NightfallDervish. Mysticism 16Intimidating AuraEnchantment SpellFor 60 seconds you have +104 max Health and take 11 less damage from foes with less Health than you.4¾20
EotNNo Profession. Deldrimor rank Drunken MasterStanceFor 72..90 seconds, your movement and attack speeds are increased by 10..15%. If you are drunk while activating this Skill, your movement and attack speeds are increased by 25..33% instead. PvE only.560
NightfallDervish. Earth Prayers 8Mystic RegenerationEnchantment SpellFor 13 seconds, you have +3 Health regeneration for each enchantment (maximum of 8) on you.4¼10
EotNNo Profession. Deldrimor rank Great Dwarf ArmorEnchantment SpellFor 22..40 seconds, target ally has +24 armor, +60 maximum Health, and an additional +24 armor against Destroyers. PvE only.5110
NightfallDervish. Earth Prayers 8Vow of StrengthElite Enchantment SpellFor 15 seconds, whenever you attack a foe with your scythe, you deal 18 slashing damage to all adjacent foes.2¼20
NightfallDervish. Scythe Mastery Eremite's AttackMelee AttackIf it hits, this attack deals +1..8..11 damage and removes a Dervish enchantment. If an enchantment is removed, you do an additional +1..8..11 damage and strike all adjacent foes.56
NightfallDervish. Sunspear rank Eternal AuraEnchantment SpellYou have +100 max Health. When this enchantment ends, all party members in the area are resurrected with 40..50% Health and 20..30% Energy. PvE only.5430
NightfallDervish. Earth Prayers 8Mystic RegenerationEnchantment SpellFor 13 seconds, you have +3 Health regeneration for each enchantment (maximum of 8) on you.4¼10
NightfallDervish. Scythe Mastery Eremite's AttackMelee AttackIf it hits, this attack deals +1..8..11 damage and removes a Dervish enchantment. If an enchantment is removed, you do an additional +1..8..11 damage and strike all adjacent foes.56
EotNNo Profession. Deldrimor rank Great Dwarf ArmorEnchantment SpellFor 22..40 seconds, target ally has +24 armor, +60 maximum Health, and an additional +24 armor against Destroyers. PvE only.5110
NightfallDervish. Mysticism 16Intimidating AuraEnchantment SpellFor 60 seconds you have +104 max Health and take 11 less damage from foes with less Health than you.4¾20
NightfallDervish. Sunspear rank Eternal AuraEnchantment SpellYou have +100 max Health. When this enchantment ends, all party members in the area are resurrected with 40..50% Health and 20..30% Energy. PvE only.5430
Template code
This variant uses Soul Taker combined with Dark Aura to spike instead of Mark of Pain and Vow of Strength. Equipment and running time are more or less the same, using one or the other is a matter of personal preference as the playstyle is only slightly different.
Mystic VigorNightfallDervish. Mysticism Mystic VigorEnchantment SpellFor 20 seconds, every time you successfully hit with an attack, you gain 3..13..16 Health for each Enchantment on you (maximum 25 Health).5¼15 : Will let you survive the spike with high hp, but the run to the Vaettir spot and the balling phase will be slower. Always cast Mystic Vigor beforeMystic RegenerationNightfallDervish. Earth Prayers Mystic RegenerationEnchantment SpellFor 5..17..21 seconds, you have +1..3..4 Health regeneration for each enchantment (maximum of 8) on you.10¼10 when spiking so Mystic Regeneration gets stripped by Eremite's AttackNightfallDervish. Scythe Mastery Eremite's AttackMelee AttackIf it hits, this attack deals +1..8..11 damage and removes a Dervish enchantment. If an enchantment is removed, you do an additional +1..8..11 damage and strike all adjacent foes.56.
