D/X + Hero Bonder: Tombs of the Primeval King solo

Risa

Risa

Frost Gate Guardian

Join Date: Aug 2006

The Nights Watch [Crow]

Mo/

Yo.

I've been messing around with Racthoh's War + Hero farming, and I figured I could mess around on my Derv to do the same for Tombs. So here you go, a Dervish build possible of killing everything all the way up to the end.

Your Bar:
[skill]Victorious Sweep[/skill][skill]Mystic Sweep[/skill][skill]Chilling Victory[/skill][skill]Conviction[/skill][skill]Vow of Silence[/skill][skill]Heart of Fury[/skill][skill]Mystic Vigor[/skill][skill]Mystic Regeneration[/skill]

Note: Make sure you use one of these secondaries:
/R, /N, /Me, /A, /Rt, /P

If you use /W, /Mo, or /E, Fingers of Chaos will mess completely with your build. Btw, ignore what it says on the last sentence. It's false. Crip and Blind does NOT affect Dervs. I've farmed this at least 10 times (It's reeeeeaaalllly long. >.<), and I've never been hit by either.

Your Attributes:
Scythe Mastery: 16 (12+3+1)
Mysticism: 11 (10+1)
Earth Prayers: 9 (8+1)

Your Equipment:
Scythe 1:
Ebon/Fiery/Shocking/Icy
+15% Damage (while enchanted)
Enchantments last 20% longer

Scythe 2:
Zealous
+15% Damage while enchanted)
Enchantments last 20% longer

Set 3:
Any longbow/flatbow will work. I use a stormbow that I picked up.

Armor:
Max Armor
Windwalker's Insignias.
Superior Scythe
Minor Earth Prayers
Minor Mysticism
Optional (I have a Minor Wind Prayers here, because I just use my normal Derv set. :P)
Minor/Major/Superior Vigor, any will work.

Talkhora's / Dunkoro's Bar:
[skill]Blessed Signet[/skill][skill]Life Barrier[/skill][skill]Protective Bond[/skill][skill]Life Bond[/skill][skill]Balthazar's Spirit[/skill][skill]Essence Bond[/skill][skill]Succor[/skill][skill]Rebirth[/skill]

Note: Before you say anything, I've done some testing with Prot Bond. While using it in this build, it pretty much prevents you from taking too much damage, while not triggering that often. Examples are: Energy Surge, Wurm Siege, The Darkness, etc.

Talkhora's / Dunkoro's Attributes:
Protection Prayers: 16 (12+3+1)
Divine Favor: 13 (12+1)

Talkhora's / Dunkoro's Equipment:
Anything weapon will work. My Talkh still has her starter set.

Armor:
Full Radiants (Not really required, if you're poor)
Superior/Major Protection Prayers (Major works just as well)
Minor Divine Favor
Rest is optional


There are four things you'll need to know to perform this build:Know Your Enemies
You'll have to know what to use when fighting what. Here's a list of all the enemies in Tombs and how to fight them.

Grasp of Insanity
http://gw.gamewikis.org/wiki/Grasp_of_Insanity
This is one of your main enemies in Tombs. You can effectively tank about 9-10 if you're careful. [skill=text]"Fear Me!"[/skill] will knock down your energy if you're tanking that many, so pull out your Zealous. If you're only fighting one or two, use your Elemental, because that they're wars, you'll do way more damage.

Scythe of Chaos
http://gw.gamewikis.org/wiki/Scythe_...s_%28Mesmer%29
This is another one of your main enemies in Tombs. They have Spirit of Failure, which can be very annoying, so if you want to speed things up, use Vow. From experience, I've found they're weaker to my Elemental than to my Zealous.

Banished Dream Rider
http://gw.gamewikis.org/wiki/Banished_Dream_Rider
These little suckers will be your worst nightmare. Go for them first, unless you're in Level 4. I'll explain later. But for now, keep Vow up, always. If they're in their Terrorweb groups, you don't really need any healing. But if you're fighting them in their mixed groups, hit Mystic Vigor, Mystic Regeneration, then Vow. It'll more than likely remove Mystic Regeneration if it gets a spell in the 3/4 second Vow is down, but Mystic Vigor will keep you alive. Just like the Scythes, I've found them weak to my Elemental. They're also one of two Ecto Droppers.

