This is for people to farm Norn reputation points for the title really quickly as a team by vanquishing Varajar Fells outside of Olafstead. This team allows every profession the chance to participate. Each run takes an average of <30 min and gains people as high as around 20k reputation each run. This varies on quests, spawns, and luck with bonuses.
Overview[]
Lakes Solo[]
1x/ Wastrel's Spam
Minotaur Duo[]
1x/ Tank
1x/ VoS
Modniir Team[]
2x/ WotA
1x/ VoS
1x/ Seeder
1x/ Emo
Tips[]
Knowing when to take shrines is very important, each route will go more in to detail. Every shrine other than the first can be taken after the run is completed, however you might waste some points on getting rank ups and bonuses. An explanation of how the shrines and bounties work can be found HERE.
If you choose to wait until after to get all the shrines, still look out for Vaettir spawns.
All Vaettir spawns should try and be avoided. See map below for more details.
The Path to Revelations quest should be active for more reputation per run, however if nobody in the team has it active, wait until everyone is together at the end to fight Nifling.
If Jormungand spawns somewhere in the map, wait for the whole team to be together to fight it. However, it is super rare and probably will never be an issue.
Over where all of the routes end, where Nifling or The Path to Revelations is, the whole area spawns Smoke Phantoms one at a time so be prepared if you choose to go in.
The Ele Imp Boss will not spawn unless all other Imps in the map have been slain. (See Lake Solo for more details).
The Dervish Minotaur Boss maybe patrol all the way into the Modniir area. He will die on his own if you do not engage him there. (See Berserk Duo, Modniir Team, and Lake Solo for more details).
All party members need to have completed "Vision of the Raven Spirit" quest or there will be a lot fewer foes.
Vaettir Spawn Map[]
Yellow stars show groups that will always spawn if you walk into agro range.
Orange stars show that anywhere in a large area around them, 1 Vaettir has a random and really low chance to spawn. Usually 1 every 5 runs might spawn. It is only one so you can kill it and focus it first.
You activate Spells and Signets 25% faster. (No effect for non-Mesmer skills with a cast time less than 2 seconds.) In PvE, the recharge time of your Mesmer Spells is reduced by 18%.
CoreElementalist. Earth Magic 12Obsidian FleshElite Enchantment SpellFor 18 seconds, you gain +20 armor and cannot be the target of enemy Spells, but cannot attack and have -2 energy degeneration.25130
NightfallElementalist. Earth Magic 12Stoneflesh AuraEnchantment SpellFor 13 seconds, damage you receive is reduced by 25, and you are immune to critical attacks.101.515
NightfallElementalist. Earth Magic 12Stone StrikerEnchantment SpellFor 25 seconds, whenever you take or deal elemental or physical damage, that damage is converted to earth damage.5¼20
CoreMesmer. Inspiration Magic Mantra of EarthStanceFor 30..78..94 seconds, whenever you take earth damage, the damage is reduced by 26..45..52% and you gain 2 Energy.1020
EotNNo Profession. Ebon Vanguard rank Ebon Battle Standard of HonorWard SpellYou plant an Ebon Battle Standard of Honor at your current location. For 14..20 seconds, non-Spirit allies in this area strike for +8..15 damage and an additional +7..10 vs. Charr. PvE only.10120
NightfallMesmer. Domination Magic 16Wastrel's DemiseHex SpellFor 5 seconds, target foe is hexed with Wastrel's Demise. Each second while hexed, target foe and all foes adjacent to that foe take 11 damage and an additional 11 damage for each second this spell is in effect. This hex ends prematurely if target foe uses a skill. 50.23
PropheciesMesmer. Domination Magic 16Wastrel's WorryHex SpellAfter 3 seconds, target foe and all adjacent foes take 105 damage. Wastrel's Worry ends prematurely if that foe uses a skill.50.21
FactionsElementalist. Earth Magic 12Sliver ArmorEnchantment SpellFor 10 seconds, you have 45% chance to block attacks and whenever you are the target of a hostile Spell or attack one nearby foe is struck for 29 earth damage.10130
