Heroway for Silent Surf HM Luxon Faction Farming

untitled2005

Lion's Arch Merchant

Join Date: Sep 2005

I have been farming Luxon faction through vanquishing Silent Surf for my Savior title. If you are not in a MQSC guild, silent surf is a good alternative. This area has about 250 foes, and will give you about 18.5k luxon points (~32k during vanquishing bonus weekend last week). With my herobuild, I can finish it around 20~22 min consistently without any con, which will give you 50k plus luxon points per hour. And the vista in silent surf is beautiful and I like the music a lot, so it's not as boring as MQSC :-)

One good thing about silent surf is that many foes fight each other so you don't have to kill everyone to vanquish the area. I usually vanquish 180~195 out of the 250 or so foes in the area, so as many as 70 foes die by fighting each other. Since the 50 point per foe of luxon points that you gain at then end of vanquishing is based on the total foes died, not total foes you killed, so you are getting a huge discount vanquishing Silent Surf. The area also has 9 easy bosses, so that's 2250 factions by themselves.

Comparing MQSC split FFF with Silent Surf heroway:
Silent Surf: Total foes: 250, foes you kill: 190, bosses: 9 = 250X50+190X20+9X250=18550 points, so that's 883 points/min for 21 min runs.
MQSC: Total foes: 140, foes you kill: 140, bosses: 5 = 140X50+140X20+5X250=11050 points, so that's 1105 points/min for 10 min runs.

So all in all not that far off a source for farming luxon points if you don't want to wait to form groups. Usually you'll see 5~6 chests which drops jellyfish wand, plagueborn weapons, outcast weapons and lots of jade sword/wand/staff/bow. The foes include afflicted, jellyfish, dragons, outcasts so there is chance to drop all kinds of desirable loots. I got r9 15% dual vamp longsword and r10 15% energy regen Jade sword during the double-factions and double-vanq weekends last month.

Here is the build. It's a standard mesway with tweaks to suit this area. To get constant speed boost without con, I ditched minions, minimized spirits and put 3 copies of fall back. Its a large map so you will need the speed boost. Since I use endurance dagger myself, so 2 copies of splinter weapon are a must. You'll also need IAU since turtles KD and for armor boost. I have max ETON titles and working on drunk title so Drunken Master is perfect. Buffed Shatter Hex is nice for constant AOE damge. Mend condition is for blinding since afflicted rangers always throw dirt on you. Hard rez is OK in this area since there are 9 bosses to recharge it every 2 min, and you don't die often. You basically just death charge in any group on recharge and kill everything. Pulling is not required except the 2 groups together with mes boss when you leave unwaking waters (luxon).

For heroes, they all have 20/20 wand and offhand, superior runes on headpieces and radiant insignias.

New Build:


Old build is here:

http://imageshack.us/photo/my-images...emplate1.jpg/]

Here is the route for the run. I was testing endurance axe last night, but like daggers better.

jensyea

jensyea

Lion's Arch Merchant

Join Date: Nov 2009

The Underworld

Mo/

Looks very good. Shame I don't have merc heroes.
How do you prevent them from fleeing the chaos storm AoE?

Spiritz

Forge Runner

Join Date: Apr 2007

DMFC

MQ doesnt need to be sc - my alliance has times from 16 mins to 20 mins avg and we dont use any set team builds - we just make sure we have at least 1 healer and rest is mish mash of everything.We even managed 18 mins when i got stitched up by the 2 healers and they sort of didnt heal me so parts of it were 7 man lol ( we had a gd lol about it after tho ).
Only thing i can see which is a bit weird - why 2 splinter weapons and only 1 melee as heros tend to cast splinter weapon on anything but the melee ( times ive had splinter on build ive had it cast on me maybe 3x in whole zone and the rest get it instead ).

untitled2005

Lion's Arch Merchant

Join Date: Sep 2005

jensyea: Chaos storm is for the jelly fish who spams spirits. It helps kill pain and disenchant which can be deadly if unchecked. It's a 5e skill with long recharge so the mes heroes can afford it energy wise. You can also replace them with shatter hex for conditional AOE dmg.

Spiritz: MQSC is different from MQ vanq. Many build can vanq MQ sub-15min, including this one. But MQ has much less foes and bosses than silent surf. And foes in MQ don't fight each other automatically so you basically have to kill every foe yourself. In silent surf, you only need to kill 70% foes to vanquish the area.

kajusbonus: You are right that 2 splinters are necessary for daggers melee :-) With 5 hits and 53 dmg at 16 channeling, it is deadly. For fall back, I have 3 copies with 7sec, 7sec and 6sec, so that's 20 sec for 20 sec recharge. And the heroes chain them very well. Another SYG would be nice when the SY is down.

