Gloom runs with an A/E 30-45mins
Joe Fierce
Okay, so I'm going to put this out there before you even begin trying or reading the build, It is a build that requires some practice, and everyone that I have taught no matter how many lessons I've given them, it generally takes about three runs to get it down into the hour range, but once you're there and you fully comprehend and anticipate the aggro cycles in the zone you can cut it down to thirty minutes easy, My personal best currently is 25minutes I believe, which isn't that bad.
This is a very painful one for me to post, because, It's been my gold mine for the better part of two-three months, nets about 100k an hour when done appropriately (but i'm not going to lie, i wish MINOR recognition for my contributions that's why I'm posting it and so many people I have tutored on how to do it, it's spreading like wildfire). That is, if you're charging people 7.5k/ea, the thing is, nobody will be charging 7.5k a person as soon as it hits big, it'll suffer from CoF/SoO syndrome BUT! consider this when getting customers they make 8k after drops(this is low, like crappy drops status) rewards, and gems combined. They make that much money a run, so, really, it's them farming you kinda. Plus 3-4k lb pts a run. So, take that into consideration when pricing your runs, because it's absolutely ludicrous to undercut other people at your own expense, just look what happened to 600 running stuff if you don't know what I'm talking about, people being too hasty to want their next group, really ruined the market. I know no one will adhere to this but, It's just something that I hope few will note. Now that my spiel that will go unread is done.
The credits: yes, the credits first, Like a foreign film. I'd like to thank a guy who gave me the basis for my build by showing me his, which was rather similar in ways. Another person I'd like to thank greatly is my buddy tim, for sitting around and letting me bounce ideas off of him on vent on how to speed it up. And Nick and cody for doing a little bit of the same as well. My ideas are only as good as the board I throw them towards to catch the bounceback.
Mkay, now that you officially hate me for reading all of that
The Builds!
The Sin:
[shadow form broke the game imo;OwZTkY/8ZS6jHRnJXkH6iDuszBA]
Gear is very important, and I cannot stress this enough, very important.
105 suit, sup shadow mask, staff or weapon offhand combo with an enchanting mod (obviously) and as much energy as you can get without negative regeneration (no 15e -1 regens)
MONKS!
[monk 1;OwcT0yHDz5gc9ZIpkSydrzJTAA]
superior prot headpiece, a MUST!
[monk 2;OwQTQwmCZ5OEp/hmSp7ukkJA]
Superior heal headpiece is WIN! but not needed.
A variant on this is to bring Shadow Meld on Monk two, and this is for jumping back to the start point speedily. NOT SUGGESTED FOR NEW RUNNERS, it takes a bit of practice to get the trajectory right because unlike what the skill description says it doesn't take you all the way back, it slingshots you across the zone in different directions depending on where you stop maintaining it from, and that direction CAN be into a mob, so, test it out on your lonesome before you make yourself look nub in front of a group, so you know where you're going to get tele'd to.
Simple simple simple
Is how this build goes, I'm going to give the very basic tactics pulls and placement info 101 crasher for this build, cause honestly, alot of how you actually do this is up personal preference, If you do infact REALLY want to know exactly how *I* do it though scroll to the bottom of the post after reading the rest for more information on that.
Once you spawn, take quest. Activate the rush that the tormentors do towards the whispers and simply get away from them and go back to the start point while they are destroyed. Bond up with all of the maintained enchantments, put recall on one of your monks. Go out into the mob (with sf on of course) and pull them to the right of where they are currently standing, if you use the wall just to the right of them appropriately you can actually get them stuck on the wall a little bit so that you don't have to pull them again when it comes to grabbing a follow up quest later. While you have them pulled to the right, have the rest of the party leave the entry area and head towards the cave, un-recall, then re-recall a monk again, pull the stuff away from the entry to the cave, party goes in, activates the quest, kill the ones that rush in an attempt to get to the rest of the party.
Take reward and next quest in cave after unrecalling, re-recall, pull stuff away from entry to cave for party to get by after there's nothing in the way, and head towards the rifts between us quest. unrecall to get back to them.
Once in range of the rifts between us quest, pull all of the mobs without getting into capping range then, pull them just close enough to where you can kill of the claws without beginning to cap the rift.
