Question regarding CoF 'Farm'

Larcen

Larcen

Frost Gate Guardian

Join Date: Jul 2007

Southern Maryland

Midnight Oasis

Ok, so a friend and I have completed the dungeon a few times by ourselves doing the somewhat popular 600/smite duo run. I've done it a time or two using a Monk hero for the practice. Now, my question is, that sometimes luck isn't on my side with Spirit Bond and I cast it too early or too late and fall out of step with the attacks and don't receive the required healing to stay alive. No big deal (in our eyes) he rebirths and we re-bond and get back to it, and move on.

Now, this may happen a time or two, but we plow forward. My question to you is, is this bad? Do people look down on you for falling once or twice? Is it to be expected? We've thought about taking people with us, be it pay or free, but we don't want to hear any mouthing off about an occasional mistake, so long as we complete the dungeon in a timely manner.

Speaking of which, what are average times per level? We finish the first level rather quickly, assuming The Keeper and his bunch gives us no problems. Second level, same issue usually, The Keeper puts us down maybe once. Last level is usually no problem save for maybe the Steward. Sometimes we make a mistake elsewhere along the way, over aggro and they run past to the smiter, etc. Human mistakes.

Thoughts / opinions?

BLOODGOAT

BLOODGOAT

Wilds Pathfinder

Join Date: Jun 2007

long a

Mo/

PROTIP: Cast Prot Spirit and Spirit Bond before you run into a mob. When Spirit Bond goes down, recast Spirit Bond (1) followed immediately by Shield of Absorption (2) and then renew Prot Spirit (3) [1-2-3 combo]. When Shield of Absorption starts blinking to indicate it is almost dead, pull the [1-2-3 combo] again. If you die... well, you won't die.

Syco Masato

Frost Gate Guardian

Join Date: Mar 2007

New Jersey

D/

I used to run this back when I was REALLY desparate for money, and no one ever complained about one or two deaths. Unless they're complete assholes.
Just finish the dungeon in a good time and you'll be fine.

jonnieboi05

jonnieboi05

Forge Runner

Join Date: Mar 2006

Mableton, Georgia

Guild Ancestors Reunited [?????????]

Quote:
Originally Posted by BLOODGOAT
PROTIP: Cast Prot Spirit and Spirit Bond before you run into a mob. When Spirit Bond goes down, recast Spirit Bond (1) followed immediately by Shield of Absorption (2) and then renew Prot Spirit (3) [1-2-3 combo]. When Shield of Absorption starts blinking to indicate it is almost dead, pull the [1-2-3 combo] again. If you die... well, you won't die. well, i say dont wait 'til SB is almost gone; recast it the instant it is recharged. energy management, for me, is 'always' at 3/4 and never less so it shouldn't be a problem at all. as far as dying-- you should never die while doing CoF.

A Simple Farmer

A Simple Farmer

Frost Gate Guardian

Join Date: Oct 2007

ECTOS

E/

If you are dying a lot, do you have 14 in protection?
SOA lasts 7 seconds at 14 prot.

You should either buy a major prot rune, and use a sup devine headpiece or swap headpieces. I would recommend going for the major prot rune and sup devine headpiece till you get good (easily keepup SOA).

I second, the hint for precasting SpB before SOA, it's a lifesaver

Until you get the hang of it & do it clean w no dying. I wouldn't run people for money.

(I get annoyed if a run takes longer then 45 minutes)

Trevor The Wave

Frost Gate Guardian

Join Date: Oct 2006

This Is Ukraine [UA]

E/Me

Quote:
Originally Posted by JonnieBoi05
well, i say dont wait 'til SB is almost gone; recast it the instant it is recharged. energy management, for me, is 'always' at 3/4 and never less so it shouldn't be a problem at all. as far as dying-- you should never die while doing CoF. lol Lena's nub.

You should ALWAYS wait until SB wears off before you cast Sb again. if you recast SB while it is already on you, it will not replenish the 10 hits.

IE: You put SB on yourself. You get hit 7 times and then SB recharges. If you recast SB BEFORE you get the 10 hits in(or the 8 seconds...) the game will still register you have been hit 7 times with the new SB, meaning you get hit 3 more times and SB falls off.

blackknight1337

Jungle Guide

Join Date: Jan 2007

USA

Mo/

chill with the nub comments please...

here's what works for me. before you go in, hit prot spirit and spirit bond. if the mob has interrupts you don't want to cast soa right after aggro, otherwise it works fine. if you cast soa immediately after aggro, you can just hit sb again, the counter makes no difference here. obviously if your health starts dropping, spirit bond isn't on you.

while you are in the mob, its usually easiest to time your enchants around soa. assuming you are using a 7 sec soa, 30% blessed aura, and 20% enchant, soa is pretty much renewed on recharge. very few mobs require you to double spirit bond for each soa, 1 before and 1 immediately after. I would suggest casting soa --> sb --> prot spirit. in between soa casts you usually have 6 or 7 seconds to cast whatever else you might need.

done right its nearly impossible to die....but there are always little things that occasionally will screw you up. lag, missing a cast, etc often will leave you no time to correct, and you will die. but thats why you have rebirth on smiter anyway.