FactionsAssassin. Shadow Arts 16Shroud of DistressEnchantment SpellFor 62 seconds, if you are below 50% Health, you have 8 health regeneration and a 75% chance to block attacks.10145
FactionsAssassin. Shadow Arts 16Shadow FormElite Enchantment SpellFor 22 seconds, you cannot be the target of enemy Spells, and you gain 5 damage reduction for each Assassin enchantment on you. You cannot deal more than 26 damage with a single skill or attack.5130
NightfallMesmer. Domination Magic 10Wastrel's DemiseHex SpellFor 5 seconds, target foe is hexed with Wastrel's Demise. Each second while hexed, target foe and all foes adjacent to that foe take 7 damage and an additional 7 damage for each second this spell is in effect. This hex ends prematurely if target foe uses a skill. 5¼3
CoreMesmer. UnlinkedArcane EchoEnchantment SpellIf you cast a Spell in the next 20 seconds, Arcane Echo is replaced with that Spell for 20 seconds. Arcane Echo ends prematurely if you use a non-Spell skill.15220
PropheciesMesmer. Inspiration Magic 2ChannelingEnchantment SpellFor 14 seconds, whenever you cast a Spell, you gain 1 Energy for each foe in the area.5115
EotNNo Profession. Norn rank "Finish Him!"ShoutIf target foe has less than 50% Health, that foe takes 44..80 damage and suffers from Cracked Armor and a Deep Wound for 12..20 seconds. PvE only.1015
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Optional Skills[]
OptionalCoreNo Profession. UnlinkedOptionalOptionalOptional. an be anything you prefer to help increase damage such as:
Cry of PainNightfallMesmer. Sunspear rank Cry of PainSpellInterrupt target foe's skill. If that foe was suffering from a Mesmer Hex, that foe and all foes in the area take 25..50 damage and -3..5 Health degeneration for 10 seconds. PvE only.10¼15 for wide AoE rupt, damage, and degen.
Ebon Battle Standard of HonorEotNNo Profession. Ebon Vanguard rank Ebon Battle Standard of HonorWard SpellYou plant an Ebon Battle Standard of Honor at your current location. For 14..20 seconds, non-Spirit allies in this area strike for +8..15 damage and an additional +7..10 vs. Charr. PvE only.10120 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.
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.
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.
Can use a Cupcake if you want to, most agro will not break, however some elementals will not follow well.
No need for any other pcons. This part can even be done in HM alone with out any cons or pcons easily.
Guide[]
Skill usage:
Maintain Shadow FormFactionsAssassin. Shadow Arts Shadow FormElite Enchantment SpellFor 5..18..22 seconds, you cannot be the target of enemy Spells, and you gain 5 damage reduction for each Assassin enchantment on you. You cannot deal more than 5..21..26 damage with a single skill or attack.5130 and Shroud of DistressFactionsAssassin. Shadow Arts Shroud of DistressEnchantment SpellFor 30..54..62 seconds, if you are below 50% Health, you have 3..7..8 health regeneration and a 75% chance to block attacks.10145 at all times.
Before spiking a ball, cast ChannelingPropheciesMesmer. Inspiration Magic ChannelingEnchantment SpellFor 8..46..59 seconds, whenever you cast a Spell, you gain 1 Energy for each foe in the area.5115 for energy during the spike.
To spike, cast Arcane EchoCoreMesmer. UnlinkedArcane EchoEnchantment SpellIf you cast a Spell in the next 20 seconds, Arcane Echo is replaced with that Spell for 20 seconds. Arcane Echo ends prematurely if you use a non-Spell skill.15220 and Wastrel's DemiseNightfallMesmer. Domination Magic Wastrel's DemiseHex SpellFor 5 seconds, target foe is hexed with Wastrel's Demise. Each second while hexed, target foe and all foes adjacent to that foe take 1..8..11 damage and an additional 1..8..11 damage for each second this spell is in effect. This hex ends prematurely if target foe uses a skill. 5¼3 on as many targets as quickly as possible as you can by using the tab key.
