User:The Crippster/Team- Frosmaw's Spankway

just me storing this here for guildies. Go away. Or come on a run(not many of these are tested for this yet, I'm trying to get a viable spiker/support for every profession).

For fast, lulsy times on floor 3+5, run 7 Rt/Me Bombers

Overview

 * 1-2/ Permas
 * 4-7Any/Any Spikers
 * 0-2Any/Any Supports


 * 1) Note-2 Permas makes the run go faster and reduces the need to whipe if a perma dies. This guide has been written with the idea that 2 permas are being used. If you choose to use only one, the instructions are basically the same, just one perma does everything.

Permas
[build prof=A/E sha=12+1+3 ear=12 dead=3+1][Glyph of Swiftness][Deadly Paradox][Shadow Form][Glyph of Lesser Energy][Ebon Battle Standard of Honor][Sliver Armor]["I Am Unstoppable!"][Shadow Sanctuary (Kurzick)][/build]

100Blades [U]
[build prof=W/A swor=12+1+1 str=12+1 sha=3 ][Death's Charge]["For Great Justice!"][Hundred Blades]["To The Limit!"][Whirlwind Attack][Enraging Charge]["I Am Unstoppable"][Air Of Superiority][/build]

Splinter Barrage
[build prof=R/Rt chan=12 marks=12+1+1 exp=3+1 ][Splinter Weapon][Barrage][Distracting Shot][Savage Shot]["I Am The Strongest!"][Spirit Siphon][Optional][Optional][/build]


 * 1) Optionals
 * -Quality cannon fodder
 * -Increase damage output
 * -Increase spike damage
 * -Increase damage output

Notes Make sure team members don't take the same Nature Rituals

Fragile Arrows [U]
[build prof=R/Me illu=12 marks=9+1+1 wild=9+1 exp=3+1 ][Fragility][Incendiary Arrows][Distracting Shot][Apply Poison]["I Am The Strongest!"][Spirit Siphon][Optional][Optional][/build]


 * 1) Optionals
 * -Quality cannon fodder
 * -Increase damage output
 * -Increase spike damage
 * -Increase damage output
 * -Quality Damage and Fodder

Notes Make sure team members don't take the same Nature Rituals

Echo RoJ
[build prof=Mo/Me smit=12+1+3][Arcane Echo][Ray of Judgment][Mind Wrack][Cry Of Pain]["By Ural's Hammer!"][Mindbender][Optional][Optional][/build]


 * 1) Optionals

Note- Adjust attributes according to optional skills

FoC spiker
[build prof=N/Me curs=12+1+2 soul=10+1 insp=8 ][Arcane Echo][Feast of Corruption][Cry of Pain][Auspicious Incantation]["By Ural's Hammer!"][Mindbender][Suffering][Signet of Lost Souls][/build]

VoR Snare
[build prof=Me/Any fast=11+1 dom=12+1+2 insp=6+1 ][Visions of Regret]["By Ural's Hammer"][Cry of Pain][Auspicious Incantation][Backfire][Mindbender][Deep Freeze][Wastrel's Worry][/build]

Echo Esurge
[build prof=Me/E fast=11+1 dom=12+1+2 insp=6+1 ][Arcane Echo][Energy Surge][Ether Nightmare][Cry of Pain][Auspicious Incantation][Backfire][Mindbender][Wastrel's Worry][/build]

Echo RoJ
[build prof=Me/Mo smit=12 fast=12+1+1][Arcane Echo][Ray of Judgment][Mind Wrack][Cry Of Pain]["By Ural's Hammer!"][Optional][Optional][Optional][/build]


 * 1) Optionals
 * -Stacks with Fast Casting
 * -Stacks with Fast Casting
 * -Stacks with Fast Casting
 * -Stacks with Fast Casting

Elementalist Builds
[build prof=E/Me fire=12+1+3 ener=9+1 insp=9] [Searing Flames][Auspicious Incantation][Cry of Pain]["By Ural's Hammer][Mindbender][Rodgort's Invocation][Glyph of Lesser Energy][Fire Attunement][/build]

Explosive Bomber
[build prof=Rt/Me spaw=12+1+2 rest=12+1 ][Mindbender][Explosive Growth][Arcane Mimicry][Echo][Arcane Echo][Ebon Vanguard Assassin Support]["By Ural's Hammer"][Protective Was Kaolai][/build]


 * You may wish to replace Protective Was Kaolai with Boon of Creation if you do not have a 1HP BiP in the party.
 * This should not be run unless 2 or more Explosive Bombers are on the team

