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m (moved Build:Team - 600/Smite Shards to Build:Team - SoO 3 Man: Relyk, you're an autist. No one calls it Shards. And if they do, make a redirect.)
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Revision as of 12:17, 1 August 2009

The PvXwiki community finds this to be an excellent build.

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

This build has been designed for the following use:

The Shards of Orr 3 Man build was originally created to complete the 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.


Team Composition

Spell Breaker Dwarven Stability Storm Chaser Protective Spirit Shield of Absorption Spirit Bond Essence Bond Blessed Aura


Blood Is Power Blessed Signet Castigation Signet Retribution Holy Wrath Vital Blessing Life Attunement Rebirth


Serpent's Quickness Quickening Zephyr Greater Conflagration Edge of Extinction Restful Breeze Purge Conditions Balthazar's Spirit Rebirth


600 Monk

<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] </pvxbig>

  • Dwarven Stability 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.
  • "I Am Unstoppable!" "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

  • Standard 600 Armor: Lowest possible Armor Level (AL 15)
  • 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


Usage

  • 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).
  • 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.

Smiter

<pvxbig> [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] </pvxbig>

  • Unyielding Aura Unyielding Aura can be used if you die frequently. Blood is Power makes for a much fast run however.
  • Blood Ritual Blood Ritual should replace Rebirth if you are using Unyielding Aura.


Equipment

  • All Survivor Insignias, Vitae Runes and Superior Vigor
  • +5 Energy, +30 Health weapon
  • +1/20% Smiting Prayer, +30 Health offhand


Usage

  • Maintain all enchantments on the 600 Monk.
  • BiP the 600 Monk before every enemy encounter.
  • Use Castigation Signet to quickly finish off any remaining Clerics or Priests.

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>

  • Healing Breeze 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.

Equipment

  • All Radiant Insignias, Attunement Runes and Superior Vigor
  • +20 Energy, 20% enchanting (or +30 health) Staff


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.

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


The Run to Dungeon Entrance

  • 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

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

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

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.

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

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