Me/Mo UW Solo Build
Avarre
Parts:
1 - Full IW 55hp guide to UW
2 - Spirit Bond Scythe build*
3 - 55hp/SB 2-man tanking builds
4 - 55hp troll/avicara solo
5 - Jade Armor
6 - Ettins
*Note : With the new AI changed in Guild Wars : Nightfall, some of the builds here are now obsolete. The primary version, however, still works.
Solo UW Guide Me/Mo - Visionary Knight
Aatxes vid : http://files.filefront.com/UW_Mesmer.../fileinfo.html
Music : Sonata Arctica - I Want Out
In the vid im using Mantra of Resolve instead of Symp Visage, because this was a older version i was using. The mantra makes no real difference (was only to aid vs grasps) and thus isn't a consideration in the vid.
Update 14/7 : IW recharge is reduced to 35s, you can now keep perma IW. This makes things a little faster, I suppose.
Well I was getting bored of spamming 'lfg' and especially bored of 55hp monks getting all the Ectoplasms... so i figured i could do it better. Note : This build is designed to perform a smite run by itself.
The basis of your equipment is going to be super runes, since this is basically a 55hp mesmer platform with Illusionary Weaponry as its damage basis.
Illusionary Weaponry {E}
Sympathetic Visage
Mending
Essence Bond
Balthazar's Spirit
Healing breeze
Power Drain
Protective Spirit
5 + 3 Fast casting
12 + 3 + 1 Illusion
2 + 3 Inspiration
9 Healing Prayers (+7 breeze, +3 mending)
8 Protection Prayers (15s spirit)
Equip :With regards to equipment, things hardly differ. I am using a set of armor with 5 super runes and an Illusion mask, as well as a +18% enchant sword and a -50 offhand. This, of course, gives me the cookiecutter 55hp, which is vital. A reqX 11-22 illusion cane is advised for nms.
Strategy :
Run Part 1
Upon entering the Underworld, cast Mending, Balthazar's Spirit and Essence bond. After regenerating full, proceed up either of the staircases. Aggro the aatxes (2 or 3 makes no difference), cast protective spirit and wait for them to approach. Try not to move to the aatxe, as this gives a greater chance of spawning a dying nightmare.
Note : If at ANY time a nightmare spawns, immediately target it and cancel its Rend with power drain, then destroy it with an illusion req wand, or close and use IW to melee it (not recommended).
When the first aatxes attack you, put up healing breeze and renew protective spirit, then cast IW (if not already activated for killing a dying nightmare). From here on is basic, simply mow down the aatxes one by one. Youll have +7 regen (with bleeding on you) and 44 hp with a deep wound. Your enchantments give you +2 energy when you are struck, and when you hit the Aatxe's ripostes you gain another 1-2. Energy is, therefore, not much of a problem, but make sure you don't waste it. One of the only reasons i die on this build is using up too much energy and being unable to renew prot spirit / breeze in time. One round of IW (30 seconds + your enchant mod bonus) usually takes an aatxe to 30-40% life. While cutting down the aatxe, remember to renew spirit and healing breeze constantly.
Attached picture shows the first encounter with the Aatxe (excuse my exuberant guild-battlecry).
Destroying the Aatxes in the Labyrinth is a fairly menial task, just involving aggroing / removing nightmares if any / whack whack. The procedure follows as above, renew breeze and spirit and cut away with IW.
Once all 12 of the aatxes and the nightmares are dead in the first area, take the Lost Soul's quest. Graspings are, in my opinions, the most difficult part of the run, but as long as you keep your enchants up, they pose no real threat.
After taking the quest, move to the stairs on the left, cast spirit, and aggro a group of graspings. Proceed to move back to the center dais and cast healing breeze. A word of warning : the graspings usually arrive with an immediate distracting blow, so try not to be casting when they first hit you. Once breeze and spirit are up and maintained, cast Sympathetic Visage. The use of this is to drain their adrenaline so the grasps cant cast 'Fear Me', which can be rather troublesome if they constantly drain your energy. Once this is activated, use IW and lay into the graspings. With +10 regen, 55hp and prot spirit, you can't die. Usually 1 grasping will die in 1 round of IW.
At 16 illusion, SVisage lasts 21 seconds base. Thus it should be only down for a short period of 5 seconds (with an enchant mod of near 20). Once recharged, immediately recast it. The remaining graspings will fall quickly, as long as you keep Spirit and Breeze on you at all times. When you come to the last grasping, you no longer need breeze, as mending can completely counter its damage.
Remove the graspings 1 group at a time as shown above.
Once all of the graspings are removed, proceed to the door to the smites area. You know where that is, right? RIGHT? Good.
Through the door are 3 groups or so, 2 groups of 2 aatxe and a group with graspings. Use a bow or staff to pull one group at a time and demolish them in the methods outlined above (just keep the enchants on you, and power drain the nightmares, and everything is good).
Once this little area is clear, you're home free to the smites, which I felt is the easiest part of the run. Cast prot spirit on yourself, run forward and aggro the first group, which is 3-5 smite crawlers. I had no trouble taking on groups of 5 smites, so this is no concern. Once they are aggroed, put up breeze, renew spirit, and cast Sympathetic visage. This will drain the smites' energy and prohibit them from casting anything potentially harmful. Proceed to use IW to hack away at the smites, killing 1 at a time (usually takes about 1 round of IW to kill one). When only one smite is left, you no longer need Breeze.
From there on, just avoid coldfires and kill the groups of smites scattered around. Easy, right? Note: You can take on groups of 3 coldfires with the build, but they are all avoidable while getting to the smites, and they do not drop ectos anyway
Run Part 2
From either of the passages to the quest room for Clear the Chamber, carefully (and I mean carefully) aggro mobs one group at a time. There are something like 2 groups of 2x aatxes, 2 groups of 3x graspings that are an immediate threat, and a few nightmares at times. Make sure you don't aggro more than one group, if you do, run back until aggro breaks (they don't follow that far).
Once the room is clear, there are 3 terrorweb dryders remaining. Cast spirit and breeze and rush them. Cast IW before you reach them, and use power drain to stop the first meteor shower you see (and also give you some energy refill). From there, hack at the first dryder until meteor showers land, at which point dodge them. From there on it's simply keeping enchants up and killing the target with IW. Constantly interrupt (drydrers usually attack 2-3 times then cast on their next attack, so anticipate the spells) to gain energy.
Once two dryders are dead, the hard part begins. At this point I run out and break aggro. Get full energy, run back in with all three enchants on you, interrupting meteor shower. Kill as fast as you can and interrupt as much as possible because your energy tends to run out quite quickly versus one dryder. Don't be afraid to have burning on you without breeze, just don't let yourself die. When your IW runs out, recast enchants and switch to a staff to get that last bit of energy for recast. From there it's a race to who dies first, which you should win. Once the last dryders falls, the Reaper will come out.
Next you can proceed down into the Forgotten Vale and clear the mobs. There are a few groups of Aatxes, 3 groups of 5 graspings and several packs of coldfires/stalking nights (earth mages) to kill. Be on guard for nightmares which can pop up occasionally (scout areas first). Once they are all dead (avoid behemoths at all costs, however), return to the Reaper.
Take the restore the statues quest, and proceed back to the vale and clear the 3 terrorwebs. Do the same in the smites area (its 6 more chances at ecto, don't complain!) using the same tactic as above.
Run Part 3 - Unwanted Guests
Time for the newb-killer quest of yore. Take the quest, warp to the Forgotten Vale.
Run up to the first keeper (wait till the terrorwebs are out of the way) and wand it to death, nothing fancy. Lingering recharges in 10 seconds, so don't try to stop it. The keeper only hits about 6-9 damage anyways, so recast mending and beat him down with a wand
Kill the 3 terrorwebs in the mentioned way. Thats one group down. Kill the three terrorwebs in the middle tunnel while they are forward from the aatxes.