Olle

Olle

Furnace Stoker

Join Date: Aug 2008

Ign: Miniature Julia

Teh Academy[PhD]

W/

An question though, how does heroes use Feast of Souls?
Good skill but never thought they would use it any good ..

untitled2005

Lion's Arch Merchant

Join Date: Sep 2005

Quote:
Originally Posted by kajusbonus View Post
An question though, how does heroes use Feast of Souls?
Good skill but never thought they would use it any good ..
It works pretty well for emergency situations when fighting groups composed of kirins and saltspray dragons. With AoE hexes and spells, they can quickly bring down the HP of whole team. The SoS hero uses the skill pretty well. He doesn't spam it on recharge and only use it when there are spirits around. And with 3 spirits from SoS, it heals a lot.

Quote:
Originally Posted by jensyea View Post
Looks very good. Shame I don't have merc heroes. I also tried Invoke Lightening Eles before I got the merc. It didn't work out very well due to 1) a lot of enchant strip: Chilblains from outcast, Expunge enchant from carp, disenchant spirit from jelly fish, Order of Apostasy from afflicted nec and drain enchant from kirins. 2) slow casting of chain lightening even with 40/40 wand/focus. 3) heroes don't cast invoke lightening on recharge.

ROJway may work if you can wait and let the foes ball up before charging in. Another choice is to replace 3 ES mes with 1 AoD and 2 AoB Derv. Those enchant strips actually help the derv tear down. I tried 3 Derv/2 mes/2 rit before and got ~23 min, which is still decent. But dervs are skill heavy, and it's difficult to squeeze in rez skills.

Morte66

Academy Page

Join Date: May 2008

UK

LF slightly hardcore UK/euro guild

Quote:
Originally Posted by untitled2005 View Post
And the vista in silent surf is beautiful and I like the music a lot, so it's not as boring as MQSC :-) In the past few months I've ground up from r2 to r9 on Mt Q, so your promise of beautiful landscapes and pleasant music intrigues me.

A couple of questions:
1. What do you micro?
2. Is this ball and nuke, all aggro on the warrior then bring healing/damage? If so I notice that you don't really have any prot, how much does he die to the Silent Surf mobs?
3. Have you tried Mark of Pain, given the attack speed on those daggers?
4. Do you see Esurge as plain damage, or is it meant as energy shutdown too?
5. I, too, am interested in how heroes use Feast of Souls.

Spiritz

Forge Runner

Join Date: Apr 2007

DMFC

none of my heros have/use a spear/sword etc they only use staves/wands which means im the only melee in the team.The splinter weapon problem has actually been discussed in other threads before

untitled2005

Lion's Arch Merchant

Join Date: Sep 2005

Quote:
Originally Posted by Morte66 View Post
In the past few months I've ground up from r2 to r9 on Mt Q, so your promise of beautiful landscapes and pleasant music intrigues me.

A couple of questions:
1. What do you micro?
2. Is this ball and nuke, all aggro on the warrior then bring healing/damage? If so I notice that you don't really have any prot, how much does he die to the Silent Surf mobs?
3. Have you tried Mark of Pain, given the attack speed on those daggers?
4. Do you see Esurge as plain damage, or is it meant as energy shutdown too?
5. I, too, am interested in how heroes use Feast of Souls.
I went from r9 to r11 during the double faction weekend and double vanq weekend in the last month by vanquishing silent surf (almost 9mil points now). So it's a decent area. MQSC (not regular vanquishing) is faster but it takes time to form groups so in the end it evens out.

1. I don't micro anything All heroes are on auto-pilot. I don't call targets since most dmg are AoE dmg. I really hate ctrl-click, which makes my index fingers sore. That's why I don't like AP caller and discord builds in general. I also don't flag heroes as well. They do whatever they like.

2. I don't wait for foes to ball up. When I see a group, I just death charge into the center of the group and start attacking. With IAU up and the +20 vs. ele dmg insignia, I can sustain a lot of dmg. I usually die once every 2 or 3 vanq runs. Usually at the Southeast corner when 3 jellyfish patrol groups converge with the Rit boss. I usually aggro all of them and stay alive if the heroes don't aggro the kirin and saltspray dragon group nearby. That's the only area that you could die if you don't watch the bubble. Team wipe is very rare. Another place that needs caution is the mes boss outside the outpost. It's 2 groups actually with lots of kirins and saltspray dragons. Only here you need to pull them apart with a bow.