Larcen

Larcen

Frost Gate Guardian

Join Date: Jul 2007

Southern Maryland

Midnight Oasis

Thanks for the adult answers, no silly insults or the like.

So, given the advice from everyone, its safe to say my mistakes are from recasting SB too early. So, to correct the problem, my question is this: when the 10 hits are used up on SB, does it go away, or remain on you even though its useless? If it disappears, in theory, that should be a sure fire sign to recast it, but if it stays even though it isn't being triggered, how does one know? Not everyone (including me) can keep up with the 15 things going on at once.

Thanks again for the advice.

philo

Lion's Arch Merchant

Join Date: Sep 2005

It disappears

tuna-fish_sushi

tuna-fish_sushi

Desert Nomad

Join Date: Dec 2005

California

E/A

Most People put up with a death or two, however focus on doing the first level without dying because generally if your on the 2nd or 3rd level of the dungeon people wont leave because there already halfway through.

Don't be mad if people do leave there are always impatient punks who think there better then everyone.

Larcen

Larcen

Frost Gate Guardian

Join Date: Jul 2007

Southern Maryland

Midnight Oasis

Thanks again for the advice, charging people for runs isn't normally my forte, just a thought. As for SB, I moved my enchants down around my skillbar to monitor SB more closely, and low and behold, everything went much more smoothly. Still a death or two, though not as common which were mostly due to The Keeper's and a group or two of Enchanted. All in all, me paying more attention to SB worked much better.

Chaos55

Chaos55

Lion's Arch Merchant

Join Date: Apr 2007

Mo/E

If you die once, thats not problem but anymore than 2 may result in a leaver. When I run, I make sure I don't spam all my skills. Throughout all my runs, all I do is look at the enchantments I'm keeping up. The need to keep Spirit Bond up, keeps the 600 alert at all times. Since Spirit Bond only protects for 10 hits and does not renew if you cast it early, your basically dead if you cast too early. Good luck on your runs.

Mr Emu

Mr Emu

Lion's Arch Merchant

Join Date: Apr 2006

W/A

if you renew spirit bond while the enchant indicator is blinking, it will fully renew regardless of the number of hits taken

BLOODGOAT

BLOODGOAT

Wilds Pathfinder

Join Date: Jun 2007

long a

Mo/

Quote:
Originally Posted by Larcen
Thanks for the adult answers, no silly insults or the like.

So, given the advice from everyone, its safe to say my mistakes are from recasting SB too early. So, to correct the problem, my question is this: when the 10 hits are used up on SB, does it go away, or remain on you even though its useless? If it disappears, in theory, that should be a sure fire sign to recast it, but if it stays even though it isn't being triggered, how does one know? Not everyone (including me) can keep up with the 15 things going on at once.

Thanks again for the advice. When you're tanking, there's only one thing that should be going on: watching your enchantments. They keep you alive.

enter_the_zone

Jungle Guide

Join Date: Nov 2007

R/

My advice is to never "renew" SB, it should always drop off. That's why you have SoA

Also, one thing some people miss is to use Spellbreaker before engaging the Charr groups which have mesmers, since Power Block is a killer.

And the best advice of all is : If you have a second account, don't bother running others, bring it along instead. My brother and I do this, 4x chars opening chest and all the drops on the way are ours xD. Also works as a good backup plan for UW if you find yourself dying too much.

A Simple Farmer

A Simple Farmer

Frost Gate Guardian

Join Date: Oct 2007

ECTOS

E/

It sounds like your problem isn't with SB but with SOA. Pay attention to SOA, you should always have SOA up. With single groups, you should SB-SOA, but with multi-groups SB-SOA-SB then wait for SOA to blink and recast combo....

SOA will keep you at MAX health - taking no damage, except for conditions, which is nothing at your high health.

Larcen

Larcen

Frost Gate Guardian

Join Date: Jul 2007

Southern Maryland

Midnight Oasis

Seems paying closer attention to SB made life a lot easier already. Perhaps making sure SoA remains active always is the next step.

Out of curiosity, other than 'paying' to tag along, is there any viable tactics to 'farming' this run with a Warrior primary? No pun intended on the term tactics.

macie28

Wilds Pathfinder

Join Date: Nov 2006

Surrey, BC

[DL] Desolation Lords

A/

"Running Temple HM 3k! -500g per death! invite self 2/8" sigh...thankfully I don't do that anymore. Anyway, I rarely die...thus the guarantee that if I die, i take 500g off the fee per person. It was a good motivator too :P

Anyway, tips... i went as Mo/Me, using Mantra of Resolve @ 3 Inspiration (left overs..), that anti-interrupt really helps against those pesky spiders and enchanteds. My sequence would be, going in I cast Spell Breaker(1) + PS(4), then i hit aggro i cast SB(2) + SoA(3), by this time you would have enough energy to put Mantra and your SoA is running out, so cast in order SB+SoA+SB, so dats 2+3+2, reason for this is...you cast SB right before SoA ends as a safety net before SoA applies, then once you got SoA up, your 1st SB would have run out and you would be losing HP again, so put up a 2nd SB right after the SoA. Rinse and Repeat!! For spiders is a bit tricky, i usually get mantra up with Spell Breaker and PS, have enuf energy for SB then SoA, you would continuously interrupted wen you cast your 2nd SoA again, just time the skills right and don't spam. Goodluck!

