User:Gelei/GodRealms Necro Farm

UW
The Underworld and the Fissure of Woe are the two realms of the gods. with treasures of Ectoplasm and Obsidian Shards, these places are profitable, but by no means easy. they'll both be cleared in Normal Mode, as Hard Mode is a lot more dangerous and less worth the time.

we'll start with the Underworld. there are two distinct builds that can be used to farm the underworld - SS or SV. SV is a bit slower, but can clear more. SS is fast, but can't clear as much. if you're into fast ecto runs (at least, as fast as a 55 necro is going to do it) i'd go with SS. if you're in it for the challenge (like me a lot of the time) you'll run SV, and clear out a ton of stuff. i'll walk through a smite run and then some, giving tactics for both builds as i go.

Alright. drop your 1k to grenth (or be a nub and use a scroll ) and there you are in the Underworld. throw on your maintained enchants, then get ready to run like a little girl. aggro up the aatxes on your left, then, as soon as they start running at you, turn around and run behind benton. STOP. This is important. if you're facing benton, as you're running back to hide behind him, sneak by him on the RIGHT SIDE of him. if you go around the left, the aatxe will kill you. if you did it correctly, the aatxes will have broken aggro and ran back, maybe leaving one stuck in front of you. this way, you can kill any Dying Nightmares that popped up without fear of dying from an aatxe blow. to kill the nightmare, let him rend you with four enchantments, or let him rend you with three and wand him once with a max damage Blood or Curses wand, depending on whether you're running SV or SS. another important thing: sometimes you get a double nightmare spawn, where two will run at you while you're cowering behind Benton. what you need to do then is cast Healing Breeze on top of your maintained enchants and let the first nightmare kill himself on your maintained enchants + Healing Breeze. throw on PS as the second one comes at you, and wand him while he's casting Rend. He should die, as long as your wand is max damage and customized. if he doesn't die in one hit, strafe to dodge his wand attacks while PS is recharging. when it is recharged, put it back up and wand him to death. congratulations, you now know how to deal with nightmares! now i get to tell you about aatxes. they're big and beasty, and they like to Savage Slash your brains out. we need to trick them into using Savage Slash on something that's NOT SS, or Prot Spirit, or Healing Breeze. Mending will do just fine. Anyway, aggro up the aatxes by casting SS or SV on the closest Aatxe in the group, then use PS + HB as they're running in. (if there's still an aatxe bodyblocked by Benton, you need to switch it up a little bit: either kill him solo if you're running SV, or group him up with the rest of his group if you're running SS.) now, once your damage skill has recharged, DON'T RECAST IT YET. first off, we need to rid ourselves of those pesky aatxe interrupts. use mending repeatedly until you've been hit by as many savage slashes as there are aatxes in the group. once that's done, recast PS + HB, then use SS or SV again, on a different target. the aatxes will go down quickly as long as you draw out interrupts and use your damage skill liberally. once you've killed an aatxe group, check around it for Nightmare popups. if they spawn, wand them to death. repeat this strategy for the rest of the aatxe groups - if a nightmare spawns, run like hell into an area you've cleared until they break aggro, then kill the nightmare via wanding. if you're running SV, you can also get the two single roaming aatxes floating around. if you're running SS, i wouldn't bother - they're just time-consuming. once you're done clearing out all the aatxes and nightmares, it's time for Clear the Chamber. Grasping Darknesses are a pain in the ass for us casters - they spam interrupts and have the dreaded Daze. however, these builds are configured to own them. for the SS build, pull with SS, then hit PS while they're inbound. autoattack to make them waste their interrupts, then cast HB + Suffering on the group. they'll be dead in seconds. the SV build needs to pull with SV, cast PS as they come in, autoattack, HB, reapply SV on recharge, and keep enchants up and apply SV again. don't worry if you get skull cracked - that's what plague touch is for. clear out the rest of the Graspings with those tactics, then head towards the Ice Wastes. There are a few Aatxes between you and the Ice Wastes: kill them, but watch for the patrolling Grasping Darkness group. If that Grasping group has a nightmare, avoid it. otherwise, kill them too. head left and up the tiny flight of stairs and ta-daaa! Smiteland! Smite Crawlers abound in here, as do Coldfire Nights and the occasional Dying Nightmare. time to learn how to deal with Smite crawlers!

