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Ü-Titel Guide By Sharan [English-Version]


Dr Med den Rasen

born 2 post

[KING]

Registriert seit: 23.11.2007

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With the help of XP scrolls, the Legendary Survivor title may be gained within 10 hours from character creation. Considering Guildwiki states the average time to reach Legendary Survivor while questing is 104 hours, the numbers look pretty good.

The bulk of the guide pre-dates the release of the Eye of the North expansion pack and Wajjun Bazaar is no longer the safest or easiest way to farm the title. The best spot to do it now is Kilroy Stonekin's Punch-Out Extravaganza. I've left the Wajjun Bazaar Legendary Survivor Team information intact because the XP gain is still right up there (up to 72,000XP per run) and if nothing else, the guide can be used as an introduction to the principles of 600 / Smite farming with a hero.

Hands down the easiest way to gain the Legendary Survivor title is to level your character to Level 10 and complete the EoTN intro quest from Lion's Arch, Kamadan or Kaineng Center (Nightfall is the easiest, Factions is the hardest). Any class & campaign will do. Once you accept the quest you gain the Journey to the North buff which boosts your health and attributes temporarily to that of a Level 20 character. Simply complete the quest & run your character with Heroes/Henchies to Eye of the North, you should encounter only two or three mobs which are easily dispatched. Then run north to Gunnar's Hold, again only one or two mobs will cross your path. Speak with Kilroy, accept the quest and get ready to rumble. All up, it should take about 30 mins to reach the spot after accepting the intro quest.

The quest is tailor made for Legendary Survivor farming - it's solo, repeatable, has great XP (20,000XP per 7 min run in HM, more with scrolls) and is difficult to fail - you get knocked out instead of dying so as long as you spam Stand Up! before the timer runs out, you'll farm the title with ease. If you fail to stand up in time, you will die and you'll lose your shot at the LS title. There is also a small risk of lag robbing you of your title, besides that it's completely idiot proof. To speed things along, buy max armor and wear customised Thunderfist's Brass Knuckles (received after completing the Kilroy Stonekin quest chain) and do the quest in Hard Mode. To access Hard Mode, complete EoTN with another character on your account. Read Mickey's tips to get the most out of the run, he's made 6 Legendary Survivors farming Kilroy and knows his stuff.

---------------------------------------------------------------

Prior to EoTN, farming Jade Brotherhood in Wajjun Bazaar was in my view the safest, quickest, most flexible and easiest way to farm the Survivor title. The Wajjun Bazaar run is easy to get to from any campaign, is easy to do with any Mo/X or X/Mo (other classes can do the run with alternate bonders, see Part Three) and the build is safe as a bank. There are other locations in Nightfall, Prophecies and GW:EN that may be XP farmed relatively easily, i'ved added those spots to Part Three of the guide.

This guide assumes you have all three campaigns on a linked account for all required skills, have Nightfall for the Heroes and have completed Factions with at least one character to unlock Hard Mode at lvl20. All skills are accessible (assuming you've unlocked them) from Kamadan, Lion's Arch and Kaineng Center. If not, unlock them in PvP, buy the PvP editions to unlock all skills, use tomes, or get them however you normally get them.

Part One, The Legendary Survivor Team Build is outlined below.
Part Two, Where and How to use the Legendary Survivor Build continues in the third post of the thread.
Part Three, Other Classes and XP Farming Locations is the fifth post of the thread.
=================================== ==============

The Build

Only 6 skills are essential across two characters. The Recommended and Optional skills provide extra HP and regen, making the run substantially safer. At a minimum take Spirit Bond, Protective Spirit, Balthazar's Spirit and Essence Bond on your character, and Holy Wrath + Retribution on your Hero. Protective Spirit may appear obsolete at 2000+ HP, but if you drift out of Symbiosis you're in world of hurt without it.

Essential skills





Core Protective Spirit

* 5
* ¼
* 10

Enchantment Spell. For 5..19..24 seconds, target ally cannot lose more than 10% max Health due to damage from a single attack or Spell. (Attrib: Protection Prayers)






Factions Spirit Bond

* 2
* ¼
* 10

Enchantment Spell. For 8 seconds, whenever target ally takes more than 60 damage from the next 10 attacks or Spells, that ally is healed for 40..88..104 Health. (Attrib: Protection Prayers)






Prophecies Holy Wrath

* 2
* 10
* -1

Enchantment Spell. While you maintain this Enchantment, whenever target ally takes attack damage, this Spell deals 66% of the damage back to the source (maximum of 5..41..53 damage), and you lose 10 Energy. (Attrib: Smiting Prayers)






Core Retribution

* 2
* 10
* -1

Enchantment Spell. While you maintain this Enchantment, whenever target ally takes attack damage, this Spell deals 33% of the damage back to the source (maximum 5..17..21 damage). (Attrib: Smiting Prayers)






Prophecies Balthazar's Spirit

* 2
* 10
* -1

Enchantment Spell. While 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.) (Attrib: Smiting Prayers)






Prophecies Essence Bond

* 2
* 10
* -1

Enchantment Spell. While you maintain this Enchantment, whenever target ally takes physical or elemental damage, you gain 1 Energy.




Recommended skills





Prophecies Life Attunement

* 2
* 10
* -1

Enchantment Spell. While you maintain this Enchantment, target ally deals 30% less damage in combat, but gains 14..43..52% more Health when healed. (Attrib: Protection Prayers)






Prophecies Life Barrier

* 5
* 2
* 15
* -1

Elite Enchantment Spell. While you maintain this Enchantment, damage dealt to target other ally is reduced by 20..44..52%. If your Health is below 50% when that ally takes damage, Life Barrier ends. (Attrib: Protection Prayers)






Prophecies Aura of Faith

* 15
* 1
* 10

Elite Enchantment Spell. For 60 seconds, target ally gains 24..45..52% more Health when healed. (Attrib: Divine Favor)






Prophecies Symbiosis

* 60
* 5
* 5

Nature Ritual. Create a level 1..8..11 Spirit. For each Enchantment on a non-Spirit creature within range, that creature has +27..125..158 maximum Health. This Spirit dies after 30..126..158 seconds. (Attrib: Beast Mastery)




Optional skills





Prophecies Serpent's Quickness

* 45
* 5

Stance. For 15..27..31 seconds, recharge times for your skills are reduced by 33%. Serpent's Quickness ends if your Health drops below 50%. (Attrib: Wilderness Survival)






Prophecies Blood Ritual

* 2
* 2
* 5
* 17%

Enchantment Spell. For 8..13..14 seconds, target touched ally gains +3 Energy regeneration. Blood Ritual cannot be used on the caster. (Attrib: Blood Magic)






Core Mending

* 2
* 10
* -1

Enchantment Spell. While you maintain this Enchantment, target ally gains +1..3..4 Health regeneration. (Attrib: Healing Prayers)






Prophecies Watchful Spirit

* 5
* 1
* 15
* -1

Enchantment Spell. While you maintain this Enchantment, target ally gains +2 Health regeneration. That ally is healed for 30..150..190 Health when Watchful Spirit ends. (Attrib: Divine Favor)






Prophecies Succor

* 10
* 1
* 5
* -1

Enchantment Spell. While you maintain this Enchantment, target other ally gains +1 Health and +1 Energy regeneration, but you lose 1 Energy each time that ally casts a Spell.






Prophecies Vital Blessing

* 2
* ¾
* 10
* -1

Enchantment Spell. While you maintain this Enchantment, target ally has +40..168..211 maximum Health. (Attrib: Protection Prayers)






Core Blessed Signet

* 10
* 2

Signet. For each Enchantment you are maintaining, you gain 3 Energy (maximum 3..20..25). (Attrib: Divine Favor)






Core Signet of Devotion

* 5
* 2

Signet. Heal target ally for 14..83..106 Health. (Attrib: Divine Favor)




Heroes
Tahlkora and / or Dunkoro. Acolyte Jin is optional.
=================================== ==============

How it Works

The build is based on a simple concept - the more damage you receive, the more you heal, the more pain you return and the faster you complete the run. These same principles are seen to good effect in the 600/Smiter builds, so the concept is nothing new.

The LS team is built upon the following game mechanics -

* Jade Knights in Hard Mode hit for up to 256 damage at 0AL. To reduce it to a manageable level, use Life Barrier for up to 52% damage reduction. At 122 per hit received, this is well above the threshold to trigger max damage from Holy Wrath & Retribution as wel as max Spirit Bond heals.
* Spirit Bond combined with Life Attunement and Aura of Faith heals up to 187HP multiple times per second, easily outhealing all damage. SB won't trigger on all hits, but will always trigger on Triple Chop, Cyclone Axe and Furious Axe hits from the Jade Knights (about 2 or 3 hits per second).
* Holy Wrath and Retribution returns up up to 99% of the damage, to a maximum of 71 damage per hit received.
* Jade Knights hit 50% faster in Hard Mode - you'll receive plenty of hits triggering Spirit Bond heals, and return plenty of damage via Holy Wrath and Retribution. This kills the Jades in 10-15 seconds and keeps your health maxed out.
* Symbiosis combined with up to 15 enchantments on your character provides a massive health buffer of over 2000 HP. High HP compensates for poor timing, miscasts and lag, making the Easy Run incredibly easy.
* Jades give up to 750XP each with scrolls in HM. Your heroes are flagged out of your agro circle, so you get all XP.