Once you kill the torment claws begin to cap the rift the spawns will pop, one of earths, one of flesh tormentors make sure your monks avoid them. Pull them all out of range of the rift, once the groups you had as well as the set of spawns is far enough away that they cannot be capping the rift, go back to it, use your aggro wisely to where you are the only one within range of the rift, so that you are capping it but they are just inches too far from doing so themselves. Once this is complete, recall out, get reward and quest at start point.
The two ways of doing the deathbringer company:
the i think i'm lucky approach: get in there throw up sliver, and hope the monks die first, rarely works.
the smart way: go grab one of the mobs from the rifts between us quest area, one without monks or melee types, get a few of the casters in that mob (not rangers, but paras can do, only non casters that work) down to about 30% health with sliver, let them multiply for a few minutes, the number of them is dependant on how many you want, it's all personal preference. Once you feel comfortable with as many as you have pull them towards death bringer company and use them as ammo with sliver to kill of the deatbringer company mob.
ONCE THE QUEST UPDATES DO NOT GET REWARD UNTIL YOU ARE READY. Why, you may ask? Because it spawns the darkness' you don't want your ammo mob to be right on top of where he pulls, get them away from there, then have someone (or yourself) take reward, the darkness' spawn. Sliver the darkness' to death one by one, don't get too many earth tormentors, once they are all dead get your chest and gtfo. GG.
IF YOU HAVE DIFFICULTIES
Just hit me up I'm more than willing to answer a few questions, free of course, but more in depth things such as: demonstrations, tutoring, flat out teaching from square one. Basically if I can't just answer it within a PM we'll work out some sort of small compensation for my time whether it be simply the drops from that demonstration run or a few K, it all varies on how much time you need me to put into helping you out, I'm sure you understand of course.
Something to note, I do teach like full one square one from dumb to pro running classes for this build as well as many others, and I generally charge double what I charge for a normal run, so it's not that expensive considering two customers and GG you have your moneys back.
IGN: N A R C I S S I S T
apologies for broken english and run on sentences, thank the American education system and my current lack of sleep.
This is a very painful one for me to post, because, It's been my gold mine for the better part of two-three months, nets about 100k an hour when done appropriately (but i'm not going to lie, i wish MINOR recognition for my contributions that's why I'm posting it and so many people I have tutored on how to do it, it's spreading like wildfire). That is, if you're charging people 7.5k/ea, the thing is, nobody will be charging 7.5k a person as soon as it hits big, it'll suffer from CoF/SoO syndrome BUT! consider this when getting customers they make 8k after drops(this is low, like crappy drops status) rewards, and gems combined. They make that much money a run, so, really, it's them farming you kinda. Plus 3-4k lb pts a run. So, take that into consideration when pricing your runs, because it's absolutely ludicrous to undercut other people at your own expense, just look what happened to 600 running stuff if you don't know what I'm talking about, people being too hasty to want their next group, really ruined the market. I know no one will adhere to this but, It's just something that I hope few will note. Now that my spiel that will go unread is done.
The credits: yes, the credits first, Like a foreign film. I'd like to thank a guy who gave me the basis for my build by showing me his, which was rather similar in ways. Another person I'd like to thank greatly is my buddy tim, for sitting around and letting me bounce ideas off of him on vent on how to speed it up. And Nick and cody for doing a little bit of the same as well. My ideas are only as good as the board I throw them towards to catch the bounceback.
Mkay, now that you officially hate me for reading all of that
The Builds!
The Sin:
[shadow form broke the game imo;OwZTkY/8ZS6jHRnJXkH6iDuszBA]
Gear is very important, and I cannot stress this enough, very important.
105 suit, sup shadow mask, staff or weapon offhand combo with an enchanting mod (obviously) and as much energy as you can get without negative regeneration (no 15e -1 regens)
MONKS!
[monk 1;OwcT0yHDz5gc9ZIpkSydrzJTAA]
superior prot headpiece, a MUST!
[monk 2;OwQTQwmCZ5OEp/hmSp7ukkJA]
Superior heal headpiece is WIN! but not needed.
