PvXwiki
(variety to kath)
No edit summary
Line 4: Line 4:
 
{{TOCright}}
 
{{TOCright}}
   
Kath Speed clear with 8 sins.
+
Kath Speed clear with 7 sins and a damage spammer.
   
 
== Team Layout ==
 
== Team Layout ==
Line 11: Line 11:
 
*1x {{A}}/{{N}} Barbs
 
*1x {{A}}/{{N}} Barbs
 
*4x {{A}}/{{P}} Spear Chuckers
 
*4x {{A}}/{{P}} Spear Chuckers
*1x {{Any}}/{{A}} Varied Damage dealers (if cannot find one, get another Spear chucker)
+
*1x {{Any}}/{{A}} Varied Damage dealers (will make the run faster, however, if cannot find one, get another Spear chucker)
 
== The Tank ==
 
== The Tank ==
 
<pvxbig>
 
<pvxbig>

Revision as of 03:27, 17 March 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.  
  EoC This build requires an Essence of Celerity to operate properly.  

Kath Speed clear with 7 sins and a damage spammer.

Team Layout

  • 1x Assassin/Elementalist Tank
  • 1x Assassin/Monk Bonder (if Tank needs, otherwise, get another Spear Chucker)
  • 1x Assassin/Necromancer Barbs
  • 4x Assassin/Paragon Spear Chuckers
  • 1x Asterisk/Assassin Varied Damage dealers (will make the run faster, however, if cannot find one, get another Spear chucker)

The Tank

<pvxbig> [build prof=Assassin/Ele ShadowArts=12+3+1 EarthMagic=12 CriticalStrikes=3][Shadow Form][Shroud of Distress][Stoneflesh Aura]["I Am Unstoppable!"][Ebon Battle Standard Of Honor][Sliver Armor][Dwarven Stability][Dark Escape][/build]

Variants (replace Ebon Battlestand of Honor)

  • [[Death's Charge@16]
  • [[Heart of Shadow@16]
  • [[shadow sanctuary]


</pvxbig>

Equipment

  • Full Infiltrators insignias. Radiant insiginas can also be used if no bond.
  • A Spear of Enchanthing with no Elemental Mod
  • A Shield with +10 vs. Fire for running + a shield with +10 vs. Piercing for tanking on level 3.
  • A +20 Energy staff to switch to if energy gets low
  • Any Longbow

Usage

  • Your job is mainly to tank the mob at the beginning of the 3rd Level, and to use Honor if no one in your team uses GDW.
  • At the start of level 1 & 2 start running to the next level using Dwarven Stability and Dark Escape.
    • On the 3rd level
  • Wait for BU to pop.
  • Target the Closest Becalmed Djinn.
    • Sometimes a djinn(s) will spawn on top of the party at the start. Kill the djinn(s) then lure one more to the party.
  • Attack with your bow until it comes towards you.
  • Once the other groups start moving around if there's a bond have the Bonder cast Balthazar's Spirit on you. This is your main source of energy, without it you will mostly likely die if you like to spam skills.
  • Shadow Form--> Shroud of Distress--> Stoneflesh Aura --> DS --> Dark Escape. Aggro closest group.
  • Tank the group with your Assassin Skills and Sliver Armor. Sliver Armor will not only help you tank, but it will also help kill many spiders to make your job easier.
  • Maintain Shadow Form,Shroud of Distress, Dark Escape or you will most likely die (unless you killed most of the spiders).
  • USE IAU TO REMOVE CRIPPLE AND FOR ADDITIONAL ARMOR. This will help you a lot, especially when you are running to aggro spiders.
  • Continue arggoing everything in the room. Don't forget the group in front of the small exit or the main team will have to kill them resulting in a slower run.
  • Pull the groups off to the right side of the room.
  • Sliver the spiders to death with Honor as you tank them (if you are good, you do not need to maintain Stoneflesh Aura as the number of spiders will have reduced dramatically for you to tank without it).
  • Once the group moves out, follow behind them and use Sliver to kill foes if needed (to reduce damage).
  • If you made the run you will most likely be the last one to the boss. Help your party finish him off by spearing him.
  • If you recieve a Fire Bomb from the boss run away from group and drop it.
  • Collect Chest
  • Rinse and Repeat

Balthazar's Battery

<pvxbig> [build prof=Assassin/Monk ShadowArts=12+3+1 crit=12][Shadow Form][Shroud of Distress][Dwarven Stability][Dark Escape][Death's Retreat][Great Dwarf Weapon][Ebon Vanguard Assassin Support][Balthazar's Spirit][/build] </pvxbig>

