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[build prof=A/R sha=12+3+1 bea=10 wild=10][Deadly Paradox][Shadow Form][Shroud of Distress][Whirling Defense][Dwarven Stability][Natural Stride][Shadow of Haste][Edge of Extinction][/build]
 
[build prof=A/R sha=12+3+1 bea=10 wild=10][Deadly Paradox][Shadow Form][Shroud of Distress][Whirling Defense][Dwarven Stability][Natural Stride][Shadow of Haste][Edge of Extinction][/build]
====Optional Skills====
 
*{{skill pvxicon|Optional}} an be anything you prefer to help increase damage such as:
 
**{{skill pvxicon|Cry of Pain}} for wide AoE rupt, damage, and degen.
 
**{{skill pvxicon|Ebon Battle Standard of Honor}} for faster boss killing by using this and then daggers, and for using a scythe to get some more AoE damage and for smaller groups.
 
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====Equipment====
 
====Equipment====
 
*Weapons
 
*Weapons
  +
**A martial weapon with 20% longer enchantment mod and an inscription "I Have The Power" for +5 energy. (The other mod does'nt matter, better to not have one).
**A staff, preferably a domination staff for better auto attacks, with a [https://wiki.guildwars.com/wiki/Insightful +5 energy staff head] , [https://wiki.guildwars.com/wiki/Of_Enchanting Staff Wrapping of Enchanting] , and [https://wiki.guildwars.com/wiki/Inscription#Have_Faith "Have Faith" inscription] for +5 energy while enchanted. (Take a little more damage with this but better for casting or if you need emergancy energy).
 
**A martial weapon with 20% longer enchantment mod and an inscription "I Have The Power" for +5 energy. (The other mod does'nt matter, better to not have one). This combined with a shield that has a shield handle with +45 health while enchanted and an inscription "Leaf on the Wind" for +10 armor vs cold.
+
**This combined with a shield that has a shield handle with +45 health while enchanted and an inscription "Leaf on the Wind" for +10 armor vs cold.
** Req 9 Daggers with 20% longer enchantment mod, Zealous or Vampiric depending on if you have energy issues or want to do more damage, and +5 energy inscription.
 
**Scythe with 20% longer enchantment mod, Zealous or Vampiric depending on if you have energy issues or want more damage with autos, and +5 energy inscription.
 
 
*Armor
 
*Armor
 
**Head piece: +1 Shadow Arts with a +3 [https://wiki.guildwars.com/wiki/Rune_of_Shadow_Arts Rune of Superior Shadow Arts]also with a [https://wiki.guildwars.com/wiki/Blessed_Insignia Blessed Insignia].
 
**Head piece: +1 Shadow Arts with a +3 [https://wiki.guildwars.com/wiki/Rune_of_Shadow_Arts Rune of Superior Shadow Arts]also with a [https://wiki.guildwars.com/wiki/Blessed_Insignia Blessed Insignia].

Revision as of 20:48, 11 November 2017

A/R SoH Mantid Farmer

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Equipment

Guide

  • Skill usage:<pvxbig>
    • Maintain Shadow Form Shadow Form and Shroud of Distress Shroud of Distress at all times.
    • Before spiking a ball, cast Channeling Channeling for energy during the spike.
    • To spike, cast Arcane Echo Arcane Echo and Wastrel's Demise Wastrel's Demise on as many targets as quickly as possible as you can by using the tab key.
    • Use Empathy Empathy and "Finish Him!" "Finish Him!" on enemies outside of the ball and for killing Dazehl.
    • Make sure to put your Optional Optional skill to good use.
  • Route and map:
    • Ice Lake Solo 1
      Run down and grab the pink shrine and make your way to the south lake. Make sure to look at the vaettir spawn map so you do not pop any vaettir when grabbing imps. If you do pop any vaettir along your way leave them for the berserk duo. The will be a patrolling group of minotaurs on the south side of the lake. Make sure to not grab them or you will die. To ball ice imps and elementals together, you must first ball the ice imps, then pull the elementals into them. Elementals have half the attack range ice imps do. Once the imps are balled just run through them and watch closely as the elementals pull into them. Make your way around the lake counter clock wise to avoid the vaettir spawns on the west side. Once you get all the way around grab the green shrine and make sure any imps fighting modniir die before heading to the north lake. Ignore any modniir you might encounter. Once you get to the north lake start balling the imps and elementals and make your way north. Make sure to kill the small group of imps at the top of the lake by the yellow shrine. If you miss any imps the boss will not spawn. Go ahead and grab the yellow shrine and make your way to the purple shrine. By the time you grab the purple shrine there should only be one group of imps left in the corner by the cave. Grab them and pull them out because where you intially grab them is where the boss spawn is and you do not want to aggro him yet. Once you kill the small group the boss group will spawn (if he does not then you missed an imp somewhere around one of the lakes), ignore him and go into the cave. Grab everything in the cave in one pull and spike it. You can then grab the orange shrine and head back to the boss group and kill it. Then you are done. You can go help other teams or grab any of the blue shrines left or ones you did not grab before. Asterius may patrol all the way over to the green shrine, if you see him, do not engage him, he will die on his own and will kill you if you agro him.
  • Video