Aggro all three vengefuls and rush the keeper. Interrupt Lingering curse, run next to it, cast SV and IW. SV will drain it's energy so that it cannot cast a second lingering, and then you can kill it quickly with IW. If the Vengeful Aatxes do not die, run towards the Vale until they break aggro and do so. Don't aggro them on the Reaper by accident Two groups down.
Use a bow to pull the keeper at the middle platform and wand it down. Three dead. Pull the fourth (the one on the way to smites) with a wand and kill it with the wand/IW (careful of the terrorwebs). Remember to clear the terrorweb groups when the keepers die.
Carefully pull the last two keepers and wand them down for the win. Should vengefuls be too close, use SV and charge the keeper head on, interrupting Lingering. The SV will keep a recast from occuring. If terrors are too close, let them move because they'll crush you when lingering hits otherwise.
There you have it, the Full Solo Mesmer Run. I'll update any more parts if I can manage to do them, but I think that is the limit of the build's ability.
Notes : This build took some getting used to but is laughably easy and is, in the end, pretty simple to use. So long as you keep an eye on your energy, minimap (for nightmares), and renewable enchants, you'll be fine. If you have any flames / questions, my IGN is Avarre Mnestris.
Personally, this build inspired a 'WTF' more than anything when i thought of it, but it works. How well? I got 30 ectos this week from UW so far Maybe I should have kept it a secret, maybe everyone already uses it behind my back... Hopefully some other mesmers can take this and put it to good use, anyway.
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Edit 15/10 : Finally adding a note, with the changes to spirit bond this build is no longer possible to the same extent. It shall be kept here in memorandum.
Solo UW Guide Me/Mo - Visionary Reaper
Illusionary Weaponry {E}
Sympathetic Visage
Elemental Resistance (or anything, should you drop pieces of armor).
Essence Bond
Balthazar's Spirit
Spirit Bond
Power Return
Protective Spirit
6 + 1 Fast casting
12 + 3 + 1 Illusion
11 Protection Prayers
Equipment :
Scythe of Enchanting. The preorder Soulbreaker is the only one currently.
Illusion req wand, max damage and customized
5 or 15 AL armor. Alternatively, remove parts you don't need.
If you use 5 AL, or remove parts (such as shirt), you can drop ele resist for another skill (AV, mantra of resolve are possibilities).
If looking for basics of mesmer solo, please READ BELOW FIRST, the second (and earlier) guide has more information
Essentially, it's the same thing. The only difference is you can safely take a much larger aggro, and with power return you can easily do it. Interrupt nightmare, kill it, move forward. When you have a decent aggro, use SV (it helps against savage but isn't needed) and IW. From there... it's all pretty lights.
It's the old setup, but now you have AoE. You lose effectiveness against caster mobs but those can all be avoided during the smiterun, which is substantially safer, faster, and more fun.
You'll find it more effective to aggro 3 aatxes at a time, as if the scythe has more than 3 targets it will alternate, slowing the damage to each individual aatxe and thus giving them more time for natural regen. Three at a time ensures all damage is dealt to the same mobs. Against other mobs that do not have natural regen, aggroing more is just as good.
Here's some numbers for you;
Group of 7 Graspings - 2 casts of IW (previously would be 7 + slower aggro)
Group of 5 smites - 2 casts of IW (previously would be 5)
Group of 8 smites - 3 casts of IW (previously 7 + slower aggro)
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Duo UW Guide add-on (Me/Mo and N/Mo)
If you've read all above, then I salute you.
Soloing is slow, so I've also been refining a me/mo 55 build for tanking, duoing with a Necro (N/Mo is best).
Shield of Deflection {E}
Sympathetic Visage
Essence Bond
Balthazar's Spirit
Mending
Power Drain / Return *
Healing Breeze
Protective Spirit
*(no energy back, but you can interrupt and move on to aggro more with lower recharge)
9+1+3 Fast Cast
7+3 Illu
5+3 Insp
9 Heal
10 Prot
Alternatively, if going with a Necromancer/Mesmer that has his own SV :
Shield of Deflection {E}
Spirit Bond
Essence Bond
Balthazar's Spirit
Mending
Power Return
Healing Breeze
Protective Spirit
With the same stats. This build just adds a slightly safer component of spirit bond, but the necro brings his own SV.
Equipment is the same, except it helps if you have a -20 health focus (also obtained from Cities of Ascalon, or as a blue/purple/gold drop).
The first thing you have to become familiar with is your tanking capability. Generally, you are only limited by how much area you can safely aggro without interrupts/nightmares stalking you.
Smites max : about 12 smites is your limit. I have taken 15 at once but your health will drop and you will die eventually, so unless you have a very good necro stay around 10-12. You will need SoD up the entire time. Anything above 5 requires SoD generally, and anything above 8 requires SV being used with SoD on (the lesser amounts you can SV, rapidly drain then throw up SoD before you die). If using Spirit Bond in the build (version 2), you can switch to low AL armor and tank however many you wish.
Don't annoy the necro, if you have any comments pm me.
Aatxes max : Because of bodyblocking, there is no limit to Aatxes you can handle. In the first room I usually aggro 6 immediately as more puts the necro at risk and nightmares cause trouble.
Graspings : So long as you can get SV and SoD up, no real tanking limit. I wouldn't go far beyond 8 because of distracts, though.
Mindblades : Annoying as hell, and it's more a matter of luck to tank them. Try to have the necro split them and kill them in smaller groups while you are tanking, basically keep PS, HB and SV up at all times and you might survive (its the interrupts that hurt).
There isn't much to add as the path is the same as for the solo run. You can also clear twin serpent mountain, although it takes forever. Learn the order that the behemoths use healing spring in, and then interrupt them in that order with wand (spring is a trap). Drop ess bond for fighting under renewal.
Note the dp -> infinite res is handy sometimes
The necro should run:
Spiteful Spirit
Suffering
Desecrate Enchantments
Watchful Spirit
Vengeance
Rebirth
Ess bond
Smite Hex (free space)
The obvious advantage is that you have limitless res while still having SV. With good aggroing, your run speed is very similar to that of a 55 monk's, although Servants of Grenth and Escort of Souls are highly problematic and not advised. If you are running the second spirit bond build, the necro should ideally be a standard N/Me.
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SoJ Troll/Avicara farming build
This is a build for just killing stuff, and getting not-too-bad loot.
The majority of this guide is taken from a PM to Makkert about the run:
The run is from droknar gate to the troll cave (killing all trolls and avicara on the way), clearing the cave, then heading out north and clearing as many avicara groups as possible (avoiding guiles).
Shield of Judgement {E}
Arcane Echo
Essence Bond
Balthazar's Spirit
Mending
Mantra of Resolve
Healing Breeze
Protective Spirit
5 + 3 + 1 Inspiration
12 Smite
2 + 3 Fast cast
9 Heal
8 Prot
The run can take anywhere from 5 mins (if there are no good spawns) to 20+ mins (clearing all of talus).
The enemies you will face:
Avicara Braves, Fierce (5 or so max with no dp)
Avicara Wise, Guiles (guiles remove ench, wise degen)
Trolls
Blessed Griffons (will usually destroy you)
Tundra Giants (they have knockdown, best to avoid)
Grawls (easy to kill, but they knockdown and can interrupt SoJ)
Azure Shadows (killable, but poor drops. They kd with signet).
Mountain Trolls (xpxp!)
2 rounds of SoJ will kill enemies, or bring them to about 5% hp (they die in 1 more SoJ hit when you recast, generally).
