330hp Rt/Mo Vengeful Spirit Bonder -Quick HM Farming!

Croco Clouds

Croco Clouds

Wilds Pathfinder

Join Date: Mar 2007

Montreal, QC, Canada

Divine Illumination [LaZy]

E/A

In Minister Cho Estate, I always die at the point after Togo and the noob try to lure the two sicked warriors. The two mobs often separate themselve (AoE? maybe) and take advantage of Togo

Elf of Darkwood

Ascalonian Squire

Join Date: Jul 2006

Teutonic Warriors

Mo/

thats easy to solve

just cast vengeful and reversal on Togo (or that other guy)

Croco Clouds

Croco Clouds

Wilds Pathfinder

Join Date: Mar 2007

Montreal, QC, Canada

Divine Illumination [LaZy]

E/A

Quote:
Originally Posted by Elf of Darkwood
thats easy to solve

just cast vengeful and reversal on Togo (or that other guy) I tried it, he still die anyway. Usually he's surrounded by 3 warriors after the breaking of my aggro, since those NPC go straight to those mobs

SR71

SR71

Ascalonian Squire

Join Date: Jul 2007

LaZy

Rt/Mo

Is it absolutely required to have non max armor? I mean I know its for more life stealing but when the monsters you are fighting are that strong does it really matter?

Psuedo Halgoen

Psuedo Halgoen

Wilds Pathfinder

Join Date: Dec 2006

GMT+10

The 15 AL is for spirit bond. The higher the armor level the less that spirit bond will trigger.

guild boy

guild boy

Academy Page

Join Date: Jul 2006

SoCal

[LaSt]

W/D

hello, this build is awesome and working out well for me. just need to get used to it a bit more and then it'll be no problem

since i accidnetally finished the halycon job quest, i guess i'll have to do Street justice quest. do the enemies in that quest give good drops?? just need to know if it's worth doing it

p.s. i also tried issnur isles it's pretty good farming place, but there's usually just like one skale blighter left and harder to kill.but otherwise, Awesome build!

guild boy

guild boy

Academy Page

Join Date: Jul 2006

SoCal

[LaSt]

W/D

oh yeah, and are jade brotherhood knights the only type of jade brotherhood you can fight? the only ones i see are the first six in waijjun bazaar

ReZDoGG

ReZDoGG

Wilds Pathfinder

Join Date: Apr 2007

Indian Township, ME

Nativ War Party (NWP)

Rt/Mo

Quote:
Originally Posted by Holz
I've been doing some UW runs with this build. Killing the Aatxes is really easy, safer and easier to do than the other builds that can farm UW solo (I'm talking about Me/Mo, N/Mo..). I was really excited untill I pulled a group of 4 Graspings, Daze ftl! . Well, too bad.. Maybe someone will find something for that...

Note: I've cleared the Aatxes 3 times, in HM ofcourse. Guess what, NO single ecto. Aatxes suppose to drop ectos better than Smites, I guess UW is being ultra-overfarmed these days...

Anyways, Minister Cho's sure is a good place to farm at, I had to get the hang of letting Togo survive but I'm getting some nice drops, too bad they're all uninscribable. I still find myself dying from Graspings. I have been trying to test out Mending Touch or Wielder's Remedy to remove dazed. I think using Wielder's Remedy is best to use to remove Dazed. It last for 17 seconds, and u can use 1/4 casting of Vengeful Weapon to hit between hits and try to remove Dazed. I haven't been testing it enough to get it to work, I don't like using UW scrolls to test stuff out. When I first made the build and tried it in UW in HM, I did three runs successfully. Guess I got lucky with the Graspings. I will be trying it out again soon, and confirm what would be best for Graspings.

Farming Minister Cho's Estate Mission is kinda tricky, but not hard at all. It took me awhile to do a run everytime. I can no do a run every single time because of timing and swiftness, and one little trick to keep the NPC's alive by keeping them from getting attacked. Also, do not aggro more than one small groups at a time, as they will break aggro and attack the NPC's. IF anyone needs any help on completing a run, just let me know.

