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{{Great-Build|PvE team|farming}}
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{{Meta-Build|rating=Great|PvE team|running}}
  +
{{Dungeon Build}}
 
{{TOCright}}
 
{{TOCright}}
   
  +
This team build is designed to rush quickly though the dungeon Shards of Orr. If you pop a BU can reduce times by 3-5 minutes
The Shards of Orr 3 Man build was originally created to complete the [[gw:Shards of Orr|Shards of Orr]] dungeon in Hard Mode with minimal difficulty in a little under one hour (with an average pace) for end chest, locked chests, hidden chests, and even running others for profit.
 
   
  +
'''Level 1 time'''
 
  +
4-8 min
== Team Composition ==
 
  +
'''Level 2 time'''
{{mini skill bar|Spell Breaker|Dwarven Stability|Storm Chaser|Protective Spirit|Shield of Absorption|Spirit Bond|Essence Bond|Blessed Aura}}
 
  +
9-15 min
{{mini skill bar|Blood Is Power|Blessed Signet|Castigation Signet|Retribution|Holy Wrath|Vital Blessing|Life Attunement|Rebirth}}
 
  +
'''Level 3 time'''
{{mini skill bar|Serpent's Quickness|Quickening Zephyr|Greater Conflagration|Edge of Extinction|Restful Breeze|Purge Conditions|Balthazar's Spirit|Rebirth}}
 
  +
23-35 min
 
== 600 Monk ==
+
==1x {{Mo}}/{{R}} 600 monk==
 
<pvxbig>
 
<pvxbig>
[build prof=Monk/Ranger wilderness=6 divinefavor=12+1 protection=11+1+3][Spell Breaker][Dwarven Stability][Storm Chaser][Protective Spirit][Shield of Absorption][Spirit Bond][Essence Bond][Blessed aura][/build]
+
[build prof=Mo/R pro=10+3+1 Div=11+3 wil=10][Spell Breaker][Protective Spirit][Shield of absorption][Spirit bond]["I Am Unstoppable!"][Storm chaser][Pain Inverter][Blessed aura][/build]
 
</pvxbig>
 
</pvxbig>
  +
*Use [[gw:Shield of absorption|Shield of absorption]] and [[gw:Spirit bond|Spirit bond]] Keep health up DONT! over spam wait till SOA recharges before you cast those 2.
*{{skill icon|Dwarven Stability}} requires the use of Alcohol (level 5, 3 minute duration) in order to prevent Knockdowns. On average, 6-8 flasks are required to complete this dungeon.
 
  +
*Use [[gw:"I Am Unstoppable!"|"I Am Unstoppable!"]] lots KO's [[gw:Storm chaser|"Storm chaser]] Keeps energy up, i get a lot of 600's complaining about energy when they drop storm chaser.
*{{skill icon|"I Am Unstoppable!"}} can be used if you prefer not to consume alcohol. Be aware that this skill provides extra armor and requires special care. It also does not extend Storm Chaser and does not provide a cover enchantment in case Spell Breaker goes down while fighting Fendi Nin. Dwarven Stability is the preferred method.
 
   
 
'''Equipment'''
  +
*Casters spear 20% enchantment +5 Energy
  +
*Offhand Required protection with Mods master of my domain +1(Chance 20%)With focus core enchantment +45 health (While Enchanted) (The reason why is they have alot of KO's and if Shield of Absorption gets the buff it recharges faster)
   
=== Equipment ===
+
==1x {{R}}/{{Mo}} Ranger==
 
<pvxbig>
*Standard 600 Armor: Lowest possible Armor Level (AL 15)
 
 
[build prof=R/Mo Wil=12+3+1 bea=12+3 Exp=3][Serpent's quickness][Quickening Zephyr][Greater Conflagration][Edge of Extinction][Restful Breeze@0][Essence Bond][Succor][Rebirth][/build]
*All Radiant Insignias, Runes of Attunement, Superior Vigor
 
*Divine +1 on Footwear
 
*Headpiece #1: Divine +1+3 (for casting Blessed Aura)
 
*Headpiece #2: Protection +1+3 (for running)
 
*Headpiece #3: Protection +1+1 (for Fendi)
 
*+5 Energy, 20% Enchanting weapon
 
*+12 Energy, +45 Health while enchanted, 20% HSR offhand
 
   
  +
'''Equipment'''
  +
*High Energy Staff
  +
'''Use'''
  +
*Cast your 2 bonds on 600.
  +
*Cast Serpent's quickness before Quickening Zephyr or Quickening Zephyr WILL FALL!! That will kill the 600.
 
