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Revision as of 21:47, 11 January 2010

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:


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


  EoC This build requires Consumables to operate properly.  

Solo Kathandrax in Hard Mode with only cupcakes, candies or candies, or possibly essence's, in 25 mins.

Attributes and Skills

<pvxbig> [build prof=A/E sha=12+1+3 Dagger=10+1 Crit=8+1][Glyph of Swiftness][Deadly Paradox][Shadow Form][Ear Bite][Ebon Battle Standard of Honor][Shadow Refuge][Death's Charge][Dark Escape][/build] </pvxbig>

Equipment

  • Mix and Match Radiant and Survivor for 50-52 energy and 460-470 hp
  • Staff of Enchanting
  • A one- hand weapon of enchanting.
  • A shield with 10 armor versus fire is useful

Usage

  • Run to the dungeon.

Level 1

  • Pop a cupcake/candy/essence and run to the Wurm.
  • When you get near the Wurm, use Dark Escape to drop aggro and Death Charge to the wurm.
  • Kill Wurm with Ear Bite Spam while using Shadow Refuge to out heal the fire trap.
  • Get the key, and either Deaths Charge out or run out, and head to the second level. 1

Level 2

  • Use another cupcake/candy/essence and run to the Regent of Flame.
  • Kill him with Ear Bite spam, get the key, and run to the lock. 2
  • After the door, there's a wurm that will knock you down. You can either outrun it or let it KD you and recast Shadow Form and keep moving.
  • Run to floor 3.

Level 3

  • Pull a Becalmed Djinn and have your team kill it.
  • Aggro the Flame Djinn and pull him to the gateway between the 1st room and 2nd room. When you aggro, you'll need to have dark escape up, and you'll need shadow refuge as a cover enchantment for consuming flames. You should die at the gateway. The Flame Djinn will stay at the gateway and will not return to his spawn location.
  • Have your team die so you can res.
  • Aggro everything in the first room except the Flame Djinn, and pull them off to the side 3
  • Have your team ball up and kill the Flame Djinn with PI and melee.
  • Get the key, and run with your team to the next shrine, everyone should die and you should res at the next shrine
  • Ball up everything in the next room, pull them off to the side, and have the team run towards the Siege Wurms so they can die and res at the next shrine.
  • In the next room, use the Flame Jets to kill the Burning Spirits, you'll likely have 45% DP at the time, if you don't have DP remover. By killing the burning spirits (aprox.7-8) in the jets, you'll lose your dp and effectively clear a path to the next shrine.
  • Have your team run to the next shrine.
  • Have your team pay here, if you are charging people.

Boss

  • Have your team ball up, one person aggro him, and PI him make sure PI is up when Savannah Heat goes off on your party (for maximum damage to the boss)
  • When your party dies, run into a fireball so you do not accumulate Death Penalty--effectively not getting kicked out of the dungeon.
  • Repeat until the boss dies. 4 It should take 2-3 Pain Inverters. Approximately 45 sec per pain inverter res-cycle.

Counters

Times

See Also