Terrorweb Dryder
http://gw.gamewikis.org/wiki/Terrorweb_Dryder
Easy. They're weak to your Zealous, just keep Vow up at all times, and they can't do anything. These dudes are your second Ecto Droppers.

Chained Souls
http://gw.gamewikis.org/wiki/Chained_Soul
You can fight in the aggro-range of these weaklings, but you have to keep Vow up at ALL times. Otherwise, avoid at all times. Also, try to time when they die and when they spawn. You don't want to be in the aggro-range of a Soul when they spawn, or it'll catch you offguard.

Chaos Wurm
http://gw.gamewikis.org/wiki/Chaos_Wurm
There are two versions of these big things, Burrowing ones and Siege ones. You'll encounter Burrowing ones in Level 2, 4 in total. Siege ones will be all over Level 3 and 4. Burrowing ones are easy if you take them alone. There'll be instances when they're with groups, just pop them and pull them away from their group. To see if they're following you, just look at that big black dust cloud following you. Siege ones are easy, too. They just have a LOT of health. Since their Siege is a spell, just keep Vow up and whack away at their health.

Know Your Pops
I know all of my pops from my time as a B/P ranger. There is a ton, but I can't really show them all to you, as I don't have a map or anything. Just a piece of advice, in the middle of Level 2, there will be two patrols, two pops, and two wurms. So pull carefully.

Make sure your Bonder is on your Compass!
Don't wander too far away from your bonder. Make sure you flag him/her to a safe location whenever you fight another group. If you do go too far, you'll lose your bonds. And if you're in a middle of a battle, that's not what you want happening. >.<

Know how to group your enemies into a ball!
Your scythe has AoE, which can attack up to three enemies at once. Use this to your advantage and ball them up into one big group in front of you (Not around you, Scythe AoE only hits those in front of you). You'll be doing so much more damage this way.


The Farming:
Okay, go to The Tombs of the Primeval Kings, then enter that big black portal thingamajiggy.

LEVEL 1
Shift click all the skills on your Bonders bar except Blessed Signet. Have him/her cast all the bonds on you IN ORDER, then use Balthazar's Spirit on herself/himself. Then flag her away. If you're an experienced B/P, this should be easy for you. Pull the first patrol, you'll notice it. Make sure you pull them far enough so you won't aggro them to the Zashien dudes behind you, but far enough that you won't aggro the groups near them if you attack the Scythes. Attack the scythes, then the Grasp. After that, there's a pop of three Grasps to the left of the first bridge. Get them to come up, then pull out your Zealous and spam your attacks. They should go down pretty fast.

Okay, now pull the group near the Chained Soul in the center of the map. Note that there's a pop near that group, too, so pull them far enough so you won't trigger them. If you can't accomplish this, then just kill the Grasps first, then pop the group (Make sure the Chained Soul is dead and/or you have Vow up) and try to pull them away from the Soul, then fight them all. Now, go back and around to left of the bridge, then continue to pull either the patrol of grasps/scythes or the group of Terrorwebs. Finish them both off, then continue to pull the group in front of the stairs that leads up to the huge mob. They're pretty simple.

Now, go back around, up the bridge to the center Chained Soul (make sure he's dead and/or you kill him with Vow). Now, this part will be hell for new people to this run. Three Riders and three Terrorwebs. Put up HoF/MS/MR, then Vow. Go for the Riders first. One MAY kite, I'm not sure, since I haven't tried it since Hard Mode, where they updated the kiting stuff on Normal Mode creatures. Keep Vow up at ALL times. Eventually, you'll kill them, and then go for the Terrorwebs. As an alternative, you can pull the Terrorwebs or the Riders and kill them off instead of taking all 6 at once.

Now, time for that huge mob. Put up HoF/MS/MR, then Vow, then pull them away from the Chained Soul. Ball them up, and take down the Grasps, then the Scythes. Yay, time for Level 2!