Equipment

  • A Spear of Enchanthing with no Elemental Mod and a Sheild with +10 vs. Fire
  • A +20 Energy staff to switch to if energy gets low

Usage

    • Level 1
  • Wait for BU to pop (you can run past the first room without BU)
  • Run to the Infernal Siege Wurm
  • Kill it with EVAS/PI and Spear attacks
  • Collect the Key from Infernal Siege Wurm
  • Wait at the res shrine at the gate lock for the tank to zone into Lv.2
    • Level 2
  • Wait for BU to pop
  • Run to the Regent of Flame
  • Kill it with your spear attacks and your optional skill
  • Run to Level 3 or wait for tank to zone to Lv.3
    • Level 3
  • Wait for the Becalmed Djinn to come towards party
  • Pop the BU
  • Try to stay away from the Djinn because without you the Tank can't do his/her job
  • Once the party has killed the Djinn start maintaining Balthazar's Spirit on the Tank
  • Once the Tank has all the mobs away from the small exit of the room the A/N should start pulling the Flame Djinn
  • Stand back and spear the djinn
  • If the djinn puller didn't lose arggo with the closest group then run back until the Flame Djinn is alone
  • Do Not Use Enchaments when you are fighting the Djinn! This includes Shadow Form This will prevent the Djinn from doing extreme damage with Consuming Flames
  • The only thing wthat should be targeted with Consuming Flames is the EVAS
  • Also the entire party BUT YOU Should be grouped together to reduce damage from Consuming Flames. If you die then the Tank will most likely die and mobs will overpower the party
  • Once the Flame Djinn is dead and the party has collected the key, begin running to the boss room. During this time the Tank should begin running behind the rest of the party, Keep Maintaining Balthazar's Spirit on the Tank He will be under alot of pressure to keep up.
  • Once the party is in the final room you can stop maintaining Balthazar's Spirit.
  • Kill the End Boss with the party using your spear attacks and EVAS/PI
  • Collect the chest reward
  • Rinse and Repeat

Varied Damage dealers

<pvxbig> [build prof=any/Assassin ShadowArts=12+3+1 ][Shadow Form][Shroud of Distress][Dwarven Stability][Dark Escape][Death's Retreat][Optional][Optional][Optional][/build] </pvxbig>

Optionals

  • Mesmers: Energy burn (pure damage), Wastrel's Demise, Wastrel's Worry (excellent if your entire team has GDW on them).
  • Nercos: Necrosis (pure damage), Weaken Armor, Order of Pain (damage buff)
  • Monk: Soulstone Strike (excellent damage if KDed), Seed of Life (for amazing heals if your party suck)
  • Any: EVAS, YMLaD, Honor, or any other PVE skill you see fit.

Equipment

  • A Spear of Enchanthing with no Elemental Mod and a Sheild with +10 vs. Fire
  • A +20 Energy staff to switch to if energy gets low

Usage

    • General usage
  • Be smart about your SF casts. You cannot maintain SF unless you're using personal cons, so learn to cast your SF at proper locations.
  • Do not always maintain Shroud. Try not to use Shroud unless your health is approaching 50%. This will avoid letting the enemies using Shatter enchantment to deal massive damage to you when SF is down. In fact, the most harmful hex in the entire run is Shatter Enchantment. Other degeneration hexes pose little problems if you use Death's Retreat or EE. Remember that Searing flames will not do damage instantly, so cast SF as soon as possible to avoid getting hit with a second SF.
  • Use Dark Escape to migrate damage effectively (when SF is down) Again, either make sure DS ends before SF ends or don't use DS when approaching Roaring beasts.
  • Save your shadow steps until your SF is down.
  • There should only be a 2-3 second downtime before you can cast SF again, making the damage dealt to you during that period harmless if you can avoid getting Shattered.
    • AT BOSS
  • stand away from the group if you do not have SF on you. DO NOT USE SF on recharge during the final boss if you can. This will make the spells do a lot more damage, allowing you to kill the boss faster. During the first 2 levels, you should not be using SF while fighting Wurm/Regent. Spam your spells for massive damage until you die, since you are not the gater anyways. During the boss fight in the last level, however, do use SF. When using SF spear like the other sins. When SF ends or when you see an opening, use your spells to do massive damage, then use SF again before boss can get 2 liquid flames on you.
  • Personal cons will help.