=================================== ==============

Your Character

Attributes (at level 20)

Protection: 12
Attribute of your elite / damage line: 12

At levels lower than 20 max out Protection before putting points into other attributes. Drop leftovers into energy management - Divine Favor, Soul Reaping, Energy Storage, Expertise, Critical Strikes, Leadership etc.

Equipment

Armour - To get the most damage and healing out of the build wear starter armour. Ascalon City / Shing Jea / Kamadan armour will do just fine if you destroyed your starter kit. The build will work with max AL however it's better to take no more than AL35 +20 vs physical for Warriors, no more than AL35 for Paragon and no more than AL30 for other classes. Wear starter armour or up to AL15 in Normal Mode.

Weapons - +15 energy, 20%/+1 skill or +20% enchantments are a plus but not required. Paragon and Dervish consider taking an Icy Soulbreaker of Enchanting. Assassins take Sundering or Zealous daggers if you have them. Other classes should consider the Totem Axe, Insightful Spiritbinder or the Hourglass Staff.

Runes - Minor/Major/Superior head runes of damage line if desired. Use HP boosting Vigor, Vitae and Survivor runes, or Radiants and Attunements on all other armour pieces.

Scrolls - Rampager's Insight scrolls (double XP, must kill an enemy every 30 secs) or for the less foolhardy, Hunter's Insight scrolls (175% XP, kill boss every 5 mins). For the wealthy, take Slayer's Insight scrolls (250% XP, kill boss every 5 mins).

Hot Tip - If you find yourself short on cash, consider farming Factions bosses like Byzzr Wingmender with another character in HM for scrolls. You need to complete Factions to enable HM so should already have another character on your account to farm scrolls for your survivor. Use a N/X or X/N




Factions Spoil Victor

* 10
* 1
* 10

Elite Hex Spell. For 5..17..21 seconds, whenever target foe attacks or casts a Spell on a creature with less Health, that foe loses 25..85..105 Health. (Attrib: Blood Magic)


build, like my 55 W/N Elite Tome Farmer.

Skillbar

All Mo/X and X/Mo skillbars have the following skills in common -





Core Protective Spirit

* 5
* ¼
* 10

Enchantment Spell. For 5..19..24 seconds, target ally cannot lose more than 10% max Health due to damage from a single attack or Spell. (Attrib: Protection Prayers)






Factions Spirit Bond

* 2
* ¼
* 10

Enchantment Spell. For 8 seconds, whenever target ally takes more than 60 damage from the next 10 attacks or Spells, that ally is healed for 40..88..104 Health. (Attrib: Protection Prayers)






Prophecies Vital Blessing

* 2
* ¾
* 10
* -1

Enchantment Spell. While you maintain this Enchantment, target ally has +40..168..211 maximum Health. (Attrib: Protection Prayers)






Prophecies Balthazar's Spirit

* 2
* 10
* -1

Enchantment Spell. While 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.) (Attrib: Smiting Prayers)






Prophecies Essence Bond

* 2
* 10
* -1

Enchantment Spell. While you maintain this Enchantment, whenever target ally takes physical or elemental damage, you gain 1 Energy.




If running the Single Hero Bonder (see below), Warriors and Paragons will need to drop Vital Blessing. All classes may drop Vital Blessing in favour of a +27 energy / -1 regen offhand.

On the Easy Run (see Part Two below) you can get away with just the skills listed above on your character, and




Prophecies Holy Wrath

* 2
* 10
* -1

Enchantment Spell. While you maintain this Enchantment, whenever target ally takes attack damage, this Spell deals 66% of the damage back to the source (maximum of 5..41..53 damage), and you lose 10 Energy. (Attrib: Smiting Prayers)


and




Core Retribution

* 2
* 10
* -1

Enchantment Spell. While you maintain this Enchantment, whenever target ally takes attack damage, this Spell deals 33% of the damage back to the source (maximum 5..17..21 damage). (Attrib: Smiting Prayers)


on one Hero. The smite bonds will inflict enough damage to take down the Jade Knights within 10-15 seconds. You'll spend most of your time concentrating on recasting Spirit Bond, therefore attacks and elites are optional. Only use attack skills once you're used to the run, or just stick to recasting Protective Spirit and Spirit Bond as needed. There's no need for additional defensive skills to block, increase armour or reduce damage - they will only slow down your run.

This skillbar works well for all X/Mo classes -





Core Protective Spirit

* 5
* ¼
* 10

Enchantment Spell. For 5..19..24 seconds, target ally cannot lose more than 10% max Health due to damage from a single attack or Spell. (Attrib: Protection Prayers)






Factions Spirit Bond

* 2
* ¼
* 10

Enchantment Spell. For 8 seconds, whenever target ally takes more than 60 damage from the next 10 attacks or Spells, that ally is healed for 40..88..104 Health. (Attrib: Protection Prayers)






Prophecies Shield of Judgment

* 45
* 1
* 15

Elite Enchantment Spell. For 8..18..21 seconds, anyone striking target ally with an attack is knocked down and suffers 5..41..53 holy damage. (Attrib: Smiting Prayers)






Nightfall Signet of Mystic Wrath

* 20
* 2

Signet. Target foe takes 5..29..37 holy damage for each Enchantment on you (maximum 100 holy damage). (Attrib: Smiting Prayers)






Core Scourge Healing

* 5
* 2
* 10

Hex Spell. For 30 seconds, every time target foe is healed, the healer takes 15..67..84 holy damage. (Attrib: Smiting Prayers)






Prophecies Vital Blessing

* 2
* ¾
* 10
* -1

Enchantment Spell. While you maintain this Enchantment, target ally has +40..168..211 maximum Health. (Attrib: Protection Prayers)






Prophecies Balthazar's Spirit

* 2
* 10
* -1

Enchantment Spell. While 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.) (Attrib: Smiting Prayers)






Prophecies Essence Bond

* 2
* 10
* -1

Enchantment Spell. While you maintain this Enchantment, whenever target ally takes physical or elemental damage, you gain 1 Energy.




Use Shield of Judgment to give you a little breathing room while learning the Easy Run. On the Medium and Hard Runs save Shield of Judgment, Signet of Mystic Wrath and Scourge Healing for the Ritualists.

For a more defensive build substitute




Prophecies Healing Hands

* 25
* ¼
* 5

Elite Enchantment Spell. For 10 seconds, whenever target ally takes damage, that ally is healed for 5..29..37 Health. (Attrib: Healing Prayers)


in as your Elite. Healing Hands comes in handy when a Jade Knight swordsman spawns instead of an axeman. The swordsman won't usually trigger Spirit Bond and may steadily reduce your health if you're running the Single Bonder setup.

---------------------------------------------------------------

Skill Templates

The offensive skills listed below may be substituted to suit your own playstyle. Beware of skills that cause AI scatter (Bed of Coals, Lava Fount etc) in HM - your bonders may find themselves under attack and if they die, you die.

Offensive Monk / any





Core Protective Spirit

* 5
* ¼
* 10

Enchantment Spell. For 5..19..24 seconds, target ally cannot lose more than 10% max Health due to damage from a single attack or Spell. (Attrib: Protection Prayers)






Factions Spirit Bond

* 2
* ¼
* 10

Enchantment Spell. For 8 seconds, whenever target ally takes more than 60 damage from the next 10 attacks or Spells, that ally is healed for 40..88..104 Health. (Attrib: Protection Prayers)






Prophecies Shield of Judgment

* 45
* 1
* 15

Elite Enchantment Spell. For 8..18..21 seconds, anyone striking target ally with an attack is knocked down and suffers 5..41..53 holy damage. (Attrib: Smiting Prayers)






Nightfall Signet of Mystic Wrath

* 20
* 2

Signet. Target foe takes 5..29..37 holy damage for each Enchantment on you (maximum 100 holy damage). (Attrib: Smiting Prayers)






Core Blessed Signet

* 10
* 2

Signet. For each Enchantment you are maintaining, you gain 3 Energy (maximum 3..20..25). (Attrib: Divine Favor)






Prophecies Vital Blessing

* 2
* ¾
* 10
* -1

Enchantment Spell. While you maintain this Enchantment, target ally has +40..168..211 maximum Health. (Attrib: Protection Prayers)






Prophecies Balthazar's Spirit

* 2
* 10
* -1

Enchantment Spell. While 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.) (Attrib: Smiting Prayers)






Prophecies Essence Bond

* 2
* 10
* -1

Enchantment Spell. While you maintain this Enchantment, whenever target ally takes physical or elemental damage, you gain 1 Energy.