FYI: You'll need to try once or twice if you're new at Tombs, so don't give up right away if you fail. This level only takes 20 minutes or so.

LEVEL 2
Bonds on you in order again. Flag your bonder to the back of the little cave you're in. There should be a patrol of 2-3 Riders and 2-3 Terrorwebs near you. Pull them, but don't head back into the cave, but near the entrance. Make sure you have Vow up. Take down the Riders, then the Terrorwebs. Now, go around the center part, and pull the patrol. Make sure you take your bonder with you and flag her somewhere safe. This patrol is your Grasp/Scythe group, so they should be easy. Take them down. Now, go into the second cave. There's a group and a pop. If you're experienced, aggro them both, take the grasps outside the cave and avoid the scythes' wands with the wall. If you're not, try to pull each separately. Now, for the center piece of that area, there's a group, a pop, a Chained Soul, and a patrol of Riders/Terrorwebs. Go back around to the starting point, flag your hero, and pull the stationary group. Finish them, then pop the hidden group, pull them back, and finish them, also. Make sure the Soul is dead before you pull! Now, charge into the group of Riders/Terrorwebs, and kill them off with the strategy you used before.

The center of the map. Fun. Pull a patrol, kill them, pull the other, kill them too. Be sure not to go ANYWHERE near the center of the center, where the altar is (The Soul originally there has been replaced). After you kill them, move very slowly into the center. If you see ANY red dots on the map, run to your bonder, making sure you flag her farther away when you get to her if there's still the groups following you. Now, on the map, you should see maybe 1-2 groups and 1-2 wurms. Pull the wurms, making sure you don't lose the aggro of the wurm, but lose the aggro of the group. Finish the wurms with HoF and MR, and spam your attacks. Note when Wary goes up, when it fades off the screen, spam your attacks, and/or if you see the wurm use a skill while in Wary. After that, pull the two groups in the middle. Now head north.

There's a group of Rider/Terrorwebs. Kill them as you have before. Now, there's a HUGE HUGE HUGE mob in the north area, with many pops. Try to pop the groups first and fight them, then pull the patrol. Note that there's a Soul in the middle, so pull/pop carefully. After you've killed all the groups, clear the group to your left/to the west. Note that there IS a wurm here. Try to pop the wurm without aggroing the group and pull it. Kill it like you have before. Then kill the group. Head back to the center of the map with your bonder, then head to the southwest.

Terrorwebs. Lots of them. There are 2-3 pops right in front of you, so pull with Vow. The Terrorwebs won't be able to do anything while you're in Vow. After you've cleared the group, keep Vow up, and watch the patrol around the Terrorwebs. Once the left entrance is patrol-free, head around, and kill the two Terrorwebs up there. By now, the patrol will more than likely be back, so kill them, too. Now, kill the rest of the Terrorwebs, then kill the second patrol. Now, there's one last group, with a wurm, in the right cave/southeastish cave. Try to pop the wurm, pull it, kill it, then kill the last group. Now, to Level 3!

FYI: You've just finished the longest level in the run. Congrats.

LEVEL 3
You should be experienced enough now to know what to do in battle, so I'll just explain the route and how to fight mixed groups. Before the kiting update, Terrorwebs would usually kite, so don't go for them first. Go for the Riders, then the Scythes, then finish off the last two. Go to the left, pull the patrol. There's a second patrol that's gonna travel along the bridge, so note that. When you finish the first patrol, take out the second. Now, there's a wurm. Get to the cliff nearest to it, and pull the patrol nearest to you. It should travel around and up the stairs. Finish it. Go near the wurm to pop the group near it, then pull back, finish it. Then kill the wurm. Note the patrol to the north, try not to aggro them. Keep Vow up while fighting the wurm, too. Now, kill the patrol. Continue north and around the corner. You'll notice two patrols. They'll squeeze onto the stairs, so pull the one nearest you and pull them back as far as you can. Kill them, then pull the other group.

