User:Cookie 123/Scar-Kathy

Kathandrax Manly Spike team is designed to finish Catacombs of Kathandrax fast in hard mode. It uses mark of pain and warrior attacks to cause groups die in a blink of an eye. It also uses buffed ritualist skills and paragon shouts to make your team going faster through the dungeon. This team doesn't require any consets to work, but cupcakes are recommended for the tanks.

The Team

 * 1x / Main Tank
 * 1x / Secondary Tank
 * 1x / HB Warrior
 * 1x /Any "Incoming!" Paragon
 * 1x / EoE Splinter Ritualist
 * 1x /Any Wanderlust Knockdown Ritualist
 * 1x /Any UA Healer Monk
 * 1x / MoP Bonder

Main Tank
[build prof=A/E sha=12+1+3 dag=12 dead=3][Glyph of Swiftness][Deadly Paradox][Shadow Form][Feigned Neutrality][Death's Charge][Glyph of Lesser Energy][Recall]["I Am Unstoppable!"][/build]
 * [[Shadow Sanctuary] Instead of [[Feigned Neutrality@16]

Equipment

 * Spear with 20% enchanting and +5e. +30hp, +10AR vs Fire shield.
 * Zealous Daggers with 20% enchanting.
 * Longbow for pulling.
 * Radiant and Attunement runes.

Usage

 * Your job is to tank groups in range of the main team with bonds.
 * Use recall to a teammate when pulling groups to the side so that main team can pass by.
 * "I Am Unstoppable!" is meant for the wurm popup on the 2nd floor.
 * Feigned Neutrality to avoid damage.

Secondary Tank
[build prof=A/E sha=12+1+3 dag=12 dead=3][Glyph of Swiftness][Deadly Paradox][Shadow Form][Dark Escape]["I Am Unstoppable!"][Death's Charge][Shadow Sanctuary (Kurzick)][Feigned Neutrality][/build]

Equipment

 * Spear with 20% enchanting and +5e. +30hp, +10AR vs Fire shield.
 * Zealous Daggers with 20% enchanting.
 * Longbow for pulling.
 * Radiant and Attunement runes.

Usage

 * Your job is to tank groups outside the range of the main team. Thats why you have more defense than Main Tank.
 * Feigned Neutrality and Shadow Sanctuary are used to avoid huge damage.
 * Dark Escape can be used to avoid damage too but it's also good for losing agro for certain groups.
 * "I Am Unstoppable!" is used for the wurm popup on the 2nd floor.

HB Warrior
[build prof=W/A swo=12+1+1 str=12+2 sha=3][Death's Charge][Hundred Blades]["By Ural's Hammer!"][Whirlwind Attack][Enraging Charge]["I Am Unstoppable!"]["For Great Justice!"][Death's Retreat][/build]

Equipment

 * Zealous Sword
 * Survivor and vitae runes

Usage

 * Before the spike use Enraging Charge -> "For Great Justice!" -> Death's Charge to the called target -> Hundred Blades -> "By Ural's Hammer!" -> Attack once -> Whirlwind Attack.

Variant
[build prof=Warrior/Assassin sword=12+1+1 strength=11+1 Tactics=6+1 shadow=2][Death's Charge]["For Great Justice!"][Hundred Blades]["To The Limit!"][Whirlwind Attack]["I Am Unstoppable!"][Air of Superiority][Death's Retreat][/build]

Usage

 * On spikes do Death's Charge -> "For Great Justice!" -> Hundred Blades -> "To The Limit!" -> Whirlwind Attack.

"Incoming!" Paragon
[build prof=P/? comma=12+1+1 mot=7+1 lea=10+1]["Incoming!"]["Fall Back!"]["Never Surrender!"][Inspirational Speech][Breath of the Great Dwarf][Pain Inverter][Ebon Vanguard Assassin Support][Signet of Return][/build]
 * PvE Skills are optional.

Equipment

 * Zealous and non-zealous spears
 * Survivor and vitae runes

Usage

 * Maintain speed boost on your team.
 * Use Inspirational Speech after the warrior uses "For Great Justice!"
 * Use "Never Surrender!" to keep some health boost on your party.
 * Use Breath of the Great Dwarf to remove burning from your teammates.
 * Res dead party members.

EoE Splinter Ritualist
[build prof=Rt/R bea=10 cha=12+1+3 spa=8+1][Pain Inverter][Edge of Extinction][Splinter Weapon][Summon Spirits (Kurzick)][Signet of Spirits][Bloodsong][Painful Bond][Feast of Souls][/build]
 * [[Technobabble] for [[Pain Inverter]

Equipment

 * 40/40 Channeling set
 * Survivor and vitae runes

Usage

 * While the tank is balling up a group, cast EoE. When it's balled up, Summon Spirit EoE in the range and put Splinter Weapon on the warrior. Splinter Weapon should be on the warrior on every spike.
 * Use your spirits to kill any leftovers from a group and try to maintain them on the bosses.
 * Pain inveter is also usefull to kill any leftovers from a group.
 * Use Feast of Souls for cheap party-wide heal.

Wanderlust Knockdown Ritualist
[build prof=Rt/? com=12+1+3 spa=12+1][Boon of Creation][Wanderlust][Earthbind][Pain][Vampirism][Anguish][Great Dwarf Weapon][Summon Spirits (Kurzick)][/build]

Equipment

 * 20% enchanting staff
 * Survivor and vitae runes

Usage

 * Maintain Boon of Creation for energy and self-healing.
 * Use your spirits to kill any leftovers from a group.
 * Your main job is to keep the bosses knocked down so they can't do anything. This is extremerly vital on the final-boss.
 * When fighting the last boss, cast GDW on both assassins and the warrior. With 13 Spawning GDW lasts about 30 seconds which should be enaugh time to kill the bosses.
 * Use Summon Spirits to move your spirits around and heal them.