as you all know, 55 necros rely on hexes to deal damage. we're a bit screwed over if those hexes get removed. That's why we brought Suffering. Smites need to be dealt with as follows, with both builds: cast suffering, then wait until you are hit by the same amount of smite hexes as there are smites in the group you aggro'd. once they've all used their smite hexes, cast SS or SV on them, then re-cover it with Suffering. wait for them to use their smite hexes again, then reapply SS/SV and suffering. smites go down fast, and are a pretty big source of ectos. if you're running SS, you can aggro two groups together and use Spirit bond to keep your health up. The other enemytype you have to deal with in the Ice Wastes are Coldfire Nights. these buggers have Aura of Restoration and Maelstrom - two skills that get a bit annoying. to kill them, dodge their maelstroms in the beginning, and, if SSing, group them up. they fall to your hexes and a little wanding. continue clearing out smite and coldfire groups as you please. if a nightmare spawns while you're killing smites or Coldfires, fear not. time Prot Spirit IMMEDIATELY after rend, then recast HB and your maintained enchants. you should live, but there are rare times where a Nightmare spawns while you're dodging maelstroms. sadly, that's really tough to survive. regardless, the only thing you really need to look out for in the Ice Wastes is the large group of 5-6 Coldfires. all you need to do is dodge that many more maelstroms. otherwise, they die quick. clear out the rest of the Ice Wastes, and ta-daaa! your smite run is over!

FoW
you'll notice i put Necrosis in there - i find it the easiest for taking out monks. if you don't have access to Necrosis - whether it be no Nightfall, a crappy sunspear rank, or whatever - replace Necrosis with Defile Flesh, to be used on monks. when you spawn in the FoW, immediately step back behind Rastigan - sometimes, if you get a poor spawn and don't step back, you can aggro accidentally and get rastigan killed. we'll start with the group on the left, consisting of a Monk, two Warriors, a Beast, and a patrolling Shadow Warrior and Beast. stick the warriors next to the monk and place SS on a warrior, then IP on the monk. when SS recharges, put it on the monk, then spam necrosis to hell and back (or apply Defile Flesh, if you brought it.) the monk will drop relatively quickly. after the monk dies, kill off the rest of the group with SS + IP + necrosis spam (if you brought defile, only use it on the warriors, not the beasts.) once you're done with them, move on to the group consisting of one Warrior, two Elementalists, and a Mesmer. the mesmer has Shatter Enchantment, which will kill you if it hits PS. be sure to cover PS with Healing Breeze at all times, and use Spirit Bond to maintain health. maintain IP on the warrior, then group up the mesmer and eles by backing up a bit. once that's done, cast SS on the mesmer, and spam Necrosis on him until he dies (if you brought it.) once he;s dead, kill of the eles, then the warrior. watch out for the Shadow Beast popup near that group - don't let it catch you off guard. after this group is dead, avoid the small groups of one beast and one monk - there's two of them, and they are nigh impossible to kill. now you get to try your hand at another, larger mesmer group - the one to the right of Rastigan. you need to do everything you did with the last mesmer group - group up casters, IP a War, cover PS - but the aggro of the group is important, too. aggro them so that they stay away from Rastigan, but keep them out of casting range of any Shadow Monks. take down the mesmer, then eles, then melees. once you're finished with them, move up to the two warrior, one monk group. nuke them the same way you dealt with the first monk - SS on war, IP on monk, SS on monk, Necrosis, gg. now, run forward a bit, while holding left control, and wait for the Shadow Army patrols to spawn. another two war, one monk group is headed your way. kill them, too. now run back around to where you killed the first mesmer group - it's time to kill some abyssals and shadow rangers. aggro up one abyssal at a time - two can get a bit hairy. pull with SS on an abyssal, then use IP as he's coming in. the abyssal should die with just those initial hexes. once the abyssal dies, clear out the Shadow rangers in his group by sticking them together and SSing them both. continue clearing out the ranger + Abyssal groups BUT LEAVE THE LAST GROUP ALIVE. if you kill the last group of two rangers + Abyssal, you'll trigger Rastigan to run up to the tower once you get within radar range of him again. once you're done clearing out any Abyssals + Shadow rangers you feel like killing, it's time to see if you can farm the beach. run down to where the Shadow Patrols popped from - you'll see a group of Snarling Driftwoods and later, a Doubter's Dryder. kill the Driftwoods with SS, as they're easy. Dryders have a lot of enchant removal, but they don't hit for much, so we'll face them in full health and max armor gear. stop maintaining all enchantments and pull with SS + IP. once Guiolt runs out, Necrosis spam the dryder to death. now, look to see if you can run by the Ancient Skale spawn - if you can sneak through, by all means, go. if it looks tight, don't bother. if you make it to the beach, clear out any Driftwoods and Dryders you can find, staying far away from Skale. if you get far enough, you'll see a group of three Dryders guarding Spider cave. pull them individually with a longbow and nuke them. after you've done that, get ready for the spiders. trigger spiders by running where the dryders were - once you've triggered them, step back and re-enchant. pull groups of three spiders at a time, and keep them separated - we only want to have to deal with one interruptable healing spring per spider. equip your curses wand with 20/20, and get ready for some interrupts. SS is useless vs. these guys - they'll interrupt it easily. kill them with IP and necrosis, if you get the chance. interrupt any Healing Springs by autoattacking. keep on pulling spiders one group at a time, and keep them separated, if you can. if you can't, get ready for a new strategy. if you get a clump of spiders, stick them together and run up ADJACENT to them. this way, they won't use healing spring. draw out their savage shots with Essence bond, then SS the center spider. watch for any fluke Healing Springs, and interrupt them. the spiders will die. you can clear out spider cave by killing any spiders before the dryders, then pulling the dryders with a longbow. use the healing spring trick to eliminate clumped spiders. congratulations, now you know how to clear out spider cave as a necromancer!