3. I tried Mark of Pain, but didn't use it coz: 1) foes die very quickly with 4 ES, so you can get MoP off maybe a couple of times at most. MoP has 20s recharge, which is pretty long for a single target hex. 2) MoP needs adjacent range, but foes in silent surf don't ball up very well. 3) Splinter weapon basically does the same job for 5sec recharge. Would love to use it if MoP is AoE hex.

4. I use it for armor-ignoring dmg. With fast casting and 40/40 gear, it has a decent recharge. I guess E-denial doesn't hurt either.

5. SoS rit uses it petty well esp under pressure. Since I never micro-manage anything, I didn't pay that much attention. I'll keep SoS's skill pane open next time when I vanq.

Quote:
Originally Posted by Spiritz View Post
none of my heros have/use a spear/sword etc they only use staves/wands which means im the only melee in the team.The splinter weapon problem has actually been discussed in other threads before In my experience, if splinter weapon is the only weapon spell in your team build, heroes use it only on me, the one with martial weapon. I never saw heroes cast splinter on any other char.

Jeydra

Forge Runner

Join Date: May 2008

This looks like a good way to test the hypothesis that spirits and minions really do slow you down.

I'll test your times vs. mine. Some questions though: do you pick up all your drops, and do you open all locked chests?

_Deals_

Desert Nomad

Join Date: Aug 2010

Fort Worth, Tx

[DMNS][HEAT]

Mo/A

I 6hero this for people with discord + spirits in 25 minutes, and i pick up all my drops + all locked chests..and i have 20million luxon on my account already...

Bright Star Shine

Bright Star Shine

Furnace Stoker

Join Date: Nov 2009

Belgium

Club of a Thousand Pandas [LOD???]

E/

Not gonna read through the thread, so don't know if it's been suggested, but I did this with a guildy to test if it can be farmed: take 1 friend along if you can and have him run around the map pulling every mob into each other, the entire north side of the map can be reduced to 2 outcasts if you do it right. Also half the plagueborn can be wiped etc...

Jeydra

Forge Runner

Join Date: May 2008

I haven't been able to clear all monsters using that route yet (only VQ'ed Silent Surf twice, not familiar with which mobs to kill and which to leave for later) but it seems I get times of about 22-23 minutes while picking up every drop, which means:

1. Spirits and minions slow you down
2. Invoke Eles < ESurge Mesmers
3. Primary Warriors clear this faster than primary Eles

One of the above. I'll keep vanquishing the area when I find the motivation to, see what happens. I suppose though if I want to be really fast, I can, just by running to the next mob and leave spirits / minions to wipe the remaining stragglers. Won't be picking up any drops then, though.

Mike Jack

Academy Page

Join Date: Apr 2011

A place where people like to emo bond.

[EMO]

E/Mo

Why can't it be all of the above?

untitled2005

Lion's Arch Merchant

Join Date: Sep 2005

Quote:
Originally Posted by Jeydra View Post
I haven't been able to clear all monsters using that route yet (only VQ'ed Silent Surf twice, not familiar with which mobs to kill and which to leave for later) but it seems I get times of about 22-23 minutes while picking up every drop, which means:

1. Spirits and minions slow you down
2. Invoke Eles < ESurge Mesmers
3. Primary Warriors clear this faster than primary Eles

One of the above. I'll keep vanquishing the area when I find the motivation to, see what happens. I suppose though if I want to be really fast, I can, just by running to the next mob and leave spirits / minions to wipe the remaining stragglers. Won't be picking up any drops then, though.
I think if you know the pattern of patrol, you can improve your time. Having vanq this area on double-faction/vanq weekends during the last few months, I know most patrol routes pretty well. It definitely helps. Silent surf is a medium pressure vanq area so many teambuilds should do it within decent time.


Quote:
Originally Posted by Bright Star Shine View Post
Not gonna read through the thread, so don't know if it's been suggested, but I did this with a guildy to test if it can be farmed: take 1 friend along if you can and have him run around the map pulling every mob into each other, the entire north side of the map can be reduced to 2 outcasts if you do it right. Also half the plagueborn can be wiped etc... Yes. I noticed that. If you have a friend with you and let him run clockwise to aggro all groups and you start vanq counter-clockwise, you can save a lot of time finish the vanq. I think outcasts, jellyfishs and afflicted fight each other whenever they are in each others' aggro bubble.