A variant on this is to bring Shadow Meld on Monk two, and this is for jumping back to the start point speedily. NOT SUGGESTED FOR NEW RUNNERS, it takes a bit of practice to get the trajectory right because unlike what the skill description says it doesn't take you all the way back, it slingshots you across the zone in different directions depending on where you stop maintaining it from, and that direction CAN be into a mob, so, test it out on your lonesome before you make yourself look nub in front of a group, so you know where you're going to get tele'd to.
Simple simple simple
Is how this build goes, I'm going to give the very basic tactics pulls and placement info 101 crasher for this build, cause honestly, alot of how you actually do this is up personal preference, If you do infact REALLY want to know exactly how *I* do it though scroll to the bottom of the post after reading the rest for more information on that.
Once you spawn, take quest. Activate the rush that the tormentors do towards the whispers and simply get away from them and go back to the start point while they are destroyed. Bond up with all of the maintained enchantments, put recall on one of your monks. Go out into the mob (with sf on of course) and pull them to the right of where they are currently standing, if you use the wall just to the right of them appropriately you can actually get them stuck on the wall a little bit so that you don't have to pull them again when it comes to grabbing a follow up quest later. While you have them pulled to the right, have the rest of the party leave the entry area and head towards the cave, un-recall, then re-recall a monk again, pull the stuff away from the entry to the cave, party goes in, activates the quest, kill the ones that rush in an attempt to get to the rest of the party.
Take reward and next quest in cave after unrecalling, re-recall, pull stuff away from entry to cave for party to get by after there's nothing in the way, and head towards the rifts between us quest. unrecall to get back to them.
Once in range of the rifts between us quest, pull all of the mobs without getting into capping range then, pull them just close enough to where you can kill of the claws without beginning to cap the rift.
Once you kill the torment claws begin to cap the rift the spawns will pop, one of earths, one of flesh tormentors make sure your monks avoid them. Pull them all out of range of the rift, once the groups you had as well as the set of spawns is far enough away that they cannot be capping the rift, go back to it, use your aggro wisely to where you are the only one within range of the rift, so that you are capping it but they are just inches too far from doing so themselves. Once this is complete, recall out, get reward and quest at start point.
The two ways of doing the deathbringer company:
the i think i'm lucky approach: get in there throw up sliver, and hope the monks die first, rarely works.
the smart way: go grab one of the mobs from the rifts between us quest area, one without monks or melee types, get a few of the casters in that mob (not rangers, but paras can do, only non casters that work) down to about 30% health with sliver, let them multiply for a few minutes, the number of them is dependant on how many you want, it's all personal preference. Once you feel comfortable with as many as you have pull them towards death bringer company and use them as ammo with sliver to kill of the deatbringer company mob.
ONCE THE QUEST UPDATES DO NOT GET REWARD UNTIL YOU ARE READY. Why, you may ask? Because it spawns the darkness' you don't want your ammo mob to be right on top of where he pulls, get them away from there, then have someone (or yourself) take reward, the darkness' spawn. Sliver the darkness' to death one by one, don't get too many earth tormentors, once they are all dead get your chest and gtfo. GG.
IF YOU HAVE DIFFICULTIES
Just hit me up I'm more than willing to answer a few questions, free of course, but more in depth things such as: demonstrations, tutoring, flat out teaching from square one. Basically if I can't just answer it within a PM we'll work out some sort of small compensation for my time whether it be simply the drops from that demonstration run or a few K, it all varies on how much time you need me to put into helping you out, I'm sure you understand of course.
Something to note, I do teach like full one square one from dumb to pro running classes for this build as well as many others, and I generally charge double what I charge for a normal run, so it's not that expensive considering two customers and GG you have your moneys back.
IGN: N A R C I S S I S T
apologies for broken english and run on sentences, thank the American education system and my current lack of sleep.
ZeAliX
Do I get anything for soloing it in 25-30 mins?