The spawn patterns :
Typically 3 trolls, and 4-5 avicara at the start. On the ledge, 4 trolls can spawn, as well as 3-5+ avicara. There is also an avicara patrol that runs from the east (it will aggro on other avicara and trolls), that has 1 guile.
North of the cave, you usally meet 2 brave, 1 fierce or 1 wise, 2 brave. There are also larger packs of multiple brave and fierce where they spawn nearby, and 6 avicara groups with wise.
The absolute best spawn enables about 12-15 avicara (all brave and fierce) which can be cleared with 15% dp and -20 focus (13hp setup).
Giving yourself dp can help out when tanking large amounts.
Loot : Rare armor (avicara), troll tusks, shiverpeak keys, black dyes (I get alot from trolls), various weapons and raven staves.
ADDED : Non-55 Troll killing mes build
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Jade Armor add-on guide
Jade armor aren't that profitable, but sometimes I kill them to get around anti-farming code on avicara.
Shield of Judgement {E}
Arcane Echo
Essence Bond
Balthazar's Spirit
Mending
Vigorous Spirit
Healing Breeze
Protective Spirit
12 Smite
2 + 3 + 1 Fast cast
10 Heal
8 Prot
After starting the Ring of Fire mission, there are three groups of two Armor, 1 Bow. Carefully avoid the mursaat and kill the groups 1-2 at a time. Killing the Mursaat is possible but it's a pain and not worth the time usually.
Spirit bond build :
Shield of Judgement {E}
Arcane Echo
Essence Bond
Balthazar's Spirit
<empty, usually I use a smiting skill>
Retribution
Spirit Bond
Protective Spirit
12 Smite
6 + 1 Fast cast
11 Prot
Same idea, aggro all the of the Jade this time and pull them to where aggro won't affect you. Kill them, takes around 25-30 seconds.
It is also possible to use IW and SV to kill mursaat casters. This is somewhat slower and as you can obtain mainly the same drops by quickly killing armors, not quite as useful. Regardless, the build (tweaked by someone else) can be found elsewhere in the forums.
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Ettins!
Illusionary Weaponry {E}
Ignorance
Essence Bond
Balthazar's Spirit
Mending
Illusion of Haste
Healing Breeze
Protective Spirit
7 + 1 fast cast
12 + 1 + 3 Illusion
2 + 3 domination
9 Heal
8 Prot
Simplicity. Not going into the route, which is readily available at other places. Use IoH to get around faster, because it's a fairly large area to cover. Just use IW to cut the ettins down, and use ignorance to interrupt their healing signets. With fast cast, it has about 3/4s casting time compared to a 2s signet, which isn't hard. Ignorance will interrupt the signet when they finish casting it, and disable the signet for an additional 12 seconds.
The loot, as you should know, is Gold ettin pauldrons, which can give superior runes like vigor and absorbtion should you be lucky.
Edit : Further Notes This build is also usable for multiple other farming locations;
Sand Wurms
Sand Giants(Injektilo, page 4)
Hydras (swap the Troll build -> resolve for mantra of flame)
Griffons (swap power drain for distortion)
Element-born Titans (Possible but difficult, swap SV for channeling)
Blessed Griffons (dont drop much though, swap power drain for Distortion)
Pongmei valley (Avicara build, but with smite hex instead of Mantra)
Spirit Bond farming areas
Jade armor (start of RoF, echo SoJ)
Arborstone Wardens (echo SoJ, ele resist and SV are helpful)
Shiroken (not my development, can be found in the farming forum)
That's the end for now everyone, this post will be updated periodically as I add or modify things. Post in the thread for comments/questions.
1 - Full IW 55hp guide to UW
2 - Spirit Bond Scythe build*
3 - 55hp/SB 2-man tanking builds
4 - 55hp troll/avicara solo
5 - Jade Armor
6 - Ettins
*Note : With the new AI changed in Guild Wars : Nightfall, some of the builds here are now obsolete. The primary version, however, still works.
Solo UW Guide Me/Mo - Visionary Knight
Aatxes vid : http://files.filefront.com/UW_Mesmer.../fileinfo.html
Music : Sonata Arctica - I Want Out
In the vid im using Mantra of Resolve instead of Symp Visage, because this was a older version i was using. The mantra makes no real difference (was only to aid vs grasps) and thus isn't a consideration in the vid.
Update 14/7 : IW recharge is reduced to 35s, you can now keep perma IW. This makes things a little faster, I suppose.
Well I was getting bored of spamming 'lfg' and especially bored of 55hp monks getting all the Ectoplasms... so i figured i could do it better. Note : This build is designed to perform a smite run by itself.
The basis of your equipment is going to be super runes, since this is basically a 55hp mesmer platform with Illusionary Weaponry as its damage basis.
Illusionary Weaponry {E}
Sympathetic Visage
Mending
Essence Bond
Balthazar's Spirit
Healing breeze
Power Drain
Protective Spirit
5 + 3 Fast casting
12 + 3 + 1 Illusion
2 + 3 Inspiration
9 Healing Prayers (+7 breeze, +3 mending)
8 Protection Prayers (15s spirit)
Equip :With regards to equipment, things hardly differ. I am using a set of armor with 5 super runes and an Illusion mask, as well as a +18% enchant sword and a -50 offhand. This, of course, gives me the cookiecutter 55hp, which is vital. A reqX 11-22 illusion cane is advised for nms.
Strategy :
Run Part 1
Upon entering the Underworld, cast Mending, Balthazar's Spirit and Essence bond. After regenerating full, proceed up either of the staircases. Aggro the aatxes (2 or 3 makes no difference), cast protective spirit and wait for them to approach. Try not to move to the aatxe, as this gives a greater chance of spawning a dying nightmare.
Note : If at ANY time a nightmare spawns, immediately target it and cancel its Rend with power drain, then destroy it with an illusion req wand, or close and use IW to melee it (not recommended).
When the first aatxes attack you, put up healing breeze and renew protective spirit, then cast IW (if not already activated for killing a dying nightmare). From here on is basic, simply mow down the aatxes one by one. Youll have +7 regen (with bleeding on you) and 44 hp with a deep wound. Your enchantments give you +2 energy when you are struck, and when you hit the Aatxe's ripostes you gain another 1-2. Energy is, therefore, not much of a problem, but make sure you don't waste it. One of the only reasons i die on this build is using up too much energy and being unable to renew prot spirit / breeze in time. One round of IW (30 seconds + your enchant mod bonus) usually takes an aatxe to 30-40% life. While cutting down the aatxe, remember to renew spirit and healing breeze constantly.
Attached picture shows the first encounter with the Aatxe (excuse my exuberant guild-battlecry).
Destroying the Aatxes in the Labyrinth is a fairly menial task, just involving aggroing / removing nightmares if any / whack whack. The procedure follows as above, renew breeze and spirit and cut away with IW.
Once all 12 of the aatxes and the nightmares are dead in the first area, take the Lost Soul's quest. Graspings are, in my opinions, the most difficult part of the run, but as long as you keep your enchants up, they pose no real threat.
After taking the quest, move to the stairs on the left, cast spirit, and aggro a group of graspings. Proceed to move back to the center dais and cast healing breeze. A word of warning : the graspings usually arrive with an immediate distracting blow, so try not to be casting when they first hit you. Once breeze and spirit are up and maintained, cast Sympathetic Visage. The use of this is to drain their adrenaline so the grasps cant cast 'Fear Me', which can be rather troublesome if they constantly drain your energy. Once this is activated, use IW and lay into the graspings. With +10 regen, 55hp and prot spirit, you can't die. Usually 1 grasping will die in 1 round of IW.
At 16 illusion, SVisage lasts 21 seconds base. Thus it should be only down for a short period of 5 seconds (with an enchant mod of near 20). Once recharged, immediately recast it. The remaining graspings will fall quickly, as long as you keep Spirit and Breeze on you at all times. When you come to the last grasping, you no longer need breeze, as mending can completely counter its damage.
