The Monk's Vaettir Farming
dark4190
Love your monk? Refuse to go to a Sin, Ele, or Mesmer to farm Vaettir? Then consider this:
Click Image for more details.
Attributes:
12 Smiting
12 Shadow Arts
Equipment:
20% enchants
+10 vs earth shield
All 5 pieces of armor need +10 vs elemental damage insignias (Wanderer's)
Time: 3-4 mins
Proofs:
Proof1
Proof2
Proof3
Proof4
Click Image for more details.
Attributes:
12 Smiting
12 Shadow Arts
Equipment:
20% enchants
+10 vs earth shield
All 5 pieces of armor need +10 vs elemental damage insignias (Wanderer's)
Time: 3-4 mins
Proofs:
Proof1
Proof2
Proof3
Proof4
Bristlebane
Quote:
Originally Posted by dark4190
Refuse to go to a Sin...
And relying the build on Shadow Form is of course "refusing to go sin" ..
afya
isn't this the same build as the sin one? lol
mazirix
Quote:
Originally Posted by afya
isn't this the same build as the sin one? lol
Pretty much, except slower.
Lord Dagon
its the same but its for monk. but eh, no offense but you kinda pointed out the obvious(@ dark4190). Thought it was goign to be special
dark4190
Yes, Yes, Yes.. this is just like the sin build, but for monks. I didn't see anyone post any builds anywhere for using a Monk to kill Vaettirs, so I took the liberty of posting one.
CE Devilman
Andemius
I think you're being a bit harsh, it's just as fast as the assassin build which rarely goes under 3 minutes, and this is good for ppl whose main char is a monk.
Camel Sausage
I've used a similar option, but I bring the same damage output as the sin (bar the SF cap..)
I hadn't factored SF's cap in previously, and when SF's damage reduction is working incorrectly or correctly (i'm not entirely sure which!) you take enough damage to be fatal if not healed through divine favour, which is usually possible with 3 divine but not reliable/bullet proof.
How about this option for more healing/point efficiency? http://pvx.wikia.com/wiki/Special:Pv...QEyD&Go=Submit
Balancing attribs between divine and deadly if you want to more healing or to keep paradox up longer (take sup smite+headpeice for 11)
I hadn't factored SF's cap in previously, and when SF's damage reduction is working incorrectly or correctly (i'm not entirely sure which!) you take enough damage to be fatal if not healed through divine favour, which is usually possible with 3 divine but not reliable/bullet proof.
How about this option for more healing/point efficiency? http://pvx.wikia.com/wiki/Special:Pv...QEyD&Go=Submit
Balancing attribs between divine and deadly if you want to more healing or to keep paradox up longer (take sup smite+headpeice for 11)
dark4190
Quote:
Originally Posted by Camel Sausage
I've used a similar option, but I bring the same damage output as the sin (bar the SF cap..)
I hadn't factored SF's cap in previously, and when SF's damage reduction is working incorrectly or correctly (i'm not entirely sure which!) you take enough damage to be fatal if not healed through divine favour, which is usually possible with 3 divine but not reliable/bullet proof.
How about this option for more healing/point efficiency? http://pvx.wikia.com/wiki/Special:Pv...QEyD&Go=Submit
Balancing attribs between divine and deadly if you want to more healing or to keep paradox up longer (take sup smite+headpeice for 11) There is a reason that I have 2 Assassin Enchantments (SoD & WoP). Shadow Form does -5 damage reduction per assassin enchantment on you. With SF + SoD + WoP, you have 15 damage reduction. This is the only way to live- I used to have 10 damage reduction (no WoP) and would be over whelmed with 3 or 4dmg's. The regen from Shroud of Distress couldn't even counter it, it was too much. To survive, you need all 3 Assassin Enchantments, Great Dwarven Armor, Wanderer's Insignias, and a +10 vs earth Shield. I have come to this conclusion through experience.
Also, you can not count on skills that have a 25-30 second recharge to be healing you with their divine favor bonus. The option to increase damage reduction and armor to ensure all foes strike for 0's is a more effective way to farm.
I hadn't factored SF's cap in previously, and when SF's damage reduction is working incorrectly or correctly (i'm not entirely sure which!) you take enough damage to be fatal if not healed through divine favour, which is usually possible with 3 divine but not reliable/bullet proof.
How about this option for more healing/point efficiency? http://pvx.wikia.com/wiki/Special:Pv...QEyD&Go=Submit
Balancing attribs between divine and deadly if you want to more healing or to keep paradox up longer (take sup smite+headpeice for 11) There is a reason that I have 2 Assassin Enchantments (SoD & WoP). Shadow Form does -5 damage reduction per assassin enchantment on you. With SF + SoD + WoP, you have 15 damage reduction. This is the only way to live- I used to have 10 damage reduction (no WoP) and would be over whelmed with 3 or 4dmg's. The regen from Shroud of Distress couldn't even counter it, it was too much. To survive, you need all 3 Assassin Enchantments, Great Dwarven Armor, Wanderer's Insignias, and a +10 vs earth Shield. I have come to this conclusion through experience.
Also, you can not count on skills that have a 25-30 second recharge to be healing you with their divine favor bonus. The option to increase damage reduction and armor to ensure all foes strike for 0's is a more effective way to farm.
Spiritz
Ok something is bugging me.
If i can use me/a with no probs same as a/me exact same build ( even done sin on just 12 sa for a laugh ) and only difference is sin has 70 ar and energy runes only - mes has blessed to match sins 70 ar , im a bit confused how another caster would have probs.
