User:Gelei/Elona Necro Farm (NF)

Istan
The first area in Istan is Plains of Jarin - it's immediately outside Kamadan. there's a great amount of farmable stuff in here, so let's load up a 55/SV build and get prepped for a long, easy run! as soon as you exit from kamadan, grab the bounty and start killing plants. Ibogas go down fast to SV, but will throw Crippling Anguish and Imagined Burdn onyou, so they're slow going. Jacarandas are elementalist plants with Lightning Surge. Surprisingly, Ibogas are more important to kill. Lightning Surge is super easy to time for if you're paying attention, and kiling Ibogas first means less degen on you later. after you kill your fill of plants, you'll run into Suneh Stormbringer's group. that's a lot of Lightning Surges, but they're not all that scary. see if you can pull the group apart a bit and break 2 or 3 off from the main group. if you can, kill them off. if you can't, get ready for a lot of Airspikes. your main priority is killing off everything but the boss, as the boss doesn't have Lightning Surge, even in HM. you can tank out their spells + wand attacks with PS, HB, and a well timed Spirit Bond (right before Lightning Surge's KD.) once you've cleared Suneh's minions, kill him off for a chance at a leet ele tome, a noob green, or other great prizes. after that, you're on to bugs. there are plenty of bugs you can kill here: Juvenile Bladed Termites. Bladed Termites, Stalking Nephilas, and Preying Lances. these all go down very quickly to SV, and are generally not a problem. eventually, you'll get to a grassy area where Hassin Softskin and his group like to hang out. kill all of them with SV as well, but watch for the popups behind him. they have a lot of straight-up damage, so spirit Bond is your friend against them. keep clearing any bugs/plants you see. (be sure to avoid mandragors, as Imps are painfully hard to kill if you accidentally aggro them. eventually, you'll reach the water in the north and west portions of the zone. there are a fw skale and a lot more bugs here, as well as some drakes. SV eats them all for breakfast. once you've cleared all but the mandragors, your run is over. this run can be really short or really long, depending on what you want to clear out. it's stupidly easy, while also producing a nice profit.

The next area i'll bore you with is Zehlon Reach. you can kill a whole lot of stuff in here, too. in order to kill Grub Lances, you need SV, Necrosis and a highish sunspear rank (at least 7.) otherwise, you can run Dark Pact in place of Necrosis, which makes killing Corsairs a bit easier. Exit from Jokanur diggings and grab the blessing from the scout, and get ready for some dead monsters. Insects are easy, except the monks, who can take a few minutes to take out. to deal with monks, use SV and spam necrosis on recharge until they die. and i repeat, bug monks are tough little bastards. keep at it for a minute, and they're dead. for speed purposes, you can simply skip groups with monks. anyway, the nxt thing you'll run into (hopefully) is a skale group. these guys are quite easy to take down, the only scary thing is Disease from the necros, but that's not a big problem at all. there is one random Rinkhal Monitor at one point in the run, and taking him down is similar to how you will kill corsairs later on. he has Signet of Removal, which means SV won't be on for long. If you brought Dark Pact, take him down with just that. if ou're stubborn like me and brought Necrosis because you forgot you'd be facing this, (>.<) then you need to cast SV and queue Necrosis immediately afterward. if done correctly, he'l either take damage from SV, Necrosis, or both. you'll need to do that a few times to kill him, but he definitely dies. Since i set myself up for it, time to tell you about corsairs. Dark Pact is your friend vs. these guys, as you can take them down with DP alone. if you brought Necrosis, then you'll need to SV and Necrosis them, hopefully before Smite Hex eats SV. a couple tips i've found to deal with Corsairs if you brought necrosis: the monks dont attack sometimes, if that's the case, use the SV + Necrosis spike to kill off any rangers / necros, THEN they'll attack you. once they are attacking you, target them, and watch for Banish. once they use it, wait for the icon to disappear. when it does, cast SV + Necrosis. if timed right, SV will trigger on Banish, and the aftercast will give you enough time to hit with necrosis. Plants are on this run too - Ibogas degen you, Jacarandas knock you down. kill Ibogas first, then Jacarandas. There is a monk bug boss who is impossible to kill with 55 SV, even with the best necrosis spam for 10 minutes straight (yeah, i tried.) kill off everything in his group, then run until he breaks aggro. This is another run that is variable in length, but it's definitely easy.