Remove the graspings 1 group at a time as shown above.
Once all of the graspings are removed, proceed to the door to the smites area. You know where that is, right? RIGHT? Good.
Through the door are 3 groups or so, 2 groups of 2 aatxe and a group with graspings. Use a bow or staff to pull one group at a time and demolish them in the methods outlined above (just keep the enchants on you, and power drain the nightmares, and everything is good).
Once this little area is clear, you're home free to the smites, which I felt is the easiest part of the run. Cast prot spirit on yourself, run forward and aggro the first group, which is 3-5 smite crawlers. I had no trouble taking on groups of 5 smites, so this is no concern. Once they are aggroed, put up breeze, renew spirit, and cast Sympathetic visage. This will drain the smites' energy and prohibit them from casting anything potentially harmful. Proceed to use IW to hack away at the smites, killing 1 at a time (usually takes about 1 round of IW to kill one). When only one smite is left, you no longer need Breeze.
From there on, just avoid coldfires and kill the groups of smites scattered around. Easy, right? Note: You can take on groups of 3 coldfires with the build, but they are all avoidable while getting to the smites, and they do not drop ectos anyway
Run Part 2
From either of the passages to the quest room for Clear the Chamber, carefully (and I mean carefully) aggro mobs one group at a time. There are something like 2 groups of 2x aatxes, 2 groups of 3x graspings that are an immediate threat, and a few nightmares at times. Make sure you don't aggro more than one group, if you do, run back until aggro breaks (they don't follow that far).
Once the room is clear, there are 3 terrorweb dryders remaining. Cast spirit and breeze and rush them. Cast IW before you reach them, and use power drain to stop the first meteor shower you see (and also give you some energy refill). From there, hack at the first dryder until meteor showers land, at which point dodge them. From there on it's simply keeping enchants up and killing the target with IW. Constantly interrupt (drydrers usually attack 2-3 times then cast on their next attack, so anticipate the spells) to gain energy.
Once two dryders are dead, the hard part begins. At this point I run out and break aggro. Get full energy, run back in with all three enchants on you, interrupting meteor shower. Kill as fast as you can and interrupt as much as possible because your energy tends to run out quite quickly versus one dryder. Don't be afraid to have burning on you without breeze, just don't let yourself die. When your IW runs out, recast enchants and switch to a staff to get that last bit of energy for recast. From there it's a race to who dies first, which you should win. Once the last dryders falls, the Reaper will come out.
Next you can proceed down into the Forgotten Vale and clear the mobs. There are a few groups of Aatxes, 3 groups of 5 graspings and several packs of coldfires/stalking nights (earth mages) to kill. Be on guard for nightmares which can pop up occasionally (scout areas first). Once they are all dead (avoid behemoths at all costs, however), return to the Reaper.
Take the restore the statues quest, and proceed back to the vale and clear the 3 terrorwebs. Do the same in the smites area (its 6 more chances at ecto, don't complain!) using the same tactic as above.
Run Part 3 - Unwanted Guests
Time for the newb-killer quest of yore. Take the quest, warp to the Forgotten Vale.
Run up to the first keeper (wait till the terrorwebs are out of the way) and wand it to death, nothing fancy. Lingering recharges in 10 seconds, so don't try to stop it. The keeper only hits about 6-9 damage anyways, so recast mending and beat him down with a wand
Kill the 3 terrorwebs in the mentioned way. Thats one group down. Kill the three terrorwebs in the middle tunnel while they are forward from the aatxes.
Aggro all three vengefuls and rush the keeper. Interrupt Lingering curse, run next to it, cast SV and IW. SV will drain it's energy so that it cannot cast a second lingering, and then you can kill it quickly with IW. If the Vengeful Aatxes do not die, run towards the Vale until they break aggro and do so. Don't aggro them on the Reaper by accident Two groups down.
Use a bow to pull the keeper at the middle platform and wand it down. Three dead. Pull the fourth (the one on the way to smites) with a wand and kill it with the wand/IW (careful of the terrorwebs). Remember to clear the terrorweb groups when the keepers die.
Carefully pull the last two keepers and wand them down for the win. Should vengefuls be too close, use SV and charge the keeper head on, interrupting Lingering. The SV will keep a recast from occuring. If terrors are too close, let them move because they'll crush you when lingering hits otherwise.
There you have it, the Full Solo Mesmer Run. I'll update any more parts if I can manage to do them, but I think that is the limit of the build's ability.
Notes : This build took some getting used to but is laughably easy and is, in the end, pretty simple to use. So long as you keep an eye on your energy, minimap (for nightmares), and renewable enchants, you'll be fine. If you have any flames / questions, my IGN is Avarre Mnestris.
Personally, this build inspired a 'WTF' more than anything when i thought of it, but it works. How well? I got 30 ectos this week from UW so far Maybe I should have kept it a secret, maybe everyone already uses it behind my back... Hopefully some other mesmers can take this and put it to good use, anyway.
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Edit 15/10 : Finally adding a note, with the changes to spirit bond this build is no longer possible to the same extent. It shall be kept here in memorandum.
Solo UW Guide Me/Mo - Visionary Reaper
Illusionary Weaponry {E}
Sympathetic Visage
Elemental Resistance (or anything, should you drop pieces of armor).
Essence Bond
Balthazar's Spirit
Spirit Bond
Power Return
Protective Spirit
6 + 1 Fast casting
12 + 3 + 1 Illusion
11 Protection Prayers
Equipment :
Scythe of Enchanting. The preorder Soulbreaker is the only one currently.
Illusion req wand, max damage and customized
5 or 15 AL armor. Alternatively, remove parts you don't need.
If you use 5 AL, or remove parts (such as shirt), you can drop ele resist for another skill (AV, mantra of resolve are possibilities).
If looking for basics of mesmer solo, please READ BELOW FIRST, the second (and earlier) guide has more information
Essentially, it's the same thing. The only difference is you can safely take a much larger aggro, and with power return you can easily do it. Interrupt nightmare, kill it, move forward. When you have a decent aggro, use SV (it helps against savage but isn't needed) and IW. From there... it's all pretty lights.
It's the old setup, but now you have AoE. You lose effectiveness against caster mobs but those can all be avoided during the smiterun, which is substantially safer, faster, and more fun.
You'll find it more effective to aggro 3 aatxes at a time, as if the scythe has more than 3 targets it will alternate, slowing the damage to each individual aatxe and thus giving them more time for natural regen. Three at a time ensures all damage is dealt to the same mobs. Against other mobs that do not have natural regen, aggroing more is just as good.
Here's some numbers for you;
Group of 7 Graspings - 2 casts of IW (previously would be 7 + slower aggro)
Group of 5 smites - 2 casts of IW (previously would be 5)
Group of 8 smites - 3 casts of IW (previously 7 + slower aggro)
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Duo UW Guide add-on (Me/Mo and N/Mo)
If you've read all above, then I salute you.
Soloing is slow, so I've also been refining a me/mo 55 build for tanking, duoing with a Necro (N/Mo is best).
Shield of Deflection {E}
Sympathetic Visage
Essence Bond
Balthazar's Spirit
Mending
Power Drain / Return *
Healing Breeze
Protective Spirit
*(no energy back, but you can interrupt and move on to aggro more with lower recharge)
9+1+3 Fast Cast
7+3 Illu
5+3 Insp
9 Heal
10 Prot
Alternatively, if going with a Necromancer/Mesmer that has his own SV :
Shield of Deflection {E}
Spirit Bond
Essence Bond
Balthazar's Spirit
Mending
Power Return
Healing Breeze
Protective Spirit
With the same stats. This build just adds a slightly safer component of spirit bond, but the necro brings his own SV.