Barbs

<pvxbig> [build prof=A/N Curses=12 ShadowArts=12+3+1][Shadow Form][Shroud of Distress][Dwarven Stability][Dark Escape][Barbs][Ebon Vanguard Assassin Support]["I Am Unstoppable!"][Optional][/build]

Optional

  • [[Death's Charge@16], [[death's retreat@16], or [[Heart of Shadow@16]

</pvxbig>

Equpiment

  • A Spear of Enchanthing with no Elemental Mod and a Shield with +10 vs. Fire
  • A +20 Energy staff to switch to if energy gets low

Usage

  • Run to Kath with the rest of the group increasing the chance of survival using Shadow Form, Shroud of Distress, Dwarven Stability, and Dark Escape
  • Be sure that at Least one party member has the quest
    • Level 1
  • Wait for BU to pop
  • Run to the Infernal Siege Wurm
  • Kill it with the rest of th party using Barbs Barbs --> Ebon Vanguard Assassin Support Ebon Vanguard Assassin Support
  • Collect Key from Infernal Siege Wurm
  • Wait for the tank to zone to Lv.2
    • Level 2
  • Wait for BU to pop
  • Run to the Regent of Flame
  • Kill it using Barbs Barbs --> Ebon Vanguard Assassin Support Ebon Vanguard Assassin Support
  • Run to Level 3
    • Level 3
  • pop the BU when everyone is loaded
  • Wait for the Becalmed Djinn to come towards the party
  • Once the djinn is dead and the tank has the mobs pulled aside run with the rest of the party to the small opening
  • You should now pull the flame djinn to your party
  • Run towards the Flame Djinn spawn (Right in front of the locked door)
  • You need to maintain Dark Escape (Along with your other enchanments) while pulling the Flame Djinn or you will surely die from Consuming Flames. Cast Dwarven Stability as your last enchantment or it will strip SF.
  • Once you arrive back at your party run to the very back, the rest of the team should form a wall so the Flame Djinn doesn't go rushing back at the Bonder
  • Once the Flame Djinn is dead begin running to the final room with the rest of the party
    • At Ilsundur, Lord of Fire
  • Maintain barbs on him, while doing so maintain your health and spear him.
  • Collect chest
  • Rinse and repeat

A/N Tutorial

Edge Sins

<pvxbig> [build prof=A/P ShadowArts=12+3+1 Spear=10 crit=8][Shadow Form][Shroud of Distress][Dwarven Stability][Dark Escape][Great Dwarf Weapon][Optional][Ebon Vanguard Assassin Support][Optional][/build]

Optional

  • Take two of [[Death's Charge@16], [[Heart of Shadow@16], or [[Death's Retreat@16].

</pvxbig>

Equipment

  • A req9 or 10 Spear of Enchanthing with no Elemental Mod and a Shield with +10 vs. Fire. A Zealous spear is ideal.
  • A +20 Energy staff to switch to if energy gets low

Usage

  • Run to Kathandrax with rest of the party
  • The Burning forest can be a pain since you can't maintain Shadow Form. Use Shadow form before you encounter a group of Burning Spirit or Magma Blister, practice makes perfect.
    • Level 1
  • Wait for BU to pop
  • Run to the Wurm
  • Kill it with the rest of the party using EVAS, and Spear attacks
  • Use Death's Charge on the Wurm or EE on one of the EVAS to collect the key
  • Use GDW on other A/P's to increase DPS and chance of KD's
  • Run to level 2 or wait for the tank
    • Level 2
  • Wait for BU to pop
  • Run to the Regent of Flame.
  • Kill it with EVAS, GDW, and normal attacks (Don't forget to get the key)
  • wait for the tank to zone.
    • Level 3
  • Person with BU should pop the BU once everyone has loaded
  • Wait for the Tank to pull the Becalmed Djinn
  • Spike the Djinn as normal just without EVAS due to VoS. This is where GDW shines.
  • Wait for the tank to pull aside the mobs.
  • The Barbs sin should now start pulling the Flame Djinn
  • As soon as the Flame Djinn comes towards the party cast EVAS and GDW on your party. The longer the Flame Djinn is on it's ass the better the chance it won't kill anyone and it running away.
  • Collect the key
  • Run to the final room
  • Before spiking Ilsundur, Lord of Fire start using GDW on the rest the team.
  • Start spaming EVAS and attacking Ilsundur
  • If you get a fire bomb run away from the group and EVAS and drop it.
  • Continue maintaining GDW on the party
  • Collect Chest reward
  • Rinse and repeat