Morte66

Academy Page

Join Date: May 2008

UK

LF slightly hardcore UK/euro guild

Well, I thought I'd make you all feel good by saying that it took me half an hour with a comedy Spirit Spammer + SF/Discord/FD-Fragility team, whilst:
- picking up loot, identifying it, selling it to the merchants at the shrines
- taking the wrong route about five times
- peering at the map wondering where the hell I was
- forgetting to bring a res
- going back looking for the two groups I missed

Gotta say, I'm not sold on the music. Drops were nice though. I think this is definitely worth pursuing instead of MQ heroway, even at 25-30 mins, and I'm sure I can get it down a lot.

mage767

mage767

Desert Nomad

Join Date: Oct 2006

USA

LOVE

Me/E

I don't know what profession your primary is, but IF it is SIN, then:

1. Flag heroes at start of map (any build will do)
2. Run SF in a circle around the map, aggroing enemies, and making different groups fight each other
3. Then vq map with heroes

Best done with a friend/ally (who can do the SF running part), while you VQ w/heroes. Note that the friend can also chest-run while he is at it.

aspi

aspi

Desert Nomad

Join Date: Jan 2010

eeew

N/Rt

Hmm it's almost time for me to start Luxon again now that my Kurz is done.

Since I do vq with a friend I might try the SF part. Now I am not familiar with the SF part of my sin besides some simple farming. Does anyone have a good build for the SF sin in silent surf? Thanks. And sorry for the hijack :/

Bright Star Shine

Bright Star Shine

Furnace Stoker

Join Date: Nov 2009

Belgium

Club of a Thousand Pandas [LOD???]

E/

Quote:
Originally Posted by untitled2005
View Post
Yes. I noticed that. If you have a friend with you and let him run clockwise to aggro all groups and you start vanq counter-clockwise, you can save a lot of time finish the vanq. I think outcasts, jellyfishs and afflicted fight each other whenever they are in each others' aggro bubble. Actually, it's the other way around, the runner should go counter clockwise, following the Ele boss group. Then going to the huge battlefield, pulling literally EVERY group into each other, the battle with last a couple minutes and almost everything will be wiped, out of 2 tries, once there were only 2 Outcasts left and the other time there were like 5 or something..

Then go south, pulling the Outcasts into the Afflicted and the Rockhides, go up to the assassin boss, pull that group in as well, go get the mesmer boss and pull them up there, not sure how that outcome will be, didn't try it myself. Ignore the next outcast group, it WILL get wiped by the necro boss. Go south more, get the next afflicted group and pull it into the Saltsprays closest to Unwaking Waters. Once you're done there, go pull the OTHER saltspray group next to the boat and pull them in as well. There will either be 1 saltspray or 1 afflicted left. Once you're done there, go to your main team and help them ball groups and spike better. Your main team should by this time be around the rit boss or the monk boss, not sure.

untitled2005

Lion's Arch Merchant

Join Date: Sep 2005

Quote:
Originally Posted by Bright Star Shine
View Post
Actually, it's the other way around, the runner should go counter clockwise, following the Ele boss group. Then going to the huge battlefield, pulling literally EVERY group into each other, the battle with last a couple minutes and almost everything will be wiped, out of 2 tries, once there were only 2 Outcasts left and the other time there were like 5 or something..

Then go south, pulling the Outcasts into the Afflicted and the Rockhides, go up to the assassin boss, pull that group in as well, go get the mesmer boss and pull them up there, not sure how that outcome will be, didn't try it myself. Ignore the next outcast group, it WILL get wiped by the necro boss. Go south more, get the next afflicted group and pull it into the Saltsprays closest to Unwaking Waters. Once you're done there, go pull the OTHER saltspray group next to the boat and pull them in as well. There will either be 1 saltspray or 1 afflicted left. Once you're done there, go to your main team and help them ball groups and spike better. Your main team should by this time be around the rit boss or the monk boss, not sure. Thanks for the tips! This is very interesting. I'll try that tonight. I want to see without any fighting, what's the vq counter is going to be like when I am done pulling. Maybe it'll be close to 150.

I dont' know if the monk boss/wallow group fight outcasts. There are usually 2 outcasts group next to the monk boss group.

The only foes that do not fight each other are in the SE corner. I guess even with 7hero set up, you can set up as a runner to aggro and flag your heroes one step a time around the SE area. This may involve some micro-managing, but definitely doable. Of coz, the best way is to have a friend to run for you.

Morte66

Academy Page

Join Date: May 2008

UK

LF slightly hardcore UK/euro guild

Not having mesmer heroes, I had a go with a fake version of your team:



The paragon secondaries had to go so no FB/SYG, which meant the time couldn't be any good, but it was enough to get an idea of what it would be like.

The damage that dagger warrior does with dual splinters is certainly a sight to see.

It was borderline survivable, I definitely missed a third res/rignet, but I can see that with some para shouts and the extra damage/edenial from runed up mesmers it would be pretty doable.

I find the Ritualist's Construct is quite brutal without any spirits/minions to draw his attention. How do you go about approaching his group, especially when he has an RoJ monk in attendance?

