Forum Link Code:[url=]Team - 55-SS FoW[/url]
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55/SS team in action in the Fissure of Woe
The FoW 55/SS team build is a 2-player farming build designed to conquer
many parts of the the Fissure of Woe, one of the richest areas in
the game. The build is based on an invincible monk (55 monk) doing all the
tanking and gathering of
targets and an Echo SS Nuker to dish out all the damage
in the form of the elite hex, Spiteful
Spirit.
This build can be used to farm the area outside the Tower of Courage, the Great Battle
Field, the Fissure Shore and the Spider Cave quite
efficiently.
Build Concept
While there are different tactics for different situations
(explained below, in the tactics section), the general outline of
how this team works is very similar to most other 55/SS teams:
- The 55 monk attracts all aggro of the enemies. This includes the important step
of taking melee attackers to spell casters and/or ranged attacker
whenever possible to allow Spiteful Spirit to kill as many foes
simultaneously as possible. Solid lining up of ranged attackers and
then solid piling of melee attackers on them are the keys to making
this team build effective and successful.
- The SS necromancer's job is to carefully administer Spiteful
Spirit on foes so that as many foes as possible drop at the same
time. If the 55 monk does a solid job piling up foes, then Spiteful
Spirit placed on two of them can take out the entire group in a
matter of seconds.
- The 55 monk's primary responsibility is to survive. He/she must
be accustomed to playing the role of invincible monks because
55ing in the Fissure is a more difficult breed of 55ing
than, say, the Crystal Desert. Also, perfecting the timing of
using Arcane
Echo and Spell Breaker takes time.
- The SS necromancer is in charge of killing, and must utilize
his/her skills in the way that takes out the most dangerous foes
first.
Build Details
The Invincible Monk
Usage:
- Cast the 4 enchantments on the right of the skill bar at the
beginning. Note that you will have 0 energy regen when you put all 4 on, so you will need
Blood Ritual
from the SS Necro when you are in need of energy.
- In situations where there are no enemy mesmers, the approach is to put Protective
Spirit on and engage. With 4 pips health
regeneration from Mending, you should not need Healing Breeze
until you round all foes and they are all hitting you at the same
time.
- The Energy from Essence Bond and Balthazar's
Spirit should be more than enough for all situations.
- The combination of Blessed Aura, Arcane Echo, Spell Breaker and a special weapon with "of Enchanting"
is to make Spell Breaker (SB) last for over 1 minute. This is
needed for cases where spell casters (enemy mesmers and
necromancers) can remove enchantments and kill you instantly.
- To invoke this combination, invoke Arcane Echo first, then
Spell Breaker then Protective Spirit and go into the enemy. When
Spell Breaker is about 1/3 of the way recharging, invoke the copy
held in Arcane Echo's slot (you cannot wait till SB starts flashing
because by then the copy in Arcane Echo will have expired). When
the echoed SB is about to run out, invoke the original SB which
would have recharged. This combination should allow for about 74
seconds of immunity to all spells.
- To cast the first three spells in the sequence above, the monk
needs 40 energy to start. Then he/she needs to go into battle quick
so that enemy hits can fill up there energy reserves fast enough so
that there is enough energy for the echoed SB to be cast. Timing
and measuring all of this takes practice.
Equipment:
- A sword/axe with at least an 18% enchantment lengthening upgrade on
it. This is important to guarantee continuous Spell breaker
coverage for over minute against foes that can remove enchantments.
Ideally, a +5 energy mod
in the sword would also help out a great deal. Rajazan's
Fervor, the Totem
Axe or the +5 energy Katana available in Divine Path (and upgraded) all make great weapons
for this build.
- The off-hand is not by choice in this build. It has to be the
-50 off hand (see Cities of Ascalon).
- Ascetic's Armor offers the most energy which
is beneficial to this build.
SS Necromancer
Usage:
- Patience and good timing are the most important aspects of
success. Give the 55 monk room to operate and round up and gather
aggro. This is not like a run in the Underworld where the tanking is more
or less straight forward. The monk will need space to move.