But I guess the teambuild works.. but soloing it is more profitable
But I guess the teambuild works.. but soloing it is more profitable
Joe Fierce
talldervish
at the end you get 2 torment gemstones and like 3.5-5.5k in LB points
jdm_ap1
sorry man
i do this with just 1 monk
and only need 35minutes
the sin build is slow
u dont need recall = )
i do this with just 1 monk
and only need 35minutes
the sin build is slow
u dont need recall = )
Joe Fierce
Lord Sahem
I've also done this with a single Monk Bonder in 31min (with some huge mistakes).
Whoever wants to see the whole run, I've captured and uploaded it. (In a German forum, Link: http://www.wartower.de/forum/showpos...&postcount=172)
(If it's not allowed to post this for some reason, I'll remove the link)
The Build I play is the following:
[build prof=A/E ear=12 dead=3 sha=12 name="Tank"][Glyph of Swiftness][Deadly Paradox][Shadow Form][Ebon Battle Standard of Honor][Sliver Armor]["By Ural's Hammer!"][Lightbringer Signet][Recall][/build]
[build prof=Mo/N name="Bonder" blo=10 hea=10 pro=10 div=5][Mending][Essence Bond][Watchful Spirit][Protective Bond][Succor][Blessed Signet][Offering of Blood][Signet of Devotion][/build]
Whoever wants to see the whole run, I've captured and uploaded it. (In a German forum, Link: http://www.wartower.de/forum/showpos...&postcount=172)
(If it's not allowed to post this for some reason, I'll remove the link)
The Build I play is the following:
[build prof=A/E ear=12 dead=3 sha=12 name="Tank"][Glyph of Swiftness][Deadly Paradox][Shadow Form][Ebon Battle Standard of Honor][Sliver Armor]["By Ural's Hammer!"][Lightbringer Signet][Recall][/build]
[build prof=Mo/N name="Bonder" blo=10 hea=10 pro=10 div=5][Mending][Essence Bond][Watchful Spirit][Protective Bond][Succor][Blessed Signet][Offering of Blood][Signet of Devotion][/build]
random.name
Nice build, and thanks for sharing. I personally wont ever run this, since I have no intention of creating a sin, but very well done indeed.
Joe Fierce
Quote:
Originally Posted by Lord Sahem
I've also done this with a single Monk Bonder in 31min (with some huge mistakes).
Whoever wants to see the whole run, I've captured and uploaded it. (In a German forum, Link: http://www.wartower.de/forum/showpos...&postcount=172)
(If it's not allowed to post this for some reason, I'll remove the link)
The Build I play is the following:
[build prof=A/E ear=12 dead=3 sha=12 name="Tank"][Glyph of Swiftness][Deadly Paradox][Shadow Form][Ebon Battle Standard of Honor][Sliver Armor]["By Ural's Hammer!"][Lightbringer Signet][Recall][/build]
[build prof=Mo/N name="Bonder" blo=10 hea=10 pro=10 div=5][Mending][Essence Bond][Watchful Spirit][Protective Bond][Succor][Blessed Signet][Offering of Blood][Signet of Devotion][/build] That is rather similar to my initial build slightly different than what I was running when I was only doing one monk, but rather similar, I thank you greatly for your contribution
One thing to note, that when you are doing it with a single monk, You can do it with a Mo/P with cautery signet, but you must more carefully manage your aggro with earths. (thank you nick for actually testing this method)
But honestly, when I'm farming on my own, sure, One monk isn't that bad, But you cannot beat the safety of the dual monks when running people for cash because of simply this: more finished runs = more guaranteed cash, why gamble on that? Even if the risk is considerably low, why gamble?
Whoever wants to see the whole run, I've captured and uploaded it. (In a German forum, Link: http://www.wartower.de/forum/showpos...&postcount=172)
(If it's not allowed to post this for some reason, I'll remove the link)
The Build I play is the following:
[build prof=A/E ear=12 dead=3 sha=12 name="Tank"][Glyph of Swiftness][Deadly Paradox][Shadow Form][Ebon Battle Standard of Honor][Sliver Armor]["By Ural's Hammer!"][Lightbringer Signet][Recall][/build]
[build prof=Mo/N name="Bonder" blo=10 hea=10 pro=10 div=5][Mending][Essence Bond][Watchful Spirit][Protective Bond][Succor][Blessed Signet][Offering of Blood][Signet of Devotion][/build] That is rather similar to my initial build slightly different than what I was running when I was only doing one monk, but rather similar, I thank you greatly for your contribution
One thing to note, that when you are doing it with a single monk, You can do it with a Mo/P with cautery signet, but you must more carefully manage your aggro with earths. (thank you nick for actually testing this method)
But honestly, when I'm farming on my own, sure, One monk isn't that bad, But you cannot beat the safety of the dual monks when running people for cash because of simply this: more finished runs = more guaranteed cash, why gamble on that? Even if the risk is considerably low, why gamble?