Bright Star Shine

Bright Star Shine

Furnace Stoker

Join Date: Nov 2009

Belgium

Club of a Thousand Pandas [LOD???]

E/

Quote:
Originally Posted by untitled2005
View Post
Thanks for the tips! This is very interesting. I'll try that tonight. I want to see without any fighting, what's the vq counter is going to be like when I am done pulling. Maybe it'll be close to 150.

I dont' know if the monk boss/wallow group fight outcasts. There are usually 2 outcasts group next to the monk boss group. I don't know howmuch the counter will be, it's at least over 120 I seem to recall, but not sure...

Outcasts fight everything, so pulling them into the wallow group would work.

Once you pass under the bridge, behind the outcast boss group, there is also an Oni pop to your right which you can pop, it will fight the Outcast as well. The ele boss is pretty strong, but the others are rather squishy, it's possible for the ele boss to wipe everything there, but remain the sole survivor. That spot is a place to check afterwards though..

I think you can actually make a farm out of this if you take 2 teams that have 2 rits with spirits and a couple damagers, like mesmers that split up. 1 team goes south and 1 team goes north. I think that if done correctly you could do this in ~15 minutes, but haven't had a team to test it with yet.. And it's probably never gonna be a farm, because it requires actually thinking and that's beyond the average PUGs capabilities... Even MQSC is too much to handle for most of them..

untitled2005

Lion's Arch Merchant

Join Date: Sep 2005

Quote:
Originally Posted by Morte66 View Post
Not having mesmer heroes, I had a go with a fake version of your team:

The paragon secondaries had to go so no FB/SYG, which meant the time couldn't be any good, but it was enough to get an idea of what it would be like.

The damage that dagger warrior does with dual splinters is certainly a sight to see.

It was borderline survivable, I definitely missed a third res/rignet, but I can see that with some para shouts and the extra damage/edenial from runed up mesmers it would be pretty doable.

I find the Ritualist's Construct is quite brutal without any spirits/minions to draw his attention. How do you go about approaching his group, especially when he has an RoJ monk in attendance?

Primary mes definitely helps a lot. Not only with more powerful ES, but with faster casting speed/rez speed. My original build wasn't the safest way to vq this area. It's rather "i kill you before you kill me". I found a UA monk with splinter weapons actually helps a lot.

I used to vq other areas with the following teambuild before I got the merch pack. Hope it can be useful. AoD derv heals and AoB derv burns:



For the sin construct boss, I usually clear the smaller group with 3 afflicted first. They are close to the bridge. Then death charge to boss directly to attack. After he's dead, kill afflict Rit if there is any otherwise he'll rez the boss. I usually go in this order: boss --> rit --> mes --> monk --> ele.


Quote:
Originally Posted by Bright Star Shine View Post
I don't know howmuch the counter will be, it's at least over 120 I seem to recall, but not sure...

Outcasts fight everything, so pulling them into the wallow group would work.

Once you pass under the bridge, behind the outcast boss group, there is also an Oni pop to your right which you can pop, it will fight the Outcast as well. The ele boss is pretty strong, but the others are rather squishy, it's possible for the ele boss to wipe everything there, but remain the sole survivor. That spot is a place to check afterwards though..

I think you can actually make a farm out of this if you take 2 teams that have 2 rits with spirits and a couple damagers, like mesmers that split up. 1 team goes south and 1 team goes north. I think that if done correctly you could do this in ~15 minutes, but haven't had a team to test it with yet.. And it's probably never gonna be a farm, because it requires actually thinking and that's beyond the average PUGs capabilities... Even MQSC is too much to handle for most of them..
I think the area is manageable with split groups. The only place that may be a problem is the SE corner with lots of jellyfish patrols. But if one team member takes the dragon egg quest from Leviathan Pits, it will wipe out a lot of foes in the area so a split group can manage.

Silent surf has about 250 foes. If 120 of them die by fighting each other, you only need to vq 130 foes, which are around the same number of foes in MQSC. So I think this can be a good source of luxon faction farm.

Jeydra

Forge Runner

Join Date: May 2008

There's something wrong with this area ... like, sometimes I get to a mob and instead of there actually being a mob, there's only one monster left in it. Other times I get to where a mob is supposed to be, but there isn't any mob there. Seems to me that the most efficient way of VQ'ing Silent Surf will somehow involve getting to places after the mobs finish killing each other, and just mopping up. This involves some fairly precise timing. I don't like it. Like, if you kill an earlier mob too fast you actually slow yourself down later.

I'm positive I'll eventually manage to clear this in 20-21 minutes. 19 minutes and under though may be impossible, we'll see. Do you kill Reef Lurkers?