Once you've finished them off, kill the wurm nearest you. You might get a few aggros from the huge center group while you kill him, so finish them off. Once you've killed the wurms, pull the groups around the center of the map one by one. Then kill them. After you've cleared the center, go near the second wurm. There's a pop here. Kill the pop, then kill the wurm. After you kill the wurm, pull the group nearest you, which travels from the wurm in the distance under the bridge and near the stairs you're close to. Finish them, go down the stairs, then up the stairs to the right and kill the patrol up there. There's a second patrol not that far away, so kill that one also. Note that there ARE pops in this area, but you don't have to kill them to continue.

After you killed all the patrols, go down to the last wurm and kill it. There's a pop here, so try to ball up the wurm and the group here so you can kill them all at once. Now, we continue on to Level 4!

FYI: All pops in this level are full of Grasps.

LEVEL 4:
You'll start off in the most difficult situation ever. Bond up, then flag your hero to the corner. Wait till the patrols go away to pop the group down the stairs. Kill them, making sure not to aggro ANY of the three patrols, then head back. This part IS difficult. Follow the patrol to the RIGHT, DOWN the stairs, which is near the wurms. Kill the Scythe first, the Rider will run like hell (Before kiting update). Then kill the rider, then the grasps, then the Terrorweb. If you don't have Vow up, the Wurms will bomb you, so make sure Vow is up at all times. Head back to the beginning point. Follow the center patrol up the middle stairs now, and kill them in the same manner you killed the first. Head back, and kill the patrol to the left.

Continue up the stairs and head to the north part of the map. You'll notice a patrol, pull and kill. There may be a pop here, I'm not sure. If there is, make sure. If there's not, pull the group that's up the north stairs. There's a pop around them, so be careful. If you aggro both, make sure you react quickly and take down the grasps with all your enchants up. The bridge should be down now, so cross the area over to the wurms and kill them, making sure Vow is up to prevent the sieges from killing you.

Fun part. You can pull the whole group at the bottom, or pull them one by one. Your choice. Just make sure you fight the group in the area between the two souls. After you've cleared the whole center, kill the wurm, being aware of the pop around it. Head up the east stairs, and pull the center group. After you kill them, wrap around and pull the group on the right, making sure Vow is up/the Soul is dead while doing so. You don't have to pull them, but make sure Vow is always up when fighting in the aggro-bubble of a Soul. Then go to the left and take them out, you should be out of the bubble of the Soul now. The bridge should be down, so head over to where to last wurms are. You can see the Darkness from here. While killing the wurms, be wary of the patrols to the left and right. If they get too close, pull away from the wurm and shoot it with your bow, so he won't get his life back. When the patrol is gone, kill the wurm. Do this for both wurms.

NOTE: BE SURE TO FLAG YOUR HERO CAREFULLY. The Z Axis is screwed up on bridges, so if flag her by compass, she'll go around and below the bridge, aggroing EVERYTHING. Make sure to flag her by means of clicking the bridge manually.

Pull the group to the right/south (if you're facing a different direction than east) and kill them, too. Make sure not to pop the group down there. When you've finished them, pop the group and kill them. Now, it's time for the Darkness!

Pull the Darkness' group, and kill off the grasps, then Terrorwebs. In some cases, the Terrorwebs are wimps and you can't kill them without chasing them, so go for the Darkness in that case. Try to ball them up, and make sure you're not in Diversion while casting Vow! Make sure you have Conviction up, as they have some hard wand damage. >.<

After they're dead, congrats! You probably got some neat greens!

TEH LOOT
Money
Globs of Ectoplasm
Blues/Purples/Golds
Greens!

Make sure you bring an ID Kit, and 1-2 Superior Salvage kits! Have fun with the run!

FYI: This run will take 2-4 hours for experienced people, and about 3-6 hours for new people/people who go afk a lot (me :P).

Also, I'm trying to figure out a way to use something like this in Hard Mode, but they trigger Prot Bond WAY too often. Any ideas?

warpedheat101

Frost Gate Guardian

Join Date: Oct 2006

Knights In The Garage [BEEP]

Mo/A

i'll give it a try looks like something to do when i'm bored :P

Anarion Silverhand

Anarion Silverhand

Desert Nomad

Join Date: Sep 2005

Denmark

None

Definately looks interesting. Been looking for a challenge like this. Will check it out ASAP. Cheers!