UA Healer Monk
[build prof=Mo/? hea=12+1+1 div=12+1 pro=3][Infuse Health][Patient Spirit][Dwayna's Kiss][Optional]["Finish Him!"][Breath of the Great Dwarf][Heal Party][Unyielding Aura][/build] For the optional slot:
 * [[Vigorous Spirit@14]
 * [[Seed of Life]

Equipment

 * 40/40 Healing set
 * Survivor and vitae runes

Usage

 * Keep red bars up
 * Put Vigorous Spirit or Seed of life on the warrior before he jumps into a spike.
 * Infuse is meant for tanks and the warrior if they are at extremerly low health. Other people you can let die and res quickly with UA.
 * Use Breath of the Great Dwarf to remove burning from your teammates.
 * Use "Finish Him!" on the bosses and any leftovers from a group.

MoP Bonder
[build prof=Mo/N pro=12+1+3 cur=12 div=3+1][Mark of Pain]["By Ural's Hammer!"][Barbs][Breath of the Great Dwarf][Pain Inverter][Blessed Signet][Life Barrier][Vital Blessing][/build]

Equipment

 * 40/40 curse set
 * Survivor and vitae runes

Usage

 * Maintain bonds on Main Tank. Secondary Tank won't need them.
 * On spikes choose a target in middle of the ballup and call Mark of Pain followed by "By Ural's Hammer!"
 * When fighting the bosses, maintain Barbs on them.
 * Pain inveter is also usefull to kill any leftovers from a group.
 * Use Breath of the Great Dwarf to remove burning from your teammates.
 * Blessed Signet for energy.

Guide
Start from Doomlore. One of the assassins runs to the dungeon and takes the quest from Swithin Nye outside the dungeon.

First Level
As you enter, Main Tank puts recall on the bonder and pulls the first group to the left side of the room. Main Team runs pass and Secondary Tank pulls next 2 groups behind the flame jet. Main Tank can cancel recall when everyone has passed by. Main Team kills the group Secondary Tank pulled. Now the Main Tank runs ahead and pulls the next three groups he meets away on top of the hill (make sure you get the group from other side of the hill too, please check map) so that the main team can run by. Everyone should keep close eye on the radar and avoid aggro as much as they can. Secondary Tank pulls the next groups away from the main team (which moves to left, while Secondary Tank goes right) to the other side where he meets the main team. Now Main Team spikes the group he pulled. There should be no foes on the way to Infernal Siege Wurm. The Main Tank runs to the dungeon lock, Main Team kills the Infernal Siege Wurm and takes the dungeon key. The Main Tank should be running to second level now.

Second Level
Bonder bonds the Main Tank and maintains the bonds (very important on first room). Main Tank aggroes everything in the first room, usually by circleling around the lake once and balling the melee back to the Cave Aloes. If Main Tank's health goes too low (because of the ooze's Vile Touch) he should be getting infuse asap. Everyone should be ready when the tank stops. Heal party and Feast of Soul to keep Main Tank's health up while he is pulling. While the Main Tank is pulling that group, Secondary Tank can go on and pull the next group(s) ahead. When Secondary Tank is done pulling, Main Tank can move pass him and ballup the next group(s) after him and so on. Do this untill you get to the boss, kill him, and foes surrounding him, and grab the key. Both tanks can go and run to the final level now. Watch out for the Infernal Wurm popup right after the Dungeon Lock. Use IAU before passing by him, he will knock you down as he spawns. Run to final level.

Third Level
When you load inside, everyone should be immediately go hugging the backwall. One of the tanks pull one single Becalmed Djinn with a longbow and get back to the wall. Kill the Djinn with spirits. Killing him will cause all monsters within Room Nr1 to start roaming around. Now the Secondary Tank can go pull the whole roon into a nice single ballup. After first room is dead, bonder should have bonds on the Main Tank and the Main Tank goes ballup the Room Nr2. DO NOT AGGRO THE FLAME DJINN BOSS YET! All monsters won't pull, so you have to kill the rest of them with spirits. When all visible monsters are dead, everyone in the team should ballup together. Ritualists cast spirits and a tank pops up the Djinn boss and pull him to Main Team. Before the Djinn touches main team, put Pain Inverter on him. The spirits and PI will do the job for you. Move to Room Nr3. Main Tank puts recall on someone in the main team and starts aggroing everything in the room. ( See this picture ) Now the Main Team can run pass to Room Nr4 and kill the Flame Guardian. After that Main Tank can cancel Recall and shadow step to Main Team. Secondary Tank can rush straight to Room Nr5, pull everything to the right side of the room (don't forget to use Shadow Sanctuary and Feigned Neutrality to avoid damage) so that Main Team can run pass to Room Nr6. In Room Nr6 Wanderlust Rit puts GDW on both assassins and the warrior. The assassins should now equip their zealous daggers and start attacking Ilsundur, Lord of Fire. Watch out for the fireballs! They kill you if they hit. Both ritualists should put all spirits up, maintain Painful Bond and bonder should maintain barbs on the boss. If the boss casts Savannah Heat, cast PI on him asap. If done well, the boss will be dead in about 30 seconds. When he is dead, run for your chest!