Counters

  • Not Maintaining your enchantments or Dark Escape while running
  • Daze from Enchanted Swords on Level 1 and 2 when you have to recast SF
  • Lagg
  • Bad tank on Level 3
  • Not droping Fire bombs away from the party
  • Getting hit by a Lava boulder (stand in the middle of the two boulders, which is just about where Ilsunder Spawns)
  • Flame traps (Keep moving or you will die)
  • Running through Forge Masters without IAU! (Bull's Strike + Crushing Blow will mostly kill you due to DW and the high damage)

Variants

<pvxbig>

  • Whatever you see fit, there are plenty of variants.
  • For faster runs, an A/P can take Finish Him and Honor in replace of dwarven stability and GDW. This allow faster killing, and thus faster runs. Make sure to use Death's Retreat so that you can keep up since you can't perma Dark Escape.
  • An A/P can take points from critical stirkes for Command, allowing the use of [["Fall back!"@9], [["We Shall Return!"@9], [[Find Their Weakness!"@9], or [[Godspeed@9] to heal others while running, IMS, a quick res, and DW.

Notes

  • It is ok if someone dies during the Flame Djinn pull, he's the biggest issue during this entire run.
  • There is alot of running so try to stay with the group if your not used to Kathandrax and learn. If your extremly far behind just wait for your party to enter the next Level (only on Lvs 1 & 2)
  • You can kill Isunder without barbs, it just takes longer.
  • A good tank can do it without Balthazar's Spirit, removing the need for an A/Mo.
  • If more then 4 people die on Level 3 before you get to the final room, get to the second last res shrine (the one after after the steep slope) then wipe. Even if 7 out of 8 people reach the last res shrine it will send you back to the 2nd res shrine, because that res shrine does not activate until you defeat Ilsundur.
  • Only one person needs the quest to cause the Hammer of Kathandrax to drop from the chest.
  • The run to the dunegoun is very easy while running with the rest of the team.
  • Teams are usually formed in Vlox's Falls.


Walkthrough

This is a speed clear that uses 8 assassins to quickly clear the dungeon Catacombs of Kathandrax located in the south east part of Sacnoth Valley for a shot at getting an emerald blade and Ebon Vanguard reputation points. Parties are formed in Vlox Falls. When a full party of 8 assassins (1 A/E tank, 1 A/N Flame Djinn puller/barbs, 1 A/Mo bonder (if tank needs it) and 5 A/P GDW sins) is formed you warp to doomlore shrine. Everyone grabs 1,500g or one Hammer of Kathandrax (acceptable for 1,500g because it can be returned in for the quest Kathandrax's Crusher for 1,500g and 7,500exp in Sacnoth Valley outside of the dungeon entrance) and then the party zones into Dalada Uplands. It is customary to let the A/E run solo to the dungeon but is possible for anyone to run it as well. It is recommended the entire party run to increase survival. No cons are needed to run to the dungeon.

Zone into Dalada Uplands and begin to run south and up the hill. Once you are able to run left after the hill ends do so. Follow the path leading south until you see a group of 4-5 Charr rangers. Cast Shroud of Distress, Shadowform, Dwarven Stability (if you have it), Dark Escape, shadowstep to the farthest Charr, activate IAU and kite (run in a zig zag path) to avoid their attacks. Continue to run south and slightly east. You will see a large boulder in your direction. Judging from if you see the devourer boss "Molotov Rocktail" (name is something like that) then I suggest running around the boulder. He has a large aggro and can kill you from a distance with his seige skill.

By the time you pass a boulder you might have had to run past a Charr group but other than that, continue running in a southeast direction. In the distance you should see a clearance (to the right of the ressurection shrine), head this way. From there it's a clear run to Sacnoth; after passing the ressurectiom shrine head up the hill and then to your right into Sacnoth Valley. When you load, cast Dwarven Stability and Dark Escape and begin running down the path. When you have run down the hill, you have a choice to make, you can either run left or right. Judging by your view of where the enemies have been placed it's up to you if you want to run right or left. The leftward path is usually more crowded with enemies but may be clear to run through. If choosing this path, stay near the rock wall (to avoid aggro) to your right. If choosing the right path you follow your original path and head south and when you see one or two Charr up a hill then cast your combo (like in Dalada Uplands) and when you pass them run clockwise around the group of elementals. Both paths will merge at this point.

Continue to head south, run past the ressurection shrine and into the burning forest (continue to run generally straight). Tip: if you can, cast shadowform before aggroing the fire djinn boss in the burning forest and it's group, without shadowform here you are very likely dead from powerful fire magic spells. Once you run past the burning forest and the terrain starts to get a bit darker, there will be a small slope you run down and then turn left to the dungeon entrance. Zone

Everyone except the person who has brought the BU drop 1,500g or one Hammer of Kathandrax. The person will collect his/her money and use 1 BU. When the BU is active, cast Shroud of Distress, Shadowform, Dwarven Stability (if you have it) and Dark Escape. Tip: if any time you see a Forge Master that is near it would be your best bet to activate IAU, Forge Masters have Bull's Strike that cause knockdown to moving foes. Run straight after the BU is active and run through the wavy tunnel and through the open gate. Once through the door turn left and run on this path. Tip: if you can avoid aggro while turning left do so by hugging close to the wall. You will pass 4-5 enchanted weapons. As you leave the doorway head towards your left (not directly left but in a slant). Continue to head this direction until you come to a pit with an infernal wurm at the bottom. Barbs cast barbs and assassins can shadowstep to wurm or stay above and spear. Make sure to use GDW and EVAS. Once you grab key head up and out to the Shrine. Stay at the shrine until the A/E zones (A/E doesn't fight wurm but runs to level 2 portal). Or run to the portal. Of you close to run, when entering the first room after the locked door, head left, then straight till you encounter a bridge, then over the bridge and the portal will be on your right.

Wait for everyone to load then pop another BU and begin running. You will be following along the left wall and eventually run through an open door. Run down this path and through another door. At the end of this room you will enter the room where a elemental boss is. Barbs will ping barbs, use EVAS and GDW. Once it is killed run up the path and head left if you want to wait for zone or right if you want to run. It is customary the A/E will always run portals. If you run the portal make sure you are prepared for a wurm to pop up in the circular area following the locked door. Use IAU or shadowstep to a further Fire Imp to avoid knockdown. Continue running straight then head right once you see the Ressurectiom Shrine. Then straight, turn left, then clockwise in the last room. The portal will be on your left.

Wait for everyone to load then use the last BU. Cast Shroud of Distress and Shadowform because it might be bad luck if your party spawned on top of a djinn. Cast GDW on allies and spear the djinn to death. Tip: if you are being attacked, make sure you are facing the djinn (fighting back turned to djinn causes more dmg to yourself and use IAU and Dark Escape to negate the damage. DON'T ATTACK with Dark Escape on or it will end the stance). If your party is lucky to load without a djinn on top of your party, someone with a longbow pull a djinn to your party who will stay back on the WALL. GDW to kill it. If you have a bad spawn it IS possible to kill a group of Lavastriders. GDW, Barbs and EVAS to kill a group of spiders if necessary; most of the time it isn't. Once you kill one or two (sometimes you have to) djinn it will say "the calming influence of the djinn has faded....." and all the groups will go superfast around the room. Now the A/Mo will cast and MAINTAIN his/her bond on the A/E while the A/E uses thier skills to ball up all groups of lavastriders and still allow room for the A/N to run through the doorway. When the tank has balled up the enemies, the rest of the party will run along the left wall till the corner and wait for the A/N to pull the Flame Djinn (Everyone should stand close to each other to negate damage from consuming flames while the A/Mo stays slightly away from the group just incase (because he/she is bonding the tank)). The A/N will cast Shroud of Distress, Shadowform, Dwarven Stability and Dark Escape and find an enemy to shadowstep to behind the stationary group outside the door. Try to avoid the Forge Masters if you can. When you shadowstep, turn right and head to the door lock. When the Flame Djinn spawns, use IAU and run back to your party (not the a/e). At this time GDW should be being prepared and when the Flame Djinn gets in aggro, the team spikes with EVAS and spears the Djinn to death.

Collect key and run to door lock; the A/E has to wait until everyone has run past before he/she can begin running. The A/Mo should keep on thier bond on the tank at least until the A/E passes the door lock.

Run through the doorway and continue straight until you pass a ressurection shrine (run down the hill or shadowstep to the shrine). Through the doorway you will head left then left again. Stop and do not aggro the boss until your whole party that is still alive arrives at Illsunder. Kill off any stranglers that followed you into the room (aka forge imp)

The boss is easy, battle starts out by A/N using barbs or someone aggroing and then using EVAS. Important note when fighting boss is that you won't die if people are using GDW on each other, you are casting EVAS and Barbs, and most importantly: AVOID the big fireballs (one touch = dead) and if you suddenly realize you are carrying a bundle (a firebomb), run AWAY from the party and drop it. For the most part stay in the center after you aggro Illsunder and kill.

I wish you goodluck on your drops!