Alien Bobster

Alien Bobster

Lion's Arch Merchant

Join Date: Sep 2006

Sverige

Running Rangers [RR]

R/N

AWESOME DUDE! Nice job!

blue.rellik

blue.rellik

Forge Runner

Join Date: Feb 2007

Melbourne, Australia

None

W/

I think that's pretty cool but just a small tidbit This isn't solo

Destructeur Noir

Ascalonian Squire

Join Date: Feb 2007

The Architect Of Chaos [TAC]

W/

Ahhh niiiiiice ! I try with my warrior before this post but i died in lvl2

Spirit Cookie

Spirit Cookie

Banned

Join Date: Apr 2007

Bone Palace

Oo

W/

Nice guide man, love to see dervish in action.

Drake Aran

Krytan Explorer

Join Date: Feb 2007

Genoa

Flowery Dragons [FD]

W/

I manage to SOLO (the real one) the Tombs with my assassin/mesmer, but I can't kill the Chaos Wurms. When low on health, they just hide and regenerate themselves. I've also tried with my Elementalist/Assassin, but I still can't kill the wurms at level 2. Though, I notice that with the Ele it's kinda faster than with the Assassin.

Any tip/suggestion?

Risa

Risa

Frost Gate Guardian

Join Date: Aug 2006

The Nights Watch [Crow]

Mo/

Note that you can also do this with a guildie that wants to hang around with you for 3-4 hours. This way, you don't have to worry about flagging your hero in the right place.

Also, Drake, I can't answer your question. I've never tried it with a sin or ele. :/

Risa

Risa

Frost Gate Guardian

Join Date: Aug 2006

The Nights Watch [Crow]

Mo/

After reading through your post again, Drake, I came to the conclusion that you were against this farming "(the real one)" and that you really didn't intend to find answers about a modification to your elementalist or assassin farmer, and if you managed to solo tombs as you say, that you wouldn't need help in defeating the wurms on level two. :/ Sorry for my rudeness.

Xiaxhou of Trinity

Xiaxhou of Trinity

Krytan Explorer

Join Date: Dec 2005

CA

Scythes of Chaos [SoC], [PNOY] alliance guild forums: http://socguild.cjb.net

E/

can i say......LOL at drake and risa's response. can't you skip chaos wurms on lvl 2? nice guide mate, i wish i had enough time and patience for this stuff =/ My attention span is about 2 hours--R/W Forest Farm wtih no burning arrow =/ Wish I could complete this just to see all the drops you get (even if lessened by the 1/8 loot, you should be getting loads enough to make the run worthwhile). Great build, great guide, grats

MisterB

MisterB

Furnace Stoker

Join Date: Oct 2005

Planet Earth, Sol system, Milky Way galaxy

[ban]

W/

Looks like a fun challenge. Would taking /W and [skill]Sand Shards[/skill] prove effective? You could hit all foes "nearby" while blind, instead of 3 at a time. Unable to test myself. Nice build.

Anarion Silverhand

Anarion Silverhand

Desert Nomad

Join Date: Sep 2005

Denmark

None

Quote:
Originally Posted by MisterB
Looks like a fun challenge. Would taking /W and [skill]Sand Shards[/skill] prove effective? You could hit all foes "nearby" while blind, instead of 3 at a time. Unable to test myself. Nice build. If the enemies are balled correctly this would only cause them to scatter. And I think just going attack skills like the the original build is faster.

Phe Belladona

Phe Belladona

Krytan Explorer

Join Date: Jul 2006

StP

Me/

it may sound crazy but take both dunk and tahl with prot bond and norgu with sig of illusions and prot bond make them all bond you, they will share the energy loss and keep an eternal bond on you. you'll need high prot to minimise the energy loss (hence the norgu with SoI)

just a tip if you wanted to try hard mode for fun

Risa

Risa

Frost Gate Guardian

Join Date: Aug 2006

The Nights Watch [Crow]

