This build has been archived as of 16:45, November 13, 2008, for the following reason:
This build had been designed for the following use:
This build was in the category Great before being archived.
The Lutgardis FFF (Fast Faction Farming) team is a build designed to perform the quest Securing Echovald Forest in Melandru's Hope as rapidly as possible for the purposes of faction farming. The quest offers 400 Kurzick Faction as a reward. This is currently the fastest known way of amassing Kurzick Faction. This run starts from Lutgardis Conservatory.
Players usually want to solo this with heroes/henchies to avoid teaming with inexperienced FFF farmers or having to wait to assemble human teams. Soloing FFF with heroes/henchies is actually the preferred method of faction farming for seasoned players. Efficient solo FFF farmers will take about 70 seconds to complete a run as described below. Cycle time is about 85 seconds (the time it takes to make the run, collect the reward, zone out, and zone back in). This means that 10k Faction (25 runs) would take about 35 minutes.
This team build is significantly different from the regular Lutgardis FFF team build such that this build page is necessary. Players with experience running Lutgardis FFF with regular players will fare better in learning this build than those who have never done Lutgardis FFF before, because of general exposure. It is recommended that players try running Lutgardis FFF with regular human teams a few times before trying this cold turkey.
This build can be a little frustrating to master in the beginning, but if you stick with it, you'll never want to FFF with real players again!
The concept of the build is to perform the quest with heroes and henchies rather than people. You must have them perform the quest before taking it from Scoutmaster Arne. The quest requires players to go near four way points in Melandru's Hope. However, taking it will cause Luxon raiding parties to spawn out of nowhere near those four way points (so don't take the quest until all the runners are finished!). If players touch these way points then speak to Scoutmaster Arne, then the quest will be immediately updated as being done and you can get the reward.
Since this build is done with heroes and henchies by setting flags on the Mission Map (NOT mini map), you, the only human player, will not be running at all. You will have to place the hero/henchie flags on locations that correspond to locations in Arne's Quest and send them off to do the dirty work for you. There is no need to kill yourself (sac) for this build. When it is complete, talk to Arne, get your reward, and zone back to Lutgardis.
This build requires 5 hero and henchie runners:
- Bridge runners: Lukas and Devona (henchies)
- Mushrooms runner: Zenmai/Anton (hero)
- Stairs runner: Margrid/Pyre Fierceshot (hero)
- Shore runner: Jin/Pyre Fierceshot (hero)
- Door man: You.
The best combinations for running are Assassin/Ranger and Ranger/Assassin heroes (Zenmai, Jin, and Margrid). Koss and Goren work well also, but are 3-5 seconds slower. While the runs can be performed by any profession combination in a variety of ways, the A/R and R/A heroes are optimal.
Note: None of the builds require assassin "teleportation skills". These are pure run builds.
Devona and Lukas - Bridge
You can't set their skills. That's why you send them both to the bridge. Frequently one will die on the way to the bridge, but rarely will both die. Don't even try to send them on any other route. They are strictly bridge folk!
Zenmai - Mushrooms
<pvxbig>[build name="Lutgardis FFF - Mushroom Runner - Zenmai/Anton" prof=assas/range shadow=12+1+3 wilder=12] [dash][dodge][Zojun's Haste][Natural Stride][shadow form][optional][optional][optional][/build] </pvxbig>
Margrid - Stairs
<pvxbig> [build name="Lutgardis FFF - Stairs Runner - Margrid/Pierce" prof=range/assas expert=12+1+3 shadow=12] [dash][dodge][zojuns haste][shadow form][optional][optional][optional][optional][/build] </pvxbig>
Jin - Shore
<pvxbig> [build name="Lutgardis FFF - Shore Runner - Jin/Pierce" prof=range/assas expert=12+1+3 shadow=12] [dash][dodge][zojuns haste][shadow form][optional][optional][optional][optional][/build] </pvxbig>
Running the Routes
Because succeeding at this quest takes some multitasking, it is advisable to practice by running each of the heroes individually, rather than trying to learn them all at once. Start with the bridge first (easiest). Then learn mushrooms or shore, and finally stairs (hardest). After practicing a run, take the quest from Arne and see if the location the hero ran to is crossed out in the quest log. If it is, you hit it. Zone and start over again to reset and continue practicing. Once you can run each hero individually to locations, only then should you try to do them all at once.
You will use the Mission Map extensively for flagging locations NOT the Compass. The mission map should be enlarged to about full screen height and about half the screen width, since you will spend most of your time looking at it and not your surroundings. See the figure for an example screen setup. The mission map will also need to be zoomed to maximum so you can place the flags accurately. The mission map is zoomed with the mouse scroll button. You can also move the Mission Map location by dragging on it.
Another, easier way to know where to flag your heroes is to download a modified map. To find out how to run this, go to this page to find out how. ANet does not have a problem with modding the UI like this, as seen in the second link.
Entering Melandru's Hope
When you enter Melandru's Hope, don't waste any time. Open your Mission map and start placing flags on it as described below. Also, don't move your character when you enter. If you move your character too much, Devona will go berserk and hit charge and throw the timing off. The same goes if you take friends in with you to watch you solo. They must not move after entering! Note: It is recommended that you assign each flag as a certain key. For example, the first flag would be assigned to Keypad number 1, the second to Keypad number 2, etc. This will allow you to get the heroes out faster, rather than using your mouse and going back and forth.
1. You are in Melandru's Hope and have now got your Mission Map up. First send Margrid (stairs) and Jin (shore) on their way.
