Deadly Paradox Stance All of your attack Skills are disabled for 10 seconds. For 7 seconds, your Assassin Skills activate and recharge 33% faster. Factions Assassin. Shadow Arts 16 Shadow Form Elite Enchantment Spell For 22 seconds, all hostile Spells that target you fail and all attacks against you miss, but you deal 33% less damage. When Shadow Form ends, lose all but 53 Health. EotN No Profession. Deldrimor rank Dwarven Stability Enchantment Spell For 24..30 seconds, your Stances last 55..100% longer. If you activated this Skill while drunk, you cannot be knocked down. Factions Assassin. Shadow Arts 16 Dark Escape Stance For 16 seconds, you move 25% faster and take half damage. Dark Escape ends if you successfully hit with an attack. EotN No Profession. Norn rank Feel No Pain Skill For 30 seconds you have +2..3 Health regeneration. If you are drunk when activating this Skill you also have +200..300 maximum Health. EotN No Profession. Norn rank "I Am Unstoppable!" Shout For 16..20 seconds, you have +24 armor and cannot be knocked down or Crippled. Factions Assassin. Shadow Arts 16 Death's Charge Spell Shadow Step to target foe. If that foe has more Health than you, you are healed for 209. |
Dash can be used in place of Feel No Pain.
Heart of Shadow can also be used in place of Feel No Pain for an additional heal and shadowstep if bodyblocked (although Death's Charge is sufficient).
Shadow Sanctuary can be used in place of "I am Unstoppable!".
[edit] Equipment
- All Radiant Insignias, Rune of Superior Vigor, 3 Runes of Vitae.
- +20 Energy, 20% enchanting staff (for running)
- +5 Energy, Zealous, 20% enchanting daggers (to maintain energy at wall and to attack Thommis to prevent him from running away)
- High energy set (+15 energy/-1 regen) to switch to in case of emergencies.
- This team member has the hardest job. As such, there is often a shortage of A/E for VSF so you will have no problem finding a party.
- The first part is simple, run to Slaver's Exile. No KD's its easy.
- When you enter Slaver's Exile run around the left to a bridge where the Necro should cast BIP on you.
- Run through the first group of dwarves to your left and Death's Charge to the furthest away.
- Wait by the wall, trying not to agro any of the Modniir until you can recast SF again.
- Cast Dwarven Stability (very helpful if you are drunk) and Dark Escape and run past the Modniir trying, if possible, to stay away from them.
- Continue running round making sure you have "I am Unstoppable!" on and aren't being shot by any Marksmen with Choking Gas before casting Shadow Form (an effective way to avoid interrupts from arrows is to cast glyph + DP then take 2 steps to dodge the arrows before casting Shadow Form).
- The first time you need to recast shadow form you should be able to get around the corner and therefore out of range of the people shooting you with choking gas which can interrupt and kill you instantly.
- After the Re-cast run up to the wall and wait for the enemies to gather around you.
- If you see Thommis run to the wall instead of you, shadow step to him attack him with zealous daggers to prevent him from running away. Body block him into the wall if possible.
- If you are having trouble try looking at the video on Youtube. Just search VSF. Remember: Practice makes perfect, don't give up immediately.
- Consumables are extremly helpful, i.e. Candy Apple and Candy Corn.
- Video demonstration of the run to Slaver's, and through the dungeon. Runner in the video is using alcohol.