Mo/

Quote:
Originally Posted by MisterB
Looks like a fun challenge. Would taking /W and [skill]Sand Shards[/skill] prove effective? You could hit all foes "nearby" while blind, instead of 3 at a time. Unable to test myself. Nice build. Good thought, but Fingers of Chaos causes more than blind, according to its description, it causes "conditions" to warriors. This could result in every other condition, including daze, which could be fatal. Edited: Apparently only crippled and blind effect warriors. My apologies o.o Also, Anarion is most likely right, even on normal mode. Sand Shards probably does cause scatter. Also, as a poster above pointed out, you will only be recieving 1/8th of the regular drops. However, in normal runs, I'll usually get 3-4 full inventories of whites/blues. (pre-nerf) This probably isn't an issue now, but to cash in on the full 6-7k in drops, I had to bring atleast one superior salvage kit.

MisterB

MisterB

Furnace Stoker

Join Date: Oct 2005

Planet Earth, Sol system, Milky Way galaxy

[ban]

W/

Fingers of Chaos only does Blind and Cripple to Warriors. I played as IW tank for our guild groups when Tombs was first changed. From Guildwiki:
Quote:
Originally Posted by Guildwiki
This skill currently only inflicts the crippled and blindness conditions on warriors. Anarion is right, though: if Sand Shards scatters even in Normal, then using only attack skills like your build is best.

I will have to try Prot Bond on Tahlkora when I go Warrior + Bonder farming; it should work for Cantha/Nightfall Bosses better than [skill]Symbiosis[/skill].

RainwalkerC

Frost Gate Guardian

Join Date: May 2006

in fear

changes often, check daily

Mo/

intereing thx will try

DeviantTeknique

DeviantTeknique

Ascalonian Squire

Join Date: Jun 2006

Archons Ascendant

Mo/

Well done nice to see another Vow build, I liked it since I saw it but I just can't seem to get the motivation to take my dervish past level 10. I've been solo spelunking the tombs for awhile with the A/Me build. Just started doing it in HM, best of luck with modifying your way for HM as well. it's a definite accomplishment to make it to the end like that, especially with a new build (even if it isn't "solo"). I can do a HM run on me a/me anywhere between 4-6 hours (average seems to be about 4.5 but I haven't done enough to have faith in any average), doing a 2 man in half that means your getting just as much goodies as me (in HM at least, probably not that far behind if you're doing normal).

Quote:
Originally Posted by Drake Aran
I manage to SOLO (the real one) the Tombs with my assassin/mesmer, but I can't kill the Chaos Wurms. When low on health, they just hide and regenerate themselves.
Any tip/suggestion? Hopefully you mean "The real one" in terms of doing it solo and not as an attack on using a hero, otherwise I don't really want to help you out, but I will anyway just to keep the conversation to Risa's build and have it waiting in case you come back still looking and weren't intentionally slighting this build (which I will assume you weren't)

Aggro the wurm when nothing else is around and pull it towards a bridge, stand on the bridge in a point that when the wurm pops up it goes through the bridge and gets stuck in the air, it won't "hide".

Avatar Exico

Avatar Exico

Wilds Pathfinder

Join Date: Jun 2006

Way to Cold at Home:Illnois and School:Iowa.

We Trip Hard On [AcID]

N/

Nice VoS Build. Is the whole run just like B/p if it is then it should be hard. But you Banishers you explain is little confusing. Nice build anyway.

Risa

Risa

Frost Gate Guardian

Join Date: Aug 2006

The Nights Watch [Crow]

Mo/

An alternative to Essence Bond would be Strength of Honor. Dropping DF two & Raising Smiting to nine (Or, heck, thirteen, with a superior smiting scalp) which will increase the speed of the run. Essence Bond was originally put in the build so that the monk could be lazy. (I do this more with a human monk friend.) :O Blessed Sig alone can keep the energy going.

Droven

Droven

Frost Gate Guardian

Join Date: Sep 2005

R/

Any way I can get those weapons from a crafter/collector ? I don't have much money atm so I need to buy them from NPC's :/

tuna-fish_sushi

tuna-fish_sushi

Desert Nomad

Join Date: Dec 2005

California

E/A

Finally got around to doing this it was actually quite easy, although I did die 3times luckily it was in an area were my hero could easily rebirth me. Took me about 3.5 hours and I got 2 ectos, 6.5k in gold, and 4 greens (no axe or shield ) and I didn't bring any keys so I missed out on about 5 phantom chests.