Joe Fierce
Anwyn
Nice nice... a reason to take my sin thru NF...
OsSeGu
I've got a problem with the earth tormentors form the last mission. I deal them 0 damage with [[sliver armor] (because of [[Armor of Sanctity]) and don't know if it's because i have vanguard rank too low (6) or if i'm doing something wrong... What should i do?
I'm using the build with only 1 bonder, btw
Ty very much for the guide and the builds!
I'm using the build with only 1 bonder, btw
Ty very much for the guide and the builds!
Joe Fierce
Lord Sahem
I do the last part like this: I pull the three darknesses to the foes of the second quest (they should still be at the edge). Then I kill these 3 and immediately walk back a bit so that sliver has no target. Then I position myself so that sliver will only hit 1 darkness. Why? Because you can actually kill all the spawning earth tormentors while they're spawning, so they can't protect themselves
Joe Fierce
OsSeGu
I'll try that asap. Thanks for the answers!
Damian979
Easy run, been doing it for quite some time. I bring Glyph of LE instead of LB sig and AoS is iffy when you need it most. Recall isn't needed at all when you can just die and get rebirthed after the "To The Rescue" quest. Take Ural's and Intensity for faster killing.
I aggro everthing at the end to drop the boss and spawns in about 5 min. Too many claw of darkness and earth spawns at the end will knock out prot bond in no time and all the bip in the world isn't going to regen through that. Drop the single heals on the monks and take life barrier, life attunement and blood rit for the prot monk and bring LoD and heal party on the other monk.
Did 3 runs last night at about 20-25 min each.
I aggro everthing at the end to drop the boss and spawns in about 5 min. Too many claw of darkness and earth spawns at the end will knock out prot bond in no time and all the bip in the world isn't going to regen through that. Drop the single heals on the monks and take life barrier, life attunement and blood rit for the prot monk and bring LoD and heal party on the other monk.
Did 3 runs last night at about 20-25 min each.
The forth fly
all well and good but sometimes you get left with 2 monks and 1 nec you cant kill them fail
Damian979
Quote:
Originally Posted by The forth fly
all well and good but sometimes you get left with 2 monks and 1 nec you cant kill them fail
not if you're pulling and killing mobs correctly
not if you're pulling and killing mobs correctly
TechnoSword
Can you go into detail on how to kill the mob in the cave when you defend the NPC's?
Damian979
The mobs from "To The Rescue" should never enter the cave.
Round up all the ones outside the cave first but don't kill them. Pull them to the left side of the entrance. Have monks run in and stand next to the warden to make the quest mobs spawn. Stand in front of cave entrance and kill quest mobs using the previously aggroed group for sliver ammo. Die and get rebirthed inside cave, reward, new quest, rebond, and continue.
Round up all the ones outside the cave first but don't kill them. Pull them to the left side of the entrance. Have monks run in and stand next to the warden to make the quest mobs spawn. Stand in front of cave entrance and kill quest mobs using the previously aggroed group for sliver ammo. Die and get rebirthed inside cave, reward, new quest, rebond, and continue.
Huiboo
Great Guide!
Started doing this like a week before u posted this.
id like 10 full runs now.
First run took 42 and i worked myself down to 37mins but now i cant seem to get any faster.
The main problem that costs a lot of time is that the earth tormentors often get 0 damage from sliver armor, which makes killing them really time consuming.
I guess i spent like halfe of the time killing erth tormentors and whatching yellow zeros, so i think finding a way to get around this would make the run much faster.
Do u have any ideas?