[edit] 4x RoJ Cryers
[edit] Caller
Core Mesmer. Unlinked Arcane Mimicry Spell For 20 seconds, Arcane Mimicry becomes the non-Form Elite skill from target other ally. 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. Factions Monk. Smiting Prayers 16 Ray of Judgment Elite Spell For 5 seconds, target foe and all foes adjacent to this location take 48 holy damage each second and begin Burning for 3 seconds. Nightfall Mesmer. Sunspear rank Cry of Pain Spell Interrupt target foe's skill. If that foe was suffering from a Mesmer Hex, that foe and all foes in the area take 25...50 damage and -3..5 Health degeneration for 10 seconds. Core Mesmer. Domination Magic 3 Mind Wrack Hex Spell For 30 seconds, the next time target foe's Energy drops to 0, that foe takes 30 damage. 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. Factions Mesmer. Kurzick rank Ether Nightmare (Kurzick) Hex Spell Target foe loses 4..8 Energy. For each point of Energy lost in this way, that foe and all foes in the area suffer -1 Health degeneration for 10 seconds. Core Mesmer. Inspiration Magic 12 Mantra of Resolve Stance For 78 seconds, you cannot be interrupted, but each time you would have been interrupted, you lose 5 Energy or Mantra of Resolve ends. |
[edit] Basics
Core Mesmer. Unlinked Arcane Mimicry Spell For 20 seconds, Arcane Mimicry becomes the non-Form Elite skill from target other ally. 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. Factions Monk. Smiting Prayers 16 Ray of Judgment Elite Spell For 5 seconds, target foe and all foes adjacent to this location take 48 holy damage each second and begin Burning for 3 seconds. Nightfall Mesmer. Sunspear rank Cry of Pain Spell Interrupt target foe's skill. If that foe was suffering from a Mesmer Hex, that foe and all foes in the area take 25...50 damage and -3..5 Health degeneration for 10 seconds. EotN No Profession. Ebon Vanguard rank Ebon Battle Standard of Wisdom Ward Spell You plant an Ebon Battle Standard of Wisdom at your current location. For 14..20 seconds, non-Spirit allies in this area have a 44..60% chance to halve skill recharge of spells they cast. 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. Core Monk. Smiting Prayers 16 Smite Hex Spell Remove a Hex from target ally. If a Hex is removed, foes in the area suffer 90 damage. Target ally gets healed for 10 Health. Core Mesmer. Inspiration Magic 12 Mantra of Resolve Stance For 78 seconds, you cannot be interrupted, but each time you would have been interrupted, you lose 5 Energy or Mantra of Resolve ends. |
Core Mesmer. Unlinked Arcane Mimicry Spell For 20 seconds, Arcane Mimicry becomes the non-Form Elite skill from target other ally. 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. Factions Monk. Smiting Prayers 16 Ray of Judgment Elite Spell For 5 seconds, target foe and all foes adjacent to this location take 48 holy damage each second and begin Burning for 3 seconds. Nightfall Mesmer. Sunspear rank Cry of Pain Spell Interrupt target foe's skill. If that foe was suffering from a Mesmer Hex, that foe and all foes in the area take 25...50 damage and -3..5 Health degeneration for 10 seconds. 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. 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. Core Monk. Smiting Prayers 16 Smite Hex Spell Remove a Hex from target ally. If a Hex is removed, foes in the area suffer 90 damage. Target ally gets healed for 10 Health. Core Mesmer. Inspiration Magic 12 Mantra of Resolve Stance For 78 seconds, you cannot be interrupted, but each time you would have been interrupted, you lose 5 Energy or Mantra of Resolve ends. |
Core Mesmer. Unlinked Arcane Mimicry Spell For 20 seconds, Arcane Mimicry becomes the non-Form Elite skill from target other ally. 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. Factions Monk. Smiting Prayers 16 Ray of Judgment Elite Spell For 5 seconds, target foe and all foes adjacent to this location take 48 holy damage each second and begin Burning for 3 seconds. Nightfall Mesmer. Sunspear rank Cry of Pain Spell Interrupt target foe's skill. If that foe was suffering from a Mesmer Hex, that foe and all foes in the area take 25...50 damage and -3..5 Health degeneration for 10 seconds. 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. 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. EotN Monk. Smiting Prayers 16 Smite Condition Spell Remove one Condition from target ally. If a Condition was removed, foes in the area take 63 holy damage. Target ally gets healed for 10 Health. Core Mesmer. Inspiration Magic 12 Mantra of Resolve Stance For 78 seconds, you cannot be interrupted, but each time you would have been interrupted, you lose 5 Energy or Mantra of Resolve ends. |
[edit] Equipment
- 40/40 smiting set
- Shield Sets when not casting(+60 hp and earth +10 armor mods help)
- A miscellaneous staff with 20% HSR(preferably with 20% HCT) for casting unlinked attribute spells like CoP and EVAS.
- Chain RoJ on called targets.
- Use CoP and EVAS during RoJ's downtime.
- Remove conditions and hexes with Smite Condition/Hex
- Use Mantra of Resolve to prevent interrupts
- Monks can be replaced by Mesmer primaries.