Use EmpathyCoreMesmer. Domination Magic EmpathyHex SpellFor 5..13..16 seconds, whenever target foe attacks, that foe takes 10..46..58 damage and target foe deals 1..12..16 less damage with attacks.10210 and "Finish Him!"EotNNo Profession. Norn rank "Finish Him!"ShoutIf target foe has less than 50% Health, that foe takes 44..80 damage and suffers from Cracked Armor and a Deep Wound for 12..20 seconds. PvE only.1015 on enemies outside of the ball and for killing Dazehl.
Make sure to put your OptionalCoreNo Profession. UnlinkedOptionalOptionalOptional. skill to good use.
Route and map:
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 if safe, kill the frozen elementals there, 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.
FactionsAssassin. Shadow Arts 16Shroud of DistressEnchantment SpellFor 62 seconds, if you are below 50% Health, you have 8 health regeneration and a 75% chance to block attacks.10145
FactionsAssassin. Shadow Arts 16Shadow FormElite Enchantment SpellFor 22 seconds, you cannot be the target of enemy Spells, and you gain 5 damage reduction for each Assassin enchantment on you. You cannot deal more than 26 damage with a single skill or attack.5130
NightfallDervish. Earth Prayers 9Armor of SanctityEnchantment SpellAll adjacent foes suffer from weakness for 11 seconds. For 15 seconds, you take 14 less damage from foes suffering from a Condition.5¼15
FactionsAssassin. Shadow Arts 16Dark EscapeStanceFor 16 seconds, you move 25% faster and take half damage. Dark Escape ends if you successfully hit with an attack.530
FactionsAssassin. Shadow Arts 16Heart of ShadowSpellYou are healed for 158, and you Shadow Step to a nearby location directly away from your target.5¼15
EotNNo Profession. Ebon Vanguard rank Ebon Battle Standard of HonorWard SpellYou plant an Ebon Battle Standard of Honor at your current location. For 14..20 seconds, non-Spirit allies in this area strike for +8..15 damage and an additional +7..10 vs. Charr. PvE only.10120
EotNNo Profession. Deldrimor rank Great Dwarf WeaponWeapon SpellFor 20 seconds, target other ally's weapon strikes for +15..20 damage and has a 28..40% chance to cause knock down. PvE only.1015
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Equipment[]
Weapons
Martial weapon with +5e and 20% enchant, and a shield with +45 health while enchanted and +10 armor vs earth damage.
Armor
Armor should have +3 +1 shadow head piece with a +50 health on chest and the rest runes of energy +2 and all pieces with blessed insignias.
Pcons
Do not use cupcake or agro will break really easily.
It is helpful to use candy apple for the extra health but nothing is needed.
Guide[]
Skill Usage
After you ball, walk backwards towards the VoS, ping the closest enemy infront of you, cast standard, ping a target, and cast GDW on the derv as they EE to you. Never ping an Aurochs because they have heals. Depending on which mesmer spawns at the end in the Jotun cave, use standard and dagger it down before the VoS spikes. The Bladeturners need to be daggered only. After clearing all of the Minotaur area head over to the lake near the first shrine and follow the path the Lakes Solo took and kill the one group of patrolling Minotaur and all of the Ice elementals and griffons on the hill.
