The order of the run as follows: [ check personal descriptions for important details ]
Part 1: [ the entire team ]
Before taking the quest in chamber the entire team does a circle starting from the spawn altar and pops any dyings. The Terras serve here as temporary tanks.
After there are no dyings or any other monsters in the immediate vicinity of the grasping spawns, the Rits put their spirits down on the one closest to the left gate.
Quest activation: Clear the Chamber
The entire team clears the graspings starting from the left, then proceeds towards the bridge to clear the way for the Terras.
Part 2: [ Mountains, Chamber, Pools ]
The Terras separate from the main team to do their first areas.
Pools goes pools.
Mountains goes mountains.
Chamber goes wastes.
Part 3: [ Necro, SoS Rit, SoGM Rit, Bonder, Healer ]
The main team goes to the 2nd chamber room and clears it to spawn the Labyrinth Reaper.
Quest activation: Restoring Grenth's Monuments
The team then proceeds to vale and clears it.
Quest activation: Wrathful Spirits
Part 4: [ Chamber ]
Being done with wastes, the Terra goes back to chamber.
Quest activation: Unwanted Guests
Part 5: [ Pools ]
Pools goes planes.
Part 6: [ Mountains ]
Mountains goes pits.
Part 7: [ Necro, SoS Rit, SoGM Rit, Bonder, Healer ]
After the Chamber has killed the first 2 keepers closest to vale, the main team sets up for escort.
Quest activation: Escort of Souls
Part 8: [ the entire team ]
The entire party teleports to pits.
Quest activation: Imprisoned Spirits
The entire party teleports to planes.
Quest activation: The Four Horsemen
The entire party teleports to wastes.
Quest activation: Servants of Grenth
Part 9: [ the mentioned above ]
Quest activation: The Nightman Cometh
Set up for Dhuum. The Bonder stays near Dhuum to tank him. The Terras sacrifice themselves to provide spiritual support.
- Take out your minipets -
The Rits, Necro and the Healer stand on the pedestal / platform directly behind Dhuum keeping a line of defence up. Spirits and hexes eliminate any minions Dhuum summons, the Healer provides the necessary healing and the Terras spam spirit skills to make him rest.
Individual descriptions on their way.
More to come... thanks to Jamie and Bri for their input. -- Hollow -- 18:00, March 31, 2010 (UTC)
[build prof=E/Me earth=12+1+3 inspiration=11 energy=6+1][Ether Feast@12][Obsidian Flesh@17][Stoneflesh Aura@17][Ebon Battle Standard of Honor][Sliver Armor@17]["I am Unstoppable!"][Stone Striker@17][Mantra of Earth@12][/build]
<pvxbig> *You don't need to keep [[Stoneflesh Aura@17] up around dryders in Pools.
*Cover Mountains if needed and vice versa.
*Can use the Mountains template.</pvxbig>
[build prof=A/E name="Mountains" shadow=12+1+3 earth=12][Shroud of Distress@17][Shadow Form@17][Stoneflesh Aura@13][Glyph of Lesser Energy@1][Ebon Battle Standard of Honor][Sliver Armor@13]["I am unstoppable!"][Death's Charge@17][/build]
*Cover Pools if needed and vice versa.
*Can use the Pools template.
[build prof=N/Rt name="Necro" curse=12+1+3 channeling=10 soul=8+1 restoration=2][Signet Of Lost Souls@10][Spirit Rift@11][Spiteful Spirit@17][Ancestor's Rage@11]["By Ural's Hammer!"][Ebon Battle Standard Of Wisdom][Pain Inverter][Flesh Of My Flesh@3][/build]
<pvxbig> *Keep [[Ebon Battle Standard Of Wisdom] up while killing Dhuum, so that those in spirit form can put him to rest faster.
*Use [[Pain Inverter] followed by [["By Ural's Hammer!"] on Dhuum the very instant he activates Judgment of Dhuum.
*Be first to hex up skeles, but otherwise it's back of the bus for you!
*The walls are your friends.</pvxbig>
[build prof=Rt/N name="SoS Ritualist" channeling=12+1+3 spawning=11+1 communing=6+1 restoration=2+1][Bloodsong@17][Agony@17][Vampirism][Painful Bond@17][Signet of Spirits@17][Armor of Unfeeling@8][Summon Spirits][Flesh Of My Flesh@4][/build]
<pvxbig> *Use [[Armor of Unfeeling@8] after all your binding rituals are up.
Put Protective Bond on yourself and on the entire party. Stay back during the first labyrinth pulls so you don't get rended. You can tank some of the aatxes later on, but don't go all out on the pulls, since if you don't feed them spells that have a longer casting time, they will interrupt your Ether Renewal - the more there are on you, the higher the chance, so make sure that doesn't happen. Don't tank graspings.
*Wherever you teleport, make sure to bond up the reaper.
At Dhuum kill any minions that sit on you asap, they are an additional strain on your energy. Don't ever cast more than 1 long spell consecutively during Dhuum's Judgement.
*Take a high energy set with 20% enchants.
*Don't forget your personal cons!