</pvxbig>
   
  +
==1x {{Mo}}/{{Any}} Smiter==
===Usage===
 
 
<pvxbig>
*You will be suffering from the Weakness condition during all times in this dungeon (except at Fendi Nin), therefore you need +1 to the regular 600 attributes to counter this effect (15 Protection, 13 Divine).
 
  +
[build prof=Mo smi=12+3+1 div=12+3][Blessed signet]["by ural's hammer!"][Shield of judgment][Holy wrath][Retribution][Balthazar's spirit][Essence bond][Blessed aura][/build]
*Storm chaser is used for energy management and running the braziers in 2nd, and 3rd levels
 
*Keep Dwarven Stability / "I Am Unstoppable!" up at all times when engaging any Wizards or Brutes.
 
*Beware! I Am Unstoppable boosts your armor by 24, so you still take enough damage from spells and melee attacks, BUT!!!!, Wand/Staff attacks from casters wont provide with any health gain. You have to space yourself out and know when to stop the shout and not cast it anymore. Shield of Absorption can be use to offset this if the shout has not expired.
 
   
  +
'''Equipment'''
== Smiter ==
 
  +
*+20% enchantment staff or set smite.
<pvxbig>
 
  +
'''Use'''
[build prof=Monk/Necromancer Blood=3 Protection=12+2 Smiting=12+1+3][Blood is Power][Blessed Signet][Castigation Signet][Retribution][Holy Wrath][Vital Blessing][Life Attunement][Rebirth][/build]
 
  +
*Smiter must cast Shield of Judgment and Holy Wrath before 600 goes in.
  +
*Once 600 in cast Shield of Judgement every so often lasts about 30 seconds or more so don't overcast it or aggro will break on you.
 
</pvxbig>
 
</pvxbig>
*{{skill icon|Unyielding Aura}} can be used if you die frequently. Blood is Power makes for a much fast run however.
 
*{{skill icon|Blood Ritual}} should replace Rebirth if you are using Unyielding Aura.
 
   
  +
==1x {{Mo}}/{{N}} Bip==
  +
<pvxbig>
  +
[build prof=Mo/N pro=12+3+1 hea=10 BloodM=8][Blood Is Power][Life attunement][Vital blessing][ethereal light][Mending][Light of Deldrimor][Extinguish][Essence Bond][/build]
   
=== Equipment ===
+
'''Equipment'''
  +
*+20% enchantment Staff heal
*All Survivor Insignias, Vitae Runes and Superior Vigor
 
  +
'''Use'''
*+5 Energy, +30 Health weapon
 
  +
*use Mending on the smite and heal him or he dies.
*+1/20% Smiting Prayer, +30 Health offhand
 
  +
*Cast Bip Before 600 goes in mobs and after mobs down.
  +
*Dont cast while 600 going in or you will aggro.
  +
</pvxbig>
   
  +
'''Note:''' This hero is optional and used mainly for less experienced runners. The dungeon can be completed with only the 2 heroes above
   
=== Usage ===
+
==Usage==
  +
*Maintain all enchantments on the 600 Monk.
 
  +
The instructions for this Dungeon were written so poorly and with such horrible punctuation skills I believed a 12 yr. old must have done it. I have rewritten it as follows.
*BiP the 600 Monk before every enemy encounter.
 
  +
*Use Castigation Signet to quickly finish off any remaining Clerics or Priests.
 