NightfallDervish. Earth Prayers 16Sand ShardsFlash Enchantment SpellFor 30 seconds, the next 5 times you hit with a scythe, all other adjacent foes take 63 earth damage.810
NightfallDervish. Earth Prayers 16Vow of StrengthElite Enchantment SpellFor 15 seconds, whenever you attack a foe with your scythe, you deal 26 slashing damage to all adjacent foes.4¼20
EotNNo Profession. Ebon Vanguard rank Ebon EscapeSpellShadow Step to target other ally. You and that other ally are healed for 70..110 health. PvE only.5¼10
NightfallDervish. Earth Prayers 16Staggering ForceFlash Enchantment SpellAll nearby foes are struck for 42 earth damage. For 30 seconds, your attacks deal earth damage. When this enchantment ends, all nearby foes have Cracked Armor for 11 seconds.86
NightfallDervish. Scythe Mastery 8Eremite's AttackMelee AttackIf it hits, this attack deals +6 damage and removes a Dervish enchantment. If an enchantment is removed, you do an additional +6 damage and strike all adjacent foes.56
NightfallDervish. Earth Prayers 16Mystic RegenerationEnchantment SpellFor 21 seconds, you have +4 Health regeneration for each enchantment (maximum of 8) on you.8¼10
CoreNecromancer. Curses 10Mark of PainHex SpellFor 30 seconds, whenever target foe takes physical damage, Mark of Pain deals 30 shadow damage to adjacent foes.10120
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Equipment[]
Q9 Scythe with 15% damage while enchanted, vampiric or zealous, and 20% enchant.
Armor should have +3 +1 earth prayers head piece with a +50 health on chest and +1 scythe on some piece, and the rest runes of energy +2. All pieces should have windwalker insignias.
Usage[]
Follow the tank, when he pings, pre cast your enchants and then cast your hex on the pinged target at max cast range, then EE in to him and eremites the targeted enemy. After you kill everything in the area head towards the other part of the lake where the first shrine is and head east to the griffon hill. Watch for vaettir spawns, as some might be popped by enemies automatically before even getting there. Kill the one group of Minotour and then kill the Griffons and Ice elementals on the hill.
Routes[]
Different color dots mean different things
Yellow dots show Vaettir Spawns, which you should avoid at all costs unless your team chooses to pop for shrines.
Pink dot is first shrine to grab.
Green dot is second shrine to grab.
Blue/Purple dot is third or fourth shrine, up to you. Quickest to grab purple first when killing imps over there if you choose to grab it at all during the run.
Purple dot will spawn vaettir so if you choose to get it, be prepared.
Orange is last shrine and will most likely spawn vaettir getting to it. Always optional.
Shrines can be taken in any order after the first only if the team is okay with adding more time, if you can run and take them yourself after the run that way nobody has to wait on you.
EotNNo Profession. Norn rank "You Move Like a Dwarf!"ShoutTarget foe is knocked down and takes 44..80 damage. When that foe gets up, it is Crippled for 8..15 seconds. PvE only.1010
FactionsAssassin. Dagger Mastery 16Fox FangsOff-Hand AttackMust follow a lead attack. Fox Fangs cannot be blocked and strikes for +37 damage if it hits.5½3
FactionsAssassin. Dagger Mastery 16Death BlossomDual AttackMust follow an off-hand attack. If it hits, Death Blossom strikes target foe for +47 damage and all adjacent foes take 47 damage.52
NightfallAssassin. Critical Strikes 15Way of the AssassinElite StanceFor the next 20 seconds while wielding daggers, you attack 20% faster and have a +35% chance to land a critical hit.512
FactionsAssassin. Critical Strikes 15Critical EyeSkillFor 35 seconds, you have an additional 15% chance to land a critical hit when attacking. You gain 1 Energy whenever you score a critical hit.530
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Equipment[]
daggers with zealous, +5 energy with attribute +1 20% chance.
Armor should have +3 +1 dagger head piece, +3 crit, +50hp, the rest energy +2 and all pieces with blessed insignias.
Usage[]
Run and kill all the Modniir groups, keep IAU up on cool down, use asura scan on the warriors and elementals. Make sure if the monks get weird aggro to focus on protecting them. If vaettirs pop focus them first. After all of the Modniirs are killed make your way to the griffons in the back corner. Do not over aggro griffons.