ReZDoGG

ReZDoGG

Wilds Pathfinder

Join Date: Apr 2007

Indian Township, ME

Nativ War Party (NWP)

Rt/Mo

Quote:
Originally Posted by SR71
Is it absolutely required to have non max armor? I mean I know its for more life stealing but when the monsters you are fighting are that strong does it really matter? Yes, Spirit Bond requires the lowest armor rating possible. It is meant so you take 60+ damage with every hit to trigger Spirit Bond. Protective Spirit doesn't allow you to lose more than 10% max Health due to damage from a single attack or Spell. When you have 330hp, Protective Spirit will only allow you to take 33 damage max no matter what. so Spirit Bond negates the 33 damage and heals you for extra 47 health when triggered. Whenever a enemy hits you, they actually heal you for 47hp instead of doing damage. Lowest armor possible allows enemies to do way more damage, and allows Spirit Bond to be triggered easier... even from wand or staff damage. Of course the enemy has to be a high enough level to be capable of doing 60+ damage to your low rated armor. But thats why HM farming is much better for Spirit Bond to trigger from a hit, than in NM.

oh_oh_joe

oh_oh_joe

Frost Gate Guardian

Join Date: Oct 2006

Power Surge [pS]

W/

Quote:
Originally Posted by ReZDoGG
Lowest armor possible allows enemies to do way more damage, and allows Spirit Bond to be triggered easier... even from wand or staff damage. Of course the enemy has to be a high enough level to be capable of doing 60+ damage to your low rated armor. But thats why HM farming is much better for Spirit Bond to trigger from a hit, than in NM. I use my starter armor + 15 AL head piece.

Kellyn Xiao

Academy Page

Join Date: May 2007

NEra

E/A

Quote:
Originally Posted by guild boy
since i accidnetally finished the halycon job quest, i guess i'll have to do Street justice quest. do the enemies in that quest give good drops?? just need to know if it's worth doing it
I got a q10 15^50 platinum blade at the market place. Best so far. u can get alot of sup runes too.

ReZDoGG

ReZDoGG

Wilds Pathfinder

Join Date: Apr 2007

Indian Township, ME

Nativ War Party (NWP)

Rt/Mo

Quote:
Originally Posted by oh_oh_joe
I use my starter armor + 15 AL head piece. Starter armor is even better to use if you saved it. The armor rating is 5 on it. But also don't look as good as Seitung armor in monastery

oh_oh_joe

oh_oh_joe

Frost Gate Guardian

Join Date: Oct 2006

Power Surge [pS]

W/

Quote:
Originally Posted by ReZDoGG
Starter armor is even better to use if you saved it. The armor rating is 5 on it. But also don't look as good as Seitung armor in monastery Yea .

I haven't been able to get far in farming Nahpui in HM. I keep dying from Nightmare weapon, either while farming or while running away from the lights. Have any suggestions?

ReZDoGG

ReZDoGG

Wilds Pathfinder

Join Date: Apr 2007

Indian Township, ME

Nativ War Party (NWP)

Rt/Mo

Quote:
Originally Posted by oh_oh_joe
Yea .

I haven't been able to get far in farming Nahpui in HM. I keep dying from Nightmare weapon, either while farming or while running away from the lights. Have any suggestions? Always use Spirit Bond when they start using Nightmare Weapon, even with VwK active. Nahpui Quarter mission does take alittle experience for the run. You have to learn a good route, and what to avoid. It is a pain to run with the Lights chasing you. its possible to keep running and farming with enemies chasing you, and eventually most will turn around. And try to avoid the bosses at all times.