Template Code: OwAT44HDnpeoFNIZ6USIReoPAA

Defensive Monk / any





Core Protective Spirit

* 5
* ¼
* 10

Enchantment Spell. For 5..19..24 seconds, target ally cannot lose more than 10% max Health due to damage from a single attack or Spell. (Attrib: Protection Prayers)






Factions Spirit Bond

* 2
* ¼
* 10

Enchantment Spell. For 8 seconds, whenever target ally takes more than 60 damage from the next 10 attacks or Spells, that ally is healed for 40..88..104 Health. (Attrib: Protection Prayers)






Prophecies Healing Hands

* 25
* ¼
* 5

Elite Enchantment Spell. For 10 seconds, whenever target ally takes damage, that ally is healed for 5..29..37 Health. (Attrib: Healing Prayers)






Core Blessed Signet

* 10
* 2

Signet. For each Enchantment you are maintaining, you gain 3 Energy (maximum 3..20..25). (Attrib: Divine Favor)






Prophecies Blessed Aura

* 2
* 2
* 10
* -1

Enchantment Spell. While you maintain this Enchantment, Monk Enchantments you cast last 10..30..37% longer. (Attrib: Divine Favor)






Prophecies Vital Blessing

* 2
* ¾
* 10
* -1

Enchantment Spell. While you maintain this Enchantment, target ally has +40..168..211 maximum Health. (Attrib: Protection Prayers)






Prophecies Balthazar's Spirit

* 2
* 10
* -1

Enchantment Spell. While 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.) (Attrib: Smiting Prayers)






Prophecies Essence Bond

* 2
* 10
* -1

Enchantment Spell. While you maintain this Enchantment, whenever target ally takes physical or elemental damage, you gain 1 Energy.



Template Code: OwAT0wHCppeoF7IpkQi+QeAQAA

Monk / Necromancer





Core Protective Spirit

* 5
* ¼
* 10

Enchantment Spell. For 5..19..24 seconds, target ally cannot lose more than 10% max Health due to damage from a single attack or Spell. (Attrib: Protection Prayers)






Factions Spirit Bond

* 2
* ¼
* 10

Enchantment Spell. For 8 seconds, whenever target ally takes more than 60 damage from the next 10 attacks or Spells, that ally is healed for 40..88..104 Health. (Attrib: Protection Prayers)






Prophecies Awaken the Blood

* 45
* 1
* 10

Enchantment Spell. For 20..39..46 seconds, you gain +2 Blood Magic and +2 Curses, but whenever you sacrifice Health, you sacrifice 50% more than the normal amount. (Attrib: Blood Magic)






Prophecies Spiteful Spirit

* 10
* 2
* 15

Elite Hex Spell. For 8..18..21 seconds, whenever target foe attacks or uses a skill, Spiteful Spirit deals 5..29..37 shadow damage to that foe and all adjacent allies of that foe. (Attrib: Curses)






Prophecies Insidious Parasite

* 12
* 1
* 15

Hex Spell. For 5..13..16 seconds, whenever target foe hits with an attack, you steal up to 15..39..47 Health from that foe. (Attrib: Curses)






Prophecies Vital Blessing

* 2
* ¾
* 10
* -1

Enchantment Spell. While you maintain this Enchantment, target ally has +40..168..211 maximum Health. (Attrib: Protection Prayers)






Prophecies Balthazar's Spirit

* 2
* 10
* -1

Enchantment Spell. While 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.) (Attrib: Smiting Prayers)






Prophecies Essence Bond

* 2
* 10
* -1

Enchantment Spell. While you maintain this Enchantment, whenever target ally takes physical or elemental damage, you gain 1 Energy.



Template Code: OwQTc4HDnpeoFfD5hUSIReoPAA

Necromancer / Monk





Core Protective Spirit

* 5
* ¼
* 10

Enchantment Spell. For 5..19..24 seconds, target ally cannot lose more than 10% max Health due to damage from a single attack or Spell. (Attrib: Protection Prayers)






Factions Spirit Bond

* 2
* ¼
* 10

Enchantment Spell. For 8 seconds, whenever target ally takes more than 60 damage from the next 10 attacks or Spells, that ally is healed for 40..88..104 Health. (Attrib: Protection Prayers)






Prophecies Awaken the Blood

* 45
* 1
* 10

Enchantment Spell. For 20..39..46 seconds, you gain +2 Blood Magic and +2 Curses, but whenever you sacrifice Health, you sacrifice 50% more than the normal amount. (Attrib: Blood Magic)






Prophecies Spiteful Spirit

* 10
* 2
* 15

Elite Hex Spell. For 8..18..21 seconds, whenever target foe attacks or uses a skill, Spiteful Spirit deals 5..29..37 shadow damage to that foe and all adjacent allies of that foe. (Attrib: Curses)






Prophecies Insidious Parasite

* 12
* 1
* 15

Hex Spell. For 5..13..16 seconds, whenever target foe hits with an attack, you steal up to 15..39..47 Health from that foe. (Attrib: Curses)






Prophecies Vital Blessing

* 2
* ¾
* 10
* -1

Enchantment Spell. While you maintain this Enchantment, target ally has +40..168..211 maximum Health. (Attrib: Protection Prayers)






Prophecies Balthazar's Spirit

* 2
* 10
* -1

Enchantment Spell. While 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.) (Attrib: Smiting Prayers)






Prophecies Essence Bond

* 2
* 10
* -1

Enchantment Spell. While you maintain this Enchantment, whenever target ally takes physical or elemental damage, you gain 1 Energy.



Template Code: OANDYzxPP1Dt4bIPsHCJyD9B
See the Nemo in action on Youtube

Elementalist / Monk





Core Protective Spirit

* 5
* ¼
* 10

Enchantment Spell. For 5..19..24 seconds, target ally cannot lose more than 10% max Health due to damage from a single attack or Spell. (Attrib: Protection Prayers)






Factions Spirit Bond

* 2
* ¼
* 10

Enchantment Spell. For 8 seconds, whenever target ally takes more than 60 damage from the next 10 attacks or Spells, that ally is healed for 40..88..104 Health. (Attrib: Protection Prayers)






Nightfall Mind Blast

* 2
* 1
* 5

Elite Spell. Target foe is struck for 15..51..63 fire damage. If you have more Energy than target foe, you gain 1..7..10 Energy. (Attrib: Fire Magic)






Prophecies Rodgort's Invocation

* 5
* 2
* 25

Spell. Target foe and all nearby foes are struck for 15..99..127 fire damage and set on fire for 1..3..3 seconds. (Attrib: Fire Magic)






Core Fire Attunement

* 45
* 2
* 10

Enchantment Spell. For 36..55..62 seconds, you are attuned to Fire. You gain 1 Energy plus 30% of the base Energy cost of the Skill each time you use Fire Magic. (Attrib: Fire Magic)






Prophecies Vital Blessing

* 2
* ¾
* 10
* -1

Enchantment Spell. While you maintain this Enchantment, target ally has +40..168..211 maximum Health. (Attrib: Protection Prayers)






Prophecies Balthazar's Spirit

* 2
* 10
* -1

Enchantment Spell. While 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.) (Attrib: Smiting Prayers)






Prophecies Essence Bond

* 2
* 10
* -1

Enchantment Spell. While you maintain this Enchantment, whenever target ally takes physical or elemental damage, you gain 1 Energy.



Template Code: OgNDoMPPP1DtofuXgLCJyD9B
See the Emo in action on Youtube
Note: Rodgort's Invocation has a recharge of 5 secs, not 15 secs.

Warrior / Monk





Core Protective Spirit

* 5
* ¼
* 10

Enchantment Spell. For 5..19..24 seconds, target ally cannot lose more than 10% max Health due to damage from a single attack or Spell. (Attrib: Protection Prayers)






Factions Spirit Bond

* 2
* ¼
* 10

Enchantment Spell. For 8 seconds, whenever target ally takes more than 60 damage from the next 10 attacks or Spells, that ally is healed for 40..88..104 Health. (Attrib: Protection Prayers)






Factions Triple Chop

* 10
* 5

Elite Axe Attack. Attack target foe and adjacent foes. Each attack that hits deals +10..34..42 damage. (Attrib: Axe Mastery)






Nightfall
PvE only Whirlwind Attack

* 1
* 6

Melee Attack. Attack target and adjacent foes. Each attack that hits deals +5..20 damage. (Attrib: Sunspear rank)






Core Cyclone Axe

* 4
* 5

Axe Attack. Perform a spinning axe attack striking for +4..10..13 damage to all adjacent opponents. (Attrib: Axe Mastery)






Prophecies Vital Blessing

* 2
* ¾
* 10
* -1

Enchantment Spell. While you maintain this Enchantment, target ally has +40..168..211 maximum Health. (Attrib: Protection Prayers)






Prophecies Balthazar's Spirit

* 2
* 10
* -1

Enchantment Spell. While 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.) (Attrib: Smiting Prayers)






Prophecies Essence Bond

* 2
* 10
* -1

Enchantment Spell. While you maintain this Enchantment, whenever target ally takes physical or elemental damage, you gain 1 Energy.