Nightow

Nightow

Forge Runner

Join Date: Feb 2006

Kindred Order of Souls [KOS]

And for those who are without access to a mesmer secondary (Rt/mo 600 Tank) it looks like the asuran skill Mindbender usually does the trick. An interupt might still get by but the chances of happening are less.

A Simple Farmer

A Simple Farmer

Frost Gate Guardian

Join Date: Oct 2007

ECTOS

E/

Quote:
Originally Posted by macie28
For spiders is a bit tricky, i usually get mantra up with Spell Breaker and PS, have enuf energy for SB then SoA, you would continuously interrupted wen you cast your 2nd SoA again, just time the skills right and don't spam. Goodluck!
You don't need Spell Breaker for spiders.
Quote: Originally Posted by Larcen
Out of curiosity, other than 'paying' to tag along, is there any viable tactics to 'farming' this run with a Warrior primary? No pun intended on the term tactics. I'll shamelessly self promote here...600any TOD

Larcen

Larcen

Frost Gate Guardian

Join Date: Jul 2007

Southern Maryland

Midnight Oasis

No shame there. Great thread. May I PM you a question or three? If not, understandable.

captainccc

captainccc

Krytan Explorer

Join Date: Jun 2005

East Coast =D

Various GvG Guilds...Always Moving

Mo/

I did a run yesterday right after I woke up and died on the last mob of the first level. I just explained myself and people weren't mad at all. I went to die another time on the 3rd level but most of the people I run are really cool.

Maybe I'm just lucky.

MercenaryKnight

MercenaryKnight

Forge Runner

Join Date: May 2006

Wolf of Shadows [WoS]

P/

Just curious, if I joined a run and say they were fighting murakai or the steward. Would it be a good idea to bring /necro secondary and bring a high level SS to cast on the boss? Or would they most likely get mad that I ran into aggro range even if I brought a speed boost to run cast and get out?

philo

Lion's Arch Merchant

Join Date: Sep 2005

They would get mad for sure.

As a "runnee" you are not supposed to do anything at all, safe maybe using party-wide long distance heal (like Heal Party, Breath of the Great Dwarf etc.), long distance condition remove (Martyr, Cautery Signet etc), or have skills ready to take care of those annoying spirits of bloodsong (Gaze of Fury, Unnatural Signet etc.)
Since the update that makes the smiter take damage you are more than welcome to bring any kind of heal or regen skill in order to take care of him.

And if all this is no option for you, simply bring Light of Deldrimor, but never ever run forth and mess with the aggro. That's your best way to become the most hated guy in the party

MercenaryKnight

MercenaryKnight

Forge Runner

Join Date: May 2006

Wolf of Shadows [WoS]

P/

Yeah, I was just trying to find a way to help speed up damage. Also I was in one run where the steward got aggro'd by our party and ran all the way to the second set of stairs where the enchanted patrols. They got stuck and would not attack the 600 monk. We had to spellbreaker an ele in the group while they casted big aoe damages several times just to take it down.

It's a shame they aren't melee because famine and spamming visages could work good.

captainccc

captainccc

Krytan Explorer

Join Date: Jun 2005

East Coast =D

Various GvG Guilds...Always Moving

Mo/

Philo is right, I get so mad when im trying to 600 and some stupid ele (nothing against ele's ) runs in and casts spells because he thinks he's helping. I only tell people (if they can) to bring a healing spell or 2 for the smite monk and maybe some dmg for the bloodsong. Thats it. Other than that... just sit there and pick up your drops. I mean your paying me so why not take advantage.

macie28

Wilds Pathfinder

Join Date: Nov 2006

Surrey, BC

[DL] Desolation Lords

A/

Quote:
Originally Posted by macie28
"Running Temple HM 3k! -500g per death! invite self 2/8" sigh...thankfully I don't do that anymore. Anyway, I rarely die...thus the guarantee that if I die, i take 500g off the fee per person. It was a good motivator too :P

Anyway, tips... i went as Mo/Me, using Mantra of Resolve @ 3 Inspiration (left overs..), that anti-interrupt really helps against those pesky spiders and enchanteds. My sequence would be, going in I cast Spell Breaker(1) + PS(4), then i hit aggro i cast SB(2) + SoA(3), by this time you would have enough energy to put Mantra and your SoA is running out, so cast in order SB+SoA+SB, so dats 2+3+2, reason for this is...you cast SB right before SoA ends as a safety net before SoA applies, then once you got SoA up, your 1st SB would have run out and you would be losing HP again, so put up a 2nd SB right after the SoA. Rinse and Repeat!! For spiders is a bit tricky, i usually get mantra up with Spell Breaker and PS, have enuf energy for SB then SoA, you would continuously interrupted wen you cast your 2nd SoA again, just time the skills right and don't spam. Goodluck! yeah, my bad, you don't need SB for spiders