My mes doesnt die that often - after a while on a/me or me/a you know how far the build can be pushed and what risks can be taken and i dont think ive yet been that unlucky to die with everything up coz of too much dmg intake - just a case of re-applying sin enchants and that solves it.
If i can use me/a with no probs same as a/me exact same build ( even done sin on just 12 sa for a laugh ) and only difference is sin has 70 ar and energy runes only - mes has blessed to match sins 70 ar , im a bit confused how another caster would have probs.
My mes doesnt die that often - after a while on a/me or me/a you know how far the build can be pushed and what risks can be taken and i dont think ive yet been that unlucky to die with everything up coz of too much dmg intake - just a case of re-applying sin enchants and that solves it.
Camel Sausage
Balths spirit dosn't have much of a recharge, but the cast time is a little slow for "abuse", but works well enough if things go badly
Just done a couple of runs with 8 deadly / 12 shadow /8 df / 7+4 smite and surviving is far easier as Shroud recharges fast enough to restack it for mostly 0s and a few 4s.
I even survived a round of phantasm from being reckless while balling when i should have been casting SF with little difficulty.
Just done a couple of runs with 8 deadly / 12 shadow /8 df / 7+4 smite and surviving is far easier as Shroud recharges fast enough to restack it for mostly 0s and a few 4s.
I even survived a round of phantasm from being reckless while balling when i should have been casting SF with little difficulty.
dark4190
Quote:
Originally Posted by dark4190
Well, I tried using Blessed Insignias instead of Wanderer's Insignias.. I then took the sin build, and I died. I got 3-4'd to death. Seems as a Mo/A, you need Shadow Form + 2 sin enchantments to stay alive.
Outcomes:
Fail1
Fail2
Fail3
Fail4
Spiritz
I think the key is sins have the extra 10 ar compared to monk - sin 70 ar and monk is 60.
But saying that i dont find any difference when i go a/me with radiants and energy runes and me/a with blessed and both use exact same build - dont use sod but 2 other sin enchants.Technically both have same ar total and both have no real problems with damage - infact the reason i dont take sod is i never really get any damage normally that sends me low enough to activate sod.
Its making sure that on a/me/mo that you have enough damage reduction and armor buffs to equal damage intake - which means zero damage taken.Blessed armor ( as example ) + 2 sin enchants ( -10 dmg ) shield and i think -5 from sf ( its late so i may be wrong lol )
But saying that i dont find any difference when i go a/me with radiants and energy runes and me/a with blessed and both use exact same build - dont use sod but 2 other sin enchants.Technically both have same ar total and both have no real problems with damage - infact the reason i dont take sod is i never really get any damage normally that sends me low enough to activate sod.
Its making sure that on a/me/mo that you have enough damage reduction and armor buffs to equal damage intake - which means zero damage taken.Blessed armor ( as example ) + 2 sin enchants ( -10 dmg ) shield and i think -5 from sf ( its late so i may be wrong lol )
Camel Sausage
Bodock
Yeah that's what I do, but if you dont get that SoD refreshed quick enough it's bye bye.
Zen1331
<OwcV0EnCP/85hHpzOgEQIy9ILKPA>
I actually think GDA is a waste. It's better to put up another 'cheap' sin enchantment to help mitigate the dmg you'd be taking. Because if you read what SF does, you gain 5dmg reduction for EACH assassin enchantment on you. Since you already have wanderers or blessed insigs on your monk armor, and you have to carry a +10 shield against earth dmg and a 20% ench spear +5e, you should have no problems with dmg.
I don't have screenies right now cuz I'm at work posting this, but this setup works better, just keep re-casting WoP as it recharges, and with practice you can pretty much cycle distress and WoP and you'll see 0's for dmg. And with the SF cap, I just lower my smite to 10 and use the rest for divine so I get some healing.
I do 1 side at a time and I ball them up 'chambers' style walking backwards w/ a slight step off so they don't break aggro. I'll cast BA and just before it finishes I stagger my 2 holy wraths, and one last BA and the vaettirs are dead.
I find this concept works well to with a Mesmer/Sin and probably a lot more faster with the dom spells you can do...so in essence, I would get rid of GDA and just pop in Way of Perfection or Way of the Master.
I actually think GDA is a waste. It's better to put up another 'cheap' sin enchantment to help mitigate the dmg you'd be taking. Because if you read what SF does, you gain 5dmg reduction for EACH assassin enchantment on you. Since you already have wanderers or blessed insigs on your monk armor, and you have to carry a +10 shield against earth dmg and a 20% ench spear +5e, you should have no problems with dmg.
I don't have screenies right now cuz I'm at work posting this, but this setup works better, just keep re-casting WoP as it recharges, and with practice you can pretty much cycle distress and WoP and you'll see 0's for dmg. And with the SF cap, I just lower my smite to 10 and use the rest for divine so I get some healing.
I do 1 side at a time and I ball them up 'chambers' style walking backwards w/ a slight step off so they don't break aggro. I'll cast BA and just before it finishes I stagger my 2 holy wraths, and one last BA and the vaettirs are dead.
I find this concept works well to with a Mesmer/Sin and probably a lot more faster with the dom spells you can do...so in essence, I would get rid of GDA and just pop in Way of Perfection or Way of the Master.
sahken
Whats the weapon your wearing? love the sword, and can you explain how to use the build? im keep dying when im first doing dmg(Imma noob at vaettir farming)
IGN: Tama Rov
IGN: Tama Rov
Marty Silverblade
The sword is a Crystalline Sword. Regarding the build, I assume it goes the same as any other SF build. Maintain it as well as the other defensive stuff and cast the offensive stuff when you can.