Template Code: OQMS8YJT1DaRgPKF7ghEyD6D
Note: with a Single Bonder, drop Vital Blessing.
See the Wammo in action on Youtube

Mesmer / Monk





Core Protective Spirit

* 5
* ¼
* 10

Enchantment Spell. For 5..19..24 seconds, target ally cannot lose more than 10% max Health due to damage from a single attack or Spell. (Attrib: Protection Prayers)






Factions Spirit Bond

* 2
* ¼
* 10

Enchantment Spell. For 8 seconds, whenever target ally takes more than 60 damage from the next 10 attacks or Spells, that ally is healed for 40..88..104 Health. (Attrib: Protection Prayers)






Core Mantra of Resolve

* 20
* 10

Stance. For 30..78..94 seconds, you cannot be interrupted, but each time you would have been interrupted, you lose 10..5..4 Energy or Mantra of Resolve ends. (Attrib: Inspiration Magic)






Core Empathy

* 10
* 2
* 10

Hex Spell. For 5..13..16 seconds, whenever target foe attacks, that foe takes 10..46..58 damage. (Attrib: Domination Magic)






Core Backfire

* 20
* 3
* 15

Hex Spell. For 10 seconds, whenever target foe casts a Spell, that foe takes 35..119..147 damage. (Attrib: Domination Magic)






Core Diversion

* 12
* 3
* 10

Hex Spell. For 6 seconds, the next time target foe uses a skill, that skill takes an additional 10..47..59 seconds to recharge. (Attrib: Domination Magic)






Prophecies Balthazar's Spirit

* 2
* 10
* -1

Enchantment Spell. While 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.) (Attrib: Smiting Prayers)






Prophecies Essence Bond

* 2
* 10
* -1

Enchantment Spell. While you maintain this Enchantment, whenever target ally takes physical or elemental damage, you gain 1 Energy.



Note: Easily the best bar to do the Hard Run. Immune against Mesmer interrupts and owns all casters and melee attackers, especially the Ritualists.
Template Code: OQNEAhoD98UP0icANgHICIP0HA
See the Mesmer in action on Youtube

Ranger / Monk





Core Protective Spirit

* 5
* ¼
* 10

Enchantment Spell. For 5..19..24 seconds, target ally cannot lose more than 10% max Health due to damage from a single attack or Spell. (Attrib: Protection Prayers)






Factions Spirit Bond

* 2
* ¼
* 10

Enchantment Spell. For 8 seconds, whenever target ally takes more than 60 damage from the next 10 attacks or Spells, that ally is healed for 40..88..104 Health. (Attrib: Protection Prayers)






Nightfall Burning Arrow

* 5
* 10

Elite Bow Attack. If this attack hits, you strike for +10..26..31 damage and cause Burning for 1..4..5 seconds. (Attrib: Marksmanship)






Core Savage Shot

* 5
* ½
* 10

Bow Attack. If Savage Shot hits, your target's action is interrupted. If that action was a Spell, you strike for +13..25..29 damage. (Attrib: Marksmanship)






Core Apply Poison

* 12
* 2
* 15

Preparation. For 24 seconds, foes struck by your physical attacks become Poisoned for 3..13..16 seconds. (Attrib: Wilderness Survival)






Prophecies Vital Blessing

* 2
* ¾
* 10
* -1

Enchantment Spell. While you maintain this Enchantment, target ally has +40..168..211 maximum Health. (Attrib: Protection Prayers)






Prophecies Balthazar's Spirit

* 2
* 10
* -1

Enchantment Spell. While 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.) (Attrib: Smiting Prayers)






Prophecies Essence Bond

* 2
* 10
* -1

Enchantment Spell. While you maintain this Enchantment, whenever target ally takes physical or elemental damage, you gain 1 Energy.



Template Code: OgMU84bincO1DtouV1MbCJ0D9BA
Note: You could potentially take




Prophecies Serpent's Quickness

* 45
* 5

Stance. For 15..27..31 seconds, recharge times for your skills are reduced by 33%. Serpent's Quickness ends if your Health drops below 50%. (Attrib: Wilderness Survival)


and




Prophecies Symbiosis

* 60
* 5
* 5

Nature Ritual. Create a level 1..8..11 Spirit. For each Enchantment on a non-Spirit creature within range, that creature has +27..125..158 maximum Health. This Spirit dies after 30..126..158 seconds. (Attrib: Beast Mastery)


on your toon and eliminate the need for a Ranger secondary on a bonder. This is a good idea only on the Easy Run - if you need to recast Symbiosis on a longer run you're in trouble, it'll be taken down quickly by the Jades if cast within agro range.

Ritualist / Monk





Core Protective Spirit

* 5
* ¼
* 10

Enchantment Spell. For 5..19..24 seconds, target ally cannot lose more than 10% max Health due to damage from a single attack or Spell. (Attrib: Protection Prayers)






Factions Spirit Bond

* 2
* ¼
* 10

Enchantment Spell. For 8 seconds, whenever target ally takes more than 60 damage from the next 10 attacks or Spells, that ally is healed for 40..88..104 Health. (Attrib: Protection Prayers)






Factions Vengeful Was Khanhei

* 20
* ¾
* 5

Elite Item Spell. Hold Khanhei's ashes for 5..10..11 seconds. Whenever a foe strikes you in combat while you are holding Khanhei's ashes, you steal 5..29..37 Health from that foe. (Attrib: Restoration Magic)






Factions Vengeful Weapon

* 3
* ¼
* 5

Weapon Spell. For 8 seconds, the next time target ally takes damage from a foe, that ally steals up to 15..51..63 Health from that foe. (Attrib: Restoration Magic)






Factions Soothing Memories

* 5
* 1
* 5

Spell. Target ally is healed for 10..82..106 Health. If you are holding an item, you gain 3 Energy. (Attrib: Restoration Magic)






Prophecies Vital Blessing

* 2
* ¾
* 10
* -1

Enchantment Spell. While you maintain this Enchantment, target ally has +40..168..211 maximum Health. (Attrib: Protection Prayers)






Prophecies Balthazar's Spirit

* 2
* 10
* -1

Enchantment Spell. While 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.) (Attrib: Smiting Prayers)






Prophecies Essence Bond

* 2
* 10
* -1

Enchantment Spell. While you maintain this Enchantment, whenever target ally takes physical or elemental damage, you gain 1 Energy.



Template Code: OAOi8wh8UP0iWMiX0MkQP0HA

Assassin / Monk





Core Protective Spirit

* 5
* ¼
* 10

Enchantment Spell. For 5..19..24 seconds, target ally cannot lose more than 10% max Health due to damage from a single attack or Spell. (Attrib: Protection Prayers)






Factions Spirit Bond

* 2
* ¼
* 10

Enchantment Spell. For 8 seconds, whenever target ally takes more than 60 damage from the next 10 attacks or Spells, that ally is healed for 40..88..104 Health. (Attrib: Protection Prayers)






Nightfall Golden Fox Strike

* 4
* 5

Lead Attack. If this attack hits, target foe takes +10..26..31 damage. If you are under the effects of an Enchantment, this attack cannot be blocked. (Attrib: Dagger Mastery)






EotN Golden Fang Strike

* 4
* 5

Off-Hand Attack. Must follow a lead attack. If you are under the effects of an Enchantment and this attack hits, target foe suffers from a Deep Wound for 5..17..21 seconds. (Attrib: Dagger Mastery)






Factions Death Blossom

* 2
* 5

Dual Attack. Must follow an off-hand attack. If it hits, Death Blossom strikes target foe for +20..40..47 damage and all adjacent foes take 20..40..47 damage. (Attrib: Dagger Mastery)






Prophecies Vital Blessing

* 2
* ¾
* 10
* -1

Enchantment Spell. While you maintain this Enchantment, target ally has +40..168..211 maximum Health. (Attrib: Protection Prayers)






Prophecies Balthazar's Spirit

* 2
* 10
* -1

Enchantment Spell. While 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.) (Attrib: Smiting Prayers)






Prophecies Essence Bond

* 2
* 10
* -1

Enchantment Spell. While you maintain this Enchantment, whenever target ally takes physical or elemental damage, you gain 1 Energy.



