Having trouble farming with my Monk...
Thannor
I've recently come back after a long break, and since I've been trying to get into farming, something I had previously not really got into. I had made my monk into a 55, and I could farm minos and hydras no problem. However, recently I've been reading a lot of the farming forums, finding builds and such. I can farm HM Gates of Kryta and HM Bergen Springs no problem, but I can't seem to hunt any bosses in HM at all.
So far I've been trying Lian Dragon's Petal, Xuekao, Miella Lightwing(Who I killed once, somehow, so I suppose it's been.. Kinda successful.), and Kenrii Sea Sorrow. I've been trying all of these on HM, for good drops and the chance of tomes... However, except the one time mentioned earlier I've never been able to kill one of them.
Now, here's my question: Is this because I just suck and need to practice more? Or are the sources I'm reading outdated in some way and these bosses aren't really viable for a 55 to solo? And, if it is that I just suck, would anyone mind throwing up a specific build that you know will work on 'em? I've just been these:
[Bergen Run;OwAU0KH+SIH1Dk8LlGUeiEgA]
[GoK HM Run;OwAU0EH/QoO1DQyddlARMIAE5BA]
[Silver 55;OwYVk4W6gXCnpeoFTG8QRy/QfIPA]
Well, thanks for the help guys. Hopefully I can figure out what I'm doing wrong here!
So far I've been trying Lian Dragon's Petal, Xuekao, Miella Lightwing(Who I killed once, somehow, so I suppose it's been.. Kinda successful.), and Kenrii Sea Sorrow. I've been trying all of these on HM, for good drops and the chance of tomes... However, except the one time mentioned earlier I've never been able to kill one of them.
Now, here's my question: Is this because I just suck and need to practice more? Or are the sources I'm reading outdated in some way and these bosses aren't really viable for a 55 to solo? And, if it is that I just suck, would anyone mind throwing up a specific build that you know will work on 'em? I've just been these:
[Bergen Run;OwAU0KH+SIH1Dk8LlGUeiEgA]
[GoK HM Run;OwAU0EH/QoO1DQyddlARMIAE5BA]
[Silver 55;OwYVk4W6gXCnpeoFTG8QRy/QfIPA]
Well, thanks for the help guys. Hopefully I can figure out what I'm doing wrong here!
Spiritz
Depending on the length of your break theres been many changes - hm foes will scatter at any aoe and soj will cause scatter.
Personally if you have nightfall id go mo/d 55 monk which i believe is 8 or 9 in earth prayers and none healing - also if you have eotn replace mending with smite condition ( gok and bergen where conditions are always active ) or smite hex ( for hex places - eg gargoyles outside nolani ).And replace healing breeze with mystic regen - you shud have enough pips from mystic regen to survive .
As for hm - bosses have crazy hp regen in hm and can be pains to kill
Personally if you have nightfall id go mo/d 55 monk which i believe is 8 or 9 in earth prayers and none healing - also if you have eotn replace mending with smite condition ( gok and bergen where conditions are always active ) or smite hex ( for hex places - eg gargoyles outside nolani ).And replace healing breeze with mystic regen - you shud have enough pips from mystic regen to survive .
As for hm - bosses have crazy hp regen in hm and can be pains to kill
Thannor
Yeah, I've noticed the scatter... But I seem to avoid most of it just by attacking one of them. Well, at least it works at Bregen. Though, mystic regen and smite condition/hex can both be added, thanks for the tips.
And about the bosses, I've noticed that as well.. I just don't get the DPS to kill 'em. Either I get killed in a matter of seconds, or more likely, it's just a stalemate and neither of us will die. Any specific bosses that aren't such a pain?
Oh, another question: I've heard all about this permaSF 'sin, and how it's supposed to be so good at killing things... But I don't really like 'sins much. Are they hands down the best boss killers/farmers in the game, or is what I've heard just exaggerated? If not, I might consider making an assassin...
And about the bosses, I've noticed that as well.. I just don't get the DPS to kill 'em. Either I get killed in a matter of seconds, or more likely, it's just a stalemate and neither of us will die. Any specific bosses that aren't such a pain?
Oh, another question: I've heard all about this permaSF 'sin, and how it's supposed to be so good at killing things... But I don't really like 'sins much. Are they hands down the best boss killers/farmers in the game, or is what I've heard just exaggerated? If not, I might consider making an assassin...
Anime Divine
forget 55
go 600/smite
not solo though
with human smiter even hero smiter can work.
go 600/smite