[edit] FS Ritualist
Prophecies Ranger. Wilderness Survival 10 Serpent's Quickness Stance For 25 seconds, recharge times for your skills are reduced by 33%. Serpent's Quickness ends if your Health drops below 50%. Factions Ritualist. Restoration Magic 14 Spirit Light Spell Target ally is healed for 172. If any Spirits are within earshot, you don't sacrifice Health. Factions Ritualist. Restoration Magic 14 Spirit Transfer Spell The Spirit nearest you loses 47 Health. Target ally is healed for 5 for each point of Health lost. Prophecies Ranger. Beast Mastery 11 Edge of Extinction Nature Ritual Create a level 8 Spirit with 160 (+6) Health and 50 armor. If a non-Spirit creature within range dies, Edge of Extinction deals 40 damage to all creatures of the same type that are below 90% Health and within range of the Spirit. This Spirit dies after 118 seconds. Prophecies Ranger. Wilderness Survival 10 Frozen Soil Nature Ritual Create a level 7 Spirit with 140 (+6) Health and 44 armor. Non-Spirit creatures within its range cannot resurrect dead allies. This Spirit dies after 70 seconds. Factions Ritualist. Spawning Power 1 Rupture Soul Spell Target allied Spirit is destroyed. All nearby enemies are struck for 56 lightning damage and become blinded for 4 seconds. Factions Ritualist. Spawning Power 1 Consume Soul Elite Spell You steal 9 Health from target foe. If that foe was a summoned creature, you steal all of that foe's life. Factions Ritualist. Restoration Magic 14 Flesh of My Flesh Spell Lose half your Health. Resurrect target party member with your current Health and 19% Energy. |
[edit] Equipment
- Shield Sets when not casting(+60 hp and earth +10 armor mods help)
- 40/40 sets for casting.
- Staff for casting unlinked attribute spells.
- Maintain Edge of Extinction and Frozen Soil during battle.
- Only cast Frozen Soil once the BiP has returned from the wall and is safely out of harm's way. Not being able to resurrect the BiP in case he dies at the beginning is a sure way to annoy your entire team.
- Frozen Soil can be safely removed after all Demolishers, Pounders, Marksmen, Warders (which carry Resurrection Signet) and Dreamers (which use Resurrection Chant) are dead.
- Use Rupture Soul to remove Frozen Soil if needed.
- Use Consume Soul on minions and enemy spirits. Killing minions in this way is a lot safer than nuking them all at once and will allow your RoJs to focus on more important targets.
[edit] 1HP BiP
Core Necromancer. Blood Magic 13 Blood is Power Elite Enchantment Spell For 10 seconds, target other ally gains +6 Energy regeneration. Core No Profession. Unlinked Optional Optional Optional. Factions Necromancer. Unlinked Gaze of Contempt Spell If target foe has more than 50% Health, that foe loses all Enchantments. Core Necromancer. Blood Magic 13 Strip Enchantment Spell Remove 2 enchantments from target foe. If an enchantment is removed, you steal 57 Health. EotN No Profession. Asura rank Mindbender Enchantment Spell For 6..16 seconds, you move 20..33% faster and your Spells take half as long to cast. EotN No Profession. Ebon Vanguard rank Ebon Battle Standard of Wisdom Ward Spell You plant an Ebon Battle Standard of Wisdom at your current location. For 14..20 seconds, non-Spirit allies in this area have a 44..60% chance to halve skill recharge of spells they cast. Core Elementalist. Water Magic 12 Deep Freeze Hex Spell You cause a Deep Freeze at target foe's location. All foes in this location are struck for 70 cold damage, and for 10 seconds, they move 66% slower. Core Elementalist. Energy Storage 0 Glyph of Lesser Energy Glyph For the next 15 seconds, your next 2 Spells cost 10 less Energy to cast. |
Rend Enchantments is useful as an optional skill. Do NOT use this while there are any Stone Summit Defenders or Modniir Priests around as it may kill you instantly.
Rip Enchantment can be used if you prefer not to use Rend Enchantments.
Awaken the Blood does absolutely NOTHING. The maximum energy regen possible is +10 which is the base +4 and +6 from BiP. Having a +7 BiP is therefore worthless. Furthermore, it can have devastating consequences if Symbiosis is ineffect due to its long duration (see Usage).
Masochism is not required since you gain energy from Soul Reaping and like Awaken the Blood it is another enchantment with a long duration.
[edit] Equipment
- 55 armor, (i.e. Sup runes on every piece of armor, radiant insignias, and -50hp cesta)
- Survivor/Vitae Armor/Weapon set to switch to for emergencies.
- Upon entering Verdant Cascades, switch to your survivor/vitae armor set (or remove you armor pieces) and sac yourself to death as many times as needed to get to 60% Death Penalty. Morale boosts gained while killing foes will put you back at around 45-50% before you are done.