ReZDoGG

ReZDoGG

Wilds Pathfinder

Join Date: Apr 2007

Indian Township, ME

Nativ War Party (NWP)

Rt/Mo

I just wanted to post this picture of a run I did in Issnur's Isles in NF. I ended up Vanquishing 244 foes. 105+ Skale, 70+ Insects, 65+ Corsair, +1000 Sunspear Points, and 14-16k gold. This took around 1 hour and 45 minutes. I killed just about everything besides Grub insects and the Plants. I also used a Full Sup. Salvage kit to salvage everything I picked up to not miss out on anything. It wasn't a bad run, could have been better if I would have got more gold item drops, I only got one! I usually get around 5-8 golds there. If I would have got more gold rops, I would of ended up with way more profit. All in All, thats alot of enemies to solo! how often can someone say they can kill that many in one run? Good area to farm.

Here is the pic, check it out: 330hp RtMo Solo - Issnurs Isles.jpg

guild boy

guild boy

Academy Page

Join Date: Jul 2006

SoCal

[LaSt]

W/D

why would you want to salvage your merch food into crafting materials? don't merch food give your more gold than crafting material? just wondering.

ReZDoGG

ReZDoGG

Wilds Pathfinder

Join Date: Apr 2007

Indian Township, ME

Nativ War Party (NWP)

Rt/Mo

Quote:
Originally Posted by guild boy
why would you want to salvage your merch food into crafting materials? don't merch food give your more gold than crafting material? just wondering. Well, when you slayed 244 enemies, and they all pretty much drop something. You can't carry that much stuff... instead of dropping stuff you don't want, salvage all the White and Purple items/armors to make them Materials that you can hold. When your bags get full quick, why not salvage everything so you can continue to make room for more stuff to pick up?? You actually end up with more profit since you can't hold 200+ items. Its what I do, steel is the best thing to get from. I got 4 - 250 stacks of Steel from salvaging white/purple goods when I couldn't hold anymore stuff. Thats 50k each a stack. Filling up bags then replacing stuff won't give you much profit from a long run like this one. It's worth it, believe me.

I don't salvage for small runs. When you get just enough drops to fill your bags... I keep them, ID them, then sell to merch.

oh_oh_joe

oh_oh_joe

Frost Gate Guardian

Join Date: Oct 2006

Power Surge [pS]

W/

That looks like a LONG run lol. Which town did you start from?

The.D0pefish

The.D0pefish

Krytan Explorer

Join Date: Mar 2007

Germany

Matchup Close [yPrn]

Me/

http://gw.gamewikis.org/wiki/Resilient_Was_Xiko
this skill might work against graspings as you don`t have to cast anything WHILE dazed
maybe you can cast the ashes and just spam VW and Reversal and keep holding it.

Holz

Lion's Arch Merchant

Join Date: Sep 2006

nvm............

Geishe

Geishe

Wilds Pathfinder

Join Date: May 2006

The Agonized

Rt/Mo

how can you use mantra of resolve while being Rt/Mo?

Xiko might work...
aggro graspings holding VwK
switch to Xiko after they use interrupts/"fear me"
use vengeful weapon as bait for skull crack
drop Xiko when dazed, immediately chain with vwk?
because of retribution, they should die within 2 VwK's... I'll test when we have favour.

Holz

Lion's Arch Merchant

Join Date: Sep 2006

LOL never mind, kinda late here already, wasn't thinking clearly..., yes Xiko will probably work in that way, but, just slower. I'll test it too tomorrowmorning.

Geishe

Geishe

Wilds Pathfinder

Join Date: May 2006

The Agonized

Rt/Mo

under dazed, Vengeful is 1/2 second casting, easily interruptable by a mob of graspings, but might still work.

Ill try both

ReZDoGG

ReZDoGG

Wilds Pathfinder

Join Date: Apr 2007

Indian Township, ME

Nativ War Party (NWP)

Rt/Mo

Quote:
Originally Posted by Geishe
under dazed, Vengeful is 1/2 second casting, easily interruptable by a mob of graspings, but might still work.