Following closely will only result in breaking up aggro and making
fights longer. Something that can endanger the monk in fights
against mesmers/necromancers.
- Once the enemies are piled up into one nice pile, or as much as
the 55 monk can pile them, invoke Awaken the Blood then proceed to echo
and apply Spiteful Spirit on foes. Generally, warriors make the best targets
as they attack the fastest and invoke stances while attacking which
only serves to increase the damage SS deals.
- If the enemy group contains a monk or more, Sympathetic
Visage (and if possible Ancestor's Visage) on the monk and
the use of Desecrate Enchantments will facilitate
taking them out.
Equipment:
- Ideally, Villnar's Glove as a focus item and the Wayward Wand (Curses) from the Adept of Bone
as a weapon. These combine for a 36% chance to halve the recharge time of Curses
(which includes a 4% chance of making it presumably 4 times faster
but the recharge time is capped at half). This reduces the average
recharge time of Spiteful Spirit to 8.1 seconds compared with
9 seconds with only one fast recharge item or the full 10 seconds
with no fast recharge items.
- Scar Pattern Armor is best for
energy.
Tactics
Much of the success of this build relies on reading and
responding to certain situations:
- Shadow
Monks: If a group of Shadow Army forces includes Shadow Monks, they
can make things difficult with their powerful healing. Their
healing will cause mismatches in damage between foes, making Spiteful
Spirit less potent, they can also heal allies around them with
a powerful Heal
Area and worst of all, if a member falls they can resurrect
him. In addition, if there is more than one, they can virtually
keep their group alive infinitely.
Approach: The key to defeating them is to drain their energy
with SV much like the Smite Crawlers of the Underworld. The 55 monk
needs to pull enemies so that he/she is next to the monk(s) (easily
done by simply attacking with the weapon described above) and also
so that the other attackers are adjacent to the monk so that SS can
work faster.
- Shadow
Mesmers: The greatest threat they pose is Shatter
Enchantment which (if it hits Protective Spirit) will instantly
kill the 55 monk.
Approach: If there is more than one Shadow Mesmer, then it
is best to go with the safe approach and echo SB. The monk should
try and pile the mesmers, but (as was mentioned above), if the monk
keeps moving around a lot to line up foes, he/she may not have
enough energy to cast the echoed Spellbreaker.
If there is just one Shadow Mesmer, the 55 monk can protect the
enchantments by covering Protective Spirit with Healing Breeze. If
the Mesmer shatters Breeze, nothing will happen.
- Skeletal Ether Breakers: They are much
like Shadow Mesmers and the worst thing to be feared from them is
Shatter Enchantments. When coupled with Skeletal
Icehands, the echoed SB approach is the only way to avoid their
spells and the Icehands' Maelstrom.
- Doubter's Dryders: They possess two
enchantment removal skills, so Spell Breaker is a must if taking
them on. However, an easier approach is for the 55 monk to cast
Spell Breaker on the Necro and have him kill the dryder solo.
- Abyssals: Abyssals
are quite brutal for a 55 monk to take on, especially if more than
one is attacking. Their attacks can knockdown the monk frequently disrupting
Breeze or, worse, Protective Spirit.
Approach: The monk can first start off with one Abyssal at
a time around the Tower of Courage. Slowly they will be able
to time their casts so that they can go through after the
knockdowns. If taking on more than one, it's best to move around a
bit so that they are all hitting at the same time, this spares the
monk the agony of being knocked down mercilessly because if two
knockdown attacks hit at the same time, they only knockdown the
monk once.
- Ancient
Skales: These are basically a 55 monk's worst nightmare. Their
skill set includes the much dreaded Rend
Enchantments, health degeneration and life stealing. They will
also place a strain on the SS Necro because they will switch
targets and place their life draining hexes on him/her too.
Approach: Continued SB coverage is necessary to take them
on. The Necromancer should always move away after casting on them
so that they do not invoke Grenth's Balance on him/her and steal
life (their AI is such that they
will look for the target with the most health when using that
skill, which will not be the 55 monk). Since these skales do not
drop Obsidian
Shards, perhaps the best approach would be to avoid them
completely.