This sequence can be used successfully with only two skills on each hero, and contains a minimum number of steps
The Third Possibility
And just another possibility: You can take ANY hench you want (even low level heroes, so they get to lvl 20 for free as side effect). You don't need to equip any special skill. This run is a bit slower, but works great. You shouldn't activate any running skills if the heroes are still in your radar (this would mess the sequence).
Speed Optimized Variants (guide to faster running)
There are many variants that work, so this section will be a guide to optimizing running speed as opposed to redefining the build. In fact, simply changing the runners around is one option to using this guide, and another is adding a skill to the Stairs runner. In practice it takes about 65-70 seconds for a cycle and 25 runs takes around 30 minutes depending on zoning time (so about 10 seconds faster per run and 5 minutes faster for 25 runs).
The basic requirement is at least 1 runner that can maintain 50/33 speed boost and that runner needs to be sent to the Stairs. A second fast runner is recommended for the mushrooms. The most common of these is the Ranger build above with the addition of Natural Stride (the same as the Assassin Build) or simply using an Assassin to run the Stairs. This will be the first run described below.
It is also possible to use the common Luxon run build which is simply a Dervish with Dash and Pious Haste for either/both the two long runs with the addition of Shadow Form (Which will get stripped when Pious Haste ends). The main advantage of using a Dervish is for ease of mapping hero skills to the numeric keypad. This will be the second run described below.
A common optional skill is Heart of Shadow to escape any body blocks that happen at the choke point where the Shore and Stairs runner meet and it can also serve the same purpose as Troll Unguent (see The Stairs Notes section) to tell if a runner has arrived, not to mention is much faster casting than Troll Unguent.
Usually the other optional skills brought are self heals, but note Feigned Neutrality should be disabled and manually activated (heroes often prioritize it over running when SF ends).
For fastest flagging, map keys for flags (see Notes below) and have a nearby key for triggering Fall Back! or Charge!, which should be hit before or chorded (pressed at the same time) with the first runner.
In addition, for fast activation of hero skills, map the first three skills to the numeric keypad (Shadow Form, Dash, and the first major running skill). Runners using Rangers or Assassins should move to hero bar clicking while Dervish runners can ignore the Shore runner and chord switch between Dash and Pious Haste or use an A/D as the third runner.
Optimally, flag in order, Stairs, Mushrooms, then either of the other two. In practice it tends to be easier and almost as fast for players to flag clockwise from the Shore, and the Stairs run is long enough that the Mushroom runner will arrive even if flagged third (e.g. Stairs, Shore, Mushrooms).
For ease of rapid flagging, nearly the entire channel of water can be used for the first stairs flag and the mushrooms and bridge can be overshot. In the case of the bridge pretty much anywhere in the large zone below it is valid. The second flag for the stairs can even go in the large body of water (north end of the map) but should be toward the right hand land mass (it is possible to miss by flagging too far left of the top of the stairs). This is mainly useful to know if the faction line is over the typical flag points.
Runners with a proper 50/33 build should be able to maintain it forever using skill sequencing. A D/A or A/D is easy (Dash, Pious, Dash, Pious), but R/A and A/R is a bit more complex and requires alternating Natural Stride with every other Dash (e.g. using the sequence Dash, Dodge, Dash, Zojun's Haste, Dash, Natural Stride, Dash, -->has downtime here<-- )
The first Dodge can be changed to Natural Stride if desired, but disable and manually activate Natural Stride because the AI will sometimes use it even when buffed by a 33% shout.
Executing the Optimized Run (Rangers and Assassins):
The Optimized Run (2 * Dervish + Any):
Dervish refers to D/A or A/D, Any is A/Any or Any/A. As noted above, the main reason for this setup is the entire run can be mapped to the numeric keypad. It has a bit of a hectic start after zoning (several actions need to be done near-concurrently), but is otherwise fast and easy. See the Build:Team - Luxon Scout The Coast HFFF for discussion on keybinding (an example will be given below). The main difference is the need for Shadow Form and Charge! (for best time - this run can be done without Charge! if you Dash then Pious Haste, then wait out Pious before hitting Dash again, but is slightly slower). Shore runner should have Shadow Form, Dash, and one other run skill but does not need to be A/D as per the Luxon build because after escaping the initial mobs that runner can run at normal speed. Dervish skills are Shadow Form, Dash, and Pious Haste. If mushrooms runner adds Heart of Shadow to her bar, she will nearly always use it when she arrives, which can be used as a cue that the Stairs runner is about to arrive and to take the quest.
Some of the initial actions should be semi-concurrent, for instance, click flag 2 key - hit Charge! while moving mouse or concurrently with click to set flag - press key for Mushrooms runner - press Dash concurrently with click to set flag (note: Dash should be used within 2 seconds of Charge! to avoid slowdown). For initial flagging, speed is more important than accuracy - you have some time to correct flags after the initial Dash and requeue.
Example keymap (all on numeric keypad):
Video demonstration of Dual Dervish run (grainy due to YouTube processing, but still a visual demonstration - a bit old, so key order wasn't perfected, as well)
The Stairs Notes
Getting Margrid to the stairs is the toughest run to flag and the longest run. The chasm just before to the stairs is narrow, and she will get stuck if not flagged properly. To get Margrid to the stairs, you must flag her twice - once at the beginning of the run at the start of the chasm and a second time at the final stair location. See figures for locations. When Margrid's Shadow Form has run out and her health has dropped, it is safe to place the second flag. You will not be able to get Margrid to the stairs with a single flagging, so don't even try. Hint: If you are having trouble with the timing on Margrid add Troll Unguent to her bar. She will use it only when she reaches her flag. Use that as a signal to move her flag to it's final position.
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