Optional WotA Proffession Builds[]
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Whatever allows you to keep energy and still spam dagger skills/do damage with auto attacks works.
NightfallMonk. Sunspear rank Seed of LifeEnchantment SpellFor 2..5 seconds, whenever target other ally takes damage, all party members are healed for 2 Health for each rank in Divine Favor. Target ally gets healed for 51 Health. PvE only.5¼20
FactionsMonk. Divine Favor 16Deny HexesSpellRemove one Hex from target ally for each recharging Divine Favor skill you have. Target ally gets healed for 51 Health.5112
PropheciesRanger. Wilderness Survival 9Serpent's QuicknessStanceFor 24 seconds, recharge times for your skills are reduced by 33%. Serpent's Quickness ends if your Health drops below 50%.545
CoreMonk. Divine Favor 16Blessed SignetSignetFor each Enchantment you are maintaining, you gain 3 Energy. You cannot gain more than 25 energy in this way.210
CoreMonk. UnlinkedHoly VeilEnchantment SpellWhile you maintain this Enchantment, any Hex cast on target ally takes twice as long to cast. When Holy Veil ends, one Hex is removed from target ally. Target ally gets healed for 51 Health.-15112
CoreMonk. Smiting Prayers 9Strength of HonorEnchantment SpellWhile you maintain this Enchantment, target ally deals 17 more damage in melee. Target ally gets healed for 51 Health.-110215
PropheciesMonk. Divine Favor 16Blessed AuraEnchantment SpellWhile you maintain this Enchantment, Monk Enchantments you cast last 37% longer. You get healed for 51 Health.-11022
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Equipment[]
Staff with +5 energy, +5 energy while enchanted, and 20% enchant.
Armor would be a divine head piece with +3 +1 divine favor, a +50 health on chest, and the rest energy runes and insignias.
An extra +3+1 smite head piece for casting SoH only.
Usage[]
Cast blessed aura, then cast SoH on all the melees, and then holy veil on all the melees. Make sure to use blessed signet to gain energy.
PropheciesElementalist. Energy Storage 16Ether RenewalElite Enchantment SpellFor 21 seconds, each time you cast a Spell, you gain 4 Energy and 21 Health for each Enchantment on you.10130
FactionsElementalist. Fire Magic Burning SpeedEnchantment SpellFor 7 seconds, you are set on fire and move 30..42..46% faster. When Burning Speed ends, all adjacent foes are set on fire for 3..8..9 seconds.10¼
EotNNo Profession. Deldrimor rank Great Dwarf WeaponWeapon SpellFor 20 seconds, target other ally's weapon strikes for +15..20 damage and has a 28..40% chance to cause knock down. PvE only.1015
PropheciesMonk. Smiting Prayers Balthazar's SpiritEnchantment SpellWhile you maintain this Enchantment, target ally gains adrenaline and Energy after taking damage. (The amount of adrenaline gained increases depending on your rank in Smiting Prayers.)-1102
CoreMonk. Protection Prayers 12Life BondEnchantment SpellWhile you maintain this Enchantment, whenever target other ally takes damage from an attack, half the damage is redirected to you. The damage you receive this way is reduced by 25.-1102
PropheciesMonk. Protection Prayers 12Protective BondEnchantment SpellWhile you maintain this Enchantment, target ally cannot lose more than 5% max Health due to damage from a single attack or Spell. When Protective Bond prevents damage, you lose 4 Energy or the Spell ends.-1102
Yellow dots show Vaettir Spawns, which you should avoid at all costs unless your team chooses to pop for shrines.
Pink dot is first shrine to grab.
Green dot is second shrine to grab.
Blue dot is third shrine.
Purple dot is fourth shrine.
Orange is last shrine.
Shrines can be taken in any order after the first only if the team is okay with adding more time, if you can run and take them yourself after the run that way nobody has to wait on you.