Morte66

Academy Page

Join Date: May 2008

UK

LF slightly hardcore UK/euro guild

Quote:
Originally Posted by Jeydra View Post
There's something wrong with this area ... like, sometimes I get to a mob and instead of there actually being a mob, there's only one monster left in it. Other times I get to where a mob is supposed to be, but there isn't any mob there. Seems to me that the most efficient way of VQ'ing Silent Surf will somehow involve getting to places after the mobs finish killing each other, and just mopping up. This involves some fairly precise timing. I don't like it. Like, if you kill an earlier mob too fast you actually slow yourself down later. Yup. But the mobs off-camera spawns/movement/fights are not the same each time. Thus I'm not sure that perfect timing will always help.

On Mt Quinkai some time back I had a team that hit 17 minutes every time, like clockwork, except the one time it hit 15 minutes when all the spawns/wandering came right at once and I cut a leg off the route.

The idea I'm working on at the moment is that if you do a double loop around the central northern island, wide then narrow like in the OP, you can get the groups interested in each other on the first circuit then break aggro, and mop up on the second.

But I've only got two runs to go for Luxon r10 to max out SY.

edit: and done! I may have just done my last vanquish ever.

Bright Star Shine

Bright Star Shine

Furnace Stoker

Join Date: Nov 2009

Belgium

Club of a Thousand Pandas [LOD???]

E/

Quote:
Originally Posted by Jeydra View Post
There's something wrong with this area ... like, sometimes I get to a mob and instead of there actually being a mob, there's only one monster left in it. Other times I get to where a mob is supposed to be, but there isn't any mob there. Seems to me that the most efficient way of VQ'ing Silent Surf will somehow involve getting to places after the mobs finish killing each other, and just mopping up. This involves some fairly precise timing. I don't like it. Like, if you kill an earlier mob too fast you actually slow yourself down later.

I'm positive I'll eventually manage to clear this in 20-21 minutes. 19 minutes and under though may be impossible, we'll see. Do you kill Reef Lurkers? I really think 15 is possible, and I'm even willing to test it. I know the mobs by heart from chest running there, I know all the patrols, I know which mob to pull into which mob etc etc. With some luck I can wipe the entire north side of that map except for 1 group.

If you would do this with a split you would have to do the following:
1 groups (preferably the strongest group) goes SE to get all the jellyfish stuff. 1 group goes north, gets the Afflicted + the monk boss, then goes to the little bowl where I run through first to clean up any mess that's left there, then cleans up the north side -which will probably will still be fighting- after that goes up the hill at the ssin boss to clean up whatever is left from that.

The runner does exactly what I described earlier.

The SE team cleans the first bunch of jelly fish. By the time they reach the rit lord boss, I should be there (a full tour, WITH opening chests takes me 3 minutes, 4 minutes if I deliberately pull every mob into each other, without avoiding a single one), if they're fast, they can clean the south most groups as well by the time I reach them. I could ball up the monk boss spawn and help them spike it, same for saltsprays etc, thus speeding them up a lot. While the north team cleans up their mess, we will go and kill the entire south side of the map. If I succeed in pulling the mesmer boss group into the assassin boss group, I'm fairly certain they would still be fighting by the time we get there (haven't tried that yet, it was just a thought that came to my mind) meaning the two teams should meet just about there, leaving just that group as a cleanup.

Benefits over MQSC:
-seems like more fun, because for the love of god MQSC is boring
-you kill just about as many foes, but your kill counter is a lot higher, giving you more faction

Downsides:
-having to set it up and learning new stuff seems to be impossible for some people

I don't have any benefits with this myself, since I maxed both my allegiance titles, but I'd like to help testing this stuff to see how fast we can go with split teams..

aspi

aspi

Desert Nomad

Join Date: Jan 2010

eeew

N/Rt

Bright do you start from seafares or unwaking?
Also do you mind making a small movie about the route, I know nothing about silent surf since it's usualy just a pass through for me to get to unwaking. :/
And yeah mqsc is quite boring even though I have done it once...

untitled2005

Lion's Arch Merchant

Join Date: Sep 2005

Quote:
Originally Posted by Jeydra View Post
There's something wrong with this area ... like, sometimes I get to a mob and instead of there actually being a mob, there's only one monster left in it. Other times I get to where a mob is supposed to be, but there isn't any mob there. Seems to me that the most efficient way of VQ'ing Silent Surf will somehow involve getting to places after the mobs finish killing each other, and just mopping up. This involves some fairly precise timing. I don't like it. Like, if you kill an earlier mob too fast you actually slow yourself down later.