Template Code: OwNj8wd84M1DtYZuhdwCJyD9BA
Note: Golden Fox Strike has a 4 sec recharge, not 8 secs.

Paragon / Monk





Core Protective Spirit

* 5
* ¼
* 10

Enchantment Spell. For 5..19..24 seconds, target ally cannot lose more than 10% max Health due to damage from a single attack or Spell. (Attrib: Protection Prayers)






Factions Spirit Bond

* 2
* ¼
* 10

Enchantment Spell. For 8 seconds, whenever target ally takes more than 60 damage from the next 10 attacks or Spells, that ally is healed for 40..88..104 Health. (Attrib: Protection Prayers)






Nightfall Focused Anger

* 60
* 10

Elite Skill. For 45 seconds, you gain 0..120..160% more adrenaline. (Attrib: Leadership)






Nightfall Blazing Finale

* 8
* 1
* 5

Echo. For 10..30..37 seconds, whenever a Chant or Shout ends on target non-Spirit ally, all foes adjacent to that ally are set on Fire for 1..3..3 seconds. (Attrib: Leadership)






Nightfall "Go for the Eyes!"

* 4
* 4

Shout. For 10 seconds, the next time each ally within earshot makes an attack, that attack has an additional 30..66..78% chance to critical. (Attrib: Command)






Prophecies Vital Blessing

* 2
* ¾
* 10
* -1

Enchantment Spell. While you maintain this Enchantment, target ally has +40..168..211 maximum Health. (Attrib: Protection Prayers)






Prophecies Balthazar's Spirit

* 2
* 10
* -1

Enchantment Spell. While 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.) (Attrib: Smiting Prayers)






Prophecies Essence Bond

* 2
* 10
* -1

Enchantment Spell. While you maintain this Enchantment, whenever target ally takes physical or elemental damage, you gain 1 Energy.



Template Code: OQOj8wmDKP1DtoF+EnuDJyD9BA
Note: with a Single Bonder, drop Vital Blessing. Take a Scythe to power GftE which in turn renews Blazing Finale.

Dervish / Monk





Core Protective Spirit

* 5
* ¼
* 10

Enchantment Spell. For 5..19..24 seconds, target ally cannot lose more than 10% max Health due to damage from a single attack or Spell. (Attrib: Protection Prayers)






Factions Spirit Bond

* 2
* ¼
* 10

Enchantment Spell. For 8 seconds, whenever target ally takes more than 60 damage from the next 10 attacks or Spells, that ally is healed for 40..88..104 Health. (Attrib: Protection Prayers)






Nightfall Wounding Strike

* 3
* 5

Elite Scythe Attack. If this attack hits while you are under the effects of an Enchantment, target foe suffers from a Deep Wound for 5..17..21 seconds. If you do not have an Enchantment on you, this attack causes Bleeding for 5..17..21 seconds. (Attrib: Scythe Mastery)






Nightfall Mystic Sweep

* 4
* ¾
* 5

Melee Attack. If this attack hits, you deal +5..9..10 damage for each Enchantment on you (maximum 30 bonus damage). (Attrib: Scythe Mastery)






Nightfall Victorious Sweep

* 4
* 5

Melee Attack. If this attack hits, you deal +1..25..33 damage. If the target foe has less Health than you, you gain 30..70..83 Health. (Attrib: Scythe Mastery)






Prophecies Vital Blessing

* 2
* ¾
* 10
* -1

Enchantment Spell. While you maintain this Enchantment, target ally has +40..168..211 maximum Health. (Attrib: Protection Prayers)






Prophecies Balthazar's Spirit

* 2
* 10
* -1

Enchantment Spell. While 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.) (Attrib: Smiting Prayers)






Prophecies Essence Bond

* 2
* 10
* -1

Enchantment Spell. While you maintain this Enchantment, whenever target ally takes physical or elemental damage, you gain 1 Energy.



Template Code: OgOj8wpM7M1DtIAm5CdDJ0D9BA
=================================== ==============

Your Heroes

Choose from the Single Bonder, Dual Bonder or Triple Bonder setups below. Running Triple Bonders doesn't take any longer to run and offers the greatest survivability. Your Heroes will be level 15 if running a Prophecies or Factions toon, attributes are provided at that level. If you're running a Nightfall toon with low-level Heroes, dump at least 10 points into Protection then distribute the rest into Smiting (for Holy Wrath & Retribution) and Beast Mastery (for Symbiosis).

Equip your heroes with Kepkhet's Refuge, Hourglass Staff or Insightful Spiritbinder and superior runes if you have them.
---------------------------------------------------------------

Single Hero Bonder

A Single Bonder is all you need for the Easy Run.

Smite Bonder

A Mo/R hero provides smite bonds to take down the Jade Knights and boosts health to around 1200HP via Symbiosis.

Skills





Prophecies Serpent's Quickness

* 45
* 5

Stance. For 15..27..31 seconds, recharge times for your skills are reduced by 33%. Serpent's Quickness ends if your Health drops below 50%. (Attrib: Wilderness Survival)






Prophecies Symbiosis

* 60
* 5
* 5

Nature Ritual. Create a level 1..8..11 Spirit. For each Enchantment on a non-Spirit creature within range, that creature has +27..125..158 maximum Health. This Spirit dies after 30..126..158 seconds. (Attrib: Beast Mastery)






Prophecies Life Barrier

* 5
* 2
* 15
* -1

Elite Enchantment Spell. While you maintain this Enchantment, damage dealt to target other ally is reduced by 20..44..52%. If your Health is below 50% when that ally takes damage, Life Barrier ends. (Attrib: Protection Prayers)






Prophecies Holy Wrath

* 2
* 10
* -1

Enchantment Spell. While you maintain this Enchantment, whenever target ally takes attack damage, this Spell deals 66% of the damage back to the source (maximum of 5..41..53 damage), and you lose 10 Energy. (Attrib: Smiting Prayers)






Core Retribution

* 2
* 10
* -1

Enchantment Spell. While you maintain this Enchantment, whenever target ally takes attack damage, this Spell deals 33% of the damage back to the source (maximum 5..17..21 damage). (Attrib: Smiting Prayers)






Prophecies Life Attunement

* 2
* 10
* -1

Enchantment Spell. While you maintain this Enchantment, target ally deals 30% less damage in combat, but gains 14..43..52% more Health when healed. (Attrib: Protection Prayers)






Core Blessed Signet

* 10
* 2

Signet. For each Enchantment you are maintaining, you gain 3 Energy (maximum 3..20..25). (Attrib: Divine Favor)






Core Signet of Devotion

* 5
* 2

Signet. Heal target ally for 14..83..106 Health. (Attrib: Divine Favor)



Template code: OwIV403BF7hlA5U3h5Df0LllEA

Attributes (at lvl15)

Smiting 14 (10+1+3)
Protection 10 (7+3)
Divine Favor 5 (2+3)
Beast Mastery 7
Wilderness Survival 2
---------------------------------------------------------------

Dual Hero Bonders

Dual Bonders are recommended for the Moderate Run. Two bonders adds a few seconds to the Easy Run but it can still be done in under 90 secs.

Smite Bonder

A Mo/N smite bonder packing Blood Ritual is useful for non-Monk primaries - they can't use Blessed Signet to rebuild energy after setting up enchantments.

Skills





Prophecies Life Barrier

* 5
* 2
* 15
* -1

Elite Enchantment Spell. While you maintain this Enchantment, damage dealt to target other ally is reduced by 20..44..52%. If your Health is below 50% when that ally takes damage, Life Barrier ends. (Attrib: Protection Prayers)






Prophecies Holy Wrath

* 2
* 10
* -1

Enchantment Spell. While you maintain this Enchantment, whenever target ally takes attack damage, this Spell deals 66% of the damage back to the source (maximum of 5..41..53 damage), and you lose 10 Energy. (Attrib: Smiting Prayers)






Core Retribution

* 2
* 10
* -1

Enchantment Spell. While you maintain this Enchantment, whenever target ally takes attack damage, this Spell deals 33% of the damage back to the source (maximum 5..17..21 damage). (Attrib: Smiting Prayers)






Prophecies Life Attunement

* 2
* 10
* -1

Enchantment Spell. While you maintain this Enchantment, target ally deals 30% less damage in combat, but gains 14..43..52% more Health when healed. (Attrib: Protection Prayers)






Prophecies Blood Ritual

* 2
* 2
* 5
* 17%

Enchantment Spell. For 8..13..14 seconds, target touched ally gains +3 Energy regeneration. Blood Ritual cannot be used on the caster. (Attrib: Blood Magic)






Core Blessed Signet

* 10
* 2

Signet. For each Enchantment you are maintaining, you gain 3 Energy (maximum 3..20..25). (Attrib: Divine Favor)






Core Signet of Devotion

* 5
* 2

Signet. Heal target ally for 14..83..106 Health. (Attrib: Divine Favor)



Template code: OwQUQE3+OYFOMf4jedKllEAA

Attributes (at lvl15)

Smiting Prayers 15 (11+3+1)
Protection 10 (7+3)
Divine Favor 8 (5+3)
Blood Magic 2

Healing Bonder

A Mo/R healing bonder adds +7 health pips and +1 energy pip. The extra enchants boosts health to around 2000 HP for greater survivability. For Warriors and Paragons, the +1 energy pip from Succor lets you to take Vital Blessing. For all classes, Succor lets you take a +27 energy / -1 regen offhand or a Zealous weapon.