Well here are some screenies of the run:

Hero was only level 16 but it still worked fine.


Dervish Vs. Worm


Dervish > Worm


Darkness defeated. (Shame the last group killed all the lost souls cheering me on)


Spoils of the war- Greens stunk elswyth bow, koles torment, victos maul, and some other divine offhand


Also, if someone could give me the template for the fow duo with the dervish + bonder build I would be grateful.

Yggdrasil

Academy Page

Join Date: Apr 2005

Looks very nice. I just need to get my derv. through to get more skills so I can try this out.

DokkyDok

DokkyDok

Lion's Arch Merchant

Join Date: Jul 2007

Interested in finding one.

Mo/

It would appear I've discovered your old thread.
I played the monk with "Risa" (Or so he appears to be called on these forums, atleast) and am glad others are enjoying (Well, you may be) it as well.

DokkyDok

DokkyDok

Lion's Arch Merchant

Join Date: Jul 2007

Interested in finding one.

Mo/

Also, my thanks to a previous poster who suggested 3 bonders maintaining Protective Bond. We've fixed the build to a 130 HP Derv with myself monking, and two bonder heroes. (With extra bonders, we get to use different enchantments, too!) I'll be sure to ask Risa to post the build changes for the 130 HP Derv. The 130 HP variant + 3 monks works on hard mode, and due to loot scaling, having two extras doesn't really hurt, and it's more profitable on hard mode. (Duh!)

ForgeWhelp

ForgeWhelp

Krytan Explorer

Join Date: Jul 2006

TGW

N/Mo

So is there a HM build, solo + henchies, yet or is that simply 2 humans and 2 heros?

DokkyDok

DokkyDok

Lion's Arch Merchant

Join Date: Jul 2007

Interested in finding one.

Mo/

A third hero could be used in place of a human monk, using Norgu with Signet of Illusions.

ForgeWhelp

ForgeWhelp

Krytan Explorer

Join Date: Jul 2006

TGW

N/Mo

Quote:
Originally Posted by DokkyDok
A third hero could be used in place of a human monk, using Norgu with Signet of Illusions. Mind posting the build for Norgu?

EDIT: Also seem to be having an issue. I've never done tombs before but when I shift-click the bonds, the hero casts the spell on my toon but nothing 'sticks' non of hte enchantments show up. What am I doing wrong?

Vexed

Vexed

Frost Gate Guardian

Join Date: Dec 2006

Mo/

You don't shift-click to activate, you shift-click to disable. When you do this, you should see the red circle/slash covering that spell icon - that means your hero will not use this skill at all. It also means he won't cancel the maintained enchantment if it happens to be up. You can then force him to cast a canceled skill by clicking on the skill while it's canceled.

Confusing? I overworded it. Simplify. Shift-click to cancel, then simply click to cast and maintain the enchantment.

ForgeWhelp

ForgeWhelp

Krytan Explorer

Join Date: Jul 2006

TGW

N/Mo

Aha, some how my 'suppress' action key got unbound. thanks.

DokkyDok

DokkyDok

Lion's Arch Merchant

Join Date: Jul 2007

Interested in finding one.

Mo/

Quote:
Originally Posted by ForgeWhelp
Mind posting the build for Norgu?

EDIT: Also seem to be having an issue. I've never done tombs before but when I shift-click the bonds, the hero casts the spell on my toon but nothing 'sticks' non of hte enchantments show up. What am I doing wrong? Norgu is actually quite useful. He can get bonds from all monk attributes at 16 with his elite.

[skill]Signet Of Illusions[/skill][skill]Strength Of Honor[/skill][skill]Holy Veil[/skill] (This will keep Spirit of Failure off if you're a bit slow on the Vow) [skill]Protective Bond[/skill][skill]Essence Bond[/skill][skill]Rebirth[/skill]

Norgu has some poor energy management though. It helps to have one of the two monk heroes bring Blood Ritual. Ether Signet on Norgu can help a bit, too.

