Build:Team - 2 Man Catacombs of Kathandrax Run

Run Catacombs of Kathandrax with a perma using 3 BU, and a cupcake or candy. The group is needed 3rd level to kill the Flame Djinn.

Sliver Tank
[build prof=A/E sha=12+3+1 ear=12 cri=3][Shadow Form][Shroud of Distress][Stoneflesh Aura]["I Am Unstoppable!"][Dark Escape][Great Dwarf Weapon][Ebon Battle Standard of Honor][Sliver Armor][/build]

Equipment

 * Blessed Insignia.
 * 20+ Earth Energy Staff.
 * Spear (no elemental mod) of Enchanting.
 * Zealous Scythe of Enchanting.
 * Zealous Daggers of Enchanting.
 * Shield +10 vs fire.

Critical Perma
[build prof=A/P sha=12+3+1 spe=9 cri=9][Shadow Form][Shroud of Distress][Dwarven Stability][Dark Escape][Ebon Escape][Ebon Vanguard Assassin Support][Way of the Master][Vicious Attack][/build]

Optional skills over :


 * - Less conditional DW.

Optional skills over :
 * - For less experienced permas.

Equipment

 * Blessed Insignia.
 * Zealous Daggers of Enchanting.
 * Spear (no elemental mod) of Enchanting.
 * Shield +10 vs fire.

Grothmar/Sacnoth

 * Have the A/P run to Kathandrax.

Level 1

 * Pop a bu and run to the Wurm.
 * Let the tank run down to the wurm and have the A/P use Ebon Escape to him.
 * Switch to your zealous daggers or spear, cast GDW on each other, have the Curses perma use Barbs and spam Ebon Vanguard Assassin Support while auto-attacking till Wurm is dead.
 * Grab the key and rush to the door. Use IAU to get rid of cripple. Maintain Shroud of Distress.

Level 2

 * Use another bu and run to the Regent of Flame.
 * Have the A/E run to the dungeon lock while the A/P kill the Regent. If worked properly, the Regent will die by the time.
 * Run to level 3.

Level 3

 * Have the Tank pull everything to the right side of the room. Stay alive by keeping up. Shadow Form, Shroud of Distress, Stoneflesh, and IAU (When possible.)
 * Keep the mobs around the center-right, giving enough room for the A/N and A/P to pull the Djinn.
 * Have the A/P trigger the Flame Djinn first. With the A/E positioned closely at the door to room with the flame djinn, have the A/P Ebon Escape to him to evade that dastardly Consuming Flames. Run to the end of the room on the right side to glitch the Flame Djinn.
 * Have the tank position himself next to the Djinn, and with the aggro, cast sliver.
 * Grab the key and head with your party to the next shrine. Everyone should wipe so the party resurrects at the next shrine.
 * Ball up everything in the next room and pull them off to the side. Have the team run towards the Siege Wurms so they can die and shrine jump to the next shrine.
 * In the next room, use the Flame Jets to kill the Burning Spirits. This will burn off DP and clear the path for the rest of your party to shrine jump to the next shrine, wipe and collect money from customers.
 * When rezzed at the 2nd to last shrine, tell party to stay.

Boss

 * Drop Fire Bombs and be sure to stay away from your allies.
 * Apply damage with all your skills and might.
 * When dead, wipe and have party get chest.

Variants
Additional permas to speed up the run if wanted.

A/Mo Protter
[build prof=A/Mo sha=12+3+1 pro=12][Shadow Form][Shroud of Distress][Dwarven Stability][Dark Escape][Ebon Escape][Ebon Vanguard Assassin Support][Protective Spirit][Balthazar's Spirit][/build]

Equipment

 * Blessed Insignia.
 * 20+ Prot Energy Staff.
 * Zealous Daggers of Enchanting.
 * Spear (no elemental mod) of Enchanting.
 * Shield +10 vs fire.

Purpose
If a group happens to bring another perma, this build can be used to make shrine jumping a lot easier; this can also be very beneficial in the third room where the Sliver can not worry about his energy as he kills the mobs in the first room and can prot the runners to make the Flame Djinn a joke.

Barbs Support
[build prof=A/N sha=12+3+1 cur=11][Shadow Form][Shroud of Distress][Dark Escape][Ebon Escape][Great Dwarf Weapon][Ebon Vanguard Assassin Support][Optional][Barbs][/build]  skills:


 * - Perma-weakness against Ilsunder.
 * - If ally is bringing adrenaline required deep wound damage.
 * - Energy intensive but abuses AI when they can't cast spells. Change curses to 12.
 * - For less experienced permas.

Equipment

 * Blessed Insignia.
 * 20+ Curses Energy Staff.
 * Zealous Daggers of Enchanting.
 * Spear (no elemental mod) of Enchanting.
 * Shield +10 vs fire.

Purpose
If the runners wish to have more damage on bosses then the curses perma can bring barbs and possibly other curses to make the run much faster.

Counters

 * Group not listening
 * Burning Spirits using Flame Djinn's Haste and getting stuck.
 * Magma Blisters using Signet of Sorrow.
 * Ominous Oozes using Vile Touch.
 * Getting KDed while recasting Shadow Form (level 2-pop-up wurm).