This build is provisionally vetted great pending more votes. This build has received a provisional rating in the range from 4.75 to 5.0 and thus qualifies for the highest category of working builds: Great. This build has been designed for the following use: |
This build requires Consumables to operate properly. |
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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[]
Minotaur Duo[]
Modniir Team[]
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.
Lakes Solo[]
Wastrel's Spam[]
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%. |
Equipment[]
- Armor:
- Weapons:
- Enchanting martial weapon with a Domination 20/20 offhand.
- Pcons
- Need at least Egg and Candy Corn. Lunars are recommended.
Alternative Lakes Solo[]
You have an additional 1% chance to critical hit. Whenever you critical hit, you get 0 Energy. |
Optional Skills[]
- Optional an be anything you prefer to help increase damage such as:
- Cry of Pain for wide AoE rupt, damage, and degen.
- 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.
Equipment[]
- Weapons
- A staff, preferably a domination staff for better auto attacks, with a +5 energy staff head , Staff Wrapping of Enchanting , and "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.
- 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
- Head piece: +1 Shadow Arts with a +3 Rune of Superior Shadow Artsalso with a Blessed Insignia.
- Chest: Rune Of Superior Vigor, with a Blessed Insignia.
- Hands: Rune Of Attunement, with a Blessed Insignia.
- Legs: Rune Of Attunement, with a Blessed Insignia.
- Feet: Rune Of Attunement, with a Blessed Insignia.
- Pcons
- 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 Form and Shroud of Distress at all times.
- Before spiking a ball, cast Channeling for energy during the spike.
- To spike, cast Arcane Echo and Wastrel's Demise on as many targets as quickly as possible as you can by using the tab key.
- Use Empathy and "Finish Him!" on enemies outside of the ball and for killing Dazehl.
- Make sure to put your Optional 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.
- Video
Berserk Duo[]
Tank[]
You have an additional 3% chance to critical hit. Whenever you critical hit, you get 1 Energy. |
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.
- Route and Map
- Video
VoS[]
The energy cost of Dervish enchantments is reduced by 20%. In PvE, gain +5 armor rating while enchanted. |
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.
Modniir Team[]
x3 WotA[]
12 + 3 12 + 3 + 1 You have an additional 15% chance to critical hit. Whenever you critical hit, you get 3 Energy. |
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[]
- Whatever allows you to keep energy and still spam dagger skills/do damage with auto attacks works.
Seeder[]
Your allies are healed for 51 Health whenever you cast Monk spells on them. |
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.
Emo[]
Your maximum Energy is raised by 48. |
Equipment[]
- Armor:
Usage[]
Guide Map[]
- 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 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.