User:Flamingchin101

This is a new version of a Catacombs of Kathandrax speed clear I thought of a while back. I've only tested it once, but our tank lost connection half way though so im not sure about how well it does against Ilsundur.

Caller
[build prof=A/N cur=12 sha=12+1+3][Shroud of Distress][Shadow Form][Dwarven Stability][Dark Escape][Death's Retreat][Barbs][Pain Inverter][Ebon Vanguard Assassin Support][/build]

Wounder
[build prof=A/? dag=10 sha=12+1+3 cri=8][Shroud of Distress][Shadow Form][Dwarven Stability][Dark Escape][Ebon Escape][Golden Lotus Strike][Golden Fang Strike][Ebon Vanguard Assassin Support][/build]

Spikers (x4)
[build prof=A/? dag=10 sha=12+1+3 cri=8][Shroud of Distress][Shadow Form][Dwarven Stability][Dark Escape][Ebon Escape][Golden Phoenix Strike][Death Blossom][Ebon Vanguard Assassin Support][/build]

Bonder
[build prof=A/Mo hea=12 sha=12+1+3][Shroud of Distress][Shadow Form][Dwarven Stability][Dark Escape][Death's Charge][Balthazar's Spirit][Healing Seed][Ebon Vanguard Assassin Support][/build]

Tank
[build prof=A/E ear=12 sha=12+1+3][Shroud of Distress][Shadow Form][Stoneflesh Aura]["I Am Unstoppable!"][Dwarven Stability][Dark Escape][Death's Charge][Recall][/build]

Equipment

 * The Wounder and Spikers should have zealous daggers of enchanting, a sword/spear of enchanting with +5 energy, and a shield with +10 AL vs fire.
 * The Caller and Bonder should have a sword/spear of enchanting with +5 energy and a shield with +10 AL vs fire.
 * The Tank should have a sword/spear of enchanting with +5 energy and a shield with +10 AL vs fire or piecring.
 * All party members should have Blessed Insignias, four Runes of Attunesment or Vitae, and a Rune of Superior Shadow Arts on the headpiece.

Usage

 * Level 1
 * The team runs to the wurm while the tank runs to the gate.
 * The Caller calls Barbs on the wurm and then casts Pain Inverter and Ebon Vanguard Assassin Support.
 * While the Caller is calling his skills, the Bonder Death's Charges to the wurm and uses Ebon Vanguard Assassin Support.
 * The Wounder and Spikers Ebon Escape to the Bonder, cast Ebon Vanguard Assassin Support, and use their dagger attacks.
 * Someone picks up the key, the tank runs to the gate, and the team Ebon Escapes (or Death's Charges) back up to the Caller and runs to a safe spot.
 * (There is a safe spot next to the Beaco of Droknar near the Dungeon Lock.)


 * Level 2
 * The team runs to the Regent of Flame while the tank runs to the gate.
 * The Caller calls Barbs on the regent and then casts Pain Inverter and Ebon Vanguard Assassin Support.
 * The Wounder and Spikers uses Ebon Vanguard Assassin Support. (Note: Its not needed to use the dagger attacks but every bit helps.)
 * Someone picks up the key, the tank runs to the gate, and the team runs to a safe spot.
 * (There is a safe spot to the left of the Beacon of Droknar next to the regent.)


 * Level 3
 * The team stands as close to the door as possible to aviod agro.
 * Someone pulls a Becalmed Djinn and the Wounder and Spikers kill it. (Important: Do not use Ebon Vangurad Assassin Support on the Becalmed Djinns.)
 * The Bonder and Tank bond each other and the Tank balls up the foes in the first room and pulls them into the corner in the center of the eastern wall. (Walking backwards help trememdously when pulling and balling the foes.)
 * The rest of the party balls up in the northwestern corner of the room. The Wounder and Spikers should have two enchantments up so they can be sure to not fail while using Golden Phoenix Strike
 * Someone that surely wont die (not the Bonder) pulls the Flame Djinn back to the party.
 * Once the Flame Djinn is adjacent to the party and the Caller calls Barbs, the team uses its Ebon Vangurad Assassin Supports and dagger attacks. (Important: If this and the previous two steps are not followed precisely the party might wipe.)
 * The party grabs the key and runs thought the gate, and the Tank and Bonder end their bonds once the Bonder gets passed the gate.
 * The party runs to Ilsundur and breaks all agro before agroing Ilsundur.
 * The Wounder and Spikers stand in one spot next to Ilsundur and drop Fire Bombs to the sides if they caught one.
 * Once the Wounder and Spikers are ready, the Caller calls Barbs on Ilsundur, signalling the party to cast Ebon Vanguard Assassin Support and use their dagger attacks.
 * Once Ilsundur casts Savannah Heat, the Caller casts Pain Inverter and the Bonder casts Healing Seed on the Wounder or a Spiker to negate damage.
 * Ilsunder should be almost dead and if not just keep on attacking until he (or she) dies.
 * Copy and paste this into guild wars chat so you party thinks you got an Emerald Blade, assuming you didn't get one: I'm picking up an Emerald Blade.

Counters

 * Getting body blocked and/or rubberbanding.
 * Everyone dying before they get to the foes that needs killing.
 * Having a tank with bad connection.
 * Not following steps 4-6 on level 3.