Fahranur is an area frequented by Mo/D farmers, but we'll show them that necros can farm there, too! one quick note for this place - you can solo vanquish it with 55SV + Necrosis, but if you want to just do a basic farm run there, you san run 55/SS with Insidious Parasite. i'll cover both in this explanation. regardless of which build you're running, the enemies here are insects, skale, undead, a very few Djinn, and a few Harpies. the first enemies you'll face are Skale. the warriors have Agonizing Chop, which wil interrupt you a lot considering the epic Deep Wound spam they're capable of. your order of killing priority is as follows - warriors first, then necros (Disease,) then Dervs (Cripple), then Eles (Water snares.) once you clear out enough skale and follow my mapped route, you'll hit a GIANT skale group. you can't take on all of them at once (you can, but it takes epic pirit bond spam) so you'll need to separate them. pull with a longbow or by casting SS/SV on the closest skale. spam spirit bond to maintain health, and kill of all the skale. don't worry about interrupts, as the skale in this huge group are interrupt-less nublets. once the first pull is dead, get the rest of the skale and nuke them too. once you clear out any other skale, it's time for the undead fortress. if you're running SV, you're set here - just SV + Necrosis = kill. if you're running SS, you're going to need to position enemies a bit. there are three types of spawns in the fortress - 3 warriors, two warriors and 1 necro, 2 necros an 1 warrior. the three warrior groups are simple. the two warrior, one necro groups are also easy - stick the warriors next to the necro, SS, IP on Necro, dead. one warrior, two necros is best taken down as follows - find the attacking necro, stick the warrior next to him, SS the war, IP the necro, dead warrior + necro. kill the remaining nec with SS + IP. eventually, if following the mapped path, you'll hit a Skree group consisting of Gedoss Windcutter, a Griffon (monk,) and either a warrior or a paragon. this group is actually pretty easy to take down - SS + IP the monk, when SS recharges put it on the warrior (if one spawned) or if there's a paragon, Gedos himself. the SS + IP will overwhelm the healer, and he'll die. after that, kill off Gedoss and whatever else is in his group. backtrack and keep killing undead until you get to Dread Lord Onrah (watch out for traps and the giant killer bell-looking thing.) use onrah as an SS battery to kill off the two necros in his group, hen obliterate im with SS + IP. keep going and kill off all other undead you run into until you get to the Djinn. Djinn go down pretty quickly to SS and IP (or SV, for that matter) and the boss is cake. if you're running SS, our run is over at the Djinn boss. if you're running SV, are you ready to VANQUISH!?!?!! well, you don't have to. you can if you like, and i'll tell you how: the groups i haven't explained yet are the non-boss harpy groups, the bug groups, and the plant groups. non-boss harpy groups are tough - there's usually a ranger and a monk, which means you have to contend with some hits, but not a lot of energy gain. use an undead war or bug war as an energy battery for these groups. bug groups are only hard because of the healers, which can take a minute or to to die from SV and Necrosis spam. otherwise, you only have to deal with Deep Wound spamming paragons, Poison spamming rangers, and nublet warriors with nothing but raw damage. Plants are a bit tougher - you have Ibogas who will degen you, and Jacarandas who will knock you down. get the Ibogas first, then Jacarandas. the toughest plant mob is the one with a boss - Modoss Darkwind. the boss is easy, but his mob is big. try to pull them apart if you can, otherwise tank with Spirit bond spamand get the ibogas first, then the Jacarandas, saving the boss for last. this run can be anywhere from medium length (abbreviated SS run) to long (if you're vanquishing it.) difficulty is medium.

Ok, i swear, i'm almost done droning on about Istan. just one more area. Issnur Isles. This is best run with SV / Necrosis, but you can run it with SS if you feel like avoiding those pesky bug monks. pretty much run around in the mapped area and kill eveything you can find - all the enemies you see there have been discussed previously. bugs, skales, a few plants - everything dies, and you can clear out a ton of stuff. i'd avoid corsairs, as they come in big groups here and degen and damage you quite a bit. not to mention, smite hex. ugh. this run can be very long if you clear out a lot of it, but you get plenty of loot, as evidenced by the screenshot. you can also just clear out some skale mobs for a short run. this is a pretty easy run, especially if you've read up on the enemies in earlier sections.