- Use a maximum of 1 enchantment only! Having more than 1 enchantment will put you way above 1 health when Symbiosis is in range!
- Make sure you have at least 51% death penalty before using any enchantments with Symbiosis in range. Using even 1 enchantment at 50% DP under the effects of Symbiosis will give you 6 health!
- Use BiP on the perma-form runner when it sets up for the run on the bridge. If you are experienced you can also BiP him at the wall before agro. If you are planning on doing this, make sure you have a run stance/shout/mindbender to quickly escape from harm's way. Most importantly the run stance helps to prevent the enemy from running into the wall instead of agroing neatly around the perma-sin. This greatly reduces the chance of Thommis running away and decreases run times.
- Stay away from the wall spamming BiP on everyone. Stay away from all your teammates as well because Contaminators and Warders use powerful AoE spells.
- After all Warders, Dreamers and Contaminators are dead you can safely approach the wall to finish off the remaining Zealots with the enchantment removal skills.
- Remove the HB Monk's hexes, then other teammate's.
- Use Standard of Wisdom to increase your hex removal abilities and decrease recharge times for the Ritualist.
[edit] HB Monk
Core Elementalist. Energy Storage 0 Glyph of Lesser Energy Glyph For the next 15 seconds, your next 2 Spells cost 10 less Energy to cast. Core Monk. Protection Prayers 8 Protective Spirit Enchantment Spell For 15 seconds, target ally cannot lose more than 10% max Health due to damage from a single attack or Spell. Target ally gets healed for 35 Health. Core Monk. Healing Prayers 15 Heal Party Spell Heal entire party for 75 Health. You get healed for 35 Health. Nightfall Monk. Divine Favor 11 Healer's Boon Elite Enchantment Spell For 43 seconds. Healing Prayers Spells cast 50% faster and heal for 50% more Health. You get healed for 35 Health. Factions Monk. Healing Prayers 15 Jamei's Gaze Spell Heal target other ally for 180 (+35) Health. Core No Profession. Unlinked Optional Optional Optional. Prophecies Monk. Healing Prayers 15 Dwayna's Kiss Spell Heal target other ally for 60 (+35) Health and an additional 35 Health for each Enchantment or Hex on that ally. Factions Monk. Healing Prayers 15 Resurrection Chant Spell Resurrect target party member with up to your current Health and 35% Energy. This spell has half the normal range. |
Patient Spirit for an additional healing skill.
Cure Hex to remove dangerous hexes like Arcane Conundrum.
Healing Seed if you are that terrible a monk. Cast it on the permasin while he is tanking Justiciar Thommis.
[edit] Equipment
- 40/40 set for casting your healing spells. Especially effective if you are hexed with Arcane Conundrum, also helps with interrupts.
- Shield Sets when not casting(+30 hp, +7 armor vs. elemental and +10 armor vs. earth damage mods help to reduce damage).
- Stand near the wall and use GoLe and Heal Party until the perma comes into range.
- Be sure to move away from the wall out of radar range of the enemy to reduce run times significantly (This will prevent Thommis from running away to a high degree).
- Continue to use Heal Party and GoLe until your team starts nuking.
- As soon as the RoJs move in for the kill, cast Prot Spirit on the perma and spam heals on him continuously even if he is at 100% health.
- Use Gole to reduce the energy required to cast Prot Spirit and other high energy spells such as Jamei's Gaze and Heal Party.
- Use Resurrection Chant to resurrect the perma. Do NOT use Rebirth or similar skills as this will force the perma to redo the run (but he will most likely ragequit if you do).
- If you do not have a hex removal on you, or yours is in recharge, call for dangerous hexes like Arcane Conundrum to be removed from you.
- Use protective spirit on yourself and pressured targets if necessary.
- In order to prevent Thommis from running away, stay far away from the wall until Thommis reaches the perma-form runner. Thommis runs extremely slowly, so be sure to select him as a target from the beginning and wait for him to approach the wall. When Thommis and all the enemies are bunched around the assassin, it is safe to start nuking. Kill Thommis, Warders and Zealots first, then proceed to eliminate the rest of the enemies. The HB and BiP should also move away from the wall once the perma is in range. This is the most overlooked aspect of this farm and greatly reduces run times.
- If Justiciar Thommis or a Demolisher runs away, make sure the entire team is standing far away from the wall and he should come back eventually.
- Start in Umbral Grotto.
- Its commonly refered to as VSF.