  +
(Level 1)
  +
  +
*Any decent running build can be used to light the torches and run zones as this can save 15 minutes in a run.*'''
  +
  +
*Start from Viox's Falls. Make sure that all players have the Shandra quest or they won't get the chest or the reward.
  +
  +
*Enter the Dungeon and head North towards the boss.(The Accursed Brigand)
  +
  +
  +
*'''Note:''' If a party member does not have the quest, a good group can run the Dungeon backwards (starting from Gadd's) exiting at Viox's Fall's. Then obtain the Q from Shandra just outside.
  +
  +
*Re-enter the Dungeon with a 10% Morale boost and proceed as directed.
  +
  +
*Quite a few of the mobs can be avoided entirely by hugging the walls near them or pulling with a long bow. Target all ''Enchanted Wizards'' first, making your way to the first Boss. (Brigand)
  +
  +
*You can easily use a bow to lure all groups towards you. (Then strike with Pain Inverter.)
  +
  +
*The Boss Brigand will die quickly.
  +
  +
*Once the Brigand is dead, retrieve the key. You need to only kill the 2 mobs next to the boss. Go West once those are dead.
  +
  +
*Move your group to the area the Arbor Bay portal. Shandra will follow and open the next area.
  +
  +
*(Level 2)
  +
  +
*Now head towards the boss (another Brigand) directly on your left.
  +
  +
*Once he's dead, the chest containing a torch appears. (Area map is up the hill.)
  +
  +
*Now have your group head toward the center chamber. All members should wait at the the entrance. Light the braziers starting at the farthest one first. Or run the torch clock-wise back to your group.
  +
  +
*The brazier nearest to your group at the entrance should be lit last. Once all 4 braziers are lit, foes will spawn in the center. Pull them towards your group with a bow.
  +
  +
*Boss key (Brigand) is again obtained after all braziers are lit in the next room. Again wait at the entrance and light the nearest brazier last.
  +
  +
(Level 3)
  +
  +
*To your immediate left is the next area map.
  +
  +
*Following the right wall there will be more mobs ahead. Target all Wizards first and pull towards your group. Re-light each brazier section by section.
  +
  +
*The last Brigand (with the key) will not appear until all braziers on level 3 have been lit. Unlock the door and proceed towards Fendi.
  +
  +
*A good group with the proper skills should make it this far with no deaths.
  +
  +
*Note: Look for stragglers. Wait for Foes to separate from one another before engaging them.
   
== Conflag Ranger ==
 
<pvxbig>
 
[build prof=ranger/monk expertise=8+3 beast=10+3 wilderness=12+1+3][Serpent's Quickness][Quickening Zephyr][Greater Conflagration][Edge of Extinction][Restful Breeze][Purge Conditions][Balthazar's Spirit][Rebirth][/build]
 
</pvxbig>
 
*{{skill icon|Healing Breeze}} is better suited to running this dungeon with heros. 8 points in Healing Prayers is required, 7+3 Expertise and 8+3 Beast Mastery. You can then leave the smiter's Blessed Signet on automatic meaning you have 1 less skill to micro-manage.
 
   
  +
*I did not use the build listed above. The instructions above and now below are mostly mine.
=== Equipment ===
 
*All Radiant Insignias, Attunement Runes and Superior Vigor
 
*+20 Energy, 20% enchanting (or +30 health) Staff
 
   
  +
*Now with Boss key in hand. head through a small alley towards two Bone Dragons and some archers. Past them will be a stone bridge, two horizontal "Flame Blasters" and a small vertical flame spout. Beyond this will be Fendi and his Goons.
   
  +
*Keep your party at the forward most arch on the bridge. About an Aggro-Circle away from the Blasters.
=== Usage ===
 
*Maintain Balthazar's Spirit on the 600 Monk
 
*Greater Conflagration (GC) should be maintained at Fendi Nin, and at any other location the 600 desires, including any groups containing Skeletal Archers.
 
*Maintain Quickening Zephyr (QZ) while fighting mobs. QZ can be kept up indefinately by first casting Serpent's Quickness (SQ) and following up with QZ, then simply recast QZ before it expires. Serpent's Quickness is only required before casting the first QZ.
 
