
Which Dungeons can be 600/smite??
LordXanthyon
My friend and I have been doing CoF runs as a 600/smite duo. I was wondering what other dungeons or missions (that people pay for runs) can be completed by 600/smite, as we are growing tired of CoF and its not so special drops. Thanks in advance.

Tom Swift
I have taken runs from 600/smite teams doing
shards of orr
Rragars
Kathandrax
Sepulchre of Dragrimmar
and Ooze pit
I have heard you can also do slavers and frastmaw (if you avoid the incubi)
I have done orr and ooze. Orr took me 3 hours. It was easy to get to the boss but he took me 2 hours to kill because I did not have the timing down yet.
Ooze is very very easy just be wary of the boss skill "Gelatinous Absorption." I take diversion along and cast it as one is loosing health. He will cast GA anyway but will not be able to cast the next time if timing is right. (other ways to deal with GA: run away for 15 seconds after boss casts it so he can not hit you and be healed, use a speed buff on yourself so you can keep away from him while he is buffed with GA, or cast a cripple such as "you move like a dwarf" skill on boss and run away until GA wears off)
shards of orr
Rragars
Kathandrax
Sepulchre of Dragrimmar
and Ooze pit
I have heard you can also do slavers and frastmaw (if you avoid the incubi)
I have done orr and ooze. Orr took me 3 hours. It was easy to get to the boss but he took me 2 hours to kill because I did not have the timing down yet.
Ooze is very very easy just be wary of the boss skill "Gelatinous Absorption." I take diversion along and cast it as one is loosing health. He will cast GA anyway but will not be able to cast the next time if timing is right. (other ways to deal with GA: run away for 15 seconds after boss casts it so he can not hit you and be healed, use a speed buff on yourself so you can keep away from him while he is buffed with GA, or cast a cripple such as "you move like a dwarf" skill on boss and run away until GA wears off)
Konig Des Todes
I got a question regarding 600/smite teams too...
Are any dungeons possible to 600/smite in NM? Or is it needed for HM in order for Spirit Bond to work? If Shards could be done in NM, I'd pay for a runner, I can't seem to get very far in that dungeon, even though I breeze through the others so easily... Then again, haven't tried since they buffed SF, should try again going perma SF.
Are any dungeons possible to 600/smite in NM? Or is it needed for HM in order for Spirit Bond to work? If Shards could be done in NM, I'd pay for a runner, I can't seem to get very far in that dungeon, even though I breeze through the others so easily... Then again, haven't tried since they buffed SF, should try again going perma SF.
Tom Swift
I think Orr would be a problem for perma shadow because the skeleton wizards use shock which is a neither an attack nor a spell so it is not blocked by Shadow Form.
LordXanthyon
Of those dungeons, which have the best drops? And also, are they runnable?

Tom Swift
Shards of Orr has the bone dragon staff - a very rare drop - you can run it with a smite/600 (two heroes works much better than one on this run)
but need to take into account knockdowns by wizards with shock and energy loss to archers with their energy stealing bow attack. I found the energy loss to be much worse than the knock down.
Rragars has the clockwork scythe - it is runnable but I have only seen it twice so I don't remember it's particular style
Ooze has the Cerulean Edge and is a very easy run - just be sure to take a route that avoids the incubi
Kathandrax has astral staff and emerald blade - both of which are pretty nice but some tough siege worms but it is runnable
Sepulchre of Dragrimmar doesn't have much in the way of drops but is runnable - the major problem with this one is the dwarf keeps getting in your way
Oola's has the the new storm daggars and is runnable though it has a couple of enchant stripping spirits you have to deal with.
For over all general drops - CoF is still the winner because it is a long easy dungeon with lots of hidden treasures and locked chests and has the added bonus of d chalices and rin relics - which sell for a good deal more than the majority of gold items. A very rare drop from another dungeon would be great but if you are trying to make money on drop CoF is still the way to go. (learning one of the other runs is the way to go if you are making money off of running others through, however)
but need to take into account knockdowns by wizards with shock and energy loss to archers with their energy stealing bow attack. I found the energy loss to be much worse than the knock down.
Rragars has the clockwork scythe - it is runnable but I have only seen it twice so I don't remember it's particular style
Ooze has the Cerulean Edge and is a very easy run - just be sure to take a route that avoids the incubi
Kathandrax has astral staff and emerald blade - both of which are pretty nice but some tough siege worms but it is runnable
Sepulchre of Dragrimmar doesn't have much in the way of drops but is runnable - the major problem with this one is the dwarf keeps getting in your way
Oola's has the the new storm daggars and is runnable though it has a couple of enchant stripping spirits you have to deal with.