Ill try both Well yeah. heh. 1/2 second casting should be fast enough to cast in between hits. Since the monk protection spells that remove conditions are 3/4's of a second at the least, they wouldn't work while dazed. Wielder's Remedy and Vengeful Weapon is best chance to remove dazed.

Aum

Ascalonian Squire

Join Date: Jul 2007

ReZDoGG, what are those little icons around your skills in that picture you posted? There are other little icons on the screen also. They must be something about the interface I don't understand.
Thanks.

Vahrn Hart

Academy Page

Join Date: Dec 2005

I'm having a really weird problem with the build.

For some reason, I never have energy.
Whenever I cast VwK I lose 20 energy for some reason and when the skill wears off I get that 20 energy back. At some points when the mobs are attacking me, the energy gain from Essence and Balth isn't kicking in.

Am I missing some obvious part of this build? ><

AscalonWarrior

AscalonWarrior

Wilds Pathfinder

Join Date: Apr 2006

Kokkola, Finland

Mo/

Quote:
Originally Posted by Vahrn Hart
Whenever I cast VwK I lose 20 energy for some reason and when the skill wears off I get that 20 energy back. It's because you don't have your offhand and weapon in use when you're holding ashes

Vahrn Hart

Academy Page

Join Date: Dec 2005

So because I'm holding the ashes I'm always going to lose 20 E from not holding anything?
Is there any way around this?

Anarion Silverhand

Anarion Silverhand

Desert Nomad

Join Date: Sep 2005

Denmark

None

Quote:
Originally Posted by Vahrn Hart
So because I'm holding the ashes I'm always going to lose 20 E from not holding anything?
Is there any way around this? You're not "loosing" the energy, it's just hidden. And no, you can't get around it, for VwK to work, you need to hold the ashes.

Vexed

Vexed

Frost Gate Guardian

Join Date: Dec 2006

Mo/

What is your starting energy pool? I only had energy problems when I first started using the build and didn't quite understand the flow of skills... loading up your armor with radiant insignias and runes of attunement might help too.

You're going to lose between 10 and 20 energy as soon as you cast VwK no matter what you do. What I usually do is cast PS and SB just before I agro a group, then as soon as I start taking hits I tag VwK. This drops me to zero energy (or less) but you don't need to cast anything for several seconds after that, plenty of time for energy to roll in from Essence Bond and Balth's spirit.

Once you have the hang of it, it's actually pretty darn difficult to run out of energy, except maybe if you're taking on a boss solo. Incidentally, the energy you "lose" from casting VwK comes back when you drop the ashes, so if you're really in a bind for energy and PS is about to expire for some reason, you can always drop the ashes and recast.

Vahrn Hart

Academy Page

Join Date: Dec 2005

Quote:
Originally Posted by Vexed
What is your starting energy pool? I only had energy problems when I first started using the build and didn't quite understand the flow of skills... loading up your armor with radiant insignias and runes of attunement might help too.

You're going to lose between 10 and 20 energy as soon as you cast VwK no matter what you do. What I usually do is cast PS and SB just before I agro a group, then as soon as I start taking hits I tag VwK. This drops me to zero energy (or less) but you don't need to cast anything for several seconds after that, plenty of time for energy to roll in from Essence Bond and Balth's spirit.

Once you have the hang of it, it's actually pretty darn difficult to run out of energy, except maybe if you're taking on a boss solo. Incidentally, the energy you "lose" from casting VwK comes back when you drop the ashes, so if you're really in a bind for energy and PS is about to expire for some reason, you can always drop the ashes and recast. Okay thanks! I've been doing that Ash dropping trick when I'm in a bind for energy and it works great.

Why does rez dogg recommend the seize the day inscrip?
Does the energy gain on each attack really help?

Vexed

Vexed

Frost Gate Guardian

Join Date: Dec 2006

Mo/

I think you're confusing "Seize the Day" with a zealous mod. It doesn't steal energy, it increases your max energy pool dramatically at the cost of an energy pip.