*If a monster group contains Skeletal Hounds, be in range of the 600 to see when he gets interrupted (usually Dazed), and cast Purge Conditions on him ASAP. An adept 600 will know how to avoid this condition though, so this is primarily to remove the Crippled condition after battle.
 
*Use Restful Breeze on the Smiter after he uses BiP on the 600 Monk and if he begins to take damage from Reversal of Damage.
 
   
  +
*THIS IS WHERE THE MAJOR BATTLE WILL TAKE PLACE.
==General Usage==
 
*This build is quite simple to execute with an experienced 600. It can be done with 1 person but it may be hard to complete the boss having to look at the ranger for his spirits
 
*2 Man can make this easy, with the ranger as the preferable person because of the response time on heroes can be a little high and QZ may not be up 24/7
 
*Spirits should be cast, where your edge of the aggro circle, is the 600's green dot. Keep up QZ for the 600 for easier survivability, but if the mobs break into your group, leave the spirits behind as meat shields.
 
*Enchanted groups do not require any spirits, but the rest of the group excluding the 600, should be a little further away from the group as they are all melee and break often.
 
*Skeletal hounds have Skull Crack, and can easily daze you in which case the ranger or the smiter have to use Purge Signet Immediately, but if SoA (which is the most likely skill to get dazed on) is casted as soon as it recharges, the Hounds shouldn't be a problem as they will die about when the SoA ends. If not, just recast Spirit Bond for the finishing touch
 
*Skeletal Archers are a dangerous monster in this dungeon, as they have both interrupts and energy denial. Unfortunately, interrupts cannot be dealt with, but energy management can be countered by GC and Storm Chaser Combo
 
   
  +
*Run up and zing Fendi with a long bow, then quickly retreat to the bridge. Fendi and his goons will give chase. As you run, try and keep him in your aggro circle. If he breaks off, just repeat the process to lure him into your trap.
   
  +
*I was able to pin him against the wall and the Flame Blasters by body-blocking him. Kill Fendi (which will quickly
=== The Run to Dungeon Entrance===
 
  +
be replaced by The Soul of Fendi) Fendi again, Soul of Fendi, etc.
*The run is quite simple, put on your 600 armor
 
*You can avoid most groups (except sometimes, the group right before the walking trees aggroes) and just use your enchants accordingly as well as spamming SB.
 
*Walk into the dungeon, walk out, take the quest, and walk back in.
 
*Or get a perma sin to run there
 
   
  +
*Each Fendi death will make his soul weaker. Put your full efforts into killing the Soul of Fendi and healing your party's attackers.
=== Room 1 ===
 
*Room 1 is a fairly easy room to take care of, except the mobs in the last part of the room
 
:These are very dangerous and should be pulled 1 group at a time. 1 group contains easy targets such as wizards and brutes, but the other is a extremely dangerous group with both rangers and hounds. Use a longbow to pull.
 
*15 minutes is a good time
 
   
  +
*After about the third Soul death the quest will end and the reward chest will appear in the distance.
=== Room 2 ===
 
*Room 2 is also just as easy, other than the "hill group". This is the group that spawns after the 4 flame braziers are lit around the hill.
 
:Let the Ranger or other player you trust, light the braziers, because sometimes the hill group spawns in a very awkward spot making it nearly impossible to take it out, and its much easier if you have a fresh start. The rest of the player group should stay outside the door.
 
*The brazier duty should be handled by the ranger or smiter or any other player you trust.
 
*Room after the flame traps - the group in the end should be cleared first. Then, light the brazier further away from the stairs first, then the one closer. As soon as this happens, a group spawns very close to you but don't panic, as far as I know, it never aggroes. After the braziers have been lit, and the mob spawned, have the ranger spawn his spirits and kill the group like usual.
 
*13 minutes is a good time
 
   
  +
* I have Hero-Henched this twice with my own builds. Chest drop were awfull.
=== Room 3 ===
 
*This is the longest room and usually takes about 30 minutes to complete, maybe even 25 if not sidetracked or killed.
 
*It is also the most simple as it doesn't have anything hard about it but the boss at the end. The group before the boss should be handled separately.
 