Equipment is the same, except it helps if you have a -20 health focus (also obtained from Cities of Ascalon, or as a blue/purple/gold drop).
The first thing you have to become familiar with is your tanking capability. Generally, you are only limited by how much area you can safely aggro without interrupts/nightmares stalking you.
Smites max : about 12 smites is your limit. I have taken 15 at once but your health will drop and you will die eventually, so unless you have a very good necro stay around 10-12. You will need SoD up the entire time. Anything above 5 requires SoD generally, and anything above 8 requires SV being used with SoD on (the lesser amounts you can SV, rapidly drain then throw up SoD before you die). If using Spirit Bond in the build (version 2), you can switch to low AL armor and tank however many you wish.
Don't annoy the necro, if you have any comments pm me.
Aatxes max : Because of bodyblocking, there is no limit to Aatxes you can handle. In the first room I usually aggro 6 immediately as more puts the necro at risk and nightmares cause trouble.
Graspings : So long as you can get SV and SoD up, no real tanking limit. I wouldn't go far beyond 8 because of distracts, though.
Mindblades : Annoying as hell, and it's more a matter of luck to tank them. Try to have the necro split them and kill them in smaller groups while you are tanking, basically keep PS, HB and SV up at all times and you might survive (its the interrupts that hurt).
There isn't much to add as the path is the same as for the solo run. You can also clear twin serpent mountain, although it takes forever. Learn the order that the behemoths use healing spring in, and then interrupt them in that order with wand (spring is a trap). Drop ess bond for fighting under renewal.
Note the dp -> infinite res is handy sometimes
The necro should run:
Spiteful Spirit
Suffering
Desecrate Enchantments
Watchful Spirit
Vengeance
Rebirth
Ess bond
Smite Hex (free space)
The obvious advantage is that you have limitless res while still having SV. With good aggroing, your run speed is very similar to that of a 55 monk's, although Servants of Grenth and Escort of Souls are highly problematic and not advised. If you are running the second spirit bond build, the necro should ideally be a standard N/Me.
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SoJ Troll/Avicara farming build
This is a build for just killing stuff, and getting not-too-bad loot.
The majority of this guide is taken from a PM to Makkert about the run:
The run is from droknar gate to the troll cave (killing all trolls and avicara on the way), clearing the cave, then heading out north and clearing as many avicara groups as possible (avoiding guiles).
Shield of Judgement {E}
Arcane Echo
Essence Bond
Balthazar's Spirit
Mending
Mantra of Resolve
Healing Breeze
Protective Spirit
5 + 3 + 1 Inspiration
12 Smite
2 + 3 Fast cast
9 Heal
8 Prot
The run can take anywhere from 5 mins (if there are no good spawns) to 20+ mins (clearing all of talus).
The enemies you will face:
Avicara Braves, Fierce (5 or so max with no dp)
Avicara Wise, Guiles (guiles remove ench, wise degen)
Trolls
Blessed Griffons (will usually destroy you)
Tundra Giants (they have knockdown, best to avoid)
Grawls (easy to kill, but they knockdown and can interrupt SoJ)
Azure Shadows (killable, but poor drops. They kd with signet).
Mountain Trolls (xpxp!)
2 rounds of SoJ will kill enemies, or bring them to about 5% hp (they die in 1 more SoJ hit when you recast, generally).
The spawn patterns :
Typically 3 trolls, and 4-5 avicara at the start. On the ledge, 4 trolls can spawn, as well as 3-5+ avicara. There is also an avicara patrol that runs from the east (it will aggro on other avicara and trolls), that has 1 guile.
North of the cave, you usally meet 2 brave, 1 fierce or 1 wise, 2 brave. There are also larger packs of multiple brave and fierce where they spawn nearby, and 6 avicara groups with wise.
The absolute best spawn enables about 12-15 avicara (all brave and fierce) which can be cleared with 15% dp and -20 focus (13hp setup).
Giving yourself dp can help out when tanking large amounts.
Loot : Rare armor (avicara), troll tusks, shiverpeak keys, black dyes (I get alot from trolls), various weapons and raven staves.
ADDED : Non-55 Troll killing mes build
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Jade Armor add-on guide
Jade armor aren't that profitable, but sometimes I kill them to get around anti-farming code on avicara.
Shield of Judgement {E}
Arcane Echo
Essence Bond
Balthazar's Spirit
Mending
Vigorous Spirit
Healing Breeze
Protective Spirit
12 Smite
2 + 3 + 1 Fast cast
10 Heal
8 Prot
After starting the Ring of Fire mission, there are three groups of two Armor, 1 Bow. Carefully avoid the mursaat and kill the groups 1-2 at a time. Killing the Mursaat is possible but it's a pain and not worth the time usually.
Spirit bond build :
Shield of Judgement {E}
Arcane Echo
Essence Bond
Balthazar's Spirit
<empty, usually I use a smiting skill>
Retribution
Spirit Bond
Protective Spirit
12 Smite
6 + 1 Fast cast
11 Prot
Same idea, aggro all the of the Jade this time and pull them to where aggro won't affect you. Kill them, takes around 25-30 seconds.
It is also possible to use IW and SV to kill mursaat casters. This is somewhat slower and as you can obtain mainly the same drops by quickly killing armors, not quite as useful. Regardless, the build (tweaked by someone else) can be found elsewhere in the forums.
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Ettins!
Illusionary Weaponry {E}
Ignorance
Essence Bond
Balthazar's Spirit
Mending
Illusion of Haste
Healing Breeze
Protective Spirit
7 + 1 fast cast
12 + 1 + 3 Illusion
2 + 3 domination
9 Heal
8 Prot
Simplicity. Not going into the route, which is readily available at other places. Use IoH to get around faster, because it's a fairly large area to cover. Just use IW to cut the ettins down, and use ignorance to interrupt their healing signets. With fast cast, it has about 3/4s casting time compared to a 2s signet, which isn't hard. Ignorance will interrupt the signet when they finish casting it, and disable the signet for an additional 12 seconds.
The loot, as you should know, is Gold ettin pauldrons, which can give superior runes like vigor and absorbtion should you be lucky.
Edit : Further Notes This build is also usable for multiple other farming locations;
Sand Wurms
Sand Giants(Injektilo, page 4)
Hydras (swap the Troll build -> resolve for mantra of flame)
Griffons (swap power drain for distortion)
Element-born Titans (Possible but difficult, swap SV for channeling)
Blessed Griffons (dont drop much though, swap power drain for Distortion)
Pongmei valley (Avicara build, but with smite hex instead of Mantra)
Spirit Bond farming areas
Jade armor (start of RoF, echo SoJ)
Arborstone Wardens (echo SoJ, ele resist and SV are helpful)
Shiroken (not my development, can be found in the farming forum)
That's the end for now everyone, this post will be updated periodically as I add or modify things. Post in the thread for comments/questions.
Mentalmdc
I have thought of this build before but i thought the nightmares would be a big problem and at the time i didnt have the money to try it, however now you have inspired me to maybe try it again. Very good job on the comprehensive guide
Thanks
-THE M-
Thanks
-THE M-
Avarre
The nightmares are the biggest danger, but with a quick power drain they can be stopped. The only major difficulty is when TWO pop up at the same time ><.
By going next to the lost soul at the start, you can aggro things in the middle of the upper level. By doing that, you can draw out some of the nightmares on occasion.
The best part about the build is 1 set of ascalon armor + 5 mesmer super runes = 1k~, the offhand is a quest reward and its not too hard to get a fairly decent +enchant mod. So even the poorer mesmers can try it!
By going next to the lost soul at the start, you can aggro things in the middle of the upper level. By doing that, you can draw out some of the nightmares on occasion.