I'm positive I'll eventually manage to clear this in 20-21 minutes. 19 minutes and under though may be impossible, we'll see. Do you kill Reef Lurkers? I think you trigger the patrols when you are within certain distance from them. It's farther than the mini-compass. So if you take the "wrong" (or "right") route, they will finish each other off when you actually get there. I usually do the vq clockwise, but after reading Bright Star Shine's tips, I think counterclock (i.e. following the outcast ele boss) may be more efficient (less foes to kill).

And no, I don't deliberately kill the reef lurkers, but many times the poor creatures are just collateral damage. There are also 5 or so oni spawns that are on your route, you can pop them too for additional 20 easy foes.

I just maxed the luxon point last weekend and tried MTSC last night for the kurz point. Oh its so boring even just after 2 vq's!! I'll really miss silent surf

Bright Star Shine

Bright Star Shine

Furnace Stoker

Join Date: Nov 2009

Belgium

Club of a Thousand Pandas [LOD???]

E/

Quote:
Originally Posted by aspi View Post
Bright do you start from seafares or unwaking?
Also do you mind making a small movie about the route, I know nothing about silent surf since it's usualy just a pass through for me to get to unwaking. :/
And yeah mqsc is quite boring even though I have done it once...
Seafarer's. I will when I have the time for it, but you can basically find the route on one of my maps in the Chestrunner's thread, I'll link it later on..

Quote:
Originally Posted by untitled2005 View Post
I think you trigger the patrols when you are within certain distance from them. It's farther than the mini-compass. So if you take the "wrong" (or "right") route, they will finish each other off when you actually get there. I usually do the vq clockwise, but after reading Bright Star Shine's tips, I think counterclock (i.e. following the outcast ele boss) may be more efficient (less foes to kill).

And no, I don't deliberately kill the reef lurkers, but many times the poor creatures are just collateral damage. There are also 5 or so oni spawns that are on your route, you can pop them too for additional 20 easy foes.

I just maxed the luxon point last weekend and tried MTSC last night for the kurz point. Oh its so boring even just after 2 vq's!! I'll really miss silent surf You trigger a patrol when you come within the distance you need to see it. I.e. when you hit control and you can see them,they're triggered, this is slightly larger than compass range..

Also, my way is only more efficient if you have the runner pulling groups. It does not benefit you if you do it with full hero team, because you will walk into the fights while they are still going. If you wanna do it full hero team, I'd advise, follow the ele boss up, trigger everything on the northside, don't fight them, go do ssin boss, go SE, get everything there, go back north through the SW side, and finish up what's left.

FoxBat

Furnace Stoker

Join Date: Apr 2006

Amazon Basin [AB]

Mo/Me

If you want to get *really* practiced at it for the long grind, it's conceivable to flag your heroes so they fight some groups on their own, while you run around and spawn everything else. If you learn where the groups are flagging them "blindly" won't be an issue.

Morte66

Academy Page

Join Date: May 2008

UK

LF slightly hardcore UK/euro guild

So I couldn't resist Silent Surf. Looks like I'm going for Luxon r12 after all...

After about 20 hours faffing about with various form of AoE -- Esurge, Invoke Lightning, Searing Flames, Putrid Bile, Putrid Explosion, Splinter Weapon, Death Blossom, 100B/Whirlwind/MoP etc -- I seem to do best with this:



That gets me about 25 minutes, picking up all loot, with the wrong gear/runes on half the heroes, no micro as such but some care with position and timing, no fear of wiping, and no mercs. It tackles the "do spirits slow you down?" question by teleporting the damn things (except Life which is 20s cooldown). It cuts waiting for minions to be raised/nova-ed by parallel processing. I has quite lot of hex removal, some of it on signets, because those Jade Kirin groups with Backfire spam were the bane of my caster teams.

5x Esurge goes off for 528 damage + 48 energy drain with nearby effect. This, ISTM, is the kicker -- ESurge is decent on one mesmer but when you get enough of it it becomes wide AoE spike and shutdown. The wide AoE means you get balling benefits far more easily/often (I found that Searing Flames was as good as Invoke Lightning for similar reasons).

It seems to have a little more hex removal than needed ATM, and maybe the UA could do more damage. I do sometimes get up to 30 minions but it's usually more like 20, so I would try cutting it to two minion masters if I could think of a better use for one of them. I'm actually wondering about an ESurge Paragon, but I don't know Paragon's from a hole in the ground so that might be silly.