I guess there are 3 possibilitys:
1 Rip their enchantments
2 Keep yourself clean of conditions
3 simply do more dmg
Didnt find a way to do any of this so pls let me know if u do so
Edit:
Quote:
Originally Posted by Damian979
Started doing this like a week before u posted this.
id like 10 full runs now.
First run took 42 and i worked myself down to 37mins but now i cant seem to get any faster.
The main problem that costs a lot of time is that the earth tormentors often get 0 damage from sliver armor, which makes killing them really time consuming.
I guess i spent like halfe of the time killing erth tormentors and whatching yellow zeros, so i think finding a way to get around this would make the run much faster.
Do u have any ideas?
I guess there are 3 possibilitys:
1 Rip their enchantments
2 Keep yourself clean of conditions
3 simply do more dmg
Didnt find a way to do any of this so pls let me know if u do so
Edit:
Quote:
I bring Glyph of LE instead of LB sig and AoS is iffy when you need it most.
Can someone temm me what he means with AoS?
Dont know what iffy means also :S
Dont know what iffy means also :S
Huiboo
I think Martyr could also be a good idea thoug i dont know if it works in this given situation.
Extinguish just removes one skill and has a 12 sec recharge so i dont knwo if it would really be this usefull since thouse guys also really spam their conditons.
Since i really dont see any reason to use 2 Bonders i would like to have a hero that does nothing but removing conditions.
Maybe something with Martyr+Extinguish and something to helf casting thouse 2 skills more often.
Or maybe ill try to find another way of maniging energy on the bonder (maybe the other hero can help), so i can give him Martyr and put Cautery signet on the condition hero.
Ill test a bit and see what works best.
Though im not even sure if condition remove is worth it anyway, since they put the conditions back on me really quick i guess.
Btw: LB is maxed and vanguard r8 but even if i use urals hammer, glyphe of elemental power and intensity they still get 0 dmg when they have Armor of Sanctity up... i dont understand how they can negate over 40 dmg with Armor of Sanctity because on earth prayer attribute 20 it negates only 25 dmg ....
Maybe my bad times (well 37mins is not that bad but i want to get better) are just a result of my lack of practise... or maybe the ppl who state 20min times are just lieing... anyways are there any special tricks or some thing i have to concentrate on to save some extra time?
Edit: Recall is not nesessary.
I started id without Recall and thougth ppls using recall just dont know the rebirth option... but one i tested with recall i wouldnt go w/o it anymore, since it makes the run much smother, saver and easier and for me even faster.
On dmg buff more or less doesnt really make that much difference - most of the time u dont kill stuff but pull mobs, brake aggro and run around and recall helps with all this.
Extinguish just removes one skill and has a 12 sec recharge so i dont knwo if it would really be this usefull since thouse guys also really spam their conditons.
Since i really dont see any reason to use 2 Bonders i would like to have a hero that does nothing but removing conditions.
Maybe something with Martyr+Extinguish and something to helf casting thouse 2 skills more often.
Or maybe ill try to find another way of maniging energy on the bonder (maybe the other hero can help), so i can give him Martyr and put Cautery signet on the condition hero.
Ill test a bit and see what works best.
Though im not even sure if condition remove is worth it anyway, since they put the conditions back on me really quick i guess.
Btw: LB is maxed and vanguard r8 but even if i use urals hammer, glyphe of elemental power and intensity they still get 0 dmg when they have Armor of Sanctity up... i dont understand how they can negate over 40 dmg with Armor of Sanctity because on earth prayer attribute 20 it negates only 25 dmg ....
Maybe my bad times (well 37mins is not that bad but i want to get better) are just a result of my lack of practise... or maybe the ppl who state 20min times are just lieing... anyways are there any special tricks or some thing i have to concentrate on to save some extra time?
Edit: Recall is not nesessary.
I started id without Recall and thougth ppls using recall just dont know the rebirth option... but one i tested with recall i wouldnt go w/o it anymore, since it makes the run much smother, saver and easier and for me even faster.
On dmg buff more or less doesnt really make that much difference - most of the time u dont kill stuff but pull mobs, brake aggro and run around and recall helps with all this.