*Bone dragons should be taken out first without agroeing the archers, make sure to cast spell breaker, they have chillblains.
 
*For rangers, have GC and SC up so you don't get e-denialed.
 
   
  +
For the final battle I used 1 Armor of Salvation and 1 Red Rock Candy. Summoning Stones can be of help too.
=== The Boss ===
 
*It is wise to pull the boss onto the 2nd flame trap, or even the first depending on his spawn.
 
*KEEP Storm Chaser UP AT ALL TIMES!!! (Ranger should keep spirits up 24/7 with no downtime as well)
 
*KEEP SB UP AT ALL TIMES!!! (Unless Interrupted)
 
*Make sure to know about how long the soul stays up before the body spawns again. Do not cast SoA when the soul has been up for a while, and save it for when the rangers spawn, and cast it immediately
 
*If for some unlucky reason, you need to cast SB and SoA at the same time when the Body + Rangers have spawned, cast SB first, then spirit bond.
 
*If your SB gets interrupted at ANY TIME, make sure PS is on top of the other 2 enchantments, SoA and Spirit Bond, because chilblains removes 2 of your lowest enchantments, therefore, keeping Protective spirit up. If your PS gets stripped, it takes a miracle to keep alive, because a lot of the times, chilblains is followed by Desecrate Enchantments which can hit you up to 1000 dmg without PS
 
   
  +
Evil John Slacker````
== Notes ==
 
* This dungeon can be done by 2 players without the ranger but it is quite difficult - it took approximately 2 hours due to the boss
 
[[Category:Multi-campaign builds|Team - SoO 3 Man HM]]
 

Latest revision as of 16:19, 19 January 2011

The PvXwiki community finds this to be an important part of the metagame.

If you disagree with this rating, please discuss it on the build's talk page.

This build has been designed for the following use:

   Dungeon Guide This is part of the Dungeon Build series, see Dungeon Guide for all Dungeon builds.  

This team build is designed to rush quickly though the dungeon Shards of Orr. If you pop a BU can reduce times by 3-5 minutes

Level 1 time 4-8 min Level 2 time 9-15 min Level 3 time 23-35 min

1x Monk/Ranger 600 monk

<pvxbig> [build prof=Mo/R pro=10+3+1 Div=11+3 wil=10][Spell Breaker][Protective Spirit][Shield of absorption][Spirit bond]["I Am Unstoppable!"][Storm chaser][Pain Inverter][Blessed aura][/build] </pvxbig>

Equipment

  • Casters spear 20% enchantment +5 Energy
  • Offhand Required protection with Mods master of my domain +1(Chance 20%)With focus core enchantment +45 health (While Enchanted) (The reason why is they have alot of KO's and if Shield of Absorption gets the buff it recharges faster)

1x Ranger/Monk Ranger

<pvxbig> [build prof=R/Mo Wil=12+3+1 bea=12+3 Exp=3][Serpent's quickness][Quickening Zephyr][Greater Conflagration][Edge of Extinction][Restful Breeze@0][Essence Bond][Succor][Rebirth][/build]

Equipment

  • High Energy Staff

Use

  • Cast your 2 bonds on 600.
  • Cast Serpent's quickness before Quickening Zephyr or Quickening Zephyr WILL FALL!! That will kill the 600.

</pvxbig>

1x Monk/Asterisk Smiter

<pvxbig> [build prof=Mo smi=12+3+1 div=12+3][Blessed signet]["by ural's hammer!"][Shield of judgment][Holy wrath][Retribution][Balthazar's spirit][Essence bond][Blessed aura][/build]

Equipment

  • +20% enchantment staff or set smite.

Use

  • Smiter must cast Shield of Judgment and Holy Wrath before 600 goes in.
  • Once 600 in cast Shield of Judgement every so often lasts about 30 seconds or more so don't overcast it or aggro will break on you.