sadly, we can't always get into the beach. we can also try for the forest, however. details about the forest (and getting to it) can be found in this thread, just remember to kill Rock Borer worms with max armor on, and watch out for nature's renewal. there are a few spider popups in the forest, but you know how to deal with those. the toughest part of getting to the forest is the skeleton group in the way - hopefully, you can sneak by, but, if not, you have to kill them. that's damn hard, considering they have two copies of Shatter Enchant and Cry of Frustration. to kill this group, precast PS, HB, then SB, and hex the nearest mesmer with SS. wait for both shatters, draw out interrupts with Essence Bond, reapply enchantments, then kill off the mesmer you hexed with Necrosis spam. oh, and by the way, while you're doing that, you have to dodge maelstroms. it's possible, but very tough - i'd just forget about the forest if you can't sneak by that group, unless you've gotten a shard or two and feel like trying something new. there's also a small chance that you can aggro the skeltons into the Shadows - aggro up the Shadow group of two eles and a mesmer, then pull the Skelton group with a bow, then run them into each other. they'll fight, so you can recast enchants and try to run like hell. it's risky, and i'd only recommend it if it's the last thing you have to solo.

one method of farming the FoW that may be more profitable is changing out necrosis for Drunken Master, equipping your high health armor, and running by the shadows at the start. this way, you're guaranteed a go at the beach, as you can run by skale, too. kill the Driftwoods, Dryders, and Spiders like normal, except you won't have necrosis, so unclumped spiders take a little longer. you can also run to the forest more easily, but you still need to try to sneak by that two Ether Breaker, three Icehand group, or aggro them together with the shadows, or kill them.