For over all general drops - CoF is still the winner because it is a long easy dungeon with lots of hidden treasures and locked chests and has the added bonus of d chalices and rin relics - which sell for a good deal more than the majority of gold items. A very rare drop from another dungeon would be great but if you are trying to make money on drop CoF is still the way to go. (learning one of the other runs is the way to go if you are making money off of running others through, however)
Sacratus Ignis
I 600 run a ton of these... ones I've personally done over and over are...
shards, rragar, ooze, oola's, sepulchre, and CoF. Kathandrax is 600able but not worth my time since a real team beats it much faster.
Shards is 3man... the 600+smite+spirits/heal. 600bar I take standard skills but drop one bond (and give to ranger), and then "I am the strongest!" + Storm Chaser to handle all KD and edenial. Takes me about an hour full run, since I've perfected the run and can kill upwards of three groups at once.
Rragar I do with 4, since it makes it smooth and easy. 3 is technically doable but mucho harder. I 600 with mantra, take smiter, and then the last 2 heroes are personal preference. You need a way to perma spellbreaker, have massive heals for smiter, and damage the charr prophets that the smites can't kill alone. I usually take a spirits ranger with FS QZ SQ + 3bonds + Word of Healing. And then an SS/monk to kill prophets and backup heal the smiter. Rragar's takes me roughly 1hr15mins to do. Very easy run though once you learn it.
Sepulchre is standard build 600/smite, very very easy. Oola's is also duoable. Ooze I like 3manning for smoothness. The 600+smite+spirits ranger. I use YMLAD to kd and crip the ooze when they use GA and then tank again 15secs later. CoF obviously everyone knows how to do.
Kathandrax is another animal. Everything in it is easy enough to 600, but the wurms wont die to smites since they have too much HP. Most runners require people they are running to ursan etc the wurms for them. I think that's dumb since the point of a run is that all your leechers dont have to play and can AFK... I'd personally never get a run when I wasn't allowed to AFK since I can always h/h faster than someone can 600/smite (except shards lol). I've been messing around with a 3man Kat, using 600/smite/spirits, giving the spirits ranger FS and me Pain inverter. Seems like it will work...
shards, rragar, ooze, oola's, sepulchre, and CoF. Kathandrax is 600able but not worth my time since a real team beats it much faster.
Shards is 3man... the 600+smite+spirits/heal. 600bar I take standard skills but drop one bond (and give to ranger), and then "I am the strongest!" + Storm Chaser to handle all KD and edenial. Takes me about an hour full run, since I've perfected the run and can kill upwards of three groups at once.
Rragar I do with 4, since it makes it smooth and easy. 3 is technically doable but mucho harder. I 600 with mantra, take smiter, and then the last 2 heroes are personal preference. You need a way to perma spellbreaker, have massive heals for smiter, and damage the charr prophets that the smites can't kill alone. I usually take a spirits ranger with FS QZ SQ + 3bonds + Word of Healing. And then an SS/monk to kill prophets and backup heal the smiter. Rragar's takes me roughly 1hr15mins to do. Very easy run though once you learn it.
Sepulchre is standard build 600/smite, very very easy. Oola's is also duoable. Ooze I like 3manning for smoothness. The 600+smite+spirits ranger. I use YMLAD to kd and crip the ooze when they use GA and then tank again 15secs later. CoF obviously everyone knows how to do.
Kathandrax is another animal. Everything in it is easy enough to 600, but the wurms wont die to smites since they have too much HP. Most runners require people they are running to ursan etc the wurms for them. I think that's dumb since the point of a run is that all your leechers dont have to play and can AFK... I'd personally never get a run when I wasn't allowed to AFK since I can always h/h faster than someone can 600/smite (except shards lol). I've been messing around with a 3man Kat, using 600/smite/spirits, giving the spirits ranger FS and me Pain inverter. Seems like it will work...
Crystal Lake
This was my build for the Shards of Orr
[600;OwIT8U4iVqeQL6uKigm84QfAgAA]
I also had a Ranger using a Monk hero. We went through the the first 3 levels pretty easily, but had the same problem Tom Swift had at the end, in that it took us about 2 hours to kill the boss. I kept running out out energy was the one big problem. You can't deal so much damage if you have no energy and keep dying.