The best part about the build is 1 set of ascalon armor + 5 mesmer super runes = 1k~, the offhand is a quest reward and its not too hard to get a fairly decent +enchant mod. So even the poorer mesmers can try it!
Racthoh
Be warned that sometimes when going next to the Lost Soul that it can pop two nightmares at once on occasion.
Avarre
Correct, however this is only a concern if you also aggro the aatxes. 2 nightmares by themselves are not a threat. Power drain one of them, the second will die to rend. Then immediately recast prot spirit and healing breeze, and melee/shoot the first one down with your weapon. It's important to get protective spirit back up as soon as possible because with 55hp, those things HURT. I use ascalon armor for 55hp build and nightmares 1hit ko me
Another possibility would be to sub Power drain with Cry of frustration, so that you could hopefully block both nightmares. However they might be spaced too far for this to work, and the 15 energy cost can be crippling in a tight situation.
So long as you move slowly, and check areas for nightmares carefully, you can usually avoid the pain of being rended. Leave your game sound on to help you detect when one of them jumps up, as sometimes their arrival can be obscured on the minimap by other mobs.
Another possibility would be to sub Power drain with Cry of frustration, so that you could hopefully block both nightmares. However they might be spaced too far for this to work, and the 15 energy cost can be crippling in a tight situation.
So long as you move slowly, and check areas for nightmares carefully, you can usually avoid the pain of being rended. Leave your game sound on to help you detect when one of them jumps up, as sometimes their arrival can be obscured on the minimap by other mobs.
Racthoh
Spawning a nightmare (at least in my experience anyway) will always aggro the aatxe unless the patrol is standing by one of the stationary groups at the top of the stairs (depending on which patrol you take). Also, they won't both use Rend Enchantments at the same time so Cry of Frustration wouldn't work in that situation.
At the very least, prehaps you should get the desert collector's armour if the Dying Nightmares are killing you in one shot. I don't think they were put there for their massive physical attacks...
At the very least, prehaps you should get the desert collector's armour if the Dying Nightmares are killing you in one shot. I don't think they were put there for their massive physical attacks...
Avarre
Dying in one hit to the most feeble post-ascension mob is fun though
Agree, usually i never survive two nightmare spawning. However if you avoid going up to the soul and go around and up the stairs, ive had two spawn without any aatxes aggroing. It all depends on how much risk you are willing to take... And usually if both are aggroed at the same time, they do use rend enchantments at a similar enough time that a CoF, assuming the nightmares were near each other, would work. Of course this is based on a very changeable scenario, and thus making the build to combat this unusual situation is not, in my opinion, the best course of action..
However, dying to two nightmares is uncommon enough not to undermine the cost-effectiveness of the build, in my experience so far.
Agree, usually i never survive two nightmare spawning. However if you avoid going up to the soul and go around and up the stairs, ive had two spawn without any aatxes aggroing. It all depends on how much risk you are willing to take... And usually if both are aggroed at the same time, they do use rend enchantments at a similar enough time that a CoF, assuming the nightmares were near each other, would work. Of course this is based on a very changeable scenario, and thus making the build to combat this unusual situation is not, in my opinion, the best course of action..
However, dying to two nightmares is uncommon enough not to undermine the cost-effectiveness of the build, in my experience so far.
Kai Nui
Sweet, that helped a lot. I'd just like to know what that mantra in your movie is and what's the difference between that and SVisage. Maybe I missed that part of reading. It was fun to play, although I lost 3k so far and gained about 200gp of that back lol.
chosenbygod
hi how long would 1 run average? nice build, ill probably try it out
blocparty
good work... this build does the job... slowly but surely... i got shitty drops and i messed up a couple of times due to carelessness and lag.
Avarre
The mantra im using in the movie is 'Mantra of Resolve' which, with those stats, gives "The next time you would be interrupted, you lose 5 energy and are not interrupted, or mantra of resolve ends" Originally i was using this to help against Grasping Darknesses, but i found it hardly helped and was easy enough to cast around distracts.
I switched to SymVisage in the build list and for my runs now because the net effect of that is to drain all adrenaline and energy from my foes, disabling the Grasping skills 'Fear Me (lose 4 energy from them)" and "Skull crack (dazed would end you)". The primary risk being fear me, if all of them drain your energy you could face significant trouble. Also, Visage drains the energy of the smites so they cannot use reversal of fortune, shield of judgement, etc. This helps teh run go faster as they cannot use skills to heal themselves.
1 run... well i never actually payed attention to the time it takes. Its significantly slower than a 2man SS/SV nec and 55hp monk, but it seems slightly faster than a solo monk using echo SoJ (raced my monk friend).
Once you get used to the build, the coin drops easily make of for the run cost, and the ectos are just a bonus
I switched to SymVisage in the build list and for my runs now because the net effect of that is to drain all adrenaline and energy from my foes, disabling the Grasping skills 'Fear Me (lose 4 energy from them)" and "Skull crack (dazed would end you)". The primary risk being fear me, if all of them drain your energy you could face significant trouble. Also, Visage drains the energy of the smites so they cannot use reversal of fortune, shield of judgement, etc. This helps teh run go faster as they cannot use skills to heal themselves.
1 run... well i never actually payed attention to the time it takes. Its significantly slower than a 2man SS/SV nec and 55hp monk, but it seems slightly faster than a solo monk using echo SoJ (raced my monk friend).
Once you get used to the build, the coin drops easily make of for the run cost, and the ectos are just a bonus
bellissima
I tried this and first of all it's mind-numbingly slow... I had illusion at 16 and one cycle of IW isn't enough to kill even one bull.
2nd of all, I had trouble any time a nightmare spawned during my aggro of aatxes. I could see this being overcome with practice maybe... at least SoJ monks don't have to run over to the nightmare and whack it with a sword to kill it.
I ran into trouble during the graspings. SV isn't an overlapping enchantment so that during the time the enchant is down the grasping have enough time to gain the energy to disrupt your next SV cast. Then the third time I tried to put it up, it got skull cracked so that was game over.
The part that amuses me is that due to fast casting I never once had PS or breeze get interrupted... as a veteran invinci-monk this was a refreshing change.
Thanks for the build, it was interesting to try IW down there. I even got an ecto from my run (well not so much a "run" as a slow agonized crawl ) but I think I'll stick to duos for now.
2nd of all, I had trouble any time a nightmare spawned during my aggro of aatxes. I could see this being overcome with practice maybe... at least SoJ monks don't have to run over to the nightmare and whack it with a sword to kill it.
I ran into trouble during the graspings. SV isn't an overlapping enchantment so that during the time the enchant is down the grasping have enough time to gain the energy to disrupt your next SV cast. Then the third time I tried to put it up, it got skull cracked so that was game over.
The part that amuses me is that due to fast casting I never once had PS or breeze get interrupted... as a veteran invinci-monk this was a refreshing change.
Thanks for the build, it was interesting to try IW down there. I even got an ecto from my run (well not so much a "run" as a slow agonized crawl ) but I think I'll stick to duos for now.
pagansaint
Why not duo this with a Spiteful Spirit Necro, seems its biggest problem is during the Grasping Nightmare attack. A good Spiteful along with the Illusionary Weapon should pretty much decimate them quicker than the standard I-Monk and Spiteful Necro.
subNinja
Yeah I've been running this with a spiteful spirit necro, (ele actually) and it works really well. Blood ritual really helps speed things up in terms of energy regen. I don't have to worry about putting IW on as well if I'm having a hard time with energy, but normally I can help and dish out some additional pain.
azunder
I've found that most of the time I'm interrupted was when I tried to chain my casts together. If I cast breeze and protective spirit in a row, the savage slash they were aiming at my breeze ends up hitting me when I cast PS.
So far, I've only earned a pile of demonic remains and AL15 shields.
So far, I've only earned a pile of demonic remains and AL15 shields.