Skills





Prophecies Serpent's Quickness

* 45
* 5

Stance. For 15..27..31 seconds, recharge times for your skills are reduced by 33%. Serpent's Quickness ends if your Health drops below 50%. (Attrib: Wilderness Survival)






Prophecies Symbiosis

* 60
* 5
* 5

Nature Ritual. Create a level 1..8..11 Spirit. For each Enchantment on a non-Spirit creature within range, that creature has +27..125..158 maximum Health. This Spirit dies after 30..126..158 seconds. (Attrib: Beast Mastery)






Prophecies Succor

* 10
* 1
* 5
* -1

Enchantment Spell. While you maintain this Enchantment, target other ally gains +1 Health and +1 Energy regeneration, but you lose 1 Energy each time that ally casts a Spell.






Core Mending

* 2
* 10
* -1

Enchantment Spell. While you maintain this Enchantment, target ally gains +1..3..4 Health regeneration. (Attrib: Healing Prayers)






Prophecies Watchful Spirit

* 5
* 1
* 15
* -1

Enchantment Spell. While you maintain this Enchantment, target ally gains +2 Health regeneration. That ally is healed for 30..150..190 Health when Watchful Spirit ends. (Attrib: Divine Favor)






Prophecies Blessed Aura

* 2
* 2
* 10
* -1

Enchantment Spell. While you maintain this Enchantment, Monk Enchantments you cast last 10..30..37% longer. (Attrib: Divine Favor)






Prophecies Aura of Faith

* 15
* 1
* 10

Elite Enchantment Spell. For 60 seconds, target ally gains 24..45..52% more Health when healed. (Attrib: Divine Favor)






Core Signet of Devotion

* 5
* 2

Signet. Heal target ally for 14..83..106 Health. (Attrib: Divine Favor)



Template code: OwIU0QIaR8EIn60Uk/DgEMlA

Attributes (at lvl15)

Healing 13 (9+1+3)
Beast Mastery 10
Divine Favor 8 (5+3)
Wilderness Survival 1

Don't put any more than 13 in Healing. Drop spare points in Beast Mastery, then Divine.
---------------------------------------------------------------

Triple Hero Bonders

The hard run can be completed with two bonders, but to give yourself the best chance consider taking three.

Mo/Me Smiter

Half of the bar is fluff. Useful only for faster energy regen between battles and healing the R/N after casting Blood is Power.

Skills





Prophecies Life Barrier

* 5
* 2
* 15
* -1

Elite Enchantment Spell. While you maintain this Enchantment, damage dealt to target other ally is reduced by 20..44..52%. If your Health is below 50% when that ally takes damage, Life Barrier ends. (Attrib: Protection Prayers)






Prophecies Holy Wrath

* 2
* 10
* -1

Enchantment Spell. While you maintain this Enchantment, whenever target ally takes attack damage, this Spell deals 66% of the damage back to the source (maximum of 5..41..53 damage), and you lose 10 Energy. (Attrib: Smiting Prayers)






Core Retribution

* 2
* 10
* -1

Enchantment Spell. While you maintain this Enchantment, whenever target ally takes attack damage, this Spell deals 33% of the damage back to the source (maximum 5..17..21 damage). (Attrib: Smiting Prayers)






Prophecies Life Attunement

* 2
* 10
* -1

Enchantment Spell. While you maintain this Enchantment, target ally deals 30% less damage in combat, but gains 14..43..52% more Health when healed. (Attrib: Protection Prayers)






Core Blessed Signet

* 10
* 2

Signet. For each Enchantment you are maintaining, you gain 3 Energy (maximum 3..20..25). (Attrib: Divine Favor)






Core Signet of Devotion

* 5
* 2

Signet. Heal target ally for 14..83..106 Health. (Attrib: Divine Favor)






Factions Ether Signet

* 45
* 1

Signet. If you have less than 5..9..10 Energy, gain 10..18..21 Energy. (Attrib: Inspiration Magic)



Template code: OwUUME3+YoNOk8B+geUSSJ1z4GA

Attributes (at lvl15)

Smiting Prayers 15 (11+3+1)
Protection 10 (7+3)
Divine Favor 8 (5+3)

Mo/P Healer

The Healing Monk packs Dwayna's Kiss which can heal a whopping 1350HP due to the number of enchantments on you. Very handy if degenerating or wearing a high AL against Jade Elementalists. Use between battles to instantly regain your health or during battle if you're good at micro-managing hero skillbars. This Hero is also pretty good at casting "Make Haste" on you, which is handy for triggering spawns on the Hard Run then running back to the cover of Symbiosis.

Skills





Prophecies Succor

* 10
* 1
* 5
* -1

Enchantment Spell. While you maintain this Enchantment, target other ally gains +1 Health and +1 Energy regeneration, but you lose 1 Energy each time that ally casts a Spell.






Core Mending

* 2
* 10
* -1

Enchantment Spell. While you maintain this Enchantment, target ally gains +1..3..4 Health regeneration. (Attrib: Healing Prayers)






Prophecies Watchful Spirit

* 5
* 1
* 15
* -1

Enchantment Spell. While you maintain this Enchantment, target ally gains +2 Health regeneration. That ally is healed for 30..150..190 Health when Watchful Spirit ends. (Attrib: Divine Favor)






Prophecies Blessed Aura

* 2
* 2
* 10
* -1

Enchantment Spell. While you maintain this Enchantment, Monk Enchantments you cast last 10..30..37% longer. (Attrib: Divine Favor)






Prophecies Aura of Faith

* 15
* 1
* 10

Elite Enchantment Spell. For 60 seconds, target ally gains 24..45..52% more Health when healed. (Attrib: Divine Favor)






Prophecies Dwayna's Kiss

* 3
* 1
* 5

Spell. Heal target other ally for 15..51..63 Health and an additional 10..30..37 Health for each Enchantment or Hex on that ally. (Attrib: Healing Prayers)






Core Signet of Devotion

* 5
* 2

Signet. Heal target ally for 14..83..106 Health. (Attrib: Divine Favor)






Nightfall "Make Haste!"

* 10
* 5

Shout. For 5..17..21 seconds, target other ally moves 33% faster. This Skill ends if that ally successfully hits with an attack. (Attrib: Command)



Template code: Owkj0kQsZO0ERy/AgQQ2IpkbMA

Attributes (at lvl15)

Healing 13 (9+1+3)
Divine Favor 11 (8+3)
Command 8

R/N BiP Nature Rituals

Blood is Power is fantastic for an energy boost between battles or while fighting Ritualists or Shen the Magistrate's group, which can be slow going. There's no need to drop all five nature rituals at once - use Symbiosis at all times for 2500HP; Fertile Season against the bridge mobs spikes for +15AL and 3000+HP; Edge of Extinction against melee; Quickening Zephyr against heavy interrupts; Energizing Winds against Ritualists, they're always the last ones standing.

Skills





Prophecies Awaken the Blood

* 45
* 1
* 10

Enchantment Spell. For 20..39..46 seconds, you gain +2 Blood Magic and +2 Curses, but whenever you sacrifice Health, you sacrifice 50% more than the normal amount. (Attrib: Blood Magic)






Core Blood is Power

* ¼
* 1
* 33%

Elite Enchantment Spell. For 10 seconds, target other ally gains +3..5..6 Energy regeneration. (Attrib: Blood Magic)






Prophecies Serpent's Quickness

* 45
* 5

Stance. For 15..27..31 seconds, recharge times for your skills are reduced by 33%. Serpent's Quickness ends if your Health drops below 50%. (Attrib: Wilderness Survival)






Prophecies Symbiosis

* 60
* 5
* 5

Nature Ritual. Create a level 1..8..11 Spirit. For each Enchantment on a non-Spirit creature within range, that creature has +27..125..158 maximum Health. This Spirit dies after 30..126..158 seconds. (Attrib: Beast Mastery)






Prophecies Fertile Season

* 60
* 5
* 15

Nature Ritual. Create a level 1..8..11 Spirit. Non-Spirit creatures within range have +50..130..157 maximum Health and gain +8 armor. This Spirit dies after 15..39..47 seconds. (Attrib: Beast Mastery)