</pvxbig>

1x Monk/Necromancer Bip

<pvxbig> [build prof=Mo/N pro=12+3+1 hea=10 BloodM=8][Blood Is Power][Life attunement][Vital blessing][ethereal light][Mending][Light of Deldrimor][Extinguish][Essence Bond][/build]

Equipment

  • +20% enchantment Staff heal

Use

  • use Mending on the smite and heal him or he dies.
  • Cast Bip Before 600 goes in mobs and after mobs down.
  • Dont cast while 600 going in or you will aggro.

</pvxbig>

Note: This hero is optional and used mainly for less experienced runners. The dungeon can be completed with only the 2 heroes above

Usage

The instructions for this Dungeon were written so poorly and with such horrible punctuation skills I believed a 12 yr. old must have done it. I have rewritten it as follows.

(Level 1)

  • Any decent running build can be used to light the torches and run zones as this can save 15 minutes in a run.*
  • Start from Viox's Falls. Make sure that all players have the Shandra quest or they won't get the chest or the reward.
  • Enter the Dungeon and head North towards the boss.(The Accursed Brigand)


  • Note: If a party member does not have the quest, a good group can run the Dungeon backwards (starting from Gadd's) exiting at Viox's Fall's. Then obtain the Q from Shandra just outside.
  • Re-enter the Dungeon with a 10% Morale boost and proceed as directed.
  • Quite a few of the mobs can be avoided entirely by hugging the walls near them or pulling with a long bow. Target all Enchanted Wizards first, making your way to the first Boss. (Brigand)
  • You can easily use a bow to lure all groups towards you. (Then strike with Pain Inverter.)
  • The Boss Brigand will die quickly.
  • Once the Brigand is dead, retrieve the key. You need to only kill the 2 mobs next to the boss. Go West once those are dead.
  • Move your group to the area the Arbor Bay portal. Shandra will follow and open the next area.
  • (Level 2)
  • Now head towards the boss (another Brigand) directly on your left.
  • Once he's dead, the chest containing a torch appears. (Area map is up the hill.)
  • Now have your group head toward the center chamber. All members should wait at the the entrance. Light the braziers starting at the farthest one first. Or run the torch clock-wise back to your group.
  • The brazier nearest to your group at the entrance should be lit last. Once all 4 braziers are lit, foes will spawn in the center. Pull them towards your group with a bow.
  • Boss key (Brigand) is again obtained after all braziers are lit in the next room. Again wait at the entrance and light the nearest brazier last.

(Level 3)

  • To your immediate left is the next area map.
  • Following the right wall there will be more mobs ahead. Target all Wizards first and pull towards your group. Re-light each brazier section by section.
  • The last Brigand (with the key) will not appear until all braziers on level 3 have been lit. Unlock the door and proceed towards Fendi.
  • A good group with the proper skills should make it this far with no deaths.
  • Note: Look for stragglers. Wait for Foes to separate from one another before engaging them.


  • I did not use the build listed above. The instructions above and now below are mostly mine.
  • Now with Boss key in hand. head through a small alley towards two Bone Dragons and some archers. Past them will be a stone bridge, two horizontal "Flame Blasters" and a small vertical flame spout. Beyond this will be Fendi and his Goons.
  • Keep your party at the forward most arch on the bridge. About an Aggro-Circle away from the Blasters.
  • THIS IS WHERE THE MAJOR BATTLE WILL TAKE PLACE.
  • Run up and zing Fendi with a long bow, then quickly retreat to the bridge. Fendi and his goons will give chase. As you run, try and keep him in your aggro circle. If he breaks off, just repeat the process to lure him into your trap.
  • I was able to pin him against the wall and the Flame Blasters by body-blocking him. Kill Fendi (which will quickly

be replaced by The Soul of Fendi) Fendi again, Soul of Fendi, etc.

  • Each Fendi death will make his soul weaker. Put your full efforts into killing the Soul of Fendi and healing your party's attackers.
  • After about the third Soul death the quest will end and the reward chest will appear in the distance.
  • I have Hero-Henched this twice with my own builds. Chest drop were awfull.

For the final battle I used 1 Armor of Salvation and 1 Red Rock Candy. Summoning Stones can be of help too.

Evil John Slacker````