Kourna
Ok, time for a deep breath. this is a long run - Arkjok Ward. load up SV (if you want to kill monks) or SS (if you avoid monks) and leave from Yohlon Haven. the first mobs you'll encounter are the infamous bugs (yeah, i hate 'em too.) the bug groups are composed of three warriors and either a para or a monk. monks will die to SV and focused Necrosis spam, and you MIGHT get lucky and kill one with SS - i doubt it, however. anyway, after you get pat those groups, you'll have plenty of other stuff to kill - let's start with mandragors. if you brought SS, you're in for a ride. first off, you can only take groups of Stonefleshes and Slithers - imps will lifesteal and Chilblains you. anyway, kill off the Slither with SS + IP or SV, but watch for his Distracting Blow. next, kill off the eles (group them up if you're using SS.) repeat for any other Stoneflesh + slither groups you can find, but don't look too hard - there are plenty of popups. next on the list of stuff to kill is the groups of Tusked Hunters / Howlers that abound in there. they have no self heal and are physical attackers, so they go down really easily to SS/SV. after you're done with them, you'll have to contend with Eshau Longspear's group - the group is pretty simple, but sadly, there's a monk. don't bother with this group if you have SS, but they'll die to SV pretty quickly. once you're done with them, you can move on to.... Kournans! there are plenty of mobs of these glorious soldiers, and you can take down quite a few of them. look out for Kournan Seers - they're toughies with interrupts and two brands of enchantment removal. you can kill and groups without Seers, though, including Lieutenant Kayin's group and the Acolyte of Grenth's group. (thanks to ANet for the recent AoG changes. ) you can also kill Onwan, Lord of the Ntouka - pull him and the Tusked Hunter/Howler group he's in, and he dies quick. there are a few plant groups around, and they have some knockdowns and a whole lot of burning - kill the KD eles first, then focus fire on the paragons. the toughest plant groups are those near Modti Darkflower - of course we kill him! aggro up his group and focus on the degeneration-bot Ibogas first. once Modti is all that's left, hide behind a wall and nuke him with SS or SV. continue clearing out the plants, focusing on Ibogas, as usual. some other miscellaneous groups you'll run into are Kuskale (easy and straightforward) and elementals (groups of two, die quick.) this run is looooooooong if you decide to clear out everything you can, but it's very worth it in my opinion.

The Floodplain of Mahnkelon has been farmed by N/A's for a long while - i'd rather not write about it when it's already been done. check out this build page for the build and tactics - i'm Empty Orchestra on the talk page. look at the talk page to find the screenshots i posted for the run.

Vabbi
Vabbi is a very nice place for necros to farm, as evidnced by these profitable spots:

First stop: Vehjin Mines. Now Vehjin mines - a quick warning - is a HARD run. not for the faint of ping, or the not-so-experienced 55 necro. for this run to succeed, you pretty much NEED SV/IP. SV has the killing power you need, and IP / Spirit Bond are the health management you have to have. Vehjin Mines isn't vanquishable, but you can clear out a whole lot of it. i prefer to start this run from Jennur's Horde, as you get to start with my favorite foes - Behemoths. Behemoths are somewhat hard to begin with - they degen you quite a bit, as well as a lot of direct damage. they summon minions, too. anyway, head out from Jennur's and go right. you'll see two groups of Behemoth Gravebanes (the necros.) kill them off with SV + IP. you'll need Spirit Bond and maintain IP to manage the degen. kill off the minions with a wand or SV, then move on to the other Gravebane group. deal with them the same way. next, you'll have to deal with the dreaded Marobeh Sharptail's group. this group consists of a few Gravebanes as well as some Scytheclaws (the dervishes.) kill the necros first, as they stick you with a constant six degen, as you know from previous groups. the behemoth dervs light you on fire periodically, thanks to Heart of Fury. once you've cleared the necros, you're going to need to watch out for that. maintain IP on a dervish at all times, and spam spirit bond when you start burning. the boss goes down to SV/IP pretty quickly, and ta-da! group over. at this point, clear the behemoths up to the rez shrine, using the same tactics as outlined previously. once you get to the rez shrine, feel free to die to get rid of marobeh's morale boost. once you rez, continue clearing behemoths (after, of course, equipping a -20hp offhand or unequipping your -50 cesta) until you get to the Hunting Minotaurs and Bull trainer Giants. the Trainers are annoying necros with plenty of conditionspam, and the minos are straight up damage dealers. kill off the giants with SV while maintaining IP on a minotaur for health. kill off those groups, then backtrack to the Rez shrine where you started - before Marobeh's group. head north into the mokele groups. these guys are tough - they have hex and enchantment removal (at least, the Scabaras do.) any groups without scabara are taken down easily. when you get to a scabara group, get ready for some enchant strips by covering PS and HB with SB. start by hexing the mesmer with IP - he'll get rid of it quickly. when he does, apply SV. while you're doing this, make sure your prot spirit is constantly covered. when recasting, recast in this order: PS, SB, HB, SB again when the timer runs out. this way, your PS is covered for the maximum amount of time possible. eventually, the mesmer will die, then you can kill off the rest of the group. if you get a two scabara group, just avoid it. they're possible, but very painfully long and not worth it. eventually, you'll get to Pehnsed the Loudmouth's group. he's a paragon boss with a vengeance - kill him and his groupmates with SV/IP. if a Scabara spawns with him, be prepared. keep moving through the area, killing mokeles, behemoths and minotaur / giant groups. eventually, you'll end up near Shak-Jarin's group. you'll be able to tell when you see the huge mobs of minotaurs and bull trainer giants sitting in one small area. pull them apart and start killing them, giant first. once they're cleared out (feel free to die to get to 13hp) you have shakr Jarin's group. phew, that's a lot of killing. Shak Jarin's group is tough - he's got a monk, him, another warrior, some rangers, and a paragon. the rangers have D-shot and the warrior ans Shak Jarin both have Savage Slash. this produces a problem for us necros who have no access to anti-interrupt skills - looks like we need to draw them out. first off, hide behind a rock so that the raangers / para can't hit you - that makes the interrupts a bit easier to bear. use Mending to draw out the Savage slashes, then put SV on either Shak Jarin or the warrior. at this point, the monk will move up to use Healing Touch on the frontline. now, start cycling SV on the warrior and the monk, while keeping IP on the monk. while doing this, make sure to draw out interrupts so your cycle isnt disrupted. after a while, the griffon will run out of energy and kill itself. at this point, the group is helpless. Shak Jarin and his warrior buddy will die in seconds, as will the rangers and the paragon, who you can kill through the wall. once that group is finally finished, move east to the rez shrine, and follow the path until you get to an open area with some hekets and plants. the plants are easy dervishes - take them out quickly with SV + IP. the hekets are a bit trickier - they have mega Deep Wound spam, but they also have an insane amount of interrupts, thanks to Mark of Fury. kill off the necromancers first - they sac themselves to death, as well as attack through SV + IP. once they're dead, wait for Mark of fury to wear off. once it's off, draw out interrupts and kill off the wars with SV + IP. once you finish clearing out the Hekets, you're done! well, i kind of lied. you're done with Vehjin, but you can run back and zone into HOLDINGS OF CHOKHIN! hooray! you can kill a few mobs of skree and minotaurs in here, with the tactics outlined previously. NOW you're done with this run. as i said before, this run is epically long and hard if you clear out everything. if you like, you can go on a behemoth-only run or a mokele-only run and save some time. i'll make around 10k a run, if i clear out everything possible.