Prophecies Edge of Extinction

* 60
* 5
* 5

Nature Ritual. Create a level 1..8..11 Spirit. If a non-Spirit creature within range dies, Edge of Extinction deals 14..43..52 damage to all creatures of the same type that are below 90% Health and within range of the Spirit. This Spirit dies after 30..126..158 seconds. (Attrib: Beast Mastery)






Core Quickening Zephyr

* 60
* 5
* 25

Nature Ritual. Create a level 1..8..11 Spirit. For non-Spirit creatures within its range, all skills recharge twice as fast and cost 30% more of the base Energy to cast. This Spirit dies after 15..39..47 seconds. (Attrib: Wilderness Survival)






Core Energizing Wind

* 60
* 5
* 15

Nature Ritual. Create a level 1..5..6 Spirit. For non-Spirit creatures within its range, all skills cost 15 less Energy (minimum cost 10 Energy), and skills recharge 25% slower. This Spirit dies after 1..25..33 seconds. (Attrib: Beast Mastery)



Template code: OgQUQQLfFsGv5OIn6TH6bX7A

Attributes (at lvl15)
Beast Mastery 13 (9+1+3)
Wilderness Survival 11 (8+3)
Blood Magic 8
Expertise 5 (2+3)
DeleteTimer 00:10

#2

Re: Ü-Titel Guide By Sharan [English-Version]


Dr Med den Rasen

born 2 post

[KING]

Registriert seit: 23.11.2007

Beiträge: 878

Location

The run takes place just outside The Marketplace in Wajjun Bazaar. This is how to get there safely from all three campaigns -

Prophecies

Create your character, any primary will do. Quest in Pre-searing until you can take a secondary profession and choose Monk. Leave Pre-searing and hitch a run from Ascalon City to Lion's Arch, Complete Sunspears in Kryta to get to Kamadan, head to the Plains of Jarin to meet with Kormir and pick up your lvl 15 monk heroes. Triple Bonders are recommended for the Hard Run so Grab Acolyte Jin on the quest Zaishen Elite - it can be done straight after picking up your monks, just head up the hill to get the quest. You get Sousuke after completing Nightfall so the loss is only temporary, Olias makes a great backup Searing Flamer. That's all we need to do in Nightfall.

Complete Mhenlo's Request to get to Kaineng Centre. It can take as little as 3 to 4 hours from character creation to reach The Marketplace. You can potentially get there at very low levels but it's advisable to be at least lvl 5 to have enough skillpoints available to pick up required skills. For low levels, add another hour or two to the time it'll take to get the title.

Risky bits -

1. Avoid the PvP battle when leaving Pre-searing by logging out before battle begins, then logging back in.
2. Beware of two patrolling mobs of Charr outside Grendich Courthouse on the run to Lion's Arch.
3. Don't agro the mobs of Minotaurs near the entrance to Anvil Rock on the run to Lion's Arch.
4. Trolls can pass through the portal at Deldrimor Bowl / Griffin's Mouth on the run to Lion's Arch.
5. The Mergoyle patrols can cause problems in Scoundrel's Rise on the run to Lion's Arch.
6. Sunspears in Kryta quest is potentially nasty without help. Have a lvl 20 friend complete the quest for you while you avoid agro. It's an easy quest for a 20 + Heroes, but not easy if you choose to do it with the crappy henchies in LA.
7. Running from Kaineng Centre to The Marketplace can be problematic - don't accept any quests in Kaineng and it's a clear run if soloing with Henchies. Otherwise, get a runner.


Factions -

Create your character, any primary will do. Shing Jea Island offers the most XP up front and you want to end up in The Marketplace anyway, so it's a logical starting point. Do all secondary profession missions straight away - they're a piece of cake and only take 90 mins. Take Monk as your secondary profession. From this point on, just do the main missions and you'll arrive safely at The Marketplace within 4 hours from character creation.

Run to Kaineng Centre and take Chaos in Kryta to get to Lion's Arch and buy any required Prophecies skills. Complete Sunspears In Kryta to get to Kamadan, head to the Plains of Jarin to meet with Kormir and pick up your lvl 15 monk heroes. Triple Bonders are recommended for the Hard Run so Grab Acolyte Jin on the quest Zaishen Elite - it can be done straight after picking up your monks, just head up the hill to get the quest. You get Sousuke after completing Nightfall so the loss is only temporary, Olias makes a great backup Searing Flamer. That's all we need to do in Nightfall and Prophecies. You'll be about lvl 13 and 5 hours old when ready to start the run back at The Marketplace.

Risky bits -

1. Bone Collector spikes during the Necromancer mission, Track Down Su.
2. The Captured Son quest is best avoided.
3. The Afflicted Senku assassin boss can spike you during the quest To Zen Daijun.
4. The Afflicted Yijo ritualist boss can spike you during the mission Zen Daijun.
5. DO NOT take the Sunspears in Cantha quest! Head to Lion's Arch and do the much easier Sunspears in Kryta quest instead. Have a lvl 20 friend with Heroes complete the quest for you while you avoid agro. It's an easy quest for a 20 + Heroes, but not easy if you choose to do it with the crappy henchies in LA.
6. Run straight past the afflicted mob near Kaineng Center on the run from The Marketplace. Load up on henchies and flag them into the mob while you Robby Rocketpants it outta there!


Nightfall -

Create your character, any primary will do. Quest until lvl 5 and take Monk as your secondary profession. At this point there are two ways to go -

1. Do the quests to pick up Dunkoro and Koss, get a ferry to Consulate Docks, then tag along to Lion's Arch if you're lucky enough to find someone with an active Terror in Tyria quest. From Lion's Arch, take Mhenlo's Request to get to Cantha. Map jump to Kaineng Centre and get a run to The Marketplace. Getting to The Marketplace early will leave you with low level heroes (less than the lvl 15 heroes that Prophecies and Factions characters receive) and potentially only one monk, making it risky to complete even the easy run.
2. Get a ferry to Consulate Docks and purchase max armour, keep your starter set for use at The Marketplace. Complete all quests up to and including The Time is Nigh to pick up Koss, Dunkoro, Melonni and Tahlkora along the way. Triple Bonders are recommended for the Hard Run, so Grab Acolyte Jin on the quest Zaishen Elite - it can be done after Bad Tide Rising. You get Sousuke after completing Nightfall so the loss is only temporary, Olias makes a great backup Searing Flamer. Take a full party at all times - it's easy to stay alive in Istan with max AL, two monks and the motivation henchmen. You'll be finished in 8 to 10 hours and you, Dunkoro and Tahlkora will be lvl 14 or 15 by the time you get to The Marketplace. The quests to get to Lion's Gate and Kaineng Center are passive so it's probably the safest way to get to the run, despite taking the longest time.


Risky bits -

1. The blocks dropping from the ceiling in Jokanur Diggings will not affect your Survivor title, but just beware of them.
2. The quest A Decayed Monument is best avoided.
3. Agroing more than one Frigid Skale, Skale Blighter or Stoneflesh Mandragor. Take them down first and quickly - a low level party can be wiped by their AoE attacks.
4. Running from Kaineng Centre to The Marketplace can be problematic - don't accept any quests in Kaineng and it's a clear run if soloing with Henchies. Otherwise, get a runner.

=================================== ===============

The Run

Rules of Engagement

To do the run successfully and with a minimum risk of dying it's important to understand a few things -

1. Keep Spirit Bond up at all time but do not spam - Spirit Bond will drop after 10 hits. Wait until the icon blinks or the spell has ended before recasting.
2. Set your Heroes to Passive and flag them away from battle and out of your agro circle - this keeps them safe which keeps you alive and ensures you don't share any XP with them. Beware if heroes are too far away and no longer visible on your radar screen, all bonds will break.
3. Stay within Symbiosis' area of effect - if you sustain a lot of damage from the first mob you could find yourself running to the second mob with 1HP. After killing the first mob move the heroes to you, reflag, recast Symbiosis, then attack the second mob.
4. Keep Symbiosis up at all times - If you take damage and Symbiosis drops while you're still in battle, you're dead on the next hit.
5. Do not attack while heroes are in your agro circle - the Jade Knights will run past you and kill your bonders. If they drop, you're as good as dead so log out if your heroes are attacked.
6. Shift-click to disable all bonding skills on your heroes- Cast all enchantments on yourself manually, otherwise Heroes drop the bonds.
7. Lag is your enemy - if your ping is 400+ms it can be a hairy ride. To lower your ping try International Districts. Avoid major event weekends when farming the LS title, they cause major lag and may result in your death.
8. Map 'Log Out' to the Spacebar for a quick double-tap escape - don't hesitate to abort a run if you head near 25% health or you get any signs of lag - hesitating will get you killed. This is by far the quickest and easiest way to get out of Dodge - mash your keyboard twice and you're out. Spacebar is the biggest and easiest key to find so it's the best key for the job.
9. Practice with a non-Survivor character - get used to the run and the skillbars without risking your title.