Ac James
Good build. Been using it and have had alot of success. Its not the fastest, but it gets the job done easy enough. So far I've gotten 6 ecto using this build. Can't complain about that. As for the nightmares, they are easy as pie. All you have to do is powerdrain them. If two of them pop up though, I run like a girl. And the graspings, they are a pain. Nothing too serious though. Just aggro 1 group at a time. Cast your spirit, let them rush in w/ distracting blow, and cast everthing else. They do have a funny way of distracting SV though.
If your patient, getting to and clearing the smites is pretty damn easy. I managed to do it on my first try w/ this build. Now thats saying something.
Also, you can't compare this build to a 55 monk and a spiteful necro. Of course it will be faster, there are 2 people. But who wants to share ecto?
James-
*Edit* I did find one problematic thing about this build but it can't be helped. The constant recasting of spirit and breeze cuts down on the damage output. Not a big deal though.
If your patient, getting to and clearing the smites is pretty damn easy. I managed to do it on my first try w/ this build. Now thats saying something.
Also, you can't compare this build to a 55 monk and a spiteful necro. Of course it will be faster, there are 2 people. But who wants to share ecto?
James-
*Edit* I did find one problematic thing about this build but it can't be helped. The constant recasting of spirit and breeze cuts down on the damage output. Not a big deal though.
Avarre
Quote:
Originally Posted by bellissima
2nd of all, I had trouble any time a nightmare spawned during my aggro of aatxes. I could see this being overcome with practice maybe... at least SoJ monks don't have to run over to the nightmare and whack it with a sword to kill it.
I ran into trouble during the graspings. SV isn't an overlapping enchantment so that during the time the enchant is down the grasping have enough time to gain the energy to disrupt your next SV cast. Then the third time I tried to put it up, it got skull cracked so that was game over.
The part that amuses me is that due to fast casting I never once had PS or breeze get interrupted... as a veteran invinci-monk this was a refreshing change.
Thanks for the build, it was interesting to try IW down there. I even got an ecto from my run (well not so much a "run" as a slow agonized crawl ) but I think I'll stick to duos for now.
2. May i advise using an illusion req. cane against nightmares perhaps? I dont have one, so i use the sword, but im sure you could tear down a nm in a few hits with a standard mesmerstick.
3. SV is only down for five seconds or so, and I have never had a problem with distraction while recasting it. There isn't a lot you can do to avoid interrupt besides fast cast and just timing your cast to avoid the randomly used distract. If anyone wants, ill put up a vid of a group of grasps.
4. Yes, it IS an agonized crawl... however, the same may be said of 'Mesmer lfg UW/FoW.' With yourself, you know you won't get clueless groups, and that saves wasted time. While duo's are more efficient, sure, this does make a nice break from the usual spiteful run.
Quote: Originally Posted by azunder most of the time I'm interrupted was when I tried to chain my casts together. If I cast breeze and protective spirit in a row I think you stated your problem right there... Don't cast two spells in a row versus distracting mobs, if they miss your first spell due to fast cast they will hit your second one. Wait a brief time between casts, and time your spells to be between the Aatxe's attacks. For grasps, just leave a pause between your spells to help avoid distraction. Once you reach smites, its easy from there.
Quote:
The max mod is +20% enchant duration, i got my +18% farming griffons with mes before the AoE change. Because the duration is (i think) rounded to the nearest second, you wouldn't really need a max % mod. As for where to buy one, im not really sure... anyone can help with this?
Originally Posted by pagansaint
Why not duo this with a Spiteful Spirit Necro, seems its biggest problem is during the Grasping Nightmare attack. A good Spiteful along with the Illusionary Weapon should pretty much decimate them quicker than the standard I-Monk and Spiteful Necro.
I prefer to solo with this build, but i've used it for 2-person runs (not using IW though). My only troubles i've found using it with 2-person runs are that you do not get spellbreaker (unless you want 5seconds at 0 DFavor), which can result in some small, annoying deaths.
When i use my mesmer as a 55hp tank, i swap IW with Watchful spirit and put the illu points into heal/prot. But keeping IW for additional offence isn't a bad idea. azunder
Quote:
Originally Posted by Avarre
I think you stated your problem right there... Don't cast two spells in a row versus distracting mobs, if they miss your first spell due to fast cast they will hit your second one. Wait a brief time between casts, and time your spells to be between the Aatxe's attacks. For grasps, just leave a pause between your spells to help avoid distraction. Once you reach smites, its easy from there.
I already know that, I'm just sharing it to help people who have the same problem. The problem comes when both breeze and PS are starting to wear off at the same time. In this case, cast PS first,wait for some interrupts then cast breeze when it's all clear. Unless there are LOTS of mobs on you, you can survive a few seconds without breeze. Or, just renew PS or breeze before they both start flashing simultaneously.
Now, how do I fix my problem of abyssmal luck? buonciko
thank your for making my guild war life interesting again!
Avarre
Quote:
Originally Posted by azunder
I already know that, I'm just sharing it to help people who have the same problem. The problem comes when both breeze and PS are starting to wear off at the same time. In this case, cast PS first,wait for some interrupts then cast breeze when it's all clear. Unless there are LOTS of mobs on you, you can survive a few seconds without breeze. Or, just renew PS or breeze before they both start flashing simultaneously.
Now, how do I fix my problem of abyssmal luck? You're right about that plan of action. For others: with 3 (the most aatxes you'll ususally have on you), you'll be taking 4 damage per hit (max health 44 with deep wound), and thus can survive 11 hits. If breeze goes down, STOP attacking immediately, so you don't take additional damage from ripostes (ive died when prot spirit went down just after an attack, then died to my own attack->riposte). 11 hits with 3 aatxes is 4 attack-rounds or however you want to call it, or 6 with only 2. This gives you ample time to drop a healing breeze in safe timing. As for your luck... well... good luck? azunder
Hmm, could vigourous spirit substitute for healing breeze?
Laurelin Goldtree
Quote:
Originally Posted by Avarre
Personally, this build inspired a 'WTF' more than anything when i thought of it, but it works. How well? I got 30 ectos this week from UW so far Maybe I should have kept it a secret, maybe everyone already uses it behind my back... Hopefully some other mesmers can take this and put it to good use, anyway. Oh wow! I love you, lol! I have been scrounging and saving for my Fissure Armor for my Ranger and I thought it'd never happen! I don't have a Monk or a Warrior and most of the soloing builds that I catch wind of are Warrior or Monk based but you have given me new hope! I am gonna go try it as soon as I have the money to buy all the skills I'll need! Thank you! Edit: I went out immediately after reading this to fa...er...hunt hydras and gather the necessary gold to buy my skills, armor, and runes: I consider it an investment. I practiced interrupting hydras' meteors, fighting minotaurs outside Augury, and after an unfortunate and discouraging accident with a flame trap, I made my way to Heros Audience for some training against interrupters. This build is phenomenal! I died a few times in the desert-usually by sheer stupidity, but as I hadn't paid to get in, I didn't care. I have been in the UW for some time now and I'm doing quite well. I've encountered a few Nightmares, but they are quickly disposed of. This build is so easy, a cave man could do it, and though that's not saying much of me, I must say I am quite happy that it was invented and shared! So, thanx again! Hendorr
I downed your movie and it * R0ck$ my S0ck$ * . Really good build, thanks for the great ideas.
P.S. I'm happy I'm making a mesmer atm. Avarre
Quote:
Originally Posted by azunder
Hmm, could vigourous spirit substitute for healing breeze?
Im not sure, but I don't think so. The most number of enemies you will be fighting is 4 (grasps) or possibly 5 (in smites).