Quote:
Originally Posted by Sacratus Ignis
[600;OwIT8U4iVqeQL6uKigm84QfAgAA]
I also had a Ranger using a Monk hero. We went through the the first 3 levels pretty easily, but had the same problem Tom Swift had at the end, in that it took us about 2 hours to kill the boss. I kept running out out energy was the one big problem. You can't deal so much damage if you have no energy and keep dying.
Quote:
I 600 run a ton of these... ones I've personally done over and over are...
Shards is 3man... the 600+smite+spirits/heal. 600bar I take standard skills but drop one bond (and give to ranger), and then "I am the strongest!" + Storm Chaser to handle all KD and edenial. Takes me about an hour full run, since I've perfected the run and can kill upwards of three groups at once.
Sacratus, I'm curious which bond you dropped if this is the build you used except for one of the bonds. I can see how Strongest would help you at the end with the boss. I had a big problem with energy at the end. Also, what is edenial? I'm new to the 600 build and farming, so I'm still trying to learn.
Also, what was the Ranger build?
Shards is 3man... the 600+smite+spirits/heal. 600bar I take standard skills but drop one bond (and give to ranger), and then "I am the strongest!" + Storm Chaser to handle all KD and edenial. Takes me about an hour full run, since I've perfected the run and can kill upwards of three groups at once.
Sacratus, I'm curious which bond you dropped if this is the build you used except for one of the bonds. I can see how Strongest would help you at the end with the boss. I had a big problem with energy at the end. Also, what is edenial? I'm new to the 600 build and farming, so I'm still trying to learn.
Also, what was the Ranger build?
januscht
here is the list f the dungeon i run, i wont include any build atm but the variants are not too complicated
CoF(doh) - 2men - No need of human players
Ooze pits - 3men - No need of human players
Oolas Lab - 3men - No need of human players
Shards of Orr - 3men/4men you need some to heal the smiter - No need of human players
Rragars - 3men - No need of human players
Kathandrax - 3men/2men - You need at leas 4 person to tag along
HoS - 3men - No need of human players
Selpulchre of Dragrimmar - 3men - No need of human players
Frostmaw Burrow - 3men - You cant avoid ALL the incubus so you need some1 to take care of them
Vloxen s - 3men - The boss is complicated but doable
i do belive if you can handle the incubus as in the case of frostmaw Bogroot and bloodstone are easy done too
CoF(doh) - 2men - No need of human players
Ooze pits - 3men - No need of human players
Oolas Lab - 3men - No need of human players
Shards of Orr - 3men/4men you need some to heal the smiter - No need of human players
Rragars - 3men - No need of human players
Kathandrax - 3men/2men - You need at leas 4 person to tag along
HoS - 3men - No need of human players
Selpulchre of Dragrimmar - 3men - No need of human players
Frostmaw Burrow - 3men - You cant avoid ALL the incubus so you need some1 to take care of them
Vloxen s - 3men - The boss is complicated but doable
i do belive if you can handle the incubus as in the case of frostmaw Bogroot and bloodstone are easy done too
Incandecree
This dungeon is easy upto the boss. I rarely have energy problems running with a 600 and two monks. I notice alot of people say to use Storm Chaser for energy regain. That is a good idea. Although at the boss it is the archers that use Debilitating Shot that is -13 energy per hit and there are I believe 10 archers (maybe 8). Either way that is alot of energy denial. On the third monk I have Guardian and a well timed Guardian is a life saver there. I hadn't tried Shards without Mantra of Resolve. I could put Guardian in there instead for those archers. I may have to try that this evening.
Crystal Lake
Quote:
Originally Posted by Incandecree
This dungeon is easy upto the boss. I rarely have energy problems running with a 600 and two monks. I notice alot of people say to use Storm Chaser for energy regain. That is a good idea. Although at the boss it is the archers that use Debilitating Shot that is -13 energy per hit and there are I believe 10 archers (maybe 8). Either way that is alot of energy denial. On the third monk I have Guardian and a well timed Guardian is a life saver there. I hadn't tried Shards without Mantra of Resolve. I could put Guardian in there instead for those archers. I may have to try that this evening.
Is this Shards you are talking about? With 3 monks and no ranger? Or did you mean you put guardian on the smiting monk? I could see how guardian would help - those archers are the ones that got me by draining my energy.
Incandecree
yep, 3 monks, the third monk has had Guardian and spare copy of SpellBreaker. I can see where having the ranger could be more beneficial at Fendi.
the_jos
I've helped two guildies with Duncan HM as 600 tank (not the rest of the bosses).