Spell Breaker
Spell Breaker. isn't it beautiful? alas, you can't run it with its five second duration and elite-ness. however, a hero can run it... with a little help from you, of course. Spell Breaker opens up huge possibilities for farming in the UW and FoW, especially the more profitable areas of both - the Chaos Plains, Bone Pits, and Spawning Pools in UW, and a hero gives you a guaranteed run at the Beach and/or the Forest in FoW. both of the templates are in the first post... now for a quick outline on how to use them. the first thing you'll notice is that you don't change your build when you dual FoW with a hero. that's because you'll be solo for the Forest and the Beach - we don't want our hero stealing ALL our drops, do we? in the beginning of the FoW, disable your hero's maintained enchantments (as well as Spell Breaker, Windborne Speed, and Purge Signet) and manually cast them on yourself by pressing F and micro-ing your hero. leave Blessed Aura and Blessed Sig enabled - your hero will maintain Blessed Aura and he loves spamming the sig. take on shadow groups as usual, but use Spell Breaker to make Ele + mesmer groups easier. once you're done with your normal shadow army run, clear up to the Ancient Skales at the beach entrance and the Skeletons at the Battlefield entrance. now, survey the spawns: if you can sneak by either of them, dump your hero back at Rastigan, sneak through, and solo away. once you're finished soloing one side, return and check the other spawn (i like to go Beach first, then Forest.) if you can sneak by the Skeletals without aggroing, dump your hero then Forest farm away. If you CAN'T sneak by one of the spawns, do this: Flag your hero in a safe spot, then make sure he/she has an enchanting weapon on, as well as blessed Aura. make them cast Spell Breaker then Windborne Speed on you, then run like the squishy you are. you should make it through with no problems, on both the skale and skeletal groups. ta-da! your hero is out of drop range, and you now have a free ticket to the Forest. The Underworld works similarly, but with one difference: your hero doesn't leave your side. you need that Spell Breaker to be able to farm the Chaos Plains, Bone Pits, and Spawning Pools. When you spawn in the UW, cast your and your hero's maintained enchants on you, then bond up and aggro Aatxes with Spell Breaker. kill off any Nightmares, then blow up the aatxes with your leet SS + Reckless Haste + Desecrate combo. continue on your normal UW run, using Spell Breaker to simplify Coldfires and Nightmare groups, and using the visages vs. Graspings to protect yourself from Dazed. (hint: you can complete Clear the Chamber with the SB hero, too. Read more about those guys AND Obby Behemoths here:http://www.guildwarsguru.com/forum/s...php?t=10219346.) once you've cleared the Chamber and done your Smite run (on your smite run, use visages so you can kill them with SS + Reckless + Desecrate. Also, Shielding Hands + SoA are there for a reason - aggro smites to your heart's delight), get prepped for a longer soloing adventure. Kill off the Obsidian Behemoths in the mountains by hiding behind a wall whenever possible - if it's absolutely not possible, you can tank them 55 style if you flag your monk out of Nature's Renewal. With this method, Autoattack often to interrupt Healing Spring. once you get to the Plains, refer to this map for Mindblade Spectre spawns: Click. This is where micromanaging your hero becomes a bit tricky - kill the Banished Dream Rider with one SB and SS + Reckless + Desecrate. then, using the map as a reference, get out before the Mindblades close in on you or your hero. for Mindblades, you're going to need to echo SB, which is harder to do on a hero, but can definitely be done. micro arcane Echo, then SB on yourself. Round up the Mindblades, KEEPING YOURSELF TARGETED, then wait for Spell Breaker's recharge to hit the bottom right hand corner of the skill icon. once it does, with yourself targeted, hit SB again. it's somewhat tough, but with practice (try Isle of the Nameless to get your timing down) it's possible. Once the second Spellbreaker comes on, nuke the Minds with SS, Reckless, Desecrate. don't worry if SB runs out and they're not quite dead - all you'll get is a migraine you can easily tank out. repeat for any and all Mindblades, as well as the Pits/Pools - watch out for Chained Souls in the Bone Pits - all they have is Rend, and they use it well. this run can be LONG, but also rewarding - 10+ ectos, even with a hero, isn't uncommon if you clear the chamber and solo everything possible.

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