12 + 1 + 3 Illusion
12 + 3 Inspiration (Ether Signet)

Risa

Risa

Frost Gate Guardian

Join Date: Aug 2006

The Nights Watch [Crow]

Mo/

It's actually more like this:

Talkhora:
[skill]Blessed Signet[/skill][skill]Protective Bond[/skill][skill]Life Bond[/skill][skill]Balthazar's Spirit[/skill][skill]Essence Bond[/skill][skill]Mantra of Inscriptions[/skill][skill]Zealous Benediction[/skill][skill]Rebirth[/skill]

Protective Prayers: 16 (12+3+1)
Divine Favor: 9 (8+1)
Inspiration Magic: 10

Dunkoro:
[skill]Blessed Signet[/skill][skill]Protective Bond[/skill][skill]Life Bond[/skill][skill]Balthazar's Spirit[/skill][skill]Essence Bond[/skill][skill]Mantra of Inscriptions[/skill][skill]Shield of Regeneration[/skill][skill]Rebirth[/skill]

Protective Prayers: 16 (12+3+1)
Divine Favor: 7 (6+1)
Inspiration Magic: Whatever's left.

Norgu:
[skill]Signet of Illusions[/skill][skill]Protective Bond[/skill][skill]Life Bond[/skill][skill]Balthazar's Spirit[/skill][skill]Strength Of Honor[/skill][skill]Rebirth[/skill][skill]Ether Signet[/skill]

Illusion Magic: 16 (12+3+1)
Inspirtation Magic: Highest Possible Inspiration


The elites are optional on Talkh and Dunkoro, I only threw them in there in case I feel like having a Shield of Regeneration on me before I ran into a mob or something. Makes me feel safer, maybe XD. No reason on ZB, it just seemed to fit. You can replace the elites on the monks with more maintained enchants like Succor or Holy Veil, but you'd have to pump up the DF so you get the best out of Blessed Signet. Norgu doesn't have a Blessed Signet, so he can only maintain four enchants.

Starting out, make each hero cast their copy of the enchant before going to the next one. For example, make Talkh cast Prot Bond, then Dunkoro cast it, and then Norgu use SoI->Prot Bond. Then you do the same for the rest of the enchants, except Balthazar's Spirit. Make sure they cast Balthazar's Spirit on themselves, and have Talkh cast it on you. She'll be maintaining one more enchant then the other guys, but it doesn't really matter. Essence Bond is only really there as a cover enchant. If they rip through the Derv enchants, you don't want to lose Life Bond, or you're dead. Essence only activates on physical or elemental damage, not the spell/wand damage Scythes/Riders have. It's nice to have when you're tanking 10+ Grasps, though.

If you do go this way, use 135 health instead, and replace Conviction with an attack or something. Chilling Victory/Victorious Swipe won't work, due to the health, but... I've tested this with a friend of mine. I lost my Derv a while back, but this should work. It was actually easier, as long as you keep Mystic Regeneration up.

ForgeWhelp

ForgeWhelp

Krytan Explorer

Join Date: Jul 2006

TGW

N/Mo

I'm looking to do normal mode lazy and safe and use 2 monks. My thoughts were to have 1 as a bonder and the other as a heal/bonder with Mending and Vital Blessing as a little insurance. Is this a waste of time?

As well do the rewards of enchants like Succor and Life Barrier double up if you have it cast on you twice?

Striker IV

Striker IV

Ascalonian Squire

Join Date: Oct 2006

R/Mo

Err i have a really basic question .
this is the tombs above the dragon cave above the cystal desert, right?
i thought the only way to get there was from being ascended?

and thats prophecies only.
am i missing something? id really like to go there as my dervish accnt.

edit --- ooh ooh, rechecked guildwiki
Quote:
Entrance to the Ruins requires the player to complete Augury Rock (Mission) even if the player has ascended in another campaign. woo, im headed there now

tilpo

tilpo

Academy Page

Join Date: Nov 2006

Netherlands

Does this build still work? I mean it's almost a year later since last post.