I'm not sure it's 100% possible to do this one without human players though.
The main problem would be the spirits near Duncan.
You need to get those away and I'm not sure how well this can be done by a hero.
Getting Duncan down after you got the spirits away is easy, I just used a Necro hero with SV and the smiter hero.
I'm not sure it's 100% possible to do this one without human players though.
The main problem would be the spirits near Duncan.
You need to get those away and I'm not sure how well this can be done by a hero.
Getting Duncan down after you got the spirits away is easy, I just used a Necro hero with SV and the smiter hero.
Sacratus Ignis
Shards for me like I said is 3man. If you are pro you can duo it but it is harder.
As 600 I use PS SB SB SoA stormchaser IatS essence and blessed.
Smiter is standard in 3man. In 2man I give him GC instead of bip.
ranger is 16wild12heal5exp. He runs balth essence succour for bonds. Then serpquick QZ and greaterconflag. Last 2 are your choice. One at least must be a quick cheap heal like orison. Other can be rez.
No energy issues ever at fendi bc of GC and then storm chaser. Use sc every time the rangers pop at boss.
Hope that helps. Feel free to pm here or in game
Quote:
Originally Posted by Crystal Lake
As 600 I use PS SB SB SoA stormchaser IatS essence and blessed.
Smiter is standard in 3man. In 2man I give him GC instead of bip.
ranger is 16wild12heal5exp. He runs balth essence succour for bonds. Then serpquick QZ and greaterconflag. Last 2 are your choice. One at least must be a quick cheap heal like orison. Other can be rez.
No energy issues ever at fendi bc of GC and then storm chaser. Use sc every time the rangers pop at boss.
Hope that helps. Feel free to pm here or in game
Quote:
This was my build for the Shards of Orr
[600;OwIT8U4iVqeQL6uKigm84QfAgAA]
I also had a Ranger using a Monk hero. We went through the the first 3 levels pretty easily, but had the same problem Tom Swift had at the end, in that it took us about 2 hours to kill the boss. I kept running out out energy was the one big problem. You can't deal so much damage if you have no energy and keep dying.
Sacratus, I'm curious which bond you dropped if this is the build you used except for one of the bonds. I can see how Strongest would help you at the end with the boss. I had a big problem with energy at the end. Also, what is edenial? I'm new to the 600 build and farming, so I'm still trying to learn.
Also, what was the Ranger build?
[600;OwIT8U4iVqeQL6uKigm84QfAgAA]
I also had a Ranger using a Monk hero. We went through the the first 3 levels pretty easily, but had the same problem Tom Swift had at the end, in that it took us about 2 hours to kill the boss. I kept running out out energy was the one big problem. You can't deal so much damage if you have no energy and keep dying.
Sacratus, I'm curious which bond you dropped if this is the build you used except for one of the bonds. I can see how Strongest would help you at the end with the boss. I had a big problem with energy at the end. Also, what is edenial? I'm new to the 600 build and farming, so I'm still trying to learn.
Also, what was the Ranger build?
Zeff Nut
I would like to ask a couple questions regarding Fendi, I am loving playing 600 monk and usually just use hero smiter, some HM dungeons I bring a healer for smiter. With Shards HM, I have no problems with entire dungeon until I hit Fendi, I think it might be Chilblains that is messing me up but not exactly sure, but that will strip 2 enchants, is there a counter from that? I use Spell Breaker upon entering but unable to cast again when Soul of Fendi pops. I see also a couple ppl have said they bring a ranger.... may be a dumb question but do you flag ranger back with smiter, or bring him into the fray with you? Sorry, fairly new to 600'ing these dungeons so I just don't understand completely how it all works.
Incandecree
Quote:
Originally Posted by Zeff Nut
I would like to ask a couple questions regarding Fendi, I am loving playing 600 monk and usually just use hero smiter, some HM dungeons I bring a healer for smiter. With Shards HM, I have no problems with entire dungeon until I hit Fendi, I think it might be Chilblains that is messing me up but not exactly sure, but that will strip 2 enchants, is there a counter from that? I use Spell Breaker upon entering but unable to cast again when Soul of Fendi pops. I see also a couple ppl have said they bring a ranger.... may be a dumb question but do you flag ranger back with smiter, or bring him into the fray with you? Sorry, fairly new to 600'ing these dungeons so I just don't understand completely how it all works.
The skill you are looking for is on the ranger that is Quickening Zephyr. This will help out on the recharge for SpellBreaker