damn, that was a lot of writing. i congratulate you for reading that. anyway, can you believe there's ANOTHER FARMING PLACE IN VABBI! woohoo! time for one of my old favorites, the infamous Hidden City of Ahdashim! for this run, i like to run a standard SV/Necrosis build, but a swap necrosis out for Angorodon's Gaze. it's easy on energy, as well as being an effective finisher. (you're burning for pretty much this whole run - if not burning, you're poisoned.) you'll need to start out by killing some djinn. Ruby Djinns are Burnin spammers, Diamond Djinn have good self healing but also set you on fire, and Sapphire Djinns - guess what? - light you on fire. focus on killing Diamonds first, then Sapphires, then Rubies. if you got any Roaring Ethers in those groups, kill them first - they have Energy denial as well as Mistrust. watch for mistrust and be sure not to cast SV or Angie's Gaze while it's active. you're tight on energy as it is. watch for popup Djinn groups - there's one on the right hand side of the starting room. they won't overwhelm you, just kill them in the same order as last time - Ethers (if they spawned,) then Diamonds, then Sapphires, then Rubies. once you're finished cleaning out the first room, you have three choices - you can head up the center, down the left path, or down the right path. the right path is pretty dry - there's a few hekets who are very difficult to kill because of the monks, then there are a ton of hard plants and a nigh-impossible boss group. if you go up the center, you get to kill more Djinns. if you head left, you get to kill some mokele, a few Behemoths, and some Djinn as well as some beetles. beetles are pretty easy and SV destroys them. deal with the Djinns as usual. mokeles are stupidly easy, but Behemoths are a bit tougher with their superdegen. Spirit bond is your friend here. avoid any boss groups, as they have too much energy denial for you to handle via the multiple ethers. clear whatever you feel like. this run can be long or short, depending on what you're shooting for. it's medium - hard, because you're burning constantly and a bit tight for energy in areas.

i'll only make you deal with one more NF farming spot - i swear. this is the domain of secrets, home of Exuro Flatus. load up an SS/IP build, but swap out Spirit Bond for Vigorous Spirit or Orison of Healing (Dismiss Condition is another good choice.) Spirit Bond is a bit too tough on energy in this place. your targets in here are Titans - Abominations, Madness Titans, and Pain Titans all die here. groups are weirdly built - either way, you'll kill the groups as follows: first off, group the all together. we want to see a lot of yellow 37s. SS works excellently on any titan - they all have superfast casting and attack rates. what i like to do is kill all Abominations, then Pain Titans, and then deal with all the little madness titans that will have spawned. run around and kill any and all titan groups you see, including Exuro's group - for Exuro, bring all of the titans together, then use Exuro as an SS battery to kill off his group. once they're dead, focus fire on Exuro with SS + IP. clear out any and all titans you can find. the run is pretty easy, and it's not that long.

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