To take 4 as an example, every round of attack you will be damaged (4x5) 20, and your return attack will heal 10~. This puts you 10 hit points down per round, and this does not take into account grasping darknesses using Flurry, or smites using spells into zealots fire (sometimes they get RoF off while SV is down). Healing breeze with my advised stats gives a +7 life, healing 14 hit points per second. To look somewhat more indepth... Vs 3 Aatxe damage per round = 12 (deepwound gives 44 max hps, you take 4 per hit) one attack = +10 (taking this as average, im not sure exact bonus with my stats) Healing breeze = +7 regen = +14/s (sever artery neutralizes mending) Vs 4 Graspings damage per round = 20 one attack = 10 Healing breeze + mending = +10 regen = +20/s As you can see, on paper vigorous spirit is inferior to healing breeze somewhat. However, I can't say ive used VS so I may be wrong about how to calculate it... if you could test it to make sure and post here, that would be appreciated seven
great video and guide.
if i may ask a newb question: where do you usually buy the +18% swords? i've been hanging around warcamp and other places for some time now, but haven't been able to find sellers. thanks. Racthoh
Quote:
Originally Posted by Avarre
Personally, this build inspired a 'WTF' more than anything when i thought of it, but it works. .
Yes I do believe "WTF!?" was what a few of us said over guild chat.
But... do you have the full FoW ensemble yet? azunder
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Originally Posted by azunder
Hmm, could vigourous spirit substitute for healing breeze?
Nope, you can't
Avarre
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Originally Posted by seven
if i may ask a newb question: where do you usually buy the +18% swords? i've been hanging around warcamp and other places for some time now, but haven't been able to find sellers. thanks. |
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Quote:
Originally Posted by Racthoh
But... do you have the full FoW ensemble yet?
No, im still too traumatized after, while not paying attention, joining a PUG with 5 mending paladins, to enter/think about FoW.
extra bacon
i have just finished my first succesful run (after a few false starts, death by lag, and just getting used to the setup) using this build and thought i'd share an interesting discovery.
i doubt i'm the first to discover this, but it looks like i'm the first to share it in this thread. i've got to admit it happened completely by accident. if you're concerned about being interrupted by aatxes, fret no more. just cast sympathetic visage on yourself, sit back, and laugh. with SV on you, the aatxes lose all adrenaline and 3 energy each time any of them hit you, so the result is aatxes with no adrenaline and no energy. no adrenaline = no sever artery, and no gash = no bleeding, and no deep wound no energy = no savage slash = no interrupts try it, it works. same goes for the grasping darkness. just cast SV on yourself before you agro them as their very first attack is a distracting blow. they'll lose all their adrenaline and energy very quickly which means they'll just be standing there slapping you with their spongy tentacles, which must tickle a bit cause my mesmer sometimes bursts out laughing when that happens. *shrug* and finally, use SV when you're taking on the smite crawlers. no energy = no shield of judgment. and best of all, no more F*CKIN reversal of fortune, which is the major reason (i find) solo monking in uw takes so damn long these days! i should probably also mention that i'm using a modded battle axe with 38% longer enchantments. with 16 in illusion magic, SV lasts 21 seconds with a 30-second recharge, so with the axe, there is something like half a second i'm without SV, so i'm practically with SV on me continuously while i'm fighting anything. also, with this 38% enchanting axe, IW lasts just over 40 seconds, so i'm able to maintain IW continuously in battle too. [edit: the bugged axe which allowed two grips to be used simultaneously was a quest reward from the Scavengers of Old Ascalon quest but this bug was fixed not long after this post, and all existing versions were fixed as well. just thought i'd add this info here cause ppl are sometimes still asking me ingame where they can find this axe. ] big thank you to avarre for the build! definitely a refreshing change to solo monking. extra bacon
ps. wonder how long before SV gets nerfed lol
blocparty
aatxe's shouldnt be able to int you as long as you dont chain your casts (i.e. cast p.s., breeze, and have iw queued), plus if they lose adrenaline you wont gain the energy you normally would from riposte/dR..... i can now finish smite builds consistently... and its awesome...
**dont try to team up with a ss necro unless you know them because most of them are jerks extra bacon
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Originally Posted by blocparty
plus if they lose adrenaline you wont gain the energy you normally would from riposte/dR.....
i have yet to run into any energy problems using SV as i've described above. Vexed Arcanist
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Originally Posted by bellissima
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Long ago when I did the invinci-thang this was an issue until I learned a few things.
The part that amuses me is that due to fast casting I never once had PS or breeze get interrupted... as a veteran invinci-monk this was a refreshing change.
1. Never let yourself get surrounded while fighting graspings. You can run around until dazed runs off. 2. As an Imonk only cast long cast time spells that are critical while you are under Bonetti's, they will almost never be interrupted. Avarre
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Originally Posted by extra bacon
ps. wonder how long before SV gets nerfed lol
I would have thought Spiteful would have been first-in-line for a nerf, I mean, its practically the most devastating nonflee AoE available now. But no, they upgraded it! So who knows, SV will probably stay untouched for awhile
bacon : having a 38% enchant axe means you need to refresh breeze 2 seconds later than i would have, and prot spirit 3 seconds later. This allows you to spend less energy than i would have, and thus makes it easier for you to keep SV up. I never had a problem with aatxe disruption, so all SV really does for me is to reduce my energy bonuses from ripostes. 3 aatxes hit 12 damage per attack-round (44/10 =4) and +7 life regen is 14 per second, so bleeding isnt a problem either. On the other hand, as i've mentioned in first post, SV helps considerably versus smites and graspings. Shield of judgement actually makes no difference, as IW doesn't trigger it (fairly sure on that). Vexed Arcanist
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Originally Posted by Avarre
On the other hand, as i've mentioned in first post, SV helps considerably versus smites and graspings. Shield of judgement actually makes no difference, as IW doesn't trigger it (fairly sure on that).
SoJ works when they HIT YOU, not you hit them.
knives
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Originally Posted by Vexed Arcanist
SoJ works when they HIT YOU, not you hit them.
Thats only if you cast it on yourself. If the smites cast it on themselves, then you would get knocked down when you hit them, but since IW misses, the argument is false in the coding.
Avarre
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Originally Posted by knives
Thats only if you cast it on yourself. If the smites cast it on themselves, then you would get knocked down when you hit them, but since IW misses, the argument is false in the coding.
What he said, im obviously not talking about casting SoJ on myself, but the smites' SoJs.
Anyways, anyone tried/found a way to tweak build to kill terrorwebs? Not sure if +3 regen from mending can handle it, since youll be on fire much of the time and cant stand still for meteors. Vexed Arcanist
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Originally Posted by Avarre
What he said, im obviously not talking about casting SoJ on myself, but the smites' SoJs.
Anyways, anyone tried/found a way to tweak build to kill terrorwebs? Not sure if +3 regen from mending can handle it, since youll be on fire much of the time and cant stand still for meteors. It can't. I tried terrorwebs ages ago (pre-all UW/Skill nerfs) with an Imonk. You are gonna need something like Spellbreaker, which has to short a duration for a non-monk. seven
thanks again avarre, i had trouble with the aatxes before i had a +enchant sword, but now that i have one, things are pretty easy. i still need more practice with graspings though, as my chances are 50-50 with them.
SV is great, but sometimes they get lucky in draining my mana the few seconds SV goes on a cooldown cycle. with that in mind, do you know what kind of monsters drop those above 20% enchantment axes? Order Of Thy Sword
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Originally Posted by seven
great video and guide.
if i may ask a newb question: where do you usually buy the +18% swords? i've been hanging around warcamp and other places for some time now, but haven't been able to find sellers. thanks. BUY A SWORD REQ DOES NOT MATTER, AND USE TWO WEAPON SETS, ONE WITH A STAFF OR CANE AND OWN THE NIGHTMARES WHEN THEY POP UP WITH THAT, SAVES HALLA TIME. |