Covah
The only part that takes a while for me is the earths around the rift. They already have their enchants up so you just hope that when armor of sanc goes down it kills them before they can spawn more of themselves. The earths at the cave are easy, just cast ebon and sliver before they come into aggro so you kill them while they put up their enchants.
The earths from the Darkness can all be killed in 1 sliver. If you use a new SF and sliver, kill a darkness, then back up so you don't hit anyone else the earths that spawn will all die with the remaining sliver. Then you repeat for the remaining Darkness'.
My runs have been around the 30-37 minute range.
The earths from the Darkness can all be killed in 1 sliver. If you use a new SF and sliver, kill a darkness, then back up so you don't hit anyone else the earths that spawn will all die with the remaining sliver. Then you repeat for the remaining Darkness'.
My runs have been around the 30-37 minute range.
The Mancer Man
After doing the first quest and proceeding to the rift quest, I always seem to flag my monks in a spot where a group spawns - is there a 'safe' spot to flag heroes before i run in and aggro?
TechnoSword
I successfully did my first run a week ago , yay, not good enough to start doing payment runs however!
The only obstacle I am having is Deathbringer company, sometimes when I grab the groups to get ammo for sliver, there are alot of claw of darkness' which hundred blades smack through SF. Sometimes when I go to do the quest most of the front mobs are claws and I can't grab a group without getting at least a claw any tips?
Also i do notice in the center are several Chill of Darkness mobs, is it possible to use those groups of 7 or so to carry all the way to the deathbringer group?
The only obstacle I am having is Deathbringer company, sometimes when I grab the groups to get ammo for sliver, there are alot of claw of darkness' which hundred blades smack through SF. Sometimes when I go to do the quest most of the front mobs are claws and I can't grab a group without getting at least a claw any tips?
Also i do notice in the center are several Chill of Darkness mobs, is it possible to use those groups of 7 or so to carry all the way to the deathbringer group?
Covah
i usually have to grab at 2-3 claws when i do it but if you pull enough you can kill them in time. If you think you are going to die just recall out. I usually pull that center group of chills but sometimes they lose aggro. You only need 3-4 pulled enemies to kill the quest group.
talldervish
idk how to do the build thingy so here goes nothing.... try this if your gonna run a caut sig dude
[caut sigger;OQljAoDsJOPAac8eHDAAAAABAA]
run sup insp headpiece if u rly want
When MoI is not pvp version it sets signet recharge at 45% i believe and with a sup head piece of insp its 52% i believe
[caut sigger;OQljAoDsJOPAac8eHDAAAAABAA]
run sup insp headpiece if u rly want
When MoI is not pvp version it sets signet recharge at 45% i believe and with a sup head piece of insp its 52% i believe
Covah
Quote:
Originally Posted by TechnoSword
and do you or do you not use Ebon Battle Standard of Honor when you kill them? Sometimes the casting of it wastes precious seconds at times
Casting the ward is only an extra 1-2 seconds which is more then enough time. Usually one sliver will kill them, if not just recall out and try again or hope that a better group has patrolled around to pull.
Casting the ward is only an extra 1-2 seconds which is more then enough time. Usually one sliver will kill them, if not just recall out and try again or hope that a better group has patrolled around to pull.
Joe Fierce
Quote:
Originally Posted by Covah
The only part that takes a while for me is the earths around the rift. They already have their enchants up so you just hope that when armor of sanc goes down it kills them before they can spawn more of themselves. The earths at the cave are easy, just cast ebon and sliver before they come into aggro so you kill them while they put up their enchants.
The earths from the Darkness can all be killed in 1 sliver. If you use a new SF and sliver, kill a darkness, then back up so you don't hit anyone else the earths that spawn will all die with the remaining sliver. Then you repeat for the remaining Darkness'.
My runs have been around the 30-37 minute range.
You don't have to kill any of the earths or fleshes near the rift.
The earths from the Darkness can all be killed in 1 sliver. If you use a new SF and sliver, kill a darkness, then back up so you don't hit anyone else the earths that spawn will all die with the remaining sliver. Then you repeat for the remaining Darkness'.
My runs have been around the 30-37 minute range.
You don't have to kill any of the earths or fleshes near the rift.
Covah