Splint Barrage
[build prof=Rt/R chan=12+1+3 marks=9 spawning=9 ][Splinter Weapon][Barrage][Distracting Shot][Savage Shot]["I Am The Strongest!"][Spirit Siphon][Optional][Optional][/build]

Monk Builds
UA Spammer [build prof= ][][][][][][][][][/build]

UA Spirits [build prof= ][][][][][][][][][/build]

Necromancer Builds
MoP [build prof= ][][][][][][][][][/build]

1HP BiP- Spirits [build prof= ][][][][][][][][][/build]

1HP BiP- Minions [build prof= ][][][][][][][][][/build]

1HP BiP- Shouts [build prof= ][][][][][][][][][/build]

Ritualist Builds
SoS Fodder [build prof= ][][][][][][][][][/build]

Explosive MM [build prof= ][][][][][][][][][/build]

General Map Key
Green Square- Wurm Location

Floor One
Pull the first two Avalanches (Blue spot) with a Longbow or Flatbow, and kill these as a group. Have a Perma run in and aggro the next 2 Avalanches, Frost Wurm, as well as some Drakes/Ice Elementals and kill the 2 Avalanches there (2nd Blue Spot). Have Perma 2 run past the first once the Avalanches are locked on him to the end of the dungeon and start killing the Wurms there. The first perma should then run to the second after killing his avalanches and they sliver the Wurms down together.

Floor Two
Have a Perma ball the Wurm and Avalanches at the start and the team should spike them down. Both Permas follow the red path past everything until the path splits, and one Perma taking the green path. Both Permas should kill the Frostmaw spawns and Frost Wurms at the red X's with green squares on top. You may wish to let one Perma pull some Ice Elementals from the room to the right to aid in killing the left room's wurms (Pull spot is marked with a P) Once both groups of Wurms have been defeated, check which side does not contain Incubi, and then hug the outer wall of the route that lacks Incubi until you reach a Frost Wurm, 2 Ice Elementals and a Jotun Group. Sliver the Ice Elementals and the Wurm and proceed to floor three.

Floor Three
This floor is the reason the Permas brought the team with them. Follow the red route through this level of the dungeon as a team, having the Permas ball groups tightly and spiking them out with your spike skills. Be aware of the Incubi patrols (blue lines) and Pops (purple blobs). Make sure the Permas drop shadow form and then pull the Incubi with a Longbow or Flatbow and spike them out as quickly as possible. Once the last pop of Incubi has been defeated, the Permas should run ahead of the group, dodging the last Incubi patrol and defeat the Frostmaw Spawn there, waiting for a snowball to blast through the barrier blocking off the door and heading through to floor 4, being careful not to hit the Incubi Patrol.

Floor Four
It is recommended that a Perma pops a Blue/Red Rock candy or Birthday Cupcake for this level. Simply follow the red route, avoiding Incubi spawns, running through everything and being sure not to get body blocked by Wurm pops. Before fighting the Frostmaw Spawn at the end of the level, be sure to lose Mandragor aggro as they will kill you with traps. A -20% Duration of Bleeding/Poison on armor/offhand is very helpful here. Throughout this entire level watch for when Quickening Zephyr is on you and only cast shadow form without deadly paradox/glyph of swiftness or you will run out of Energy and die. As soon as the Frostmaw Spawn goes down, run through the door to the fifth and final floor

Floor Five
Good job on making it this far. Everyone should run past the snowballs and kill the Jotun in your way. Go directly to the boss location and kill the Wurm Pops at the green squares, letting the Permas aggro and hold them. As soon as the final pop dies, one Perma and the rest of the team can either run back to the entrance to the boss room or die. If you chose option one, have a Perma pull Frostmaw and his friends slowly away from the siege wurms towards the gate, and then lock them in Melee with a scythe. You may now attempt to spike them out. They should not switch off the Perma and if they do, run away or die. If your team chose to die (or didn't choose, in some cases), then slowly pull Frostmaw to near the blue line, where a snowball should be rolling back and forth. Run just beyond the snowball so Frostmaw and company pop in its path and get struck by the snowball next time it rolls by. This method is simpler but takes longer for most spike teams.

Proper pulling of Frostmaw is done by letting him spawn right under you, then moving until he is on the edge of your aggro bubble, then wrinse & repeat until he gets hit by the snowball or your team can safely spike him out.

Throughout the entire dungeon it is the main team's job to keep the Norn Allies away from the Permas. They can easily be called back to you by pinging a target and then running back and forth. If you fail to do this, there is a pretty good chance that your Permas will die, as Norn are stupid and lethal to permas.