On routes... I didn't get any clear advantage by leaving from Seafarer's Rest, it seems you can spawn the Ele boss when you kill the Kirin Mesmer boss and that's soon enough. I had a route planned from Leviathan pits which looked good, but before I could test it the Kurzicks conquered half of Cantha overnight and that shrine became unavailable. This is obviously Untitled2005's fault for starting MTSC.

edit: I don't know "running" stuff, but I took a scamper through the north of the map on my warrior alone and without attacking anything or trying to lure groups together he got 90 kills in 4 minutes, before dying ignominiously. I think somebody who actually know what they were doing could get 30-50 more. But to make use of this you'd need multiple players, and it wouldn't be heroway that you could do when it took your fancy.

untitled2005

Lion's Arch Merchant

Join Date: Sep 2005

Very solid build. Glad you like ES bots. I think you can lower command from 8 to 7 since that's the break point for FB to 7 sec and put the attribute points into inspiration instead.

ES and mistrust have 2 sec casting time, which may be a problem for non-mes primary heroes. I would let one mes switch from ES to Stolen Speed, which would shorten the casting time for all spells targeting enemies. Since you only use 1 Rit hero, you can also switch the 2nd rit hero (Razah) to mes primary.

If starting outpost doesn't matter, you can leave from Unwaking Waters since the priest outside is always luxon. The priests at Leviathan and Seafarer's are sometimes Kurz.

Jeydra

Forge Runner

Join Date: May 2008

It took a while, but I finally got it. The key was, as always, to run less healing.



This time was achieved without picking up items, without killing Reef Lurkers and without opening Locked Chests. 18 minutes might be doable because I actually wiped once this run (pro tip: don't run 2 Death Pacts as your only resses when you're running with a total of three heals in the team, jeez) and lost maybe 30s.

gw_poster

gw_poster

Desert Nomad

Join Date: Jan 2007

so cal

R/

old thread res - but i couldn't resist. I need to start farming lux and MQSC's are nothing but lots of talking, bitching, noobing, and 15 min runs - that is, when you can actually get into a group! I don't mind the grind (I did >150 ferndale runs to max kurz!), so I'm going to give Silent Surf a try. I've done plenty of chestrunning there and I've vanqed it once a few years ago. Anyway - thanks for the builds and ideas! I'm going with standard pvx 7-hero team build as i cba to do all that fiddling again with skills/weapon/armor sets!! Hope it works

Morte66

Academy Page

Join Date: May 2008

UK

LF slightly hardcore UK/euro guild

I've been plugging away at this, made it to Savior of the Luxons today. I switched Domination to Fire after the HM update, but at heart it's the same unsubtle build I ran earlier:



This runs about 27 minutes ambling around listening to music and picking up all loot, +2 if you want to kill all the Oni, -3 if you skip looting. It's relaible, I don't get good and bad runs. It's not as good as Jeydra's speed runs, but there came a point where I decided to stop fiddling.

I suspect that if I weren't looting I would come up with an utterly different team, probably based on my warrior. But the spirit spammer has lots of spare time during fights to pick things up.

My rit uses spirits to take aggro, and tanks just well enough herself with Shaman's Insigniae and prots. There is a lot of Disenchantment and Backfire, which I draw onto summons. For RoJ afflicted, I flag the team and run out in front to draw RoJ on myself. Then I scoot back out of it, pulling the afflicted onto spirits/minions. You need to know the area well to do this; but if you're working on a Luxon title, familiarity is one thing you will gain...

The three necros cut waiting for minions to be raised, and -- glory be -- they actually seem to cast enough Death Nova to make themselves happy, leaving time for other skills that bombers often ignore. But they just won't spam Order of Undeath when they should, so I use Icy Veins instead. Order of Undeath is way better if you micro it.

The eles seem fine for energy and pump out AoE spiky good damage, and generally seem to use their AoE spells at the right time. The rit and minions are single target killers.

I usually like to run two hybrid backliners instead of one specialist, but the build just wouldn't refactor. It needs the three bombers to get the "hey, my bombers aren't being annoying" thing, and the three eles for a big enough spike, and the player is too busy looting, so that leaves room for one backliner.

I do like the Rt/Mo heal and prot a lot, I think it's by far the best single hero backline I've used; but one usually can't spare a rit hero except in an oddball setup like this.

Resha

Resha

Academy Page

Join Date: Aug 2005

Alberta, Mongolia

P/

Mini necro here but I figured I shouldn't make new thread just to ask this - I have a lot of trouble in this map with my paragon on account of all the soothing spirits, since I rely pretty much entirely on adrenaline to function.

I am, however, able to vanquish MQ in a reasonable 15 minutes with just h/h.

Am I better off just sticking with MQ on my paragon or trying to build my heroes up on another character (mes or rit) in order to be able to vanquish SS in 20ish minutes?