Enchanted HasteNightfallDervish. UnlinkedEnchanted HasteFlash Enchantment SpellFor 7 seconds, you move 25% faster. If this enchantment ends prematurely, you lose 1 condition.1015 : The run and the balling phase will be faster (and easier) but you'll sometimes die during the spike, even with a Vampiric Scythe. This will slow you down as you'll need to recast your enchantments and regen between groups. Please note that except slowing you down after the spike, dying (and reviving with Eternal Aura) has no real negative impact, because even if you die during the spike the Vaettir ball will also die everytime, you'll never rack any Death Penalty and you'll always get all the drops and experience. Always cast Enchanted Haste afterMystic RegenerationNightfallDervish. Earth Prayers Mystic RegenerationEnchantment SpellFor 5..17..21 seconds, you have +1..3..4 Health regeneration for each enchantment (maximum of 8) on you.10¼10 when spiking so Enchanted Haste gets stripped by Eremite's AttackNightfallDervish. Scythe Mastery Eremite's AttackMelee AttackIf it hits, this attack deals +1..8..11 damage and removes a Dervish enchantment. If an enchantment is removed, you do an additional +1..8..11 damage and strike all adjacent foes.56. See the talk page for more information.
Equipment[]
Armor[]
Full Windwalker Insignia
Sentry's/Blessed can be used as a much cheaper alternative, but you will likely need to walk backwards when balling the vaettir to avoid taking too many automatic critical hits.
Rune of Superior Mysticism
Vaettir have 720 health and they inflict Deep Wound, so you will need at least 821 health (preferably a bit more if not using Windwalker). Fill the rest of your rune slots with a high enough Vigor and/or enough Vitae runes to get your health to reach this after all buffs are active. Higher norn rank will mean you can equip less/lower potency health runes.
Weapon Sets[]
Running/Balling set: One handed martial weapon with +20% Enchantment and a Shield with +10 AL vs. Earth inscription (not inherent mod)
Any Scythe
You can include Fortitude mods on these weapon sets, but make sure to put them on both the scythe and the shield if you do.
Consumables[]
None are necessary, but the following may be worth using:
Morale boosters will give you more health that will be maintained through rezoning, and are also useful if you die.
Alcohol will boost Drunken Master, making the round-ups faster.
If you're going to be farming for an extended period of time, bringing Mercantile Summoning Stones could be useful for inventory management (as you don't enter outposts when restarting the run and there are no merchants nearby).
Cast Eternal Aura upon entering the area. Get the bounty if you want some norn points.
You will need to farm the two groups separately, as you cannot get them to stay away from their spawn without spell prevention. Start with the southern group.
Before aggroing a group, start maintaining Intimidating Aura, Great Dwarf Armor and Mystic Regeneration. Recast as needed.
Mark of Pain Variant[]
Cast Drunken Master.
Cast Mark of Pain on one of the Vaettir and round up the group. Make sure they are bunched together rather than spread around you.
Once everything is balled and MoP is almost recharged, cast Vow of Strength and then Mystic Regeneration (so that you will not strip VoS with Eremite's Attack).
Recast Mark of Pain on a different Vaettir once it recharges. You will have about 8 seconds left to spike the group (assuming you did not reduce MoP's recharge in any way).
If the vaettir bodyblocked you in a way that they surround you, place the 2nd MoP about a quarter of the way around the circle from the 1st MoP. This should allow you to still kill the most/all of the group (possibly missing the two MoP'd vaettir if you didn't have at least 21 gathered).
Switch to your Scythe, wait for Clumsiness to wear off, and then use Eremite's Attack.
Pick up your drops and repeat for the other group. If you have a straggler due to the first MoP wearing off before the spike, just ignore it.
Rezone and repeat the farm.
Soul Taker Variant[]
Round up the group. Make sure they are bunched together rather than spread around you.
Target one of the Vaettir.
Once everything is balled, cast Dark Aura then Mystic Vigor and Mystic Regeneration, in that order.
If using Enchanted Haste, cast Dark Aura then Mystic Regeneration and Enchanted Haste, in that order.
When you see a new Clumsiness hex appearing on your bar, wait ~1 second, cast Soul Taker, then switch to your scythe.
As soon as you see Clumsiness about to disappear, with the icon rapidly blinking, cast Eremite's Attack so it hits while you're free of the hex.
Pick up your drops and repeat for the other group.
Rezone and repeat the farm.
Counters[]
Allowing health to fall below 721.
Bodyblock before a critical mass of vaettir is reached.
Attacking with Clumsiness still up.
Stripping the wrong enchantment with Eremite's Attack.