----------------------------------------------------------------

Easy Run- Very safe for Survivor.

Start off in The Marketplace, zone into Wajjun Bazaar, use Berserker's or Hunter's Insight Scrolls and farm only the first 6 Jade Brotherhood Knights, rinse and repeat. If your HP drops to 25% log out.

As soon as you warp to Wajjun Bazaar, drop Symbiosis (don't leave its area of effect) and cast all enchants on yourself. Make sure you Shift-clicked your Hero/es bonding skills to disable them, then cast them on yourself. Plant the Hero/es flag near the warp to The Marketplace, out of your agro circle away from battle, but not off your radar. Use your scroll of choice, and prepare to Leeroy Jenkins your way to Legendary Survivor within 8 to 9 hours.

In battle focus on recasting Spirit Bond and Protective Spirit. Once the first mob drops, move your Heroes to your location and re-flag. This is to ensure you don't run to the next mob with 1hp, which can happen if you've taken a lot of damage.

** View the Easy Run on YouTube using an early testing build. **

XP Gain: 70 - 90 secs per run for 3600XP with Rampager's Insight scrolls, giving up to 144,000 XP / hour. Without scrolls - 1800 XP per run for up to 72000 XP per hour.
----------------------------------------------------------------

Moderate Run- Dangerous to Survivors with high pings due to Mesmers - 3 interrupts in a row will kill you.

Once your comfortable with the easy run, graduate to the moderate run for a more rewarding challenge - better XP and the chance of a green or elite Ele tome drop. A Mo/Me or Me/Mo does the Moderate run with have few problems - take Mantra of Resolve to avoid interrupts, Backfire and Empathy and to own the Rits. If your HP drops to 25% log out.

Use Hunter's Insight scrolls, take Dual Bonders and farm the first 20 Jade Brotherhood including the ele boss Lian, Dragon's Petal
Lian, Dragon's Petal

Location(s)
- Wajjun Bazaar

Green Item(s)
- Lian's Lantern

Elite(s)
- Double Dragon

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update the original article(s).
. Take out the first 6 Knight's as above then run down the path towards the next mob. Care needs to be taken about placement of Symbiosis - flag heroes them at the bottom of the rise before you get to Lian. Any further may get them killed by a Jade Mage patrol, take them out before attacking Lian's group.

In battle focus on recasting Spirit Bond and Protective Spirit. A Mesmer is the biggest threat and will interrupt Spirit Bond, so stay within Symbiosis' area of effect. Once the mob drops, attack the Ritualist. It can be tough to kill and can take a minute, unless running a Domination Me/Mo or Mo/Me (they drop in seconds).

** View the Moderate Run on YouTube (first 3.5 mins of video is the Moderate Run). **

XP Gain: 3 - 5 mins per run for 11361 XP with Hunter's Insight scrolls, giving up to 227,220 XP / hour. Without scrolls - 6492 XP per run for up to 129840 XP per hour.
----------------------------------------------------------------

Hard Run- Very risky for Survivors due to large mobs with multiple Mesmers and 1500HP spikes. Best done as Mo/Me or Me/Mo.

Unless you're a Me/Mo or Mo/Me consider sticking with the Moderate Run and leave the Hard Run to skill point farmers. It's not overly difficult, but things get tougher against multiple Mesmers. You'll often need to spam Spirit Bond against 1500HP spikes so a Mo/Me or Me/Mo with Mantra of Resolve is the best choice for the run. If you have a green ping you should be ok, just don't over-agro or rush to beat the clock. If your HP drops to 25% log out.

Use Hunter's Insight scrolls, take Dual or Triple Bonders and farm the first 36 Jade Brotherhood. Do the first 6 Knights then take out Lian and the surrounding mobs as outlined above. The final target is the large mob just across the first bridge to the island in the north-west. Flag the heroes near the entrance to the bridge and recast Symbiosis. Don't park them right at the bridge entrance - depending on the spawn you'll face up to 15 Jades at once. The Knights may scatter along the bridge and will head for your bonders if they're too close.

In battle focus on recasting Spirit Bond and Protective Spirit. Two Ritualists can take up to 2 mins to kill (unless packing Backfire and Empathy) - if you're having trouble, it's quicker to zone back to The Marketplace with less than 36 kills to complete more runs in the same time.

** View the Hard Run on YouTube. **

XP Gain: 5 - 7 minutes per run for 19761 XP with Hunter's Insight scrolls, giving up to 237,132 XP / hour. Without scrolls - 11262 XP per run for up to 135144 XP per hour.
=================================== ===============

The Grind

The title can be completed in 19 runs using 38 Slayer's scrolls in 5 hours.

A Mo/Me or Me/Mo and Triple Bonders can easily farm all 95-100 Jade Brotherhood in the area in 20 mins for 72,000XP using two or three Slayer's Insight scrolls per run. It takes 10-12 mins for the first 60 (about 44500XP) and 15-17 mins for the first 80 (about 58500XP). You average 220,000 to 240,000XP / hr with less zoning, less merching, less outlay on scrolls, less repetition and less boredom.

The calculations below take into account that most people cannot afford gold scrolls like Lightbringer's and Slayer's, but can afford the cheap blue scrolls available in The Marketplace. Numbers are also calculated without the XP bonus from scrolls for the less affluent among us.

Keep in mind you do not share XP with Heroes and Henchies if they are not within your agro circle, which is why there is no penalty using this build (other than lower drops...we're farming XP so that shouldn't matter).
----------------------------------------------------------------------

Best case scenario to reach Legendary Survivor

Easy run with Rampager's Insight scrolls = 40 runs / hour = 144,000 XP / hr.
Moderate run with Hunter's Insight scrolls = 20 runs / hour = 227,220 XP / hr.
Hard run with Hunter's Insight scrolls = 12 runs / hour = 237,132 XP / hr.

Level 20 = 140,600 XP
Legendary Survivor = 1,337,500 XP

Easy run with Rampager's Insight scrolls = 8.31 hours for 332 runs.
Moderate run with Hunter's Insight scrolls = 5.26 hours for 105 runs.
Hard run with Hunter's Insight scrolls = 5.04 hours for 60 runs.

Easy run without scrolls = 16.6 hours for 665 runs
Moderate run without scrolls = 9.2 hours for 184 runs
Hard run without scrolls = 8.8 hours for 106 runs
----------------------------------------------------------------------

Realistic time to reach Legendary Survivor

Easy run with Rampager's Insight scrolls = 30 runs / hour = 108,000 XP / hr.
Moderate run with Hunter's Insight scrolls = 12 runs / hour = 136,332 XP / hr.
Hard run with Hunter's Insight scrolls = 8 runs / hour = 158,088 XP / hr.

Level 20 = 140,600 XP
Legendary Survivor = 1,337,500 XP

Easy run with Rampager's Insight scrolls = 11.08 hours for 332 runs.
Moderate run with Hunter's Insight scrolls = 8.77 hours for 105 runs.
Hard run with Hunter's Insight scrolls = 7.57 hours for 60 runs.

Easy run without scrolls = 22.16 hours for 665 runs
Moderate run without scrolls = 15.36 hours for 184 runs
Hard run without scrolls = 13.24 hours for 106 runs
DeleteTimer 00:10

#3

Re: Ü-Titel Guide By Sharan [English-Version]


None

ruhig gestellt

[Schall und Wahn]

Registriert seit: 29.03.2007

Beiträge: 3.243

WoW das ging schnell

#4

Re: Ü-Titel Guide By Sharan [English-Version]


Dr Med den Rasen

born 2 post

[KING]

Registriert seit: 23.11.2007

Beiträge: 878

Zitat Zitat von dauerfeuerabenteuer Beitrag anzeigen
WoW das ging schnell
naja hab schon vorher ne Englische gehabt für Guru halt
DeleteTimer 00:10

#5

Re: Ü-Titel Guide By Sharan [English-Version]


None

ruhig gestellt

[Schall und Wahn]

Registriert seit: 29.03.2007

Beiträge: 3.243

Zitat Zitat von Dr Med den Rasen Beitrag anzeigen
naja hab schon vorher ne Englische gehabt für Guru halt
Achso

#6

Re: Ü-Titel Guide By Sharan [English-Version]


Emo

Made by GIGA

[gsoh]

Registriert seit: 02.06.2003

Beiträge: 2.650

Zitat Zitat von Dr Med den Rasen Beitrag anzeigen
naja hab schon vorher ne Englische gehabt für Guru halt
Danke.
/blessed

#7

Re: Ü-Titel Guide By Sharan [English-Version]


inSane.

würde auch am 32. Dezember posten

[BRONSON]

Registriert seit: 27.11.2005

Beiträge: 28

scheiss egal .. i don't give a damn!

[ich hätte jetzt auch zwei threads aufmachen können um dir das zu sagen, aber ich lass es!]