not solo though

Spiritz
Was gonna say u can go 600/smite but was beaten to it .
Perma sins id say are not so gd at killing things - as with all builds it has its flaws -
- non targetted aoe hurts
- chilling victory has a bug which cuts thru shadowform
- damage output reduction thru shadowform
- touch skills hurt
Thats just to name a few but overall id say permasins are up with the 55/600 smite and other farming variations but not for damage but for survivability.
Raptor farming as perma sf sliver we are slower than an ele using sliver tho avg 2 mins run on sin isnt bad compared to the avg 4 mins we used to have when sf had 50% dmg output reduction lol
Perma sins id say are not so gd at killing things - as with all builds it has its flaws -
- non targetted aoe hurts
- chilling victory has a bug which cuts thru shadowform
- damage output reduction thru shadowform
- touch skills hurt
Thats just to name a few but overall id say permasins are up with the 55/600 smite and other farming variations but not for damage but for survivability.
Raptor farming as perma sf sliver we are slower than an ele using sliver tho avg 2 mins run on sin isnt bad compared to the avg 4 mins we used to have when sf had 50% dmg output reduction lol
Thannor
Wow, I had never really looked at the 600/smite group because I didn't know you could use heroes... I'll for sure try that out. What's it best to have the human as, the smiter or the healer? I have both a monk and a Rit, so I suppose I could choose either one.
Also, how much do you think it'll cost to start one of these badboys up?
Also, how much do you think it'll cost to start one of these badboys up?
Rothan Celt
not much at all so long as u have at least 600 health and all the skills and a hero its all good. once u make more cash u can do simple things to make ur farming faster/better
such as +3 smiter rune on your hero (if you have one) +3 runes on urself such as divine favour and/ or prot so long as u have ur health to 600 by means of vital blessing/runes/insigs you can throw any sup rune on yourself. the beauty of it is you need the crappest (the cheapest) armor that you can get so overall its not expensive at all. but it is so much better than 55hp monk now once you get real good at 600 farming you can run people for things such as dungeons and make a extream amount of money in a short time ( when i can be botherd i make 60k in half a hour) i suggest looking at this thread...
http://www.guildwarsguru.com/forum/s...+f arm+builds
builds and tips on all sorts of dungoen farms and dungoen farms imo are the best farms as you can run ppl aswell!
good luck mate!
such as +3 smiter rune on your hero (if you have one) +3 runes on urself such as divine favour and/ or prot so long as u have ur health to 600 by means of vital blessing/runes/insigs you can throw any sup rune on yourself. the beauty of it is you need the crappest (the cheapest) armor that you can get so overall its not expensive at all. but it is so much better than 55hp monk now once you get real good at 600 farming you can run people for things such as dungeons and make a extream amount of money in a short time ( when i can be botherd i make 60k in half a hour) i suggest looking at this thread...
http://www.guildwarsguru.com/forum/s...+f arm+builds
builds and tips on all sorts of dungoen farms and dungoen farms imo are the best farms as you can run ppl aswell!

bluwolf
Or you could go mo/n and add spoil victor and insidious parasite.
ac1inferno
Quote:
Originally Posted by Thannor

Quote: Originally Posted by Thannor

[Bergen Run;OwAU0KH+SIH1Dk8LlGUeiEgA]
[GoK HM Run;OwAU0EH/QoO1DQyddlARMIAE5BA] [[Shield of Judgment] is better left for mobs that cannot be knocked down. Enemies that are knocked down by Shield of Judgment will scatter. However, ranged attackers do not flee from damage as melee creatures do.
Quote:
Originally Posted by Age
[GoK HM Run;OwAU0EH/QoO1DQyddlARMIAE5BA] [[Shield of Judgment] is better left for mobs that cannot be knocked down. Enemies that are knocked down by Shield of Judgment will scatter. However, ranged attackers do not flee from damage as melee creatures do.
Quote:
It is because they will be taking to many big hits it is why the 600 solo farmer became nerfed. Me/Mo 55s can't farm unwaking waters due to SB nerf as it can only take 10 hits before it ends
Since [[Spirit Bond] wears off after 10 hits, [[Shield of Absorption] is used to reduce damage to 0.Quote:
I don't know where the idea that a Spirit Bonder can't solo and must need a partner came from, but it can solo and does not always need a partner.
My above post is why they can't solo as you need the smiter with you and with al15 armour will be taking more damage then a 55 does.I would say you need to do some reading up on the difference between a solo55 and duel 600 smite.The only place a 55 needs a partner is the UW but can go solo if going up agianst Aataxes.
ac1inferno
Quote:
Originally Posted by Age
![]() |
Quote:

My above post is why they can't solo as you need the smiter with you and with al15 armour will be taking more damage then a 55 does.
[[Spirit Bond] will heal the target for 80 health each time they receive a single attack that does 60 damage or more. This build lowers the Monk's armor intentionally so that every hit from any attack will do 60 damage or more. Then, it uses [[Protective Spirit] (which always takes effect after Spirit Bond) so that for every hit you will be healed more than damaged. So I don't see how taking more damage than a 55 affects anything.
To my Knowledge cerb as never used 600 build if you can post a link with him using it.
I ignore you Tyael as you like to bait with me and I have been here longer.
challenge accepted.
Quote:
Originally Posted by cerb
Quote:
Quote:
Originally Posted by Age
Quote:
I'd like to remind you again that you don't need to have 600hp. [[Protective Spirit] always takes effect after [[Spirit Bond].
Originally Posted by blackknight13337 I don't know where you get your facts from. You seem to have little idea how a modern 600 monk works, and you don't seem to be able to grasp the concept even when other people in this thread have explained it to you. Nonetheless, the basic 600 monk is capable of soloing or duoing, the mechanism used to stay alive is the same. Spirit bond keeps you alive during the downtime of soa, and then soa negates damage quickly to zero while active. The damage source is irrelevant, and can be moved onto the 600, at the cost of not having holy wrath.
I get my facts from the same source that everyone else get theres from GW Updates as to the nerf to SB.Why aren't there more players doing this as most are 55ing look at the first link I posted.There is no mention of the 600 solo build on this board which as all the popular farming builds in the game just look at cerb's thread in this forum he is farming at 55 not 600. I ask why is there no mention of it on THE Guild Wars Guru as it has the most comprehensive farming forum on any GW Fansite and partial home of 55? ac1inferno
Quote:
Originally Posted by Age
![]() |
Quote:

I get my facts from the same source that everyone else get theres from GW Updates as to the nerf to SB.Why aren't there more players doing this as most are 55ing look at the first link I posted.There is no mention of the 600 solo build on this board which as all the popular farming builds in the game just look at cerb's thread in this forum he is farming at 55 not 600.
Yes, we are all aware of the 10 hit trigger for Spirit Bond. I'd like to remind you again that [[Shield of Absorption] fixes that. The reason 55 is more popular than a Spirit Bonder is because it takes less work. It's takes less clicks to keep [[Healing Breeze] up than it is to keep Spirit Bond, but that does not mean Spirit Bonders don't work.
Quote:
SoJ lasts for 21 seconds with 16 Smiting. I'll even throw in an additional 4 seconds for a +20% enchant mod on your main-hand weapon, which brings it up to 25 seconds rounded down (actual figure is 25.2 seconds). That gives you another 20 seconds of downtime and 1 second to recast if you aren't having to refresh a Prot at that exact second. Now... SoJ KD's as well as deals damage, so that's 1 second less for every hit that's landed on you while SoJ is up to account for time the enemy spent falling down and getting up. Even with 25 seconds of SoJ, you are still only getting 12 hits max per enemy, and that's saying that they hit you as soon as they stand up.
Retribution is a maintained enchant, meaning that unless it gets stripped, it is up until you either don't have the energy to maintain it (meaning you would have to have negative energy regeneration... which is only going to happen against certain skills/spirits which you wouldn't try to farm with maintained enchants in the first place...) So in the same amount of time, vs the same amount of enemies you are going to get double the number of hits from Retribution that you are going to get from SoJ (saying that attacks hit once per second per enemy and since Retribution doesn't interrupt attack flow with a 1 second KD). On top of that, you add in the additional 21 seconds for 21 more hits of Retribution (maintained) that you would be waiting on recharge/recast of SoJ.
12 hits x 53 dmg = 636 total dmg over 46 seconds (25 initial, 21 recharge/recast)
46 hits x 19 dmg = 874 total dmg over 46 seconds (maintained for 46 seconds)
The only time that SoJ is going to deal more damage than Retribution is on one of 3 conditions: a) the timeframe is shorter than a full cycle of SoJ's duration+recharge (which is the only fair way to test this, as not all enemies die in a single cast of SoJ and the time they spend attacking during the recharge is still time used, time which Retribution would still be dealing damage), b) if the enemies are doing less than 60 dmg per hit (rounded up, since Retribution deals 33% back we have to account for that last %) or c) if the damage is reduced before Retribution, lowering it to under 60 dmg per hit.
Again, this compares 16 Smiting SoJ to 14 Smiting Retribution. There are still 3 ways, at least, I could have missed some, that can render this information moot, all of which I have listed above. If you want to disprove me more, I will run more tests, to your specs in order to put this bull to rest.
Learn to mathcraft before you make erroneous comments on a public forum, trying to 1up your e-peen.
@ ac1inferno and blackknight1337:
Thanks for helping and giving tested information.
SoJ lasts for 21 seconds with 16 Smiting. I'll even throw in an additional 4 seconds for a +20% enchant mod on your main-hand weapon, which brings it up to 25 seconds rounded down (actual figure is 25.2 seconds). That gives you another 20 seconds of downtime and 1 second to recast if you aren't having to refresh a Prot at that exact second. Now... SoJ KD's as well as deals damage, so that's 1 second less for every hit that's landed on you while SoJ is up to account for time the enemy spent falling down and getting up. Even with 25 seconds of SoJ, you are still only getting 12 hits max per enemy, and that's saying that they hit you as soon as they stand up.
Retribution is a maintained enchant, meaning that unless it gets stripped, it is up until you either don't have the energy to maintain it (meaning you would have to have negative energy regeneration... which is only going to happen against certain skills/spirits which you wouldn't try to farm with maintained enchants in the first place...) So in the same amount of time, vs the same amount of enemies you are going to get double the number of hits from Retribution that you are going to get from SoJ (saying that attacks hit once per second per enemy and since Retribution doesn't interrupt attack flow with a 1 second KD). On top of that, you add in the additional 21 seconds for 21 more hits of Retribution (maintained) that you would be waiting on recharge/recast of SoJ.
12 hits x 53 dmg = 636 total dmg over 46 seconds (25 initial, 21 recharge/recast)
46 hits x 19 dmg = 874 total dmg over 46 seconds (maintained for 46 seconds)
The only time that SoJ is going to deal more damage than Retribution is on one of 3 conditions: a) the timeframe is shorter than a full cycle of SoJ's duration+recharge (which is the only fair way to test this, as not all enemies die in a single cast of SoJ and the time they spend attacking during the recharge is still time used, time which Retribution would still be dealing damage), b) if the enemies are doing less than 60 dmg per hit (rounded up, since Retribution deals 33% back we have to account for that last %) or c) if the damage is reduced before Retribution, lowering it to under 60 dmg per hit.
Again, this compares 16 Smiting SoJ to 14 Smiting Retribution. There are still 3 ways, at least, I could have missed some, that can render this information moot, all of which I have listed above. If you want to disprove me more, I will run more tests, to your specs in order to put this bull to rest.
Learn to mathcraft before you make erroneous comments on a public forum, trying to 1up your e-peen.
@ ac1inferno and blackknight1337:
Thanks for helping and giving tested information.
blackknight1337
@Tyrael
If I'm not mistaken, knockdowns are a minimum of 2 seconds. Not positive, but I believe that this results in 1 attack every three seconds from an enemy while you are under the effect of SoJ (assuming HM, which means 33% IAS, and thus 1 attack per second).
Also worth noting is that many people will use blessed aura with SoJ, and thus extending its duration to about 32 seconds. This of course is assuming use of a 55, which has the extra slot for it.
Also, you are welcome for the info, happy to help.
If I'm not mistaken, knockdowns are a minimum of 2 seconds. Not positive, but I believe that this results in 1 attack every three seconds from an enemy while you are under the effect of SoJ (assuming HM, which means 33% IAS, and thus 1 attack per second).
Also worth noting is that many people will use blessed aura with SoJ, and thus extending its duration to about 32 seconds. This of course is assuming use of a 55, which has the extra slot for it.
Also, you are welcome for the info, happy to help.
blackknight1337
Quote:
Originally Posted by Age

To my Knowledge cerb as never used 600 build if you can post a link with him using it.
I ignore you Tyael as you like to bait with me and I have been here longer. Go to Cerb's UW guide, #17 as he labels it, i believe it is. Contains a link to another thread, wherein he explains how he did HM UW.
And lets drop the crap about having been here longer, its meaningless and is pretty childish. Not to mention while they can be taken as slightly demeaning, Tyrael's points are crystal clear and 100% correct.
I ignore you Tyael as you like to bait with me and I have been here longer. Go to Cerb's UW guide, #17 as he labels it, i believe it is. Contains a link to another thread, wherein he explains how he did HM UW.
And lets drop the crap about having been here longer, its meaningless and is pretty childish. Not to mention while they can be taken as slightly demeaning, Tyrael's points are crystal clear and 100% correct.
A Simple Farmer
I ignore you Tyael as you like to bait with me and I have been here longer.
Quote:

Thanks for the mention but to be honest I don't think this build is efficient. You can CLEAR uw with the same two professions in both NM and HM, much faster and safer.
- Basically, you are just using both characters to deal damage. Obviously, monsters should die faster. However, if you take into account the time it takes to wait after each group for the smiter to regen enough energy to move onto the next, it quickly cancels out that advantage (mainly applies to Labyrinth & Ice Wastes).
- Bone Pits can be very dangerous without a constant Spellbreaker. The monsters have life stealing for one, and Chained Souls are another problem. Now, in theory, you should be able to kill one group before Spellbreaker wears of. In Hard mode you have to remember that >3 melee = run away, and also you have to take into account cast times from monsters. For instance, Dead Collectors will raise minions from corpses and cast Well of Power, both of which take some time to cast, during which they aren't attacking (thus taking no damage). Of course, if you get rended you can run away and recast all your enchantments, but that's not very efficient.
- Clearing Chaos Planes will be quite a job too. You cannot keep a constant Spellbreaker on, so you have to kill one group, move back, wait until Spellbreaker recharges, go in again, etc. Also, forget that area in Hard Mode. You will need a constant Spellbreaker because groups of 6 and especially 9 Mindblades won't die in 28s (duration for 16DF SB with Blessed Aura + 20% wep). If you try to drop the Smite to keep a constant SB on (in normal like in hard mode), you will get the first SB off but once you have came in range to cast something, the next thing you will attempt to cast will be interrupted.
We have cleared UW in Hard Mode in 3:45 (how long did it take you?) with the following build:
Mo/E Tank (Yes Arcane Echo would work too)
[skill]Protective Spirit[/skill] [skill]Spirit Bond[/skill] [skill]Shield of Absorption[/skill] [skill]Glyph of Swiftness[/skill] [skill]Spell Breaker[/skill] [skill]Life Bond[/skill] [skill]Essence Bond[/skill] [skill]Blessed Aura[/skill]
N/Mo Smiter (Yes Mo/N would work too)
[skill]Spiteful Spirit[/skill] [skill]Insidious Parasite[/skill] [skill]Defile Defenses[/skill] [skill]Holy Wrath[/skill] [skill]Retribution[/skill] [skill]Balthazar's Spirit[/skill] [skill]Vital Blessing[/skill] [skill]Rebirth[/skill] link: http://www.guildwarsguru.com/forum/s...59&postcount=8
- Basically, you are just using both characters to deal damage. Obviously, monsters should die faster. However, if you take into account the time it takes to wait after each group for the smiter to regen enough energy to move onto the next, it quickly cancels out that advantage (mainly applies to Labyrinth & Ice Wastes).
- Bone Pits can be very dangerous without a constant Spellbreaker. The monsters have life stealing for one, and Chained Souls are another problem. Now, in theory, you should be able to kill one group before Spellbreaker wears of. In Hard mode you have to remember that >3 melee = run away, and also you have to take into account cast times from monsters. For instance, Dead Collectors will raise minions from corpses and cast Well of Power, both of which take some time to cast, during which they aren't attacking (thus taking no damage). Of course, if you get rended you can run away and recast all your enchantments, but that's not very efficient.
- Clearing Chaos Planes will be quite a job too. You cannot keep a constant Spellbreaker on, so you have to kill one group, move back, wait until Spellbreaker recharges, go in again, etc. Also, forget that area in Hard Mode. You will need a constant Spellbreaker because groups of 6 and especially 9 Mindblades won't die in 28s (duration for 16DF SB with Blessed Aura + 20% wep). If you try to drop the Smite to keep a constant SB on (in normal like in hard mode), you will get the first SB off but once you have came in range to cast something, the next thing you will attempt to cast will be interrupted.
We have cleared UW in Hard Mode in 3:45 (how long did it take you?) with the following build:
Mo/E Tank (Yes Arcane Echo would work too)
[skill]Protective Spirit[/skill] [skill]Spirit Bond[/skill] [skill]Shield of Absorption[/skill] [skill]Glyph of Swiftness[/skill] [skill]Spell Breaker[/skill] [skill]Life Bond[/skill] [skill]Essence Bond[/skill] [skill]Blessed Aura[/skill]
N/Mo Smiter (Yes Mo/N would work too)
[skill]Spiteful Spirit[/skill] [skill]Insidious Parasite[/skill] [skill]Defile Defenses[/skill] [skill]Holy Wrath[/skill] [skill]Retribution[/skill] [skill]Balthazar's Spirit[/skill] [skill]Vital Blessing[/skill] [skill]Rebirth[/skill] link: http://www.guildwarsguru.com/forum/s...59&postcount=8