Basically it increases the raw size of your pool, and the loss of a pip is negligible enough when you consider the flood of energy from Balth + Essence Bond.

However, you still lose the benefit of that mod when you hold the ashes, and with that in mind, I've never used that particular modj, as I've just never needed THAT much energy. I prefer a 20% enchants sword with a "Let the Memory Live Again" inscription paired with a 20/20 restoration focus to give me the best possible chance to halve the recharge on VwK.

All up to preference, of course, but my setup has been pretty efficient for me.

Vahrn Hart

Academy Page

Join Date: Dec 2005

ahhh thanks. that clears up a lot

ReZDoGG

ReZDoGG

Wilds Pathfinder

Join Date: Apr 2007

Indian Township, ME

Nativ War Party (NWP)

Rt/Mo

Quote:
Originally Posted by Aum
ReZDoGG, what are those little icons around your skills in that picture you posted? There are other little icons on the screen also. They must be something about the interface I don't understand.
Thanks. Those are just buttons for all the menus. Like for my inventory bags, guild menu, friends menu, world map, mission map, and things like that. You can do that by going to the buttom left menu and drag whatever buttons you want from them. I do this instead of us letters to open up stuff.

ReZDoGG

ReZDoGG

Wilds Pathfinder

Join Date: Apr 2007

Indian Township, ME

Nativ War Party (NWP)

Rt/Mo

Using a staff with "Seize the Day" can give you just about the most amount of energy you can possibly have. Which is 69 energy. Or you can put a Insightful staff head for an extra 5 energy to get a total of 74. More energy definately helps when you are going against something that is slower to kill, causing you to use up more energy. If there is a pain in the ass enemy alive and using up energy, I usually just pull him to another group to make things easier. If you don't want to spend the money on a good max gold staff, just go and buy some green staff like "Alem's Remedy". Which gives you an extra 20 energy.

Razz Thom

Razz Thom

Frost Gate Guardian

Join Date: Apr 2007

Three Feet Below Sea [LevL]

D/Mo

i've been using totem axe + a prot 12 energy offhand and 61 energy is plenty. I have yet to run out of energy using this build. dude, this is one of the most kickin builds i've seen to date. bravo.

ReZDoGG

ReZDoGG

Wilds Pathfinder

Join Date: Apr 2007

Indian Township, ME

Nativ War Party (NWP)

Rt/Mo

Quote:
Originally Posted by Razz Thom
i've been using totem axe + a prot 12 energy offhand and 61 energy is plenty. I have yet to run out of energy using this build. dude, this is one of the most kickin builds i've seen to date. bravo. I always using inscribable weapons. You can put +15 energy inscriptions on them. I recently bought a Shamanic restoration wand, and put a 20% memory and +15 energy mod on it. And I also have a inscribable Restoration offhand that has 20% recharge and 10% casting. So its actually better than my staff, but minus the 20% enchantment wrap. This together will give you +27 energy, 40% Recrg of Restoration spells, and 10% casting of all spells. So its way better than my usual staff.

Having that extra energy does come in handy depending what you are farming. Sometimes casters can lead you to use up more energy, and you can get pretty low.

My Green Storage

Wilds Pathfinder

Join Date: Sep 2006

Arizona

My Blue Storage

N/

I just ran a Rit up to Cavalon to get the Halcyon Job quest (My other already finished it)

Good lord.
I feel bad about how fast they get dropped.
It's almost unfair

ReZDoGG

ReZDoGG

Wilds Pathfinder

Join Date: Apr 2007

Indian Township, ME

Nativ War Party (NWP)

Rt/Mo

Quote:
Originally Posted by My Green Storage
I just ran a Rit up to Cavalon to get the Halcyon Job quest (My other already finished it)

Good lord.
I feel bad about how fast they get dropped.
It's almost unfair

I think any character can get that quest.... it should. You can always get the "street justice" quest. Which you need to complete "the naga oil" quest to unlock it. There are similar groups of sins to farm.