User:Ressmonkey/Build:Team - SoOSSC RoJWay

Shard of Orr Super Speed Clear. An as of yet untested build designed to try to set soosc records.

Uses RoJ monks to make SoO take no time at all.

A/P
[build prof=a/p sha=12+1+3 command=12][shadow form][shroud of distress][fall back][cant touch this][shadow sanctuary][unseen fury][i am unstoppable][ebon escape][/build]

A/N
[build prof=a/n sha=12+1+3][shadow form][shroud of distress][dwarven stability][dark escape][shadow sanctuary][optional][i am unstoppable][necrotic traversal@0][/build]
 * [[feigned neutrality@16]
 * [[unseen fury@16]

RoJ Monks
[build prof=mo/me smi=12+1+3 prot=8+1 hea=10+1][roj][arcane echo][spear of light][optional][ebon escape][prot spirit][optional][optional][/build]
 * 1st optional:
 * [[castigation sig@16] - best for energy
 * [[banish@16] - balance of energy and damage
 * [[smite@16] - best for damage
 * 2nd optional
 * [[Restful breeze@7] - put most of your points from healing into prot prayers
 * [[healing breeze@11]
 * 3rd optional
 * [[you move like a dwarf] - does damage and keeps enemeis in the RoJ (best option)
 * [[rebirth@9] - take up to 2 people with this if you are afraid people will die
 * [[life bond@9] - consider taking one of these to help whoever will be taking the most damage

Usage

 * Have the A/n or A/p run to the dungeon in the normal way.
 * Rezone so everyone can get the quest and re-enter the dungeon.

Level 1

 * Pop the bu and run through to the Brigand.
 * Have the A/P and the monks break aggro in the normal spot and have the A/N continue running to the gate.
 * Once the team breaks aggro have the A/P go and pull the groups away so the team can get at the Brigand.
 * One monk pulls the Brigand with a longbow while maintaining [[prot spirit] on themselves and then the team kills the brigand with their smiting skills.
 * Pick up the key and have the A/N zone into level 2.

Level 2

 * Have one monk and the A/P go off to the right. The A/P uses shouts to help the monk run through to the first brazier where he lets himself die.  Note that the A/P should not aggro the zombies.
 * At the same time, the rest of the monks should coordinate a [[RoJ] spike on the balled zombies and use [[you move like a dwarf] to keep them in place. Use the single target smiting skills to take care of any that got away.
 * Then have the A/N grab the torch and [[necrotic traversal] to the dead monk and then have the team [[ebon escape] to the A/N.
 * The A/N lights all the braziers while the team waits at the usual spot.
 * Once the enemies spawn, have the A/N ball them and then spike them with the A/P helping to body block. Finish off any remaining foes.
 * Have the A/N gate and have the A/P carry the torch, light the braziers, and pull the brigand. Then the monks spike the brigand, get the key, and zone to level 3.

Level 3

 * Have the A/N carry the torch and run the braziers like usual.
 * Once the brigand's group spawns, do a RoJ spike like at the start of level 2. Grab the key and move to Fendi.
 * At Fendi, have either the A/N or A/P pull Fendi and then have both sins body block him against a wall. (Note that a 2 point body block may not work on fendi. If this is the case, take another sin, probably A/E with deep freeze who deep freezes the group at the same time as the RoJ spike goes off).
 * Once Fendi is body blocked, spam all smiting skills until the soul is dead.

Another Possibility

 * 2x /
 * 1x /
 * 5x /


 * Differences is usage:
 * 1st AP tanks, runs torches, and pulls.
 * No Necrotic Traversal stuff.
 * During spikes on the brigands group during the second and 3rd levels, have the a/e earthquake (a fraction of a second before RoJ) -> tryptophan signet the group to keep them in place long enough for them to die.
 * Both A/P